Professional Documents
Culture Documents
MUSEUM
GUIDE:- AR.KANIKA VERMA
WHY THIS TOPIC
• My interest stems from watching the cartoon series as kids to its high VFX
movies, I have seen the transition over a decade and because of my
childhood interest and being a crazy fan.
• This museum will also act a place where different age group of people can
come and spend their time to reduce the generation gap
• This museum can hold different superhero’s events in same place such as
Comic-Con and etc.
• This museum will break the stereotype that superhero's are only liked by
kids.
PSYCHOLOGY OF SPACES
PSYCHOLOGICAL ASPECT
Various elements that comprise the subsequent experience. Because of the fluidity and multidimensionality of the
phenomenon, they developed the following four-part framework to encompass the concept of “museum experience:”
Object experiences: in which the individual focuses on the content, the object, or “the real thing;”
Cognitive experiences: in which the individual gains information or knowledge;
Introspective experiences: in which the individual turns inward, to personal feelings, memories, and experiences,
with a sense of belonging or connectedness;
Social experiences: in which the individual interacts with family members, friends, and often museum staff.
ANTHROPOLOGICAL ASPECT
The circulation of public and staff, service areas has to be separated from each other, and the visitor should be able to
approach a particular gallery of his or her choice as directly as possible. He should not be obliged to returnor proceed
through the galleries he is not interested in. The location of the temporary exhibit hall should take into consideration
the possibility of a large number of visitors. A separate entrance is advisable. Circulating pattern should be designed
keeping in mind that there is a general tendency to turn right to enter an exhibit hall.
TYPES OF CROWD FLOW
Depending upon the rate of flow of visitors the areas inside the gallery can be described below:
• Areas of constant crowd flow: These are the areas where terse repetitive exhibits that can be easily understood by the
visitors are placed.
• Areas of crowd slope-age: These are characterized by the general display of nature along with the exhibits of conceptual
nature requiring time to absorb
• Areas of variable crowd flow: The exhibits allow visitors to choose among simple and complex exhibits.
USER BEHAVIOUR AND ACTIVITY ANALYSIS
In order to create a useful and effective museum exhibition, all its creators, designers and curators have to be well
acquainted with the target group. Without understanding the target audience the exhibition cannot succeed because it
will not be able to communicate with and foster the interest of visitors.
VISITOR CATEGORIZATION
The spectrum of museum visitors is very diverse and there is no general and universal classification. Visitors, however,
have some common features upon which we can build our categorization:
• socio-demographic characteristics: age, sex, occupation, education, the type of community the resident is from local or
non-local residents;
• musicological characteristics: motivation for the visit (professional, informational), knowledge of the topic, potential of
the tour to engage;
• range characteristics: individual visitor, (various types of) groups of museum visitors, frequency of visits, timescale of
museum visit;
• psychological or physiological characteristics: reception, intelligential, memory, imaginative, visual, auditive, motoric.
Some target groups can be generalized as below:
• families;
• school parties;
• other organized educational groups;
• leisure learners;
• tourists;
• the elderly
• people with visual, auditory, mobility or learning disabilities.
Museum visitors can also be categorized in three broad and much simpler categories:
• Casual visitors: people who move through a gallery quickly and who do not become heavily involved in what they
see.
• Cursory visitors: show instead a more genuine interest in the museum experience and collections.
• Study visitors: A minority of visitors who thoroughly examine exhibitions with much more detail and attention. They
are learners who will spend an abundance of time in galleries, read the text and labels, and closely examine the
objects
APPROACH OF ARCHITECTS
This new technology included new ways of presenting artifacts, lighting techniques, monitoring, controlling, and virtual visits
for the museums. The new design technologies presented in few types containing optimized, parametric and algorithmic
design new generation of architects has adopted this new trend of architectural design by digital tools, which affected the
museum design during the 21st century, including Frank Gehry (who designed the Guggenheim Bilbao Museum, which was
modeled with CATIA, the computer modeling system in order to develop and coordinate building systems by mapping its
curved surfaces), Zaha Hadid, Daniel Libeskind, Jean Novel, and other. The new trends and technology used in the design
stages changed the design ideology along century.
The new millennium technology in museums is the virtual museums, which became preferable for whom cannot visit
museums, and more common. This new service will definitely affect the architectural design of the upcoming museum
spaces, not only for the real visitors, but also for the virtual visitors. The control of movement inside the museum became
easier to be solved after the new solutions presented by the digital technologies, but the virtual movement, it is still in such a
need for other ways to be developed.
EVOLUTION OF MUSEUM