3.1. Perceptions of Museum Professionals on the Role and Uses of Augmented Reality (Research Question 1)
3.1.1. Uses of Augmented Reality
The first point of our analysis focused on surveying and observing how participating museums used technology within their spaces.
Figure 1 summarizes our discoveries. In most of the analyzed cases (eight museums), AR was introduced in the museum for the first time in the last three or four years, with the majority pointing to 2019 as a turning point. Only two participating museums had incorporated technology into their spaces for over six years. Six of the museums interviewed applied technology in permanent context exhibitions, mostly through applications that could be downloaded directly to the visitor’s smartphone or through tablets available at the institution, and most of the time offering both alternatives to visitors. Despite the few devices available in museums, which made it impossible for many visitors to use the technology, respondents pointed out that this was the most viable option, since an AR application can be heavy and take a long time to be downloaded.
In most cases portrayed (eight museums), AR technology was used to share more profound and detailed information about museum objects. The animated reconstructions and three-dimensional models helped the visitor to discover the context and use of particular pieces, “helping to understand better the histories of the objects that are part of the museum” (Interviewee 9). This type of reconstruction opens a window to the past of the museum itself by presenting monuments and ancient objects in entire working order, which might not have been possible without the help of technology, one of its added values being “the ease of reading and interpretation that AR brings to all its visitors, in order to explain and contextualize the museum’s collection” (Interviewee 1). AR was also used to restore damaged pieces or pieces severely degraded over time, restoring their original appearance. AR facilitated visitors’ interpretation and understanding of these pieces by reconstructing the objects entirely. Previously, visitors had difficulty viewing them in their completeness, making “interpretation much easier” (Interviewee 5) “interactively and dynamically” (Interviewee 4).
In addition to promoting a greater understanding of artworks and artifacts, museums use AR as a method of interaction between museums and visitors. AR makes it possible for the visitor, through its virtual contents, to explore the space in a new way, even “virtually wearing pieces from the exhibition” (Interviewee 3). AR allows the expansion of the museum’s own rules and physical limits. Technology helps to build surprising environments, with “the possibility of rotating, manipulating and expanding, through mobile devices, the objects on display” (Interviewee 2). AR offers a new poetic layer to a museum’s collection, displaying it from different angles and thus enhancing the distribution of the contents immediately and dynamically.
In five cases, AR technology was combined with storytelling elements to bring museum characters to life. This medium allows visitors to know the facts of a particular period through stories told in the first person. The characters convey aspects of the time and events experienced by them, giving meaning to figures that were previously only illustrative in the museum. As interviewee 5 comments,
“AR was adopted to value and enrich history, heritage, and memory, offering visitors first-class innovative exhibition programs and superlative, unique, and unforgettable experiences. Its use provides the visitor with an elevated aesthetic experience that enhances the appreciation of art, transmitting to the visitor an authentic knowledge about that period.”
Two analyzed museums chose to jointly incorporate AR and VR technologies into their environments to update their current spaces and exhibitions, replacing some of the old methods employed and “enriching the museological offer available” (Interviewee 7). Technologies were also implemented to improve and fix weak aspects perceived by professionals. One of the interviewees commented that due to the lack of information on the museum’s wall, those who participated in non-guided tours noticed little of the content on display. Thus, technologies were used to level the information on a guided and non-guided tour.
“With the resources of interactive technologies, we challenge our visitors to make discoveries and seek answers. Now our visitors have a new approach to museum information. With an easier reading and a greater knowledge of the history presented, we started to honor the movement of the fight for the museum preservation.” (Interviewee 10)
For three museums that participated in this study, the AR experience went beyond the museum’s physical space barriers, reaching a much wider audience through the Internet. The combination of interactive technologies gave access to part of the museological heritage without leaving the home. Many museums have begun experimenting with the virtual world, creating digital museums and exhibitions. With the COVID-19 pandemic, museums found in digital spaces a way to remain “open” to the public, transporting part of their collection to sites where they could be visited at any time and in any place. More than replacing real museums, virtual museums emerged as a method of complementing the visit, allowing the institution to become closer to its visitors on more platforms. The positive point of AR projects lies in the combination of two distinct and complementary approaches, a virtual approach, and a face-to-face approach, as interviewee 7 points out:
“The museum allows visitors to experience the AR project on its space, more immersively and in large dimensions, or on a smaller scale elsewhere, through the institution’s website and app. Making the visit more attractive and allowing visitors to get in touch with these new technological aspects.”
3.1.2. Augmented Reality Role
One of the objectives of this study was to explore the respondents’ perceptions of the role of AR within museums.
Figure 2 synthesizes the reported roles of AR. We highlight that the majority of respondents (six out of ten) underlined that AR is a tool that offers greater engagement with the public, “leading to a better dialogue between museum and visitor” (Interviewee 1). By providing new formats for interpreting the museological collection and allowing the visitor to be involved in the process, technology makes us rethink how visitors experience the museum and paves the way for new interactions between people and artifacts, going far beyond the simple visualization of objects.
It was essential to understand why museums chose to incorporate AR. An AR environment enables the visitor to experience new ways of understanding/experiencing history, as well as the reconstruction and the transmission of collective memory and identity. Developing AR systems involves encouraging users to interact with the environment in specific ways since, in an AR experience, visitors are free to move around in the physical space around them. Nevertheless, these interactions determine how the story is told and how far it progresses. In most of the cases analyzed (seven museums), the use of AR appeared to be strongly connected to the educational sector of the museum, as Interviewee 8 says:
“Always educate, but as we are a non-formal space, it has to do with this more playful part, with entertainment, but, yes, the main objective is to educate, or at least to make people aware of the subject.”
If the experience is conveniently mediated, AR enhances the learning and retention of relevant information on museum themes. In this sense, technology emerges as a tool to reach another layer of visitor sensitivity, allowing the visualization of the collection through different perspectives and a new understanding of the exhibition, providing high-level programs with unique and unforgettable experiences, as observed by Interviewee 9:
“I think it is a job that requires much multidisciplinarity and is undoubtedly a way to make the museum more accessible and interesting to all audiences. By introducing new layers of information, we can add value to what the visitor can see. This consequence of AR is one of its great assets because it contextualizes and highlights details.”
In addition to improving the experience, AR technology can contribute to attracting new audiences. In line with what Interviewee 6 reveals, an AR application came to remedy a goal: “increase the number of visitors.” AR was intentionally adopted by most of the participating museums (six institutions) to attract young audiences to the institution, particularly the “digitally literate.” Respondents noted that younger visitors are the most prone and open to new ideas, such as applying interactive methods with AR in the museum environment. In this sense, technology was seen as an “added value for the museum” (Interviewee 1), which is in line with the literature review, since technology is more appealing and easily implemented within this age group, mainly thanks to the more remarkable skill handling the technological devices necessary for experimentation [
36].
Adopting an AR-complementary nature concerning the museum’s collection is also highlighted. The objective is that AR does not harm the narrative and interpretation of the exhibition, avoiding overlapping with the museum’s collection but assuming a complementary role. In order to “adapt to the needs of different visitors, museums need to find tools that serve other audiences, using technologies such as AR to interpret the collection and not as a way of competing for the attention of the objects in display” (Interviewee 3).
Despite the different roles that AR can play within the museum, the technology is not intended to replace the specialized knowledge of museum professionals but should enhance their activity. Thus, technology must be treated as an instrument of museology, and its application must be duly justified and designed beforehand, as Interviewee 5 emphasizes: “AR must be treated as an instrument within museology, and not a method, The use of AR within the museum should not be mandatory, it must be justified.” AR use must be aligned with other tools to create a complete experience for the visitor, contributing to advertising the museum and personalizing the exhibition’s contents, and helping to understand the public that frequents the space. Interviewee 5 complements this idea:
“On our side, we are offering content and knowledge. On the other side, we have people who come to visit us. Visitors find it difficult to understand our work, but we also need help understanding what they expect from their visit to the museum. Because there is no typical visitor, there are different types and expectations. The complexity is that having a speech adapted to all visitors. AR is a tool that can solve this difficulty by opening up possibilities for our contents, transforming the classic method of museology, where the content is very fixed, into a new approach adaptable to the public.”
Therefore, understanding the role and needs of this technology is essential for implementing adequate and effective AR projects.
3.2. Departments, Museum Teams and Digital Strategies (Research Question 2)
To better understand the challenges imposed by AR in museums, we have to analyze which sectors deal with the technology, investigating the strategies used and the existing museological plans for adding new emerging technologies. This analysis allows us to determine what changes museums need in order to implement AR more smoothly and effectively in their spaces (
Figure 3).
In only five cases studied, there is a sector or person responsible for dealing with new media technologies such as AR. Of these five, only one museum has a specialist in new technologies, while the other two use outside multimedia and technology companies for advice. In the last two cases, the AR experiences are supervised by the institution’s Department of Communication, requiring these professionals to have a multidisciplinary role, which ranges from implementing this type of exhibition to maintaining and updating the entity’s social media, among other tasks.
However, despite the lack of specialized departments in new technologies, museum professionals proposed most of the AR experiences analyzed in this study (seven out of ten). These professionals assume different positions, such as curators, commissioners, members of educational services, directors, and museologists, among others. All of this demonstrates institutions’ growing interest in finding new ways to meet emerging demands and adapt to current sociocultural changes. Museums are looking for innovative solutions such as AR to better display and communicate their tangible and intangible heritage while engaging visitors in an educational and leisure experience. As Interviewee 7 states:
“We are aware of the importance of ancient traditions and concerns associated with new technologies in a cultural context, and, for the same reason, we believe in technologies such as AR and VR. Because these techniques are not substitutes but create additional layers of information that make the learning process more engaging and efficient, with this in mind, technology can complement existing traditions and concepts, offering a new interactive way of learning. We hope that more museums and exhibitions will be able to take advantage of these opportunities.”
Since the introduction of the analyzed AR experiences resulting from the collaboration between different departments, teams, and external companies, it is essential to investigate how this process took place and the difficulties that museums face in implementing the technology in their spaces. Since the production of AR experiences still needs guidelines to be followed, and countless obstacles are faced between the data collection stage and the installation of technology in the museum, one of the most used methods focuses on user-centered design practices [
37].
Another interesting aspect that we observed is the non-evaluation of new technologies. Six of the museums studied did not have any evaluation procedure. At the same time, the rest divide their evaluation procedures between interviews and questionnaires made with visitors, carried out by the museum itself (three cases) or by external companies responsible for AR technology (one case). In many of the investigated cases, these tools are used together with other data collected at the museum, such as museum visit questionnaires, ending up not giving the actual dimension of the impact of AR technology within the museum space.
Although many museums have tried to adapt by introducing more rigorous assessment procedures, implementing these procedures has been complicated mainly because of the need for different types of technology and more resources to implement such procedures. Thus, most evaluations are only carried out “in a punctual way” (Interviewee 2), making it difficult to measure the impacts of such technologies on the museological experience as a whole. Another challenge recognized in the literature concerns a form of evaluation that only partially measures the effectiveness of the experience. Commonly, these experiences are tested and evaluated regarding their usability and pre-defined internal objectives. Most currently proposed evaluations focus on specific aspects of the experience, such as the perception of learning of the mediated visit or the validation of the technology in response to specific concerns, without bothering to conduct more in-depth research with the visitors [
38]. The construction of an in-depth evaluation process then allows the analysis of the technology from new perspectives, enabling the construction of more accurate and better-targeted experiences for the museum and its visitors.
For this reason, building AR experiences continues to be an obstacle to be continually overcome by museum professionals. In this way, more and more museums are betting on intersectoral and cross-skill collaboration to explore new ways of improving by revisiting and expanding the traditionalism of the presentation of collections and information. Struggling to cope with current needs, institutions plan to use emerging technologies. Seven of the interviewed museums declared that they intended to add, improve, or introduce new experiences with AR or new technologies in their spaces, demonstrating a growing interest in updates and new media for exposing content and attracting new audiences, as Interviewee 8 reveals:
“Since we started using this AR exhibition in the museum, about fifteen other museums have been interested in who did the work. I think one way to improve is to use AR in the room that explains the production and apply it in the other rooms that involve the historical process.”
3.3. Perceived Advantages and Challenges in the Use of Augmented Reality Technologies (Research Question 3)
3.3.1. Advantages
In this section, we investigate the perceived advantages of using AR within the museological environment by the interviewed professionals (
Figure 4). Based on participants’ responses, we identified six categories of benefits. They are the attraction of visitors, learning, interactivity, optimization of the interpretation of the exhibited objects, communication with the public, and accessibility.
Most respondents (six out of ten) highlighted attracting visitors as one of the main benefits of AR. Museums are no longer competing with each other; they are battling for public attention with other spaces and attractions. At the same time, visitors are becoming more demanding and interested in a unique visiting experience adapted to their needs. Museums have used technologies to align their audience’s expectations with everyday digital experiences. With AR, museums find a way to keep up to date and be relevant in the current cultural market: “reinventing and reimagining itself for a new, more contemporary and technological reality” (Interviewee 6).
AR is a way to face this new range of challenges, offering more excellent attractiveness to new visitors, especially younger ones. As Interviewee 7 points out, “The objective we defined since the beginning was to present to our visitors (…) experiences in AR and VR, making the visit more attractive and allowing them to have contact with these new media”. At the same time, AR can be applied to improve the experience of recurring museum visitors, transforming their view of the institution, and promoting new visits. As Interviewee 8 indicated:
“I think the visitors are the same, but they are curious about AR because it is something new many people probably do not know. For example, I had never seen anything about AR, it is an innovation for our museum, and this has already been shared on our social networks, generating more visitors.”
Another advantage perceived by five of the interviewees concerns the contribution of AR to learning. Museums are environments that create unique learning opportunities, focusing on a constructivist model rather than the passive transmission of information. Technology helps the general education objectives of the institution, making teaching more effective and introducing new concepts and themes by “establishing a bridge between the present and the past” (Interviewee 3). AR provides a new way of educating by offering an additional layer of information to its visitors and awakening the imagination by providing a new look at the museum’s artifacts and their respective histories; “AR intends to transmit valuable knowledge about the history, heritage, and memory, all in one place. Valuing and enriching the cultural past of the museum” (Interviewee 1).
The third advantage, emphasized by three interviewees, is the contribution of AR to the museum’s interactivity process. Since the early 2000s, this technology has been the object of experimentation in cultural institutions, promising to transform the traditional way of interacting between visitors and collections. “In this sense, AR technology contributes to public participation by making content available immediately and dynamically” (Interviewee 2). AR allows visitors to interact with the exhibitions and objects on display through digital devices, so the traditional visiting experience is wholly modified. Visitors, who until now were passive spectators of static exhibitions, became active users of a museum experience with interactive interfaces [
39]. So, “it is no longer about simply appreciating and contemplating artifacts, now it is about interacting with them. The visitor wants to live a new form of experience, involving the digital and the past” (Interviewee 9).
Four of the studied museums emphasized optimizing the interpretation of the exhibited artifacts as one of the advantages of AR. Given that technology, through the superimposition of virtual information on the museological collection, guarantees the construction of new digital narratives, visitors now have access to information that would not be possible to access regularly, using the object’s context to improve the associated story. The experience perceived by the visitor is now “mediated by the narrative created and supported by technology” (Interviewee 3). AR favors the interpretation and reading of the different pieces of the museum by presenting virtual recreations, which help to contextualize the use and function of the exhibited artifacts. Technology allows for an interactive, dynamic, and more appealing experience. As Interviewee 4 states:
“It allows access to another level of visitors’ sensitivity, with the advantage of presenting the museum’s collections from different perspectives that could not be done in any other way. It is not just a museum space. It is a place designed to transmit to visitors real knowledge about that period, told by those who lived through it.”
The increase in participatory and interactive exhibitions within the museological space demonstrates that these spaces have sought a closer relationship between the collection and the visitor. At the same time, they allow artifacts to continue to occupy a prominent place within the exhibition discourse. Thus, one of the advantages that two interviewees identified in using AR concerns the increased communication with visitors. Through the virtual contents linked to the collection of artifacts or through storytelling, AR technology moves away from the conventional model of interpreting the collection through texts, increasing the relationship between museum and visitor by generating “better communication with the visitors, more interactive, (…) that goes beyond the ludic content and helps understand the message” (Interviewee 10). AR and its interaction methods offer dynamic means of presenting information, emphasizing its potential to enrich the communication between object and visitor, encouraging and involving him in exploring content. AR enables “new ways of communicating while keeping the museum intact” (Interviewee 6). An interactive AR experience changes its content according to the visitor’s participation. Museums should develop strategies that encourage visitors to make specific decisions and actions that integrate with the environment while letting the visitor engage with the exhibition and choose their path [
40]. “Strengthening its communication and its relationship with the public” (Interviewee 1).
Finally, three interviewees pointed to accessibility as a perceived advantage of using AR in museums. By extending the visitor experience beyond the physical limitations of the museum, accessibility in AR experiences benefits engagement, the user experience, and the ability to adapt to diverse publics. “This resource … personalizes the exhibition’s contents, as it helps to understand the various audiences that attend the museum” (Interviewee 2). In addition, the presence of museums in a virtual space offers greater accessibility to the museum collection. Visitors with different characteristics can have virtual cultural experiences from their homes through digital space, “Enhancing the attraction and loyalty of audiences, making an important contribution in bringing the museum and citizens closer together, in addition to its re-affirmation as a reference entity” (Interviewee 7).
3.3.2. Challenges and Limitations
In addition to the advantages of AR, our aim included exploring the challenges and limitations faced by museum professionals in implementing AR technology in their museum environments (
Figure 5). A total of seven categories of challenges and limitations were identified based on the interviewees’ responses: distraction/interference, trivialization of the museum, excess of technological mediation, cost, equipment, need for new content, and accessibility.
One of the main challenges emphasized by the interviewees (six museums) is related to the issue of technology distraction and interference within the museum. Considering all the elements that compose the exhibition language, AR is a tool that directly affects the exhibition narrative and should be designed to complement and assist in the communication between the public and the artifact. Sometimes, technology can end up over-shadowing the museum’s collections and contents, distracting the visitor from the artifacts and pre-conceived narratives for the experience, as questioned by Interviewee 7: “The challenges and limitations stem from the very dynamics of technological evolution. How to add something without creating noise?”.
AR is a multidimensional construction in which technology and human actions are integral vectors. The interaction between the real world and the digital content changes the perception of reality [
40]. Thus, technology can also be an intrusive element, negatively interfering with the visit to the museum and “affecting other visitors at the same time in their visiting experience” (Interviewee 6). In addition, adopting visitors’ devices to access AR systems, a common practice in museums that adopt AR technology, exposes visitors to notifications from other applications, consequently disturbing their attention to the museological route. As Interviewee 9 puts it, “One of my main concerns is the abusive use of the cell phone inside and the ‘noise’ that it causes during the visit”.
Another limiting aspect pointed out by three of the professionals interviewed concerns the trivialization of the museum. Emerging technologies such as AR often attract new audiences to the museum, fragmenting the traditional exhibition experience. Despite bringing new audiences, sometimes “they trivialize the museum and its content, which becomes just a means of accessing technology” (Interviewee 4). On the other hand, visitors create queues to access all the content available through the new AR exhibitions; “groups of people try to visualize an object through the cell phone screen causing congestion in the spaces, and giving rise to interrupted or obscured views, which can cause flaws in the perception of the experience” (Interviewee 3).
Four interviewees also highlighted the excess of technological mediation as one of the problems faced in the adoption of AR in the museum. Interviewee 7 asks, “How can we manage to mediate and take advantage of the enormous potential of AR without underestimating the importance of contact with the physical pieces of the museum?” Several studies have shown that people spend more time with museum objects when AR is involved, but this finding may result from the effect of technological novelty. Once this effect ends, the technology may cease to be seen as a uniquely engaging and helpful interaction [
41].
In addition, as AR can increase the amount of information made available, museums need to be careful not to offer too much information since “the increase in time with each museum object can mean greater fatigue” (Interviewee 2). The digital world has infinite potential to store content, but restrictions such as time, resources, and attention require well-defined limits so as to not overload the visitor [
38]. As highlighted by Interviewee 5,
“It is important not to overload the visitor’s attention. Studies prove that AR should be integrated into an environment designed for this purpose and not as an excerpt from existing environments that were not created for this interaction. We also know that there should not be an excess of devices and AR in the museum environment. Their presence must be considered so as not to distort the museum’s experience, exhausting the visitor who is overloaded with information and disoriented.”
Another limitation that three interviewees indicated concerns the cost of producing AR experiences at the museum. Creating a meaningful AR experience requires time, various material resources, and specialized technical knowledge. These resources are usually unavailable in museums, making implementing AR in these spaces difficult. “It is necessary to think carefully about the tools to be added and the technological logistics to be implemented so that these resources are not misused” (Interviewee 3).
In addition to the actual implementation of AR in the museum, technology comes with expenses such as training the museum staff, maintenance, and updating requirements, since technology requires constant updates that accompany the development of mobile devices and improvements in their software. As interviewee 8 describes,
“We have only had AR for a short time, but probably a year from now, we will say the experience is completely obsolete, and we already need to do something else. (…) this technological advance opens up many possibilities we will encounter sooner or later.”
Another practical concern registered by the interviewees (four out of ten) was the equipment issue. Typically, most visitors use their smartphones to experience AR in the museum. Which, despite facilitating access to technology, also brings some problems such as “the fact that not all people have devices that allow the reading of AR, limited by their processing power, memory or device storage, which prevents the execution and integration of AR during the experience” (Interviewee 1).
In addition to these problems, other equipment-related setbacks were found. Among them is the high battery consumption, since AR applications consume large amounts of energy. This condition limits the time the visitor spends with the technology and, consequently, in the exhibition. A second aspect highlighted was the issue of the museum’s internet. Many visitors want to avoid spending their data packages to access the experience, so museums need to increase their free Wi-Fi offers. Internet instability inside museums is another point to be considered since many museums need help to offer good Wi-Fi connections, either because of the high cost of the infrastructure or the need for preservation that does not allow for further interventions in that space. The size of the application to be downloaded and the number of devices available in the museum are also problems to be taken into account, as emphasized by Interviewee 8:
“Then the issue, in our case, was the size of the application. In order to have all the tools we need, the application has become too heavy, and people cannot download it quickly. We must evolve so visitors can access AR easily from their mobile phones. (…) In addition, because we only have 4 tablets, it is very difficult for all visitors to be able to use them, taking greater advantage when they are on individual visits or in groups of two people.”
Another interviewee also highlighted the visual discomfort caused in the space by the visibility of technology; “the issue of technology is still obvious. For example, we have an exhibition in a room with two projectors, however, these projectors are huge, and they end up appearing very in the exhibition. I believe that what is missing is technology being more subtle” (Interviewee 10).
Still, concerning the previous questions, two interviewees highlighted the need for new content as one of the problems of AR. Over time, the quality of the equipment and content produced evolves. For this reason, the museum must update the available offers, which requires the creation of new experiences and new content to be experienced by the visitor, generating new costs related to labor, exhibition resources, equipment, and so on. “Visitors come and go, and when they return, they expect to see new things. (…) Although we managed to reach the initial goal, everything can be improved. We still miss a more immersive experience” (Interviewee 10).
Although specific properties of accessibility are among the identified advantages, some of its characteristics represent a series of limitations for museums (emphasized by two interviewees). AR may not be friendly to visitors unfamiliar with the technology, causing difficulties in handling its applications, such as their installation, the necessary steps for use, and correct framing of the object, among others. As interviewee 8 emphasizes, “One of the difficulties faced was the familiarity of some people with technology: the senior public is not used to using social networks and mobile phones.” The use of the visitor’s own devices requires a responsive app. Smaller screens generate a cluster of minimal information that can be difficult to comprehend and create a barrier to interpreting the experience [
38].
Finally, as AR is still considered an emerging technology, this paradigm contributes to a feeling of fragility among the museum public. While most visitors may be eager to experience it, some still need to be convinced of its proper role and space within the institution, representing an obstacle to overcome. Museum professionals indicate that they need to find a balance between the needs of different visitors.
3.4. Future Direction and Perspectives (Research Question 4)
In this section, we collect museum professionals’ needs and future perspectives. These needs and perspectives may guide the future of AR design in museums, leading us to a series of suggestions to be considered in constructing new AR experiences in the museum space (
Figure 6).
As demonstrated by our research, several concerns exist regarding the development of AR projects in museums. Museum professionals are constantly concerned that using AR in exhibitions could harm the museum experience while trying to balance the contents offered with the offer of new technology. These professionals face other challenges of a practical nature, such as improving visitors’ AR experiences and smoothing the technology barrier, so in the future, many of them expect improvements in the technical aspects of technology and their respective museological processes in order to facilitate the implementation of emerging technologies in these spaces. Among the expected improvements are the “training of technical staff” (Interviewee 4), “work methodologies and proposals” (Interviewee 2), “financial support” (Interviewee 1), and “greater development of its technology (cost /benefit)” (Interviewee 3).
AR is used to flexibly enhance the museum visitor’s experience, presenting creative forms of content, such as images, sounds and movement, through the overlap between the real and the virtual. Therefore, any integration must be designed under the general mission of the museum, and the technology adopted must be integrated within a global strategy and a conscious museological approach to preserve the institution’s collection [
41]. Available technologies should be applied based on what they can offer and where they are best used. As Interviewee 5 recognizes, “AR is essential for the dissemination of heritage, which now requires new platforms. It is also constituted as a new way of guaranteeing the iconographic preservation of the collection”.
In addition, emerging technologies such as AR are sometimes applied as an attraction for the museum to the public by offering the opportunity to experience the space through technology, consequently proposing new formats for their visit. However, depending on the future of AR in museums, this novelty effect may eventually fade [
42]. In this way, AR experiences become even more dependent on the quality of all aspects of the exhibition, its meaning, narrative, interface, and proposed contents. As Interviewee 10 points out:
“The future is the visitor to forget that it is AR, to overcome technology and think that this is a ‘normal’ exhibition in the museum, for AR to be part of museology methods, people forget the playful side to enjoy the informative experience.”
It is highlighted here that the point should be different from which technology is effective, but which technology best meets the specific needs of that space in the best possible way. By using AR, museum professionals can influence visitor engagement and preferences, which are reflected in their behavior patterns, content navigation, visitor satisfaction, and experience. It is essential to consider which features have the most significant impact on visitors. These characteristics may vary according to age, place of origin, or education, as well as the visitor’s life habits concerning the use of technology [
33]. With that in mind, it is essential to precisely define the aspects with the greatest impact and how they affect the perception of its users. As reflected by Interviewee 9:
“AR will become an integral part of museums, constituting an undeniable added value for them. The question arises to generate the necessary balances so that physical reality and augmented reality become part of a whole that does not tend to subordinate physical reality. It will be necessary to create experiences that meet visitors’ expectations, improving their experiences while respecting the values and collections that define each museological institution.”
As for the future, most interviewees agree that museums will need to adapt and incorporate new technologies since the new generation of visitors will increasingly seek digital experiences in these spaces; “it will be a way to bring together and motivate young people, researchers and the general public” (Interviewee 6). Placing new challenges (such as those mentioned above) at an organizational and practical level may require greater investment from the institution, which Interviewee 1 adds to:
“The future demands a greater connection with the digital area, mainly because the new generations see it as an indispensable accessory in their daily lives. However, we cannot neglect other audiences. We have to strike a balance.”
In addition to investing in new technologies and electronic devices, museums must outline strategies and procedures regarding their infrastructure, staff training, and evaluation strategies for effectively implementing new technologies in their spaces. Likewise, Interviewee 4 explains that AR technology “will be here to stay if the implementation costs decrease.” As evidenced in the literature and interviews, a lack of funds can inhibit the greater access to and use of technology in museum environments. In order to obtain the necessary financial resources, the museum professionals highlighted the formation of partnerships as an alternative to the problem, being a path for the necessary training of museum professionals, to which Interviewee 5 adds
“It is imperative to link the industry to museum centers, cultural agents, archives, and libraries. Only this way is it possible to create functionalities that allow achieving a common objective that all of us must maintain: to tell the past, understand the present, and project the future.”
Some participants also hope that future challenges related to costs and equipment can be better solved with the establishment of technology. As more and more museums establish themselves in the digital space, increasing their digitized collections, virtual content production may become more accessible and less expensive. As extended reality technologies make strides toward their massive use, most of their problems must be corrected [
43]. Therefore, museums must keep up with technological advances and update their approaches according to what works best in their environments, focusing on their ability to tell stories and involve the visitor. Interviewee 7 adds
“As it is an innovative technology, not only for our museum, it streamlines and tells the museum’s history differently. AR makes an important contribution to increasing the public’s interest in our museum environment when it complements it. AR allows visitors to see in detail and gives a future reading to the heritage, stories, facts, and past events disclosed in the museum.”
AR or any other technology will only sometimes be the best choice for a given museum since technology does not necessarily add a positive or negative value. It is the quality of the contents and the design of the interface that add meaning. AR “may play a role in valuing spaces and the experience of the visit, but never as a primary tool. It will be an added value for museums” (Interviewee 3). Consequently, museums cannot expect the technology to achieve technical robustness or their visitors to be impressed with new experiences just because of new technology. Instead, museums should invest time and effort in technologies that benefit their visitors. As Interviewee 8 states,
“…. the person is never satisfied, and it seems that no matter how much you do, you are never well. On the other hand, this technological advance opens up many possibilities that we will face sooner or later, and it is always a question of balance between acting and reacting. At this moment, AR is a key technology, but we do not know for how long.”
In the current context of deep mediatization, where technological means of communication saturate social domains [
44], museums play an essential role in helping society to explore and understand its culture and history credibly. These spaces are facing the emergence of various technologies, which have impacted their exhibitions and forever transformed the museological environment, such as photography, video, internet, mobile, AR, and VR. Museums have reinvented themselves to adapt to everyday life’s cultural and social changes. They ceased to be institutions focused on artifacts to focus on the visitor, replacing the unilateral and contemplative visit with interactive experiences using technological devices which allow the overlapping of digital information with the immersion and incorporation of the visitor in their museological narratives, thus transforming the paradigm of museum visiting.
So that museums can create new exhibition formats, reinforce their cultural, aesthetic, or historical meanings, generate deep reflections and understandings about their collection, and create more attractive, informative, and fun presentations through AR technology, a project that is well thought out and implemented is essential. It is confirmed that the conscious alignment between the design, mission, and museum objectives is fundamental. AR must be introduced in these spaces through a strategic approach that depends more on the exhibition’s meaning, quality, and content than the technology itself.
On the other hand, so that visitors can adequately understand the message of an exhibition, and understand its context and its history, technologies such as AR can act as communication and motivation aids. However, the balance between content and technology is crucial for its effectiveness; “without the background of an original and intentional narrative, technological mediation, in isolation, can incorporate the subject of the museography experience, in an arbitrary narrative” [
45] (p. 80). By strategically using new technologies such as AR, museums can motivate their visitors with innovative learning techniques that generate participation and unique experiences, and develop their critical thinking.