Main Article Content
This study utilizes the lens of design anthropology to describe the phenomena which occurred when community members underwent a process to transform their house into a public museum. The researchers’ objective was to help the Baan Saan community, located near Phuket Old Town, develop a house museum. The research team decided to install embedded media technology—sensors and IoT technology—in the community space in order to display the historical background. Local foods were chosen to be the main topic of the exhibition. The community are historically Hokkien Chinese migrants, who brought their food recipes from China. The foods are not only local products on sale in the community, but also the result of a process which combines the utilization of local knowledge and the use of materials such as kitchenware, containers, and other equipment to prepare the ingredients. The authenticity of these foods depends on the process in which the knowledge about, and stories of, the materials are communicated. This study developed an innovative prototype media technology system to communicate the authenticity of the foods by linking them with the biographies of interrelated materials. Moreover, the prototype became an intermediary between community members, lab members, and visitors. This cooperation supports the possible future extension of the exhibition to other projects.
This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
All rights reserved. Apart from citations for the purposes of research, private study, or criticism and review,no part of this publication may be reproduced, stored or transmitted in any other form without prior written permission by the publisher.
Aksu, H., Babun, L., Conti, M., Tolomei, G., & Uluagac, A. S. (2018). Advertising in the IoT era: Vision and challenges. IEEE Communications Magazine, 56(11), 138–144. https://doi.org/10.1109/MCOM.2017.1700871
Asakawa, S., Guerreiro, J., Sato, D., Takagi, H., Ahmetovic, D., Gonzalez, D., Kitani, K. M., & Asakawa, C. (2019). An independent and interactive museum experience for blind people. In W4A '19: Proceedings of the 16th International Web for All Conference (pp.1–9). Association for Computing Machinery (ACM). https://doi.org/10.1145/3315002.3317557
Clarke, A. J. (2021). The aesthetics of social aspiration. In D. Miller (Ed.), Home possessions: Material culture behind closed doors (pp. 21–45). Routledge.
Cobley, J. (2022). Why objects matter in higher education. College & Research Libraries, 83(1), 75–90. https://doi.org/10.5860/crl.83.1.75
Coughlin, R. J. (2012). Double identity: The Chinese in modern Thailand. White Lotus.
Drazin, A. (2021). Design anthropology in context: An introduction to design materiality and collaborative thinking. Routledge.
Eglash, R. (2006). Technology as material culture. In C. Tilley, W. Keane, S. Küchler, M. Rowlands, & P. Spyer (Eds.), Handbook of material culture (pp. 329–340). SAGE.
Garzotto, F., Beccaluva, E., Gianotti, M., & Riccardi, F. (2020). Interactive multisensory environments for primary school children. In CHI '20: Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (pp. 1–12). Association for Computing Machinery (ACM). https://doi.org/10.1145/3313831.3376343
Hardie, K. (2015). Innovative pedagogies series: Wow: The power of objects in object-based learning and teaching. Higher Education Academy.
Harrington, M. C. R. (2020). Connecting user experience to learning in an evaluation of an immersive, interactive, multimodal augmented reality virtual diorama in a natural history museum & the importance of story. In Proceedings of the 6th International Conference of the Immersive Learning Research Network (iLRN) (pp. 70–78). Institute of Electrical and Electronics Engineers (IEEE). https://doi.org/10.23919/iLRN47897.2020.9155202
Hebdige, D. (2002). Hiding in the light: On images and things. Routledge.
Ingold, T. (2007). Materials against materiality. Archeological Dialogues, 14(1), 1–16. https://doi.org/10.1017/S1380203807002127
Jimbu, M., Yoshida, M., Bizen, H., & Kawai, Y. (2020, December 4–13). Creation of interactive dollhouse with projection mapping and measurement of distance and pressure sensors [Poster presentation]. SIGGRAPH Asia 2020 Posters (SA '20). Association for Computing Machinery. New York, NY, USA. https://doi.org/10.1145/3415264.3425461
Kopytoff, I. (1986). The cultural biography of things: Commoditization as process. In A. Appadurai (Ed.), The Social life of things: Commodities in cultural perspective (pp. 64–92). Cambridge University Press.
Kreps, C. (2015). University museums as laboratories for experiential learning and engaged practice. Museum Anthropology, 38(2), 96–111. https://doi.org/10.1111/muan.12086
Lee, R., Chen, A., Chiang, C., Chen, Y. A., & Liu, C. (2016). A preliminary design and implementation of location-based mobile advertising schemes with plot placement animation over a cyber-physical system. In Proceedings of the 2016 International Conference on Networking and Network Applications (pp. 196–201). Institute of Electrical and Electronics Engineers (IEEE). https://doi.org/10.1109/NaNA.2016.89
Ligthart, M. E. U., Neerincx, M. A., & Hindriks, K. V. (2020). Design patterns for an interactive storytelling robot to support children’s engagement and agency. In HRI '20: Proceedings of the 2020 ACM/IEEE International Conference on Human-Robot Interaction (pp. 409–418). Association for Computing Machinery (ACM). https://doi.org/10.1145/3319502.3374826
Mackay, C. R. (2012). A history of Phuket and the surrounding region. White Lotus.
Maurer, B. (2006). In the matter of Marxism. In C. Tilley, W. Keane, S. Kuechler, M. Rowlands, & P. Spyer (Eds.), Handbook of material culture (pp. 13–28). SAGE.
Miller, D. (2008). The comfort of things. Polity Press.
Moorhouse, N., tom Dieck, M. C., & Jung, T. (2019). An experiential view to children learning in museums with augmented reality. Museum Management and Curatorship, 34(4), 402–418. https://doi.org/10.1080/09647775.2019.1578991
Nazari Shirehjini, A. A., & Semsar, A. (2017). Human interaction with IoT-based smart environments. Multimedia Tools and Applications, 76(11), 13343–13365. https://doi.org/10.1007/s11042-016-3697-3
Ocepek, U., Bosnić, Z., Šerbec, I. N., & Rugelj, J. (2013). Exploring the relation between learning style models and preferred multimedia types. Computers & Education, 69, 343–355. https://doi.org/10.1016/j.compedu.2013.07.029
Rao, A. S., Sharma, A. V., & Narayan, C. (2017). A context aware system for an IoT-based smart museum. In Proceedings of the 2017 2nd International Multidisciplinary Conference on Computer and Energy Science (pp. 1–5). Institute of Electrical and Electronics Engineers (IEEE). https://ieeexplore.ieee.org/document/8019241
Schultz, L. (2018). Object-based learning, or learning from objects in the anthropology museum. Review of Education, Pedagogy, and Cultural Studies, 40(4), 282–304.
Skinner, G. W. (1957). Chinese society in Thailand: An analytical history. Cornell University Press.
Tilley, C. (2007). Materiality in materials. Archeological Dialogues, 14(1), 16–20. https://doi.org/10.1017/S1380203807002139
Voit, A., Mayer, S., Schwind, V., & Henze, N. (2019). Online, VR, AR, lab, and In-Situ: Comparison of research methods to evaluate smart artifacts. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (CHI '19) (pp. 1–12). Association for Computing Machinery (ACM). https://doi.org/10.1145/3290605.3300737
Yousefi, M., Zarmehr, P., Targhi, A. T., & Dehshibi, M. M. (2015). Art gallery in hand: Towards creating a mobile application for retrieving painting information. In Proceedings of the 2015 Tenth International Conference on Digital Information Management (ICDIM) (pp. 256–259). Institute of Electrical and Electronics Engineers (IEEE). https://doi.org/10.1109/ICDIM.2015.7381894