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Analogue 101
2025



Innovative space formats that integrate hybrid interactions for corporate museums.


Why is this project important?
Small corporate museums need to evolve in a global world that is rapidly changing, through the use of a methodology that uses research, conceptualization, resonance testing and expert interviews, this project concluded in finding innovative approaches as recommendations for small corporate museums, that they can use to reach new audiences and expand their presence.



INTRODUCTION
Interaction design (IxD) is a discipline that seeks to create effective relationships between users and the products, systems, or spaces they interact with by designing an optimal experience through technology. It can 
be applied to many contexts, including museums and cultural ones. Italy occupies one of the first places in quantity of museums, and with over 2,600 companies that are over 100-years-old and currently active, it occupies the first place of corporate museums in its territory that are getting growing attention in recent years.

There are different initatives taken by museums to innovate and integrate technologies to attract visitors. From phygital, immersive, and digitized experiences, this project seeks to understand the way corporate museums 
can keep evolving with a constantly changing world by integrating innovative practices to these spaces.



Role: Interaction Designer

Tools:

   Figma - digital prototyping
   Figjam - conducting tests, analysis and notes
   Adobe Illustrator & Photoshop - visual assets
   Archicad - perspective and space measurements

Responsibilities:
   Literary Research
   Ethnography research
   Expert Interviews (English & Italian)
   Resonance Testing (Italian)
   Arduino coding
   Physical and digital prototyping
   Concept development
   Insights analysis
   


The methodology


Inspired by the Framework of Innovation from the Design Council, this methodology is divided into four phases: Observation & Discovery, Defining through resonance testing, Development & testing, and Delivery. The main characteristics of the methodology are the easiness of iterations amongst phases and the confrontation of results of each phase with user validation.




Research question
How can the implementation of interactive hybrid experiences in corporate museum spaces benefit the implicated company’s own brand strategy?



Ferrania Film Museum


Located in the North of Italy, FILM Ferrania was a leading producer of film worldwide that competed with the big companies in the industry and created several partnerships that allowed its expansion. It had an influence in the Golden Italian Cinema era and was acquired by 3M in the 1960’s. In the 2000’s it closed its factory due to the digital era, until in the 2010’s private investors started to have attention towards recovering the production and re-start business.

The museum is dedicated to the company and opened its doors in 2018. It contains several aspects of its history, including the worker’s lives in the factory community, as well as archives of posters, books, films, etc.


1. Observation & Discovery




During this phase, several activities were conducted to start gaining insights of different opportunities to work on, amongst these activities were:

a. Expert interviews in the photography activity
b. Ethnography work by visiting Cairo Montenotte and the museum location
c. Guided tour and interview to museum curator, Alessandro Bechis



2. Defining through Resonance Testing



Ferrania Viva idea
Positivo idea
Sviluppando Storie idea



Tool used to define user preferences



After analyzing different insights, some opportunities came to light. Three polarized ideas of what Ferrania Film Museum is today were developed and placed in a resonance testing to see what the needs and expectations of potential visitors or those related with the museum.

The test was conducted to 7 users in total and resulted in a mixed preference of ideas and activities that would merge and define the last solution concept.

The insights consisted of:
-  a preference amongst a concept that wanted to re-purpose the museum space as a place to create community
- explored having an external location that approached new audiences and difused the museum and the company.


Graphic of user preference inisights



3. Development & Testing



The final developed concept  is called Sequences, and consists of a sequence of two different spaces: The original museum and a travelling exhibition that serves as an initial touchpoint for external audiences to know the company and the museum.

It is divided into 5 spaces: 4 related to the process of analogue photography from discovering the needed instruments to printing an image with chemical development, a room that invites to join a community and the last one dedicated to a small shop where people can take souvenirs from the experience.









Prototyping

To understand how the different touchpoints could be integrated into the experience, two prototypes (digital and physical) were developed that take place in the third space of the exhibition “Develop what you know” they consist of an enlarger to print images in photosensible paper and a digital screen to develop chemically the image.

For the development of the prototypes tools such as Arduino (for the physical) and Figma (for the digital) were used.

The prototypes were tested and then refined thanks to the insights of the 5 testing users, and after gathering the information the final concept was developed.




4. Delivery


The final solution concept remained in two locations and consisted of identifying all the touchpoint opportunities of the space and which could be physical or digital.  An experience journey was projected to understand the ideal experience of visitors and further understand the opportunities of change that can exist.







For the original museum location some spaces were ruporposed to start incentivizing visitor participation in museum initatives and create community. Some examples are:
- the projection room for expert talks and film projections,
- a space for photographer exhibitions
- the current library archive to become a space for workshops and learning through practice.


5. Conclusions


As a result of this design research project, we can understand the different opportunities that exist for small corporate museums to integrate innovative formats and technologies into their spaces, keeping relevance in a fast-changing world.







These recommendations result in:

1. Implementing phygital technologies into spaces to connect with physical processes while still innovating.
2. External cultural location formats: to expand their presence to other territories and have more attention from new audiences + connect and create partnerships with host insitutions.
3. Spaces of exchange and interaction: create spaces to incentivize visitor participation in museum locations and create communities through social interactions and learning through practice.




Let’s work together! You can contact me @:



andrea.villarreale@gmail.com
+39 351 347 4705