In D. de Waard, A. Toffetti, L. Pietrantoni, T. Franke, J-F. Petiot, C. Dumas, A. Botzer, L. Onnasch, I. Milleville, and F. Mars (2020). Proceedings of the Human Factors and Ergonomics Society Europe Chapter 2019 Annual Conference. ISSN 2333-4959 (online). Available from http://hfes-europe.org The making of Museum works as Smart Things Hamid Bessaa, Florent Levillain, & Charles Tijus Laboratoire Cognitions Humaine et Artificielle (CHArt), University Paris 8, France Abstract Most important purpose of understanding Human Behaviour in Complex Systems is the making of personalized Human-Artificial dialogs for task-oriented co-operation. Among complex systems are teams of Museum' works that cooperate to build the museum visitors experience (VX), as user experience (UX), to enhance the learner experience (LX). Until now, museums’ artworks were passive things people cannot interact with. The “CULTE” project is to offer visitors the possibility to dialogue with connected artworks displayed in the Museum through I.O.T. Thus, as connected objects, Museums’ artworks become Smart Things by enriching the visitor experience through trans-media dialogs. We report the rationale for our approach: a problem- solving based approach that is used for designing a smart personalized dialoguing system integrating (i) the context of Museum’s complex system, (ii) an ontology of the “what’s about” and (iii) the three necessary dialogs components that are the Pragmatic, meta-cognitive and, - as the core of the dialog -, the cognitive components. For the purpose of modelling, from less to more situated, the COGNITION component is embedded in the METACOGNITION component that is in turn embedded in the PRAGMATIC/SEMANTIC component. Introduction As User Experience, quoted UX, a concept introduced by Don Norman in the 90th to cover all aspects of the experience the person is having with the system (Norman, 2013), Visitor Experience, quoted VX, refers all aspects of the experience the person has with the artwork (Dubois et al., 2011). As a consequence of technological innovations, VX increases because museums are expanding their system of communication with visitors: before, during and after the visit. Inside and outside the museum walls, visitors can get much more information with the artworks that are connected objects (IOT) and have richer personalized experience. However, if museums deliver this additional information by taking into account the visitor interest, they do it in a way that this is the museum that is talking to the visitor (when and what). The visitor is not talking to the museum and there is no dialogue between a visitor and a given artwork.