Project Case

Connecting young people with art at Museum Barberini

Intro

Workshops to inspire young people for art

The Museum Barberini in Potsdam is well known for its impressive collection of Impressionist art. Seeing as older people and schools are among the largest visitor groups, a team of students from the HPI d-school sought new ways to attract young audiences. They developed a workshop concept that turns a visit to the museum into an interactive, creative experience. 

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Challenge

How can the Museum Barberini become a place where young people enjoy spending time and are invited to experience art in innovative ways? This question was posed to a team of students from the HPI d-school. The goal was to develop a format that would combine digital and analog activities, thus sparking enthusiasm for art and allowing young visitors to experience the museum's collection in a creative and communicative way. A key challenge was to speak to the many different interests of young people between the ages of 16 and 28 and to appeal to those who usually shy away from art museums. 

Starting Point

The Museum Barberini houses one of the largest Monet collections in Europe and is an integral part of the German museum landscape. Nevertheless, many young people don't feel addressed by the classic museum culture, which they often perceive as elitist. The students discovered that many young people find the Museum Barberini overwhelming, tedious, and somewhat antiquated. Instead, they crave experiences that combine adventure, a sense of community, and a creative outlet. Existing museum initiatives, such as the Barberini Art Club, have so far only reached a small part of the target group – and young men are missing almost entirely. Some interviewees perceived the cost of admission as an additional obstacle to reaching young people.

  • Use Case Design Thinking Museum Barberini
  • Use Case Design Thinking Museum Barberini
  • Use Case Design Thinking Museum Barberini

Aha Moments

In discussions with young people and museum staff, it became clear that an atmosphere was needed that would enable interaction, fun, and shared learning. The team initially developed the “HackARTon” concept: a creative hackathon in which young people discover art together innovatively using IT.

To further develop their prototype, the student team aimed to reach a broader target group and reduce the inhibition thresholds for participation. Thus, the format they designed allows young people to foster their creativity in teams with the help of both digital and analog tools. Workshops on topics such as tape art, digital animation, and 3D techniques incorporate the museum's exhibits while simultaneously enabling participants to acquire new skills. It was imperative to the student team that those who do not see themselves as “artists” and therefore do not usually feel addressed by creative programs also feel spoken to.

Impact

With these brand-new workshop ideas, the museum provides young people with a space for creativity, inspiration, and community. They are no longer just spectators, but active contributors to the artistic process. First events, such as the tape art workshops, have already taken place and are met with great interest – a clear sign that the Museum Barberini is on the right track to inspire a new generation to engage with art in various forms.

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