4 CONCLUSION
The advantage of using a label that uses a QR code at the Mpu Purwa Museum provides a new
experience for visitors to use a smartphone to get information about the object collections in
the museum. Tshe drawback is the location QR code label placement that does not comply with
ergonomic standards anthropometry, so the label of QR code placement on at the Mpu Purwa
Museum is still not effective. To maximize the benefit by QR code label, the label should be moved
to a place that meets the anthropometric-ergonomic standards of human activity and aligns it with the
lighting placement in the interior of the Mpu Purwa Museum. Based on the ergonomic analysis of the
QR code label at the Mpu Purwa Museum which was described above, it can be concluded that the
physical condition of the environment must be reconsidered and redesigned in order to maximize
the benefits of using digital technology to increase visitor engagement with museum collection
objects. Physical environmental factors such as ergonomics of object’s placement, lighting, and
area of circulation must be adapted to the type of technology-based information media used in
the museum. If visitors can take full advantage of it, it is hoped that the information conveyed by
utilizing digital-based technology can be well received by visitors.
ACKNOWLEDGMENTS
This paper is part of the results of a beginner lecturer research (PDP) scheme, a research grant from
Ministry of Research and Technology Indonesia (RISTEKDIKTI).
REFERENCES
Al-Hajji, Z. 2017. Applying user experience (UX) design in interior space for art, science museums, and
learning environments. [Online] Available at: https://commons.emich.edu/theses/791/ [Accessed October
5, 2020].
Bitgood, S. C. 2002. Environmental Psychology in Museums, Zoos, and Other Exhibition Centers. In:
Handbook of Environmental Psychology. New York: John Wiley & Sons, Inc, pp. 461–480.
Erminia Attaianese, G. D. 2012. Human factors and ergonomic principles in building design for life and work
activities: an applied methodology. Theoretical Issues in Ergonomics Science, 13(2):187–202.
Hunt, E. G. 2009. Study of Museum Lighting and Design. [Online] Available at: https://digital.library.txstate.
edu/handle/10877/3203 [Accessed October 5, 2020].
Julius Panero, M. Z. 2003. Dimensi Manusia dan Ruang Interior. 1st ed. Jakarta: Erlangga.
Mar Perez-Sanagustín, D. P. R. V. G. G.-G. 2016. Using QR codes to increase user engagement in museum-like
spaces. Computers in Human Behavior, 60:73.
Palmyre Pierroux, A. Q. 2019. Wall texts in collection exhibitions: Bastions of enlightenment and interfaces
interfaces for experience. Nordisk Museology, 1:39–50. [Online]
Available at: https://www.duo.uio.no/handle/10852/75254 [Accessed October 2020].
Panero, J. and Zelnik, M. 2003. Dimensi Manusia dan Ruang Interior. 1st ed. Jakarta: Erlangga.
Rosenzweig, E. 2015. Successful User Experience: Strategies and Roadmaps. MA-USA: Morgan KaufmannElsevier.
Safavi, S. 2013. Eastern Mediterranean University Institutional Repository: Effects of Design Principles on
Visitors’ Perception in Museum Spaces. [Online] Available at: http://hdl.handle.net/11129/3495 [Accessed
October 10, 2020].
Sakamoto, H. and Sakamoto, K. 2007. Using a Mobile Phone Tour to Visit the Ueno Zoological Gardens and
the National Science Museum in Tokyo, Japan. Journal of Museum Education, 32(1):35–45.
Salim, P. 2018. Persepsi Kualitas Ruang Pamer Museum Seni: Sebuah Studi Observasi. NARADA, Jurnal
Desain & Seni, FDSK - UMB 5(2):23–32.
Schielke, T. 2019. Interpreting Art with Light: Museum Lighting between Objectivity and Hyperrealism.
LEUKOS : The Journal of the Illuminating Engineering Society.
Schultz, M. K. 2013. A case study on the appropriateness of using quick response (QR) codes in libraries and
museums. Library & Information Science Research, http://dx.doi.org/10.1016/j.lisr.2013.03.002.
Screven, C. G. 1992. Motivating Visitors to Read Labels. ILVS, 2(2).
364
The advantage of using a label that uses a QR code at the Mpu Purwa Museum provides a new
experience for visitors to use a smartphone to get information about the object collections in
the museum. Tshe drawback is the location QR code label placement that does not comply with
ergonomic standards anthropometry, so the label of QR code placement on at the Mpu Purwa
Museum is still not effective. To maximize the benefit by QR code label, the label should be moved
to a place that meets the anthropometric-ergonomic standards of human activity and aligns it with the
lighting placement in the interior of the Mpu Purwa Museum. Based on the ergonomic analysis of the
QR code label at the Mpu Purwa Museum which was described above, it can be concluded that the
physical condition of the environment must be reconsidered and redesigned in order to maximize
the benefits of using digital technology to increase visitor engagement with museum collection
objects. Physical environmental factors such as ergonomics of object’s placement, lighting, and
area of circulation must be adapted to the type of technology-based information media used in
the museum. If visitors can take full advantage of it, it is hoped that the information conveyed by
utilizing digital-based technology can be well received by visitors.
ACKNOWLEDGMENTS
This paper is part of the results of a beginner lecturer research (PDP) scheme, a research grant from
Ministry of Research and Technology Indonesia (RISTEKDIKTI).
REFERENCES
Al-Hajji, Z. 2017. Applying user experience (UX) design in interior space for art, science museums, and
learning environments. [Online] Available at: https://commons.emich.edu/theses/791/ [Accessed October
5, 2020].
Bitgood, S. C. 2002. Environmental Psychology in Museums, Zoos, and Other Exhibition Centers. In:
Handbook of Environmental Psychology. New York: John Wiley & Sons, Inc, pp. 461–480.
Erminia Attaianese, G. D. 2012. Human factors and ergonomic principles in building design for life and work
activities: an applied methodology. Theoretical Issues in Ergonomics Science, 13(2):187–202.
Hunt, E. G. 2009. Study of Museum Lighting and Design. [Online] Available at: https://digital.library.txstate.
edu/handle/10877/3203 [Accessed October 5, 2020].
Julius Panero, M. Z. 2003. Dimensi Manusia dan Ruang Interior. 1st ed. Jakarta: Erlangga.
Mar Perez-Sanagustín, D. P. R. V. G. G.-G. 2016. Using QR codes to increase user engagement in museum-like
spaces. Computers in Human Behavior, 60:73.
Palmyre Pierroux, A. Q. 2019. Wall texts in collection exhibitions: Bastions of enlightenment and interfaces
interfaces for experience. Nordisk Museology, 1:39–50. [Online]
Available at: https://www.duo.uio.no/handle/10852/75254 [Accessed October 2020].
Panero, J. and Zelnik, M. 2003. Dimensi Manusia dan Ruang Interior. 1st ed. Jakarta: Erlangga.
Rosenzweig, E. 2015. Successful User Experience: Strategies and Roadmaps. MA-USA: Morgan KaufmannElsevier.
Safavi, S. 2013. Eastern Mediterranean University Institutional Repository: Effects of Design Principles on
Visitors’ Perception in Museum Spaces. [Online] Available at: http://hdl.handle.net/11129/3495 [Accessed
October 10, 2020].
Sakamoto, H. and Sakamoto, K. 2007. Using a Mobile Phone Tour to Visit the Ueno Zoological Gardens and
the National Science Museum in Tokyo, Japan. Journal of Museum Education, 32(1):35–45.
Salim, P. 2018. Persepsi Kualitas Ruang Pamer Museum Seni: Sebuah Studi Observasi. NARADA, Jurnal
Desain & Seni, FDSK - UMB 5(2):23–32.
Schielke, T. 2019. Interpreting Art with Light: Museum Lighting between Objectivity and Hyperrealism.
LEUKOS : The Journal of the Illuminating Engineering Society.
Schultz, M. K. 2013. A case study on the appropriateness of using quick response (QR) codes in libraries and
museums. Library & Information Science Research, http://dx.doi.org/10.1016/j.lisr.2013.03.002.
Screven, C. G. 1992. Motivating Visitors to Read Labels. ILVS, 2(2).
364
