gies and online presence. This can results in threats
both on confidentiality (especially personal data), in-
tegrity (e.g. website defacing) and availability of
the provide services (e.g. reservation, virtual tour).
The impact can be damageable in many dimensions:
reputation, financial loss (missed visitors) or legal
(GDPR). This issue should be tackled by introduc-
ing a cybersecurity awareness and culture inside the
museum in a similar way as it is done inside SME.
The recommendation is to train an internal reference
person which can rely on an external expert. A risk
analysis must be performed as first step and then ade-
quate measures must be deployed and monitored.
Digital Accessibility is already present with the
web but will take increased importance with other
technologies such as apps or immersive experience.
The museum should start to comply with available
standard for website accessibility. The Web Acces-
sibility Initiative (WAI) (W3C, a) provides Web Con-
tent Accessibility Guidelines (WCAG) to help Web
developers making Web sites accessible (W3C, b)
while dynamic content is addressed through ARIA
(Accessible Rich Internet Applications). Many use-
ful evaluation and repair tools exist, including those
for tailored and optimised usability and accessibil-
ity evaluation (Vanderdonckt and Beirekdar, 2005).
The emergence of augmented/virtual reality experi-
ence might require new guidelines in an area which
is still in its infancy and with incremental needs for
learning and improvements.
Maintenance and Digital Obsolescence also be-
comes an issue in a fast evolving world. In response
to this, relying on maintained and open (source) tech-
nologies is advised. It means the museum should be
able to rely on an internal resource or have a long term
relation with a close partner to help in developing and
maintaining the software solutions. This can be done
by collaborating with structures such as a fablab or a
creative hub.
Last but not least, adoption is also an important
barrier to consider regarding the success of digital
transformation. Smaller structure maybe more flex-
ible but have less resource and experience to con-
duct change. For addressing this, different tools can
be considered such as the adoption of an adequate
framework such as Training of Organizational Work-
ers such (ToOW) which has been applied for digital
transformation (Ferreira. et al., 2017). The integra-
tion into a creative hub mentioned earlier will also
bring other expertise and help to overcome barriers.
More specifically for a museum, it is also important to
drive the transformation by keeping in mind the user
experience as detailed in the next section.
4 DRIVING THE DIGITAL
TRANSFORMATION
In order to embrace a digital transformation, it is im-
portant not to focus on current physical criteria which
are bound to this dimension but also on higher level
goals. For this purpose, it is worth considering the
reference framework going from abstract to concrete
(Mason, 2020) depicted in Figure 7:
• User experience level: covering goals, key mes-
sages, high-level narrative.
• Experience framework: based interaction frame-
work and information architecture (i.e. scenog-
raphy) which can be perceived differently by the
public, especially for people affected by physical,
sensory or cognitive impairments.
• Structural level: physical/digital aspects (layout,
graphics, content...), which should provide a vari-
ety of access modalities for the same content.
Based on this, the most interesting issues relate
to advanced technologies such as the development of
virtual tours or mobile applications to support the mu-
seum scenography. Different approaches exist from
the basic transposition of the physical experience: e.g.
video of a guided tour or a paper guide made available
online. The virtual museum is a more complex case.
It might involve unusual controls which needs to be
validated for accessibility and regarding the learning
curve, e.g. through a tutorial or possibly through a
virtual guide (avatar). The pure transposition of the
physical world into a digital one is interesting for a
hybrid experience (preparation before arrival) but it
might also overload the user with uninteresting infor-
mation/actions (corridor pictures, need to point in the
right direction). It could be interesting to consider a
higher level in our reference framework, i.e. goals and
narratives. This can lead to developing a mobile ap-
plication enabling to relate various artefacts, people,
organisations, technologies through a timeline mech-
anism supplementing a physical visit. It will also help
exploring other relationships beyond what is “hard
coded” in the physical exhibition in a more open way
allowing one to dig more into a domain and favouring
learning (Ponsard and Desmet, 2022).
Another interesting and possibly complementary
approach is gamification: it allows the user (not only
kids) to engage more deeply with the content. The
use of a persona, possibly reflecting user preference
and (dis)-abilities, definitely helps to fine tune the in-
terface to her needs. The profiling introduced for a
visitor can be used as driver here.
From an accessibility perspective, the digital
transformation mainly impacts the access to services
which can be provided remotely (virtual tool) but
ICSOFT 2022 - 17th International Conference on Software Technologies
554