Ellie Newman

an immersive experience using digital technologies in Singapore


I have a strong passion for public engagement, curation and exhibition design in order to make content interactive. I am a strong analytical researcher which I have always developed throughout my work. I am highly interested in how digital technologies fuel and benefit public engagement, which is why I wanted to develop my research within the problem areas of this. I approached my Major Project by doing a research paper and a project plan.

What needs to be considered within art organisations in order for audiences to benefit from digital technologies?

Digital technologies have a strong impact on audience engagement and have had a positive impact on a number of audiences through different projects. Engagement within digital technology allows audiences to both have an active role within the participation, as well as allowing for a new avenue of communication and cultural experiences. They positively benefit audiences by providing a channel of communication which audiences may not engage with without digital (DDCMS,2019). However, there is a lack in opportunities for audiences to learn how to engage with the digital tools that are being used. They are slowly being introduced into art organisations but there is still a lack of users friendly opportunities for the audiences to learn properly how to get the best out of the digital technologies provide

TeamLab, Singapore, 2018
Van Gough Immersive Experience,2020

Technology is trying to bridge the gap between communication and bring new experiences to audiences. By using digital technology within exhibitions, events or content online it allows audiences to go at their own pace and manoeuvre around the site as they please (Martins.H,2020).Due to COVID-19 many event or activities have been conducted through a webcam resource such as Zoom, Teams or Skype.

Audiences relationships with digital technologies have always been problematic due to the wide range in technologies available and the technical issues that arise with them. Due to the recent pandemic it has forced organisations to turn to digital but also review what needs to be put into place for all audience types due to it being the only way of keeping up to date with the organisation. The idea of digital can potentially scare non digital audiences due to the unknown and lack of confidence leading to frustration. However, guidance is needed but it still needs to stimulate the audiences enough to benefit from interacting with the content. The research has been concluded by suggesting that museum/ gallery website content should both engage, stimulate and inspire audiences from digital and non-digital backgrounds. It should include links to tutorials of how to use specific types of tools or how to access certain material. It should include Zoom meetings or that type of channel in order for audiences to bring a social element to the experience, and Pop up chat boxes that enable audiences to discuss any issues with their engagement.

An Outline of what would be within the ‘Hello Digital’ fair

Masters: Arts and Project Management

Degree: Art and Design

Blog: https://wordpress.com/view/egnewm.wordpress.com

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Email: egnewman@me.com