| 研究生: |
王逢獻 Wang, Feng-Xian |
|---|---|
| 論文名稱: |
檔案展覽互動設計評估及策展意見之調查研究 A Survey of Interactive Design Evaluation and Curatorial Perspectives in Archival Exhibition |
| 指導教授: | 林巧敏 |
| 學位類別: |
碩士
Master |
| 系所名稱: |
文學院 - 圖書資訊與檔案學研究所 Graduate Institute of Library, Information and Archival Studies |
| 論文出版年: | 2026 |
| 畢業學年度: | 115 |
| 語文別: | 中文 |
| 論文頁數: | 169 |
| 中文關鍵詞: | 檔案展覽 、互動設計 、互動裝置 、策展實務 |
| 外文關鍵詞: | Archival exhibitions, Interactive design, Interactive installations, Curatorial practice |
| 相關次數: | 點閱:15 下載:0 |
| 分享至: |
| 查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
隨著數位科技逐步應用於展覽領域,互動裝置已成為協助轉譯展覽內容與降低使用者認知門檻的重要工具,相較於博物館等其它展覽領域,目前針對檔案展覽互動裝置之設計表現與策展實務的研究仍相對有限。本研究旨在探討國內檔案展覽互動裝置之設計現況與策展實務觀點,並提出檔案展覽機構未來規劃互動展覽之具體建議。
本研究採質化與量化並行之混合研究,運用非參與式觀察法與半結構式深度訪談法。首先,針對國內七所檔案及文化展覽機構、十四處展覽、二十組互動裝置進行觀察紀錄,並依「使用性、可及性、系統穩定性、內容與敘事性、互動性、空間整合性、多感官體驗、教育性」等八大構面進行量化評估與質化分析;其次,邀請具實務經驗之策展人員進行深度訪談,瞭解其檔案互動式展覽之策展實務經驗。
研究結果顯示,國內檔案展覽互動裝置在使用性、系統穩定性、內容與敘事性、空間整合性與教育性上具備良好成熟度,能有效將龐雜史料轉譯為使用者易於理解與參與的互動經驗;惟在無障礙通用設計、多感官整合與互動性上仍有精進空間。綜合研究結果,未來規劃互動裝置應以檔案內容與展覽主題為核心,兼顧技術穩定、簡化操作、空間動線、學習機制等面向,並藉由策展端、技術端、廠商與現場人員之跨域協作,建立完整的測試、回饋與修正機制。本研究亦建議,檔案機構可審慎評估生成式AI技術導入個人化共創體驗之潛力,以豐富檔案內容的呈現,並提供更多元的互動參與形式,提升整體的展覽體驗。
With the growing application of digital technologies in exhibition settings, interactive installations have become important tools for interpreting exhibition content and lowering users’ cognitive barriers. Compared with other exhibition fields, such as museums, research on the design performance and curatorial practices of interactive installations in archival exhibitions remains relatively limited. This study therefore investigates the current design practices of interactive installations in archival exhibitions in Taiwan, examines curatorial perspectives, and proposes practical recommendations for archival institutions planning future interactive exhibitions.
This study adopted a mixed-methods approach integrating qualitative and quantitative analyses, using non-participant observation and semi-structured in-depth interviews. First, observations were conducted at seven archival and cultural institutions, covering fourteen exhibitions and twenty interactive installations. The installations were quantitatively evaluated and qualitatively analyzed across eight dimensions: usability, accessibility, system stability, content and narrative, interactivity, spatial integration, multisensory experience, and educational effectiveness. Second, curatorial practitioners with relevant professional experience were invited to participate in in-depth interviews to explore their practical experiences in planning and implementing interactive archival exhibitions.
The findings indicate that interactive installations in archival exhibitions in Taiwan demonstrate relatively strong performance in usability, system stability, content and narrative, spatial integration, and educational effectiveness. These installations are generally capable of translating complex archival materials into interactive experiences that are more accessible and engaging for users. Nevertheless, further improvement is needed in universal and accessible design, multisensory integration, and interactivity. Based on the findings, future interactive installations should place archival content and exhibition themes at the core of the design process while also addressing technical stability, simplified operation, spatial circulation, and learning mechanisms. Cross-disciplinary collaboration among curators, technical teams, contractors, and on-site staff is also essential for establishing comprehensive mechanisms for testing, feedback, and revision. This study further suggests that archival institutions cautiously assess the potential of generative artificial intelligence in personalized co-creation experiences to enrich the presentation of archival content, provide more diverse forms of participation, and enhance the overall exhibition experience.
謝辭 i
摘要 ii
Abstract iii
目次 v
圖目次 vii
表目次 viii
第一章 緒論 1
第一節 研究動機 1
第二節 研究目的 2
第三節 研究問題 3
第四節 研究範圍與限制 3
第五節 名詞解釋 4
第二章 文獻探討 6
第一節 互動裝置的定義與應用之探討 6
第二節 檔案展覽設計與互動展示設計 14
第三節 展覽使用者滿意度調查研究 18
第四節 互動裝置的設計原則 21
第五節 互動裝置在檔案展覽中的教育效果 28
第三章 研究設計與實施 33
第一節 研究架構 33
第二節 研究方法 35
第三節 研究對象 38
第四節 研究工具 47
第五節 研究實施步驟 54
第六節 資料整理與分析 56
第四章 研究分析與結果 58
第一節 觀察記錄量化分析 58
第二節 觀察記錄質化分析 75
第三節 深度訪談分析 130
第四節 綜合討論 143
第五章 結論與建議 147
第一節 結論 147
第二節 建議 151
第三節 未來研究建議 154
參考文獻 156
【附錄一】互動裝置評估紀錄表 162
【附錄二】訪談大綱 167
【附錄三】個別訪談知情同意書 169
Allen, S., & Gutwill, J. P. (2004). Designing with multiple interactives: Five common pitfalls. Curator: The Museum Journal, 47(2), 199–212. https://doi.org/10.1111/j.2151-6952.2004.tb00117.x
Ascott, R. (2002). Behaviourist art and the cybernetic vision. In R. Packer & K. Jordan (Eds.), Multimedia: From Wagner to virtual reality. W. W. Norton.
Breaden, I. (2006). Sound practices: On-line audio exhibits and the cultural heritage archive. The American Archivist, 69(1), 33-59.
Britannica Dictionary. (n.d.). Interactive. Retrieved May 15, 2026, from https://www.britannica.com/dictionary/interactive
Brown, S. (2007). A critique of generic learning outcomes. Journal of Learning Design, 2(2), 22–30.
Campos, P., Campos, M., Pestana, J., & Jorge, J. (2011). Studying the role of interactivity in museums: Designing and comparing multimedia installations. In International Conference on Human-Computer Interaction (pp. 155-164). Berlin, Heidelberg: Springer Berlin Heidelberg.
Economou, M. (1998). The Evaluation of Museum Multimedia Applications: Lessons from Research. Museum Management and Curatorship, 17(2), 173–187.
Edmonds, E., Turner, G., & Candy, L. (2004). Approaches to interactive art systems. In Proceedings of the 2nd International Conference on Computer Graphics and Interactive Techniques in Australasia and South East Asia (pp. 113–117).
Eiserman, J., & Hushlak, G. (2013). Keeping Interactive Art Interactive. International Journal of the Inclusive Museum, 6(2).
Falk, J. H., & Dierking, L. D. (2008). Enhancing visitor interaction and learning with mobile technologies. Digital technologies and the museum experience: Handheld guides and other media, 19-33.
Fiordelmondo, A., Canazza, S., & Pretto, N. (2024). Reactivating and preserving interactive multimedia artworks: an analog performance from the seventies. ACM Journal on Computing and Cultural Heritage, 17(2), 1-17.
Garnett, R., & Ghislaberti, A. (2002). The impact of science centers/museums on their surrounding communities: Summary report. National Science Foundation (NSF). Arlington: NSF.
Garzotto, F., & Rizzo, F. (2007). Interaction paradigms in technology-enhanced social spaces: A case study in museums. In Proceedings of the 2007 Conference on Designing Pleasurable Products and Interfaces (pp. 343–356). ACM.
Glushkova, A., Makrygiannis, D., & Manitsaris, S. (2023). Embodied edutainment experience in a museum: discovering glass-blowing gestures. In Companion Publication of the 25th International Conference on Multimodal Interaction (pp. 288-291).
Griesinger, P. (2016). Process history metadata for time-based media artworks at the Museum of Modern Art, New York. Journal of Digital Media Management, 4(4), 331-342.
Kang, M., Jang, J., & Jeong, C. (2018). Understanding museum visitor satisfaction and revisit intentions through mobile guide system: Moderating role of age in museum mobile guide adoption. Asia Pacific Journal of Tourism Research, 23(2), 95–108. https://doi.org/10.1080/10941665.2017.1410190
Katre, D., & Sarnaik, M. (2009). Identifying the cognitive needs of visitors and content selection parameters for designing the interactive kiosk software for museums. In IFIP Working Conference on Human Work Interaction Design (pp. 168-179). Berlin, Heidelberg: Springer Berlin Heidelberg.
Kristof, R., & Satran, A. (1995). Interactivity by design: Creating & communicating with new media. Adobe Press.
Kropf, M. B. (1989). The family museum experience: A review of the literature. Journal of Museum Education, 14(2), 5–8.
Lee, T. S. C. (2021). Getty museum family room–educational issues on scaffolding and transfer of learning. International Journal of Art & Design Education, 40(1), 201-215.
Lester, P. (2006). Is the virtual exhibition the natural successor to the physical?. Journal of the Society of Archivists, 27(1), 85-101.
Liu, Q., & Sutunyarak, C. (2024). The impact of immersive technology in museums on visitors’ behavioral intention. Sustainability, 16(22), 9714.
Luo, L., Doucé, L., & Nys, K. (2026). Multisensory museum experience: An integrative view and future research directions. Museum Management and Curatorship, 41(2), 212–239.
Michael, D., Pelekanos, N., Chrysanthou, I., Zaharias, P., Hadjigavriel, L. L., & Chrysanthou, Y. (2010). Comparative study of interactive systems in a museum. In Euro-Mediterranean Conference (pp. 250-261). Berlin, Heidelberg: Springer Berlin Heidelberg.
Moggridge, B. (2007). Designing interactions. (Vol. 17). Cambridge: MIT Press.
Ray, C. A., & van der Vaart, M. (2013). Towards an integrative approach to interactive museum installations. In 2013 Digital Heritage International Congress (DigitalHeritage) (Vol. 2, pp. 701-704). IEEE.
Russell, S. (2023). Updates to the OECD’s definition of an AI system explained.
Sandifer, C. (2003). Technological novelty and open‐endedness: Two characteristics of interactive exhibits that contribute to the holding of visitor attention in a science museum. Journal of research in science teaching, 40(2), 121-137.
Schou, M. M., & Løvlie, A. S. (2020). The Diary of Niels: Affective engagement through tangible interaction with museum artifacts. In Euro-Mediterranean Conference (pp. 289-299). Cham: Springer International Publishing.
Sherring, A., Murphy, C., & Catt, L. (2018). What is the object? Identifying and describing time-based artworks. AICCM Bulletin, 39(2), 86-95.
Thomson, L. J., & Chatterjee, H. J. (2015). Measuring the impact of museum activities on well-being: developing the Museum Well-being Measures Toolkit. Museum Management and Curatorship, 30(1), 44-62.
Torpus, J. (2018). Extending museum exhibits by embedded media content for an embodied interaction experience. In Proceedings of the 10th Nordic Conference on Human-Computer Interaction (pp. 236-246).
Wimmer, R. D. (2011). Mass media research: An introduction. Cengage learning.
王啟祥(2008)。博物館觀眾學習成果與影響研究的發展與啟示。博物館學季刊,22(4),91–107。
王照明、郭書伶(2017)。運用互動科技於博物館展示之環境教育體驗研究。臺中教育大學學報:人文藝術類,31(2),1–21。
吳淑華(2011)。影響參觀博物館展示因素與滿意度關係之研究。科技博物,15(2),105–134。
吳紹群(2014)。博物館多媒體互動展之海外展覽觀眾滿意度研究。博物館學季刊,28(4),93–120。
吳紹群(2018)。檔案數位互動展之觀眾滿意度與教育效果研究:以「同安潮新媒體藝術展」為例。圖資與檔案學刊,93,43–74。
吳紹群(2019)。圖書館數位互動展覽之策展及布建實務初探。載於國立公共資訊圖書館(主編),閱讀悅精彩(頁3–14)。國立公共資訊圖書館。
吳紹群(2024)。圖書館互動多媒體展覽教育效果之量化研究。圖書資訊學研究,18(2),83–118。
呂佳珍、張雅甯(2015)。博物館動態展示品與使用者經驗。博物館學季刊,29(3),89–102。
李家祥(2006年8月7日)。互動技術概念。數位藝術知識與創作流通平台。https://www.digiarts.org.tw/DigiArts/DataBasePage/4_88532502521098/
林大維、吳佩樺(2010)。互動藝術脈絡與其美學之研究。藝術學報,87,31–54。
林巧敏(2014)。檔案展覽:文集與圖錄。臺北市:國立政治大學人文中心。
林巧敏、李佩珊(2015)。檔案展覽互動展示設計與規劃之探討。大學圖書館,19(1),1–20。
林珮淳、范銀霞(2004)。從數位藝術探討互動觀念、媒介與美學。藝術學報,74,99–111。
林麗娟(2004)。各國國家檔案展覽活動之研究。臺北市:行政院檔案管理局。
徐典裕、王薏涵、郭凡瑞(2015)。博物館虛實整合科普教育應用與推廣服務模式-以融入小學課程主題之虛實整合行動學習為例。博物館學季刊,29(1),99–115。
陳兆祦、和寶榮(1996)。檔案管理學基礎。北京:中國人民大學出版社。
陳玫岑、張美珍(2009)。博物館展示手法與情境設計對觀眾參觀與記憶留存影響之研究。科技博物,13(2),45–64。
陳勁甫、林怡安(2003)。博物館遊客滿意度與服務品質之研究:以國立自然科學博物館為例。博物館學季刊,17(3),113–131。
陳韻如(2022a)。探討新媒體互動裝置中的人機動態結構關係。南藝學報,24,105–127。
陳韻如(2022b)。新媒體藝術互動裝置之結構分析。藝術評論,42,1–39。
張崇山(1993)。博物館的展示規劃。博物館學季刊,7(3),55–64。
張紹勳(2001)。研究方法。臺中市:滄海書局。
莊育振、周文修、洪于潔(2010)。以情境式學習觀點探討數位媒體應用於互動展示設計。科技學刊,20(2),163–179。
黃雅雯(2014)。博物館觀眾參觀經驗與多媒體應用於展示之評估-以「神示籤詩-Chance from God特展」為例。博物館學季刊,28(4),55–78。
馮明珠(2007)。廿載策展經驗談-歷史檔案與檔案展覽。檔案季刊,6(3),1–18。
趙春麗(2012)。論多媒體科技在檔案展覽中的適度應用。北京檔案,9,23–25。
潘淑滿(2003)。質化研究:理論與應用。臺北市:心理出版社。
蔡德宏(2024)。影響讀者參與圖書館書展因素之探討:以國立成功大學圖書館為例。國立成功大學圖書館館刊,33,93–110。
檔案管理局(2002)。檔案管理名詞彙編。臺北市:檔案管理局。
顏上晴(2004)。由觀眾面向探討展示評量指標。科技博物,8(2),67–89。
全文公開日期 2031/07/17