This thesis explores the topic of museum accessibility from an ecosystem perspective, examining the relationship between the physical environment, digital technologies, and visitors’ needs. The study begins with the concept of the ecosystem, tracing its evolution from the natural environment to historical, industrial, and digital contexts, leading to the definition of the hybrid ecosystem, in which physical and digital elements work together to shape the same experience. Building on this theoretical framework, the research focuses on museum accessibility, with particular attention to the needs of blind and visually impaired people. The main characteristics of visual impairments are examined, together with the barriers that may arise during a museum visit and some solutions that have already been implemented, with particular reference to tactile museums and multisensory experiences. The final part of the thesis investigates the role of technology as a potential tool for reducing some of the barriers present in the museum environment. In particular, the study examines beacon technology and its potential applications in proximity-based services and indoor positioning. Based on these considerations, the project I CAN SEE is proposed: an application designed to promote greater independence for people with visual impairments during museum visits.The project integrates beacons, smartphones, digital maps and, as a possible future development, smart glasses and artificial intelligence systems capable of interpreting the surrounding environment in real time. The aim is not only to provide information about artworks, but also to help visitors navigate the space, understand their surroundings, and freely choose their own route. The proposal therefore considers the museum as a hybrid ecosystem in which space, technology, and people interact with one another, placing accessibility and visitor autonomy at the heart of the experience.
La presente tesi analizza il tema dell’accessibilità museale attraverso una prospettiva ecosistemica, mettendo in relazione ambiente fisico, tecnologie digitali e bisogni dei visitatori. Il lavoro prende avvio dal concetto di ecosistema, ricostruendo l'evoluzione dall’ambito naturale a quello storico, industriale e digitale, fino ad arrivare alla definizione di ecosistema ibrido, nel quale elementi fisici e digitali collaborano alla costruzione della stessa esperienza. A partire da questo quadro teorico, l’attenzione si concentra sull’accessibilità dei musei e, in particolare, sulle esigenze delle persone cieche e ipovedenti. Vengono analizzate le principali caratteristiche delle disabilità visive, le barriere che possono emergere durante la visita museale e alcune soluzioni già sperimentate, con particolare riferimento ai musei tattili e ai percorsi multisensoriali. L’ultima parte del lavoro approfondisce il ruolo della tecnologia come possibile strumento per ridurre alcune delle barriere presenti nell’ambiente museale. In particolare, viene analizzato il funzionamento della tecnologia beacon e le sue possibilità di impiego nei servizi di prossimità e nella localizzazione indoor. Su queste basi viene infine proposta I CAN SEE, un’applicazione pensata per favorire una maggiore autonomia delle persone con disabilità visiva durante la visita al museo. Il progetto prevede l’integrazione tra beacon, smartphone, mappe digitali e, in una possibile evoluzione, smart glasses e sistemi di intelligenza artificiale capaci di interpretare l’ambiente in tempo reale. L’obiettivo non è soltanto fornire informazioni sulle opere, ma aiutare il visitatore a orientarsi, comprendere ciò che lo circonda e scegliere liberamente il proprio percorso. La proposta considera quindi il museo come un ecosistema ibrido nel quale spazio, tecnologia e persona interagiscono tra loro, ponendo l’accessibilità e l’autonomia del visitatore al centro dell’esperienza.
EVOLVERE L’ESPERIENZA MUSEALE: ECOSISTEMI IBRIDI E TECNOLOGIE PER L’INCLUSIONE DELLE PERSONE CON DISABILITÀ VISIVA — IL PROGETTO I CAN SEE
CABRINI, LUCREZIA
2025/2026
Abstract
This thesis explores the topic of museum accessibility from an ecosystem perspective, examining the relationship between the physical environment, digital technologies, and visitors’ needs. The study begins with the concept of the ecosystem, tracing its evolution from the natural environment to historical, industrial, and digital contexts, leading to the definition of the hybrid ecosystem, in which physical and digital elements work together to shape the same experience. Building on this theoretical framework, the research focuses on museum accessibility, with particular attention to the needs of blind and visually impaired people. The main characteristics of visual impairments are examined, together with the barriers that may arise during a museum visit and some solutions that have already been implemented, with particular reference to tactile museums and multisensory experiences. The final part of the thesis investigates the role of technology as a potential tool for reducing some of the barriers present in the museum environment. In particular, the study examines beacon technology and its potential applications in proximity-based services and indoor positioning. Based on these considerations, the project I CAN SEE is proposed: an application designed to promote greater independence for people with visual impairments during museum visits.The project integrates beacons, smartphones, digital maps and, as a possible future development, smart glasses and artificial intelligence systems capable of interpreting the surrounding environment in real time. The aim is not only to provide information about artworks, but also to help visitors navigate the space, understand their surroundings, and freely choose their own route. The proposal therefore considers the museum as a hybrid ecosystem in which space, technology, and people interact with one another, placing accessibility and visitor autonomy at the heart of the experience.| File | Dimensione | Formato | |
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Lucrezia Cabrini .pdf
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https://hdl.handle.net/20.500.14239/37109