Kulturarv GO! : En kvantitativ undersökning av tre appar som ska kommunicera arkeologi och kulturarv.

The purpose of this thesis is to investigate the communication within archaeology and cultural heritage through mobile applications, also known as apps. It brings up digital media and apps as a way of communicating and in what ways this could broaden the existing communication within cultural herita...

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Main Author: Demi, Thorsteinsson
Format: Others
Language:Swedish
Published: Linnéuniversitetet, Institutionen för kulturvetenskaper (KV) 2017
Subjects:
Online Access:http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-59823
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spelling ndltd-UPSALLA1-oai-DiVA.org-lnu-598232017-01-17T05:02:55ZKulturarv GO! : En kvantitativ undersökning av tre appar som ska kommunicera arkeologi och kulturarv.sweDemi, ThorsteinssonLinnéuniversitetet, Institutionen för kulturvetenskaper (KV)2017ArchaeologyCultural HeritageCommunicationDigital MediaAppsMobile ApplicationsArkeologiKulturarvKommunikationDigitala MedierApparMobila ApplikationerThe purpose of this thesis is to investigate the communication within archaeology and cultural heritage through mobile applications, also known as apps. It brings up digital media and apps as a way of communicating and in what ways this could broaden the existing communication within cultural heritage and archaeology towards a changing and digitalized society. The thesis furthermore presents a study that was made with the purpose of investigating how three chosen apps communicating archaeology and cultural heritage are used and experienced and also if there was room for improvement within these apps The study showed that every app was following a similar design since every app was at least partly dependent on that the person testing it was located in a particular place. This was experienced as limiting and this feature got a high amount of negative response from the users. Even though the apps delivered knowledge through popular digital media they still could not reach all the way to the users and the conclusion was made that it most likely was because of the location-based design and because they did not give the users themselves the ability to be involved in the content. The conclusion is that it is not simply enough to digitalize communication because they also have to meet certain goals within quality and interactivity standards. This because modern smartphone users have higher expectations due to the high amount of apps avaliable on todays market. Suggestions are made about investments in working with the gaming inustries to make communication and learning via digital media interactive and with focus on the audience and the user.  Student thesisinfo:eu-repo/semantics/bachelorThesistexthttp://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-59823application/pdfinfo:eu-repo/semantics/openAccess
collection NDLTD
language Swedish
format Others
sources NDLTD
topic Archaeology
Cultural Heritage
Communication
Digital Media
Apps
Mobile Applications
Arkeologi
Kulturarv
Kommunikation
Digitala Medier
Appar
Mobila Applikationer
spellingShingle Archaeology
Cultural Heritage
Communication
Digital Media
Apps
Mobile Applications
Arkeologi
Kulturarv
Kommunikation
Digitala Medier
Appar
Mobila Applikationer
Demi, Thorsteinsson
Kulturarv GO! : En kvantitativ undersökning av tre appar som ska kommunicera arkeologi och kulturarv.
description The purpose of this thesis is to investigate the communication within archaeology and cultural heritage through mobile applications, also known as apps. It brings up digital media and apps as a way of communicating and in what ways this could broaden the existing communication within cultural heritage and archaeology towards a changing and digitalized society. The thesis furthermore presents a study that was made with the purpose of investigating how three chosen apps communicating archaeology and cultural heritage are used and experienced and also if there was room for improvement within these apps The study showed that every app was following a similar design since every app was at least partly dependent on that the person testing it was located in a particular place. This was experienced as limiting and this feature got a high amount of negative response from the users. Even though the apps delivered knowledge through popular digital media they still could not reach all the way to the users and the conclusion was made that it most likely was because of the location-based design and because they did not give the users themselves the ability to be involved in the content. The conclusion is that it is not simply enough to digitalize communication because they also have to meet certain goals within quality and interactivity standards. This because modern smartphone users have higher expectations due to the high amount of apps avaliable on todays market. Suggestions are made about investments in working with the gaming inustries to make communication and learning via digital media interactive and with focus on the audience and the user. 
author Demi, Thorsteinsson
author_facet Demi, Thorsteinsson
author_sort Demi, Thorsteinsson
title Kulturarv GO! : En kvantitativ undersökning av tre appar som ska kommunicera arkeologi och kulturarv.
title_short Kulturarv GO! : En kvantitativ undersökning av tre appar som ska kommunicera arkeologi och kulturarv.
title_full Kulturarv GO! : En kvantitativ undersökning av tre appar som ska kommunicera arkeologi och kulturarv.
title_fullStr Kulturarv GO! : En kvantitativ undersökning av tre appar som ska kommunicera arkeologi och kulturarv.
title_full_unstemmed Kulturarv GO! : En kvantitativ undersökning av tre appar som ska kommunicera arkeologi och kulturarv.
title_sort kulturarv go! : en kvantitativ undersökning av tre appar som ska kommunicera arkeologi och kulturarv.
publisher Linnéuniversitetet, Institutionen för kulturvetenskaper (KV)
publishDate 2017
url http://urn.kb.se/resolve?urn=urn:nbn:se:lnu:diva-59823
work_keys_str_mv AT demithorsteinsson kulturarvgoenkvantitativundersokningavtreapparsomskakommuniceraarkeologiochkulturarv
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