A Museum In The Making

The permanent exhibition has been developed through a museological process that brought together the Museum’s collection, the history of the Department, research into the history of computing and telecommunications, recorded testimony and exhibition design.

The aim is to create a permanent exhibition that can continue to evolve as the technologies and questions it addresses change.

Vision

The Museum is planned as a space for research, education and public engagement with Informatics and Telecommunications.

Its permanent exhibition will trace the development of these fields while connecting global technological history with the history and research of the Department of Informatics & Telecommunications.

The exhibition has been designed to remain dynamic. Members of the academic and student community can contribute to its development, particularly in areas connected with contemporary and future research.

Museological Concept

Begin with Computation

The central idea of the exhibition is computational thinking.
Rather than organising the Museum only around a succession of machines, the proposed narrative examines what computation has allowed people to do at different moments in history.
The experience begins with the history of Informatics and Telecommunications and moves into six thematic areas that explore changing uses of the computer.

A route without a fixed path

The six themes have historical starting points, but the visitor is not required to follow a rigid chronological route.
The museological study describes a looser chronology, beginning around the 1940s and continually connecting historical developments with the present.

Learning through participation

The proposed experience uses physical objects alongside interactive exhibits, audiovisual material, storytelling and data visualisation.
The study places particular emphasis on active participation, discovery and social interaction between visitors.

Themes

01

The beginnings of modern computing, scientific calculation, early electronic machines and the people who performed and programmed calculations.

The Mathematical / Scientific Computer

1940s–1950s

02

Mainframes, large-scale data processing, punched cards and the growing importance of software.

The Business Computer

1950s–1960s

03

The moment computing entered homes and became increasingly personal, experimental and connected with gaming and everyday use.

The Personal / Home Computer

1980s

04

Networks, the Internet and the World Wide Web transformed access to information and communication between people and machines.

The Networked Computer

1990s

05

Computing became increasingly present in art, gaming, performance, cultural heritage and other forms of creative practice.

The Creative Computer

2000s

06

Computing spreads across mobile devices, sensors, connected environments, artificial intelligence and the Internet of Things.

The Ubiquitous Computer

2010s to today

Proposed Space

The exhibition plan organises the Museum around an entrance and reception area (1), an introductory history room (2), the main exhibition room (3) and an archive/storage area (4).

The drawings and visualisations presented here come from the museological and architectural development of the permanent exhibition.
Together they explore the organisation of the rooms, the visitor route, thematic areas and proposed exhibition installations. A guided tour of the VR experience of the museum can also be watched.

Gallery

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