The paper proposes a reading of augmented reality as a practice of “constructing the gaze” on cultural heritage – understood not merely as a technology for overlaying content, but as a mediation device that orients interpretations, hierarchies of meaning, and forms of experience. The central hypothesis is that AR activates a twofold relationship with the work: on the one hand, from the designer’s perspective, who is called upon to master visual and projective logics and, above all, to transform critical knowledge of the heritage object (its history, form, context, and values) into a coherent system of models, information, and interactions. On the other hand, from the visitor’s perspective, for whom the “augmented” experience becomes simultaneous access to multiple informational layers (spatial, iconographic, narrative), while maintaining direct contact with the work and rendering visible what normally remains implicit or not immediately perceptible. Within this framework, the article also addresses the educational dimension, presenting the experience of a course dedicated to XR/AR held within a master’s programme in cultural heritage communication. Conceived as a laboratory, this course treats the design of communicative applications and prototypes as an exercise in deep understanding of heritage and in the didactic translation of knowledge. What emerges is a perspective in which augmented reality is not merely an “output” of valorisation, but a method: for developing conscious design competencies and, at the same time, for offering audiences experiences capable of educating the gaze through a controlled coexistence of the real and the digital.
Il contributo propone una lettura della realtà aumentata come pratica di “costruzione dello sguardo” sul patrimonio culturale, intesa non solo come tecnologia di sovrapposizione di contenuti ma come dispositivo di mediazione che orienta interpretazioni, gerarchie di senso e forme di esperienza. L’ipotesi è che l’AR attivi un rapporto duplice con l’opera: in primo luogo sul versante del progettista, chiamato a padroneggiare logiche visive e proiettive, e soprattutto a trasformare la conoscenza critica del bene (storia, forma, contesto, valori) in un sistema coerente di modelli, informazioni e interazioni. In secondo luogo sul versante del fruitore, per il quale la fruizione “aumentata” diventa accesso simultaneo a livelli informativi molteplici (spaziali, iconografici, narrativi), mantenendo il contatto con l’opera e rendendo visibile ciò che normalmente resta implicito o non immediatamente percepibile. In questa cornice, l’articolo discute anche la dimensione formativa, presentando l’esperienza di un corso dedicato a XR/AR svolto all’interno di un master in comunicazione dei beni culturali, concepito come laboratorio in cui la progettazione di applicazioni e prototipi comunicativi diventa, essa stessa, esercizio di comprensione profonda del patrimonio e di traduzione didattica della conoscenza. Ne emerge una prospettiva in cui la realtà aumentata non è soltanto “output” di valorizzazione, ma metodo: per formare competenze di progetto consapevoli e, al contempo, per offrire al pubblico esperienze capaci di educare lo sguardo attraverso una compresenza controllata di reale e digitale.
Progettare per vedere: AR come pratica di conoscenza del patrimonio
Flavia Camagni
2026-01-01
Abstract
The paper proposes a reading of augmented reality as a practice of “constructing the gaze” on cultural heritage – understood not merely as a technology for overlaying content, but as a mediation device that orients interpretations, hierarchies of meaning, and forms of experience. The central hypothesis is that AR activates a twofold relationship with the work: on the one hand, from the designer’s perspective, who is called upon to master visual and projective logics and, above all, to transform critical knowledge of the heritage object (its history, form, context, and values) into a coherent system of models, information, and interactions. On the other hand, from the visitor’s perspective, for whom the “augmented” experience becomes simultaneous access to multiple informational layers (spatial, iconographic, narrative), while maintaining direct contact with the work and rendering visible what normally remains implicit or not immediately perceptible. Within this framework, the article also addresses the educational dimension, presenting the experience of a course dedicated to XR/AR held within a master’s programme in cultural heritage communication. Conceived as a laboratory, this course treats the design of communicative applications and prototypes as an exercise in deep understanding of heritage and in the didactic translation of knowledge. What emerges is a perspective in which augmented reality is not merely an “output” of valorisation, but a method: for developing conscious design competencies and, at the same time, for offering audiences experiences capable of educating the gaze through a controlled coexistence of the real and the digital.I documenti in IRIS sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.


