„Anyone who sets out to talk about museums is instantly faced with the task of trying to figure out just what creature this is. It is a nearly unique peculiarity. A hospital is a hospital. A library is a library. A rose is a rose. But a museum is Colonial Williamsburg, Mrs. Wilkerson‘s Figure Bottle Museum, the Museum of Modern Art, the Sea Lion Caves, the American Museum of Natural History, the Barton Museum of Whiskey History, the Cloisters, and Noell‘s Art Chimpanzee Farm and Gorilla Show.“
With this problem of defining what creature a museum actually is, my work focuses on the architectural embodiment of a digital museum. This immediately raises the question `if digital outputs need a physical space´? Living in a world, where the “New Media” meanwhile has become most people‘s social commonplace, the characteristics of digital information questions the fundamental basis of contemporary museums.
The plot is located in the Hamburger Hafencity and proposed to be developed to a new cultural center within the next years. By connecting both sides of the inner harbor and merging them into one big area, the building creates a public interface between architecture, culture and society. The Museum's interior reflects architectural typologies of different times and origins. The idea is to simulate the simultaneous experience of several contents independently of space and time. Therefore rooms differ as much as possible and deliberately represent the contrary movement to current “white cube” museums. The museum intends to be a kind of amplifier of this virtual-physical reality, reflecting the multiple and diverse identities of the digital world, embodied in physical architecture and exhibition. Since the “New Media” is also an interactive medium, museums shouldn‘t be a place where users take the role of passive recipients. Rather they should consider themselves as an environment for collaborative interaction and production. Especially with the new ease of handling and interacting with the digital information, museums have to take the user as an active part of the museum‘s mediation.