Visitors and Access

Digital Exhibits and the Power of Interactivity and Participation

How touch, input and visitor contributions change an exhibit experience compared with just watching, and how to design participation that adds meaning.

On this page
  1. Watching versus doing
  2. A range of involvement
  3. What participation can add
  4. What can go wrong
  5. Design principles for participation
  6. Privacy, consent and moderation
  7. Evaluating participation
  8. A guiding question

Watching versus doing

A traditional exhibit asks visitors to look and read. A digital exhibit can ask them to do something: touch a map, move a slider, answer a question, record a voice, add a note. That change from watching to acting is the heart of what people mean by interactivity and participation.

The difference is not automatically an improvement. Acting can deepen understanding and memory, give visitors a sense of ownership, and make a space more social. But it can also be shallow, a button that only advances a slideshow, or distracting. The question is whether the action connects to the idea the exhibit wants to convey.

A range of involvement

It helps to think of participation as a spectrum, from low to high involvement. These categories are informal, but they are useful for planning.

Selecting. The visitor chooses what to see next, for example by tapping a timeline. This gives control but little more.

Exploring. The visitor manipulates something, such as rotating a 3D object, zooming into a painting or filtering a collection. This supports looking closely and following curiosity.

Experimenting. The visitor changes variables and sees results, like adjusting inputs in a simulation. This can reveal how a system works and invites prediction and testing.

Creating. The visitor produces something, such as a drawing, a composition or a poster. The outcome is theirs, which can be motivating.

Contributing. The visitor adds content that others will see, such as a story, a comment or a photograph. This turns the exhibit into a shared space and ties to public contributions online and collaborative storytelling.

Each step up asks more of both the visitor and the institution. Contributions need review, storage and care, while experiments need testing to make sure the model is accurate.

What participation can add

When well designed, participation can:

  • Hold attention longer than passive content, giving visitors a reason to stay and look.
  • Support understanding by letting people test ideas rather than only read them. Learning outcomes are hard to measure, but active tasks are often associated with better recall than reading alone, though this varies with the task.
  • Bring in visitors’ own knowledge. Visitors, particularly local communities and specialist users, often know things the institution does not.
  • Encourage conversation. Shared activities tend to prompt talk between companions, which is a valuable part of a visit.
  • Give less confident readers another route in, since action can substitute for dense text.

What can go wrong

  • Interaction without meaning. Pressing a button to see text that could have been printed adds little. Ask whether the interaction teaches something that a label would not.
  • Over-reliance on screens. If everything requires a screen, visitors can stop looking at real objects. Consider physical and tangible interfaces, which can anchor interaction in the room.
  • Hogging. One person at a screen can exclude others. Design for group use with room for onlookers, shared displays or turn-taking.
  • Hidden affordances. Visitors may not know something can be touched, so use clear cues, attract screens and an obvious starting action.
  • Lack of response. A system that does not acknowledge input feels broken. Provide quick, visible feedback for every action.
  • Unmoderated content. Open contributions can attract spam, offensive material or inaccurate claims. Plan review, reporting and removal before launch.
  • Pressure to perform. Some visitors dislike being asked to speak, draw or share personal information in public. Always provide a way to look without taking part.

Design principles for participation

Give a clear task. A specific prompt, such as “What would you have packed?”, is easier to answer than “Share your thoughts.” Keep it light and open to different answers.

Keep it short. Most visitors give an exhibit limited time. Make the first action quick and make deeper involvement optional.

Show the result. Seeing their contribution appear, or being able to compare their answer with others, rewards effort. Be honest about what happens next: Will it be shown? For how long? Who can see it?

Support different ways of taking part. Not everyone wants to type or touch. Offering voice, drawing, selecting from options, or simply reading what others have said broadens participation. For accessibility, make sure each input method has an alternative, such as a physical button, a keyboard or a staff-assisted route.

Make it work for groups. Larger screens, tables and tabletop displays can let several people take part together, which is particularly useful for family visitors and school groups.

Reduce mistakes. Provide undo, reset and sensible defaults, and avoid penalties for exploring.

Let it fail gracefully. If a sensor or network fails, the exhibit should still show something useful.

Participation often involves visitor data: text, voice, images or location. Treat this carefully:

  • Say plainly what is collected, how it will be used and how long it is kept.
  • Obtain visitor consent, especially for photographs and recordings, and make it easy to decline.
  • Avoid collecting names or contact details unless necessary.
  • Moderate contributions, and publish guidelines for what is acceptable.
  • Consider how contributions from children are handled, and follow the laws and policies that apply.

Evaluating participation

Counting touches is not the same as measuring value. Visitor observation can show who takes part, who watches and what they do. Dwell time offers a rough indication of interest. Interviews, comment cards and examining the contributions themselves can show whether the activity prompted thought. Be cautious about drawing strong conclusions, and compare designs where you can.

A guiding question

For every interactive element, ask what the visitor does, what they get back and why that action is better than watching. If the answers are clear and meaningful, participation is probably adding something. If not, simplify.

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