Tate Modern Case Study. The purpose of this research is to analyze the use of museum websites by the visitors and how important is the presence on the Web to offer the audience a satisfying experience.

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ABSTRACT

This study seeks to provide an understanding of the use of the Internet technology in museums. In the last few decades museum have placed renewed emphasis on education and access, with the goal to make their institution more relevant, inclusive and valuable to society; places for debates and learning resources for communities. In this context the Internet have a vital role to play, it has a great potential to serve the challenges faced by art institutions in relation to access and audience development.

In 2001, Bellido (2001: 231- 232) listed the advantages of museums' appearing on the Internet, as the ability to offer information at anytime and place in the world, or the capacity for a museum to update its own contents without depending on graphic design companies (brochures, posters, etc.), along with the advantages of including multiple multimedia resources (text, image and sound) which can be offered to users around the world. The Tate website acts as case study, providing an excellent example of museum Web Site. Members of the public and professionals have been questioned about their relationship with museums and the value and use of the online interface.

PROJECT DEFINITION AND RESEARCH OBJECTIVES

This study presents results from a research designed to explore the relevance of the presence of art institutions in the World Wide Web. The Tate website is considered one of the best site in the field, with over a million views a year. But why people visit the Tate website? How does it excel compare to other museum website and what’s the impact on the audience development plan of the institution?

In this research the aims are to:

Look at the reason why people visit the website.

Look at how often museum goers visit museum website.

Investigate the characteristics of online museum visitors.

Find out what are the online visitors looking for on the website.

Explore the benefit from the use of the website.

LITERATURE REVIEW

Audience development is a planned and targeted management process, which involves almost all areas of a museum, working together to deliver the organisation's overall aims and objectives to high quality standards. For Hans Christian Anderson audience development means ‘enriching the experience of your visitors by helping them to learn more and deepening their enjoyment of what you have to offer’ (cited by Waltl, 2006). It therefore combines the aims of the curator, educator and marketer, which have to ensure that museums continue to be relevant to all the different community groups. Thereby the core elements of audience development are ‘the actions taken to involve people, to understand their needs and interests, and to create an environment and experience that appeals to them. Audience development is about breaking down barriers in all its forms and shapes and engaging visitors in activities that they consider worthwhile. It is not only about the numbers of visitors, and there are different approaches depending on the need of the specific target group. The basis of all audience development initiatives should be research, in fact knowing the audience is key to identify different needs but also to develop marketing strategies and convince more visitors to become regular museum goers. The Arts Council England defines audience development as the ‘activity which is undertaken specifically to meet the needs of existing and potential audiences and to help arts organisations to develop ongoing relationships with audiences. It can include aspects of marketing, commissioning, programming, education, customer care and distribution’ (Arts Council, 2006).

 Kotler (1998:39) argues that successful museums need to ‘provide multiple experiences: aesthetic and emotional delight, celebration and learning, recreation and sociability’.

Undoubtably the changes of the use of information technology in art organizations have transformed the experience of visiting a museum, requiring adaptations for museum professionals and museum goers, and resulting in new information demands and information policies (Knell, 2003: 134). These changes have affected how all users interact with digital museum resources in their everyday lives, either when visiting museums in person, or when using museum resources on the web (Muller, 2002: 21;33). 

The Internet gives the opportunity to museums to reach wider and more diverse audiences, getting to people who may visit museum as well as those who do not. As MacDonald and Alsford have remarked, ‘museum must keep pace with technological progress if they want to attract twenty-first century audiences’. As a matter of fact the audiences of tomorrow, and also today’s younger cohorts, are made of individuals for whom computers have already played an important part in their lives (Duhe,2007:322). Information and communication technologies have the power to change and strengthen the relationship between the audiences and the institutions as sustained by Morrissey and Worts in their article ‘A Place for the Muses? Negotiating the Role of Technology in Museums’ (1998). The two authors explain how the collaborative, multimedia experience invests more meaning in a museum visit than does the traditional, solitary one of reading labels and silently absorbing objects under glass. Morrissey and Worts' idea is to create a "forum" for visitors, "based on a process of shared dialogue that accepts and integrates the authenticity of the knowledge and experiences of all visitors, museum professionals, and communities..." (p.151). Morrissey and Worts value museums on the Web because they give the opportunity to welcome and include the voices of the visitors and enable to "find and create meaning...and interaction between individuals and objects...sparking insight and feelings of connection” (1998, p.152). Furthermore, Roland Jackson, in his article ‘Using the Web to Change the Relation Between a Museum and its Users’ (1998) envisaged the Internet as a way to put people first, encouraging applications that are user-driven, to create social relationships, and promote participation with the incorporation of users’ knowledge and views. He supports the idea of “collaborative knowledge creation” or “open documentation”, which stresses the value of developing knowledge about collections collaboratively with the public.

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There is a significant body of literature on the evaluation of Museum Web sites as a whole, exploring both quantitative and qualitative approaches. For example, Peacock (2002) developed a framework of assessing whether a Web site meets user needs, based on log-based metrics. Soren and Lemelin (2004) added survey methods to Web log analysis, in looking at a range of Museum Web sites. Kravchyna and Hastings (2002) focused on survey methods to examine in detail the information needs and information-seeking behaviours of Museum Web site visitors, considering museum Web sites as a whole, including on-line collections and images.

Usability is ...

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