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A non-invasive approach to creating ubiquitous informal learning experiences is a key concern in designing exhibitions beyond the museum walls. The notion of applying the same strategies and techniques used inside museums to the outside world will evoke visions of content cluttered landscapes. For this feature, we look at one approach to exhibition design that is only present when you are.

Wearable Exhibitions
By M.W. Burns

With the rapid development of mobile technology, wearable computing is a growing industry. Wearable computing has been around for a while, most abundantly in the military since the late 80’s. More recently it has been making the news with regular updates on the development of Google glass and other devices by a number of companies scrambling to design interactive display hardware (eyewear, headgear, wristwear and jewelry) that can provide personalized content overlays for everyday reality.

How wearable computing works into the toolbox of exhibition designers is only beginning to be explored. Thinking in terms of the ubiquitous museology that accepts the world-at-large as the foundation for exhibition experiences, wearable computing is likely to become a standard component. Unless museums decide to give up on creating exhibitions and simply adapt to the mobile devices already created by big tech companies, they will generate their own mobile interfaces, tailored to their unique experiences.

The eXO-1, wearable exhibit hardware

This is the eXO-1, a concept for wearable interactive display hardware intended to turn any land-based location into an exhibition environment. Originally conceived for rugged outdoor settings, the eXO-1 is durable, light weight and shoulder supported, avoiding contact with the head or face and its completely hands free.


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