Current
Podcasts & Interviews
Reviews
Reports
All Research Tracks
Engagement
Marketing & Social Media
Fundraising
Artificial Intelligence
Augmented & Virtual Reality
Blockchain
Inclusion
Data Collection & Analytics
Management
CRM Systems
Sustainability
About
Mission, Impact & Values
Staff
Current Contributors
Past Staff & Contributors
Tools
Contact

Arts Management and Technology Lab

Current
Podcasts & Interviews
Reviews
Reports
All Research Tracks
Engagement
Marketing & Social Media
Fundraising
Artificial Intelligence
Augmented & Virtual Reality
Blockchain
Inclusion
Data Collection & Analytics
Management
CRM Systems
Sustainability
About
Mission, Impact & Values
Staff
Current Contributors
Past Staff & Contributors
Tools
Contact
The Hybrid Museum Experience: Case Studies in Digital Engagement and Experience Design
October 1, 2019
Audience Engagement
Ruby Saha
The Hybrid Museum Experience: Case Studies in Digital Engagement and Experience Design
Ruby Saha
October 1, 2019
Audience Engagement

The Hybrid Museum Experience: Case Studies in Digital Engagement and Experience Design

Ruby Saha
October 1, 2019
Audience Engagement

This is part 1 of a two-part series.

As sites of learning and inquiry, museums aim to engage a variety of audiences within both the physical museum space and across digital platforms. With the increased access afforded by digitized collections and social media, museums are being faced with the challenge of meeting greater audience demand for interactive, personalized experiences that differentiate the museum visit and increase engagement with the institution and its collection.

A diagram of a museum visitor’s journey. Source: https://www.bdcnetwork.com/blog/future-museums-ultimate-visitor-experience

A diagram of a museum visitor’s journey. Source: https://www.bdcnetwork.com/blog/future-museums-ultimate-visitor-experience

In response to this demand, museums across the world are exploring the possibilities afforded by interactive digital tools to unlock new narrative possibilities and expand the visitor experience of the museum beyond the physical limits of display. At the forefront of this movement are institutions such as the Cooper Hewitt Smithsonian Design Museum, the Cleveland Museum of Art, and the Museum of Old and New Art, which have all implemented interactive in-gallery tools that connect the tangible objects on display with the wider world of virtual media. Whether through interactive touchscreens, mobile apps, or location-based audio-guides, these museums leverage technology to create a hybrid experience, enabling physical and digital to coexist and interact in a way that transforms and enriches the visitor experience of the collection.

At the same time, museums investing in digital engagement tools must also consider critical issues related to the development and implementation of technology. These include institutional considerations, such as cost, staff training, and infrastructure requirements, as well as technological realities, such as maintenance needs and planning for obsolescence. Museums must also seek to strike a balance with interactive tools to ensure they serve to enhance the physical experience without overshadowing it entirely.

This post examines two case studies—the Museum of Old and New Art in Tasmania, Australia, and the Cooper Hewitt Smithsonian Design Museum in New York—as examples of hybrid museums that successfully demonstrate how bridging the physical and virtual in the museum visitor experience can increase the length, breadth and depth of engagement with the institution and its collection. By outlining each museum’s approach in identifying, developing, and evaluating their digital engagement solutions, one can assess the factors for success as well as challenges and limitations to consider for museum managers seeking to invest in digital engagement tools.

Case Study I: Museum of Old and New Art (MONA)

Interior of the MONA museum. Source: https://mona.net.au/museum/introduction

Interior of the MONA museum. Source: https://mona.net.au/museum/introduction

The Museum of Old and New Art (MONA) is a private museum located in Tasmania, Australia. Opened in 2011, MONA consists of three dimly lit underground floors displaying art from the collection of the museum’s founder and owner, David Walsh, a professional gambling multi-millionaire who delights in eccentricity and controversy. With over 2 million visitors from around the world as of January 2017, MONA has had a major impact on the economy and visibility of Tasmania, with both the museum and Walsh being embraced as local cultural icons.

MONA is known for its many divisive curatorial choices. Described by Walsh as “a subversive adult Disneyland,” the museum’s collection—1,500 pieces in total, with around 200 works on display—centers around the themes of sex and death. Artworks such as a wall lined with over a hundred porcelain vulva casts and a machine that replicates the human digestive system to produce fecal matter reflect Walsh’s irreverent fascination with these themes and his desire to evoke a visceral reaction from visitors. Additionally, as the museum’s name suggests, the galleries juxtapose ancient and modern artwork from Walsh’s $100 million-dollar collection, but without any discernible order.  Ancient Roman coins and Egyptian antiquities sit side-by-side with modern and contemporary works by artists such as Jenny Saville, Chris Ofili, Damien Hirst, and Andres Serrano.

Most notably, the dark, subterranean galleries at MONA are completely devoid of any wall texts, labels, or other traditional museum didactics. Instead, all visitors receive an audio guide known as the O, a modified iPod Touch device that combines indoor positioning technology with a content management system to provide information based on the user’s proximity to the works in the collection. Named after the circular home button on the iPod device, the O was the first mobile museum guide designed to replace traditional wall texts by making all content fully virtual.

As visitors wander through the museum’s labyrinthine galleries, the device (or app, for those who choose to download it on their iPhones) displays a list of the works nearby with an image and object label. Should the visitor wish to delve deeper into the work, they can read the irreverently titled “Art Wank,” a “short and pithy” curatorial essay that gives a traditional but accessible overview of the artwork. Many objects also offer additional content such as “Gonzo,” which are musings and rants recorded by Walsh about the work; “Media,” which are short audio files like interviews with the artist or curators; or “Ideas,” which provides “a set of provocations or talking points” such as quotes or statements to prompt discussions around the piece. Users can also rate artworks by choosing “love” or “hate” options, which Walsh has (perhaps jokingly) threatened to use to remove works that are “loved” by too many people.

Sample image and description using the O. Source: https://mona.net.au/museum/introduction

Sample image and description using the O. Source: https://mona.net.au/museum/introduction

While Walsh is the main voice behind the O’s content, the technology was developed by a team he hired that eventually founded Art Processors, a design agency that works with cultural organizations to integrate technology with the visitor experience. Scott Brewer, one of the company’s co-founders, described how the concept for the O came out of Walsh’s frustration with MONA’s predecessor, the Moorilla Museum of Antiquities, which he founded in 1999 to house his collection. This was more like a standard museum, with white walls, glass cases, and explanatory texts that were often larger than the objects themselves. In Walsh’s words: “it looked great, but it also looked like every other museum in the world… I wondered: Why did I end up building the same museum as everybody else (Perrottet)?”

Unsatisfied with the traditional standards for curation and didactics in the museum, Walsh viewed the low levels of visitor engagement as a design issue that required a new approach. In 2007, after closing the museum for renovations, Walsh approached Brewer and his colleagues, Tony Holzner and Nic Whyte, to find a solution that would allow the artwork to be displayed in more innovative, aesthetically pleasing ways while still delivering rich content to capture audience interest, all without distracting the audience from engaging from the works. In essence, Walsh wanted to “both provide content and keep the museum free from anything other than the objects on display (Off the Wall).”

Finding the solution to Walsh’s problem took over three years due to the challenge of adapting existing indoor location systems to the size and specifications of MONA’s complex architecture. Alternative options such as QR codes and RFID wands were considered, but neither one satisfied Walsh’s desire to avoid distraction and ensure total immersion in the works. Although the initial version of the O relied on a third-party positioning system, Brewer says that in 2013, after the 5th generation iPod Touch was released with core Bluetooth capabilities included, the team was able to build their own indoor positioning system known as Enso Locate.

The location-based approach has also generated an unexpected benefit for visitor engagement. In addition to connecting users with digital content during the museum experience, visitors can save their path through the museum and access and share their visit through the museum’s website, thus extending the length of engagement with the institution. All the content on the O can be accessed online, but only after visiting the museum, enabling visitors to relive their journey and seek out works they may have missed.

According to Brewer, the O is used by roughly 97% of visitors to the museum, with 73% reporting that they used the O throughout their visit and 80% saying the guide enhanced their experience of the museum. Although the O is now available as an iOS app, Brewer credits having the devices in-house as a major factor in the high use rate of the O, and that the museum still carries enough iPods to provide one for every visitor since only 5% of visitors download the app onto their own device. “Removing that barrier for someone,” Brewer says, “that could be the difference between a 5 to 10% use rate and our 97% use rate.”

As a digital engagement tool, the O has been lauded for liberating the museum from the confines of tradition and “delivering vastly more information of greater richness than conventional signage (Flanagan).” As one of the earliest location-based mobile museum tour solutions, the O has been a major influence for other museums looking to adopt digital engagement tools, including the Cooper Hewitt well before it underwent its own digital transformation.

However, beyond the numbers, the museum and the team that created the O are still in the process of understanding and measuring the impact of the O on visitor engagement. Brewer says the feedback from surveys on the device’s ability to change the way the space is navigated and engaged with has been overwhelmingly positive, and that roughly 80 percent of respondents say they prefer the MONA experience to traditional museums and galleries. Although the museum’s success has far outstripped Walsh’s expectation, Brewer notes that “MONA didn’t exist before the O, so it doesn’t know a ‘pre-O’ version of itself to say that it’s learned more about the audience than what it had previously.”

Continue to part 2 here.

Resources

“Australian Millionaire’s Museum Tries Something New (And Old).” Hyperallergic, April 6, 2011. https://hyperallergic.com/22154/australia-mona-museum/.

Flanagan, Richard. “Tasmanian Devil,” The New Yorker, January 14, 2013. https://www.newyorker.com/magazine/2013/01/21/tasmanian-devil.

“Off the Wall – MONA: The O.” Art Processors. Accessed May 10, 2019. https://www.artprocessors.net/projects/mona/.

Perrottet, Tony. “Nudity, Art, Sex and Death – Tasmania Awaits You.” Smithsonian Magazine, May 2012. https://www.smithsonianmag.com/travel/nudity-art-sex-and-death-tasmania-awaits-you-62034501/.

Tagged: audience engagement, digital engagement, apps, ux design, museums

Newer PostFuture Trends of Music Streaming Services: Part 2
Older PostLive Streaming Performing Arts Using Social Media: Why, How & Best Practices


Subscribe

Sign up with your email address to receive news and updates.

We respect your privacy.

Thank you!

Featured
World-Building's Power Through Narrative Dimensions and Audience Immersion: Silence Wang's "One Hundred Thousand Volts"
July 27, 2026
Cosmo Wang
World-Building's Power Through Narrative Dimensions and Audience Immersion: Silence Wang's "One Hundred Thousand Volts"
July 27, 2026
Cosmo Wang

In an earlier article, we explored how live music concerts are evolving beyond mere performances into expansive, immersive storyworlds, using Silence Wang’s One Hundred Thousand Volts tour and its fictional setting of “Romance City” as a pioneering case study. By adapting world-building frameworks traditionally found in film, literature, and gaming—specifically the core principles of invention, completeness, and consistency—Wang transformed his stage into a dynamic socio-ecological system where the audience's emotional participation actively powered the narrative environment. Building upon this foundation of visual and spatial storytelling, this article will delve into the auditory and transmedia expansions of Romance City, examining the strategic role of sound and musical arrangement, the development of one of the world's first XR interactive concert films, and the unique integration of a "Concert Artbook" to deepen audience immersion and IP expansion.

Read more →
July 27, 2026
Cosmo Wang
Immersive Live Music Concerts: How Silence Wang Uses World-Building to Transform the Audience Experience
June 30, 2026
Cosmo Wang
Immersive Live Music Concerts: How Silence Wang Uses World-Building to Transform the Audience Experience
June 30, 2026
Cosmo Wang

How do you create an audience experience that drives not a one time purchase but a fan for life? Live concerts need to consider creating immersive worlds that engage fans before, during, and after their 2 - 3 hours in the space. This article uses a case study to unpack exactly how to to expand IP and build a world that creates a career sustaining model.

Read more →
June 30, 2026
Cosmo Wang
Toward Smarter Opponents: Rethinking AI in Turn-Based Games
June 22, 2026
Raven Fischer
Toward Smarter Opponents: Rethinking AI in Turn-Based Games
June 22, 2026
Raven Fischer

Turn-based games often rely on scripted opponents that are predictable, exploitable, and strategically limited. Through case studies from Final Fantasy X and Pokémon Trading Card Game Live, this article examines how current game AI falls short of creating engaging tactical experiences and explores whether more intelligent, adaptive opponents could improve player enjoyment and game design.

Read more →
June 22, 2026
Raven Fischer
The Price of Loyalty: Analyzing Consumer Behavior in Streaming TV, Part II
June 2, 2026
Staff Researcher
The Price of Loyalty: Analyzing Consumer Behavior in Streaming TV, Part II
June 2, 2026
Staff Researcher

In Part II, this research moves from market context and prior literature to empirical analysis and actionable strategy. While Part I established the streaming landscape, reviewed existing research on Gen Z and millennials’ consuming behavior, Part II presents findings from the online survey and interviews with industry experts. Synthesizing these primary insights with our secondary literature review, we identify what drives and what undermines the subscriber loyalty among 18–34 age group, and conclude with six recommendations for Roku across its SVOD, FAST, and AVOD platform ecosystem.

Read more →
June 2, 2026
Staff Researcher
The Price of Loyalty: Analyzing Consumer Behavior in Streaming TV, Part I
May 26, 2026
Staff Researcher
The Price of Loyalty: Analyzing Consumer Behavior in Streaming TV, Part I
May 26, 2026
Staff Researcher

This study examines what drives loyalty among 18-34 age streaming consumers. The problem we looked to solve through our study is how Roku can better reach older Gen Z (18-24) and younger millennials (25-34) and retain them, beyond an initial one-time acquisition. This is especially relevant in an age where streamers are continually competing with each other and other media companies for the consumer's attention. Part I analyzes the conceptual groundwork for our research, tracing the evolution of the streaming market, reviewing prior literature on Gen Z and millennial viewing habits, and introducing our mixed-methods research approach. Part II of this research will present the empirical findings, industry interview insights, and final analysis and recommendations for Roku.

Read more →
May 26, 2026
Staff Researcher

Subscribe

Sign up with your email address to receive news and updates.

We respect your privacy.

Thank you!
Back to Top
AMT-Lab @ Hamburg Hall, Carnegie Mellon University, Heinz College, Pittsburgh, PA 15213, USAinfo@amt-lab.org
cmu logo.png
cmu mam logo hi rez.jpg
 

Arts Management & Technology Laboratory

Carnegie Mellon University, John C. Heinz College III

4800 Forbes Avenue

Pittsburgh, PA 15213