In general, the research project “Digital Models” (that I am heading) explores the <hi xmlns="http://www.tei-c.org/ns/1.0" rend="italic">potential</hi> of digital technologies to reframe Swedish industrialisation and its stories about society, people and environments. The project uses three different cultural heritage perspectives to examine the <hi xmlns="http://www.tei-c.org/ns/1.0" rend="italic">specificity of digitisation</hi> and its potential to bridge research, institutional heritage and interest from the general public. Departing from the digitisation of three selected categories of material in the Swedish National Museum of Science and Technology collections, these mirror the three phases of industrialisation: (A.) parts of the business leader and industry historian, Carl Sahlin’s extensive collection. (B.), all editions of the museum yearbook, <hi xmlns="http://www.tei-c.org/ns/1.0" rend="italic">Daedalus</hi> (1931-2014), and (C.) all of Polhem’s preserved wooden models. These materials and phases correspond to three methodological approaches: traditional digitisation (A.), mass digitisation (B.) and critical digitisation (C.). Digitisation methods are hence correlated with different industrial-historical periods, resulting in three sets of digital tools, applications and/or game prototypes focused on various narratives of Swedish industrialisation.