4 Conclusions
In this paper, we have presented the TechnoMuseum project a cooperative experience
to bring technology to the general public, but especially to school, high school and
undergraduate students of all branches. This project aims to show the potential of the
technology to assist disabled people. As an example, we have presented two interac-
tive prototypes that are currently available to be used.
This project has a clear pedagogical purpose. The prototypes presented are muse-
um versions of actual technological systems. Visitors are reported on this fact when
they start interacting with the demonstrators: they are told that real users with real
needs are using the extended versions of those prototypes. We found that a high level
of motivation was essential to be able to assume the role of real users successfully.
However, the adaptation of real systems to the specific characteristics of the muse-
ums is a challenging task, although essential to avoid prototype rejection. In this
sense, the use of the real prototypes for informative and educational purposes would
be inappropriate. Visitors cannot be asked to use a technological device that requires
a long training period (hours). This would result in a lack of use of the demonstrators,
especially among the youngest students since they usually visit the museum in groups
under the teachers’ supervision. Therefore demonstrators should be designed to guar-
antee that each visitor can interact with them, even if they come in group.
It is important to highlight that the implementation of a demonstrator faces the
same issues and challenges as any other technological device. In the design stage, all
possible use cases must be considered. Specifically, since the TechnoMuseum proto-
types target the general public, they must be extremely easy to handle.
But TechnoMuseum is primarily an educational project. Although it does not target
a specific group of people, this project may be of particular interest to school stu-
dents. It can help achieve some of the basic skills that students are supposed to have
at the end of their formal schooling [14]. This project requires students to be in a
technological museum far from the usual academic environment. This place is much
more conducive to arouse curiosity about the technology, allowing physical contact
with assistive devices. During the preliminary tests, we realized that most of the stu-
dents associated the concept of technology with leisure and recreation, but its use for
assistive purposes was far less clear. In this sense, the TechnoMuseum project can
help raise public awareness about the potential of the technology, clarifying some
existing misconceptions. Additionally, it stimulates the creation of a social con-
science, since users can experience firsthand the problems that disabled people en-
counter in their daily lives.
The TechnoMuseum project is still in its first stages. The preliminary results are
promising, but there are some remaining research efforts. Although two prototypes
have been successfully implemented, this number is still far from the final objective
of the project. In this sense, we have evaluated the possibility of including remote
laboratories [15], so visitors could experience the sensation of being in a real research
environment. Additionally, two other prototypes are currently being developed, in
this case in the field of robotics. They may have a great potential to catch the visitors’
attention [16]. The work will be completed with practical activities aimed at students,
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