Abstract

What if the future of digital design in museums isn’t found in cutting-edge institutions, but in the often-overlooked ecologies of regional natural history collections? This paper repositions small regional museums not as lagging behind in digital transformation, but as fertile grounds for exploring more-than-human digital design. Drawing on an ongoing collaborative project between the Portsmouth Natural History Museum and the University of Portsmouth, we reflect on the interactive experiences using low-cost holograms and motion-capture avatars as mediators between human and non-human actors within museum ecologies. Giving collections voices and personalities engaged audiences, yet in attempting to become more-than-human, the collections instead became more human. This tension exposes the limitations of digital museology, where such experiences risk reinforcing anthropocentric ways of knowing. We argue that genuine more-than-human design requires play, provocation, discomfort, and multisensory encounters that decentre the visitor, reframing digital transformation as multispecies collaboration that is not post-digital but posthuman.

Keywords

more than human, digital interaction design, regional museums; natural history collections

Creative Commons License

Creative Commons Attribution-NonCommercial 4.0 International License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License

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Jun 8th, 9:00 AM Jun 12th, 5:00 PM

Not Post-Digital but More-than-Human: Rethinking Digital Design for Regional Natural History Museums

What if the future of digital design in museums isn’t found in cutting-edge institutions, but in the often-overlooked ecologies of regional natural history collections? This paper repositions small regional museums not as lagging behind in digital transformation, but as fertile grounds for exploring more-than-human digital design. Drawing on an ongoing collaborative project between the Portsmouth Natural History Museum and the University of Portsmouth, we reflect on the interactive experiences using low-cost holograms and motion-capture avatars as mediators between human and non-human actors within museum ecologies. Giving collections voices and personalities engaged audiences, yet in attempting to become more-than-human, the collections instead became more human. This tension exposes the limitations of digital museology, where such experiences risk reinforcing anthropocentric ways of knowing. We argue that genuine more-than-human design requires play, provocation, discomfort, and multisensory encounters that decentre the visitor, reframing digital transformation as multispecies collaboration that is not post-digital but posthuman.

 

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