Co-designing Gaming Experiences for Museums with Teenagers (original) (raw)
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Human-Computer Interaction - INTERACT 2017, 2017
The active involvement of teenagers in the design of interactive technologies for museums is lacking further development. Adopting a user-driven innovation framework along with cooperative inquiry, we report and discuss a case study that has been designed to involve users in the ideation of interpretive experiences for a local museum. Working in collaboration with the Natural History Museum of Funchal, this contribution will present and discuss co-design sessions that were aimed at participants with ages 15 to 17 and where they were asked to ideate an interactive museum experience. As a result of the co-design sessions, we have found several design patterns. We have grouped these patterns into four categories that express the interests of a teenage audience; these categories are: " interactions " , " gaming " , " localization " and " social media ". Our findings suggest that teenagers value interactive technologies when visiting museums and that user-driven innovation plays an important role when involving this specific audience in the design of user experiences for museums.
Design Patterns to Enhance Teens’ Museum Experiences
32nd British Human-Computer Interaction Conference (BHCI ’18), 2018
Teenagers are an understudied group within the Interaction Design and Children community. Museums and cultural heritage spaces offer solutions for young children but do not target teenagers in particular. Teens, are a large pool of potential museum audiences. They should be given a “voice” and involved early in the design process to maximize chances of involvement in the museum practices and offers, hence, it is crucial to study their interests and desires to deploy a high quality and enjoyable product. For these reason, we deployed several co-design sessions with a total of 155 teenage participants, in order to understand how would they prefer to engage with museum tours. The authors, based on Madeira island (Portugal), used the Natural History Museum of Funchal as a case study. The participants were asked to ideate a mobile museum experience that they would enjoy. Through qualitative analysis, we gathered insights regarding six main themes that they reported as prompts in order to visit the Natural History Museum of Funchal, such as 1) gaming, 2) interactions, 3) localization, 4) social media, 5) aspects of the museum studied, and 6) photos. These findings are preliminary and still need testing and validation.
Enhancing Museums' Experiences Through Games And Stories For Young Audiences
International Conference on Interactive Digital Storytelling, 2017
Museums promote cultural experiences through the exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, particularly teenagers. This Ph.D. proposal in Digital Media explores how digital technologies can facilitate Natural History and Science Museums in fostering and creating immersive museum experiences for teenagers. Especially by using digital storytelling along with location-based gaming. The overall objectives of the work are to establish guidelines, design, develop and study interactive storytelling and gamification experiences in those type of museums focusing in particular on delivering pleasurable and engaging experiences for teens of 15-17 years old.
Mobile technology has created new possibilities for location-based playful learning experiences. This paper describes the MuseumScrabble mobile game, aimed at children visiting a historical museum. The game requires that the players should explore the museum and link abstract concepts with physical artefacts using a mobile device. The focus of this paper is on the interaction design process and the subsequent observations made during field evaluation of the game. Design principles that guide the development of such a game are presented and concern playfulness, learning, social interaction, physical aspects of the game and flow between physical and digital space. We explore how these design principles are reflected in the study and how problem-solving strategies and collaboration and competition patterns are developed by children in this multi-player educational game.
Participatory design at the museum
Proceedings of the 22nd Conference of the Computer-Human Interaction Special Interest Group of Australia on Computer-Human Interaction - OZCHI '10, 2010
We address the challenge of creating intersections between children's everyday engagement and museum exhibitions. Specifically, we propose an approach to participatory design inquiry where children's everyday engagement is taken as the point of departure. We base our discussion on a design workshop -Gaming the Museum -where a primary school class was invited to participate in exploring future exhibition spaces for a museum, based on their everyday use of computer games and online communities. We reflect on the results of the workshop, and broadly discuss the everyday engagement of children as point of departure for designing interactive museum exhibitions.
32nd British Human-Computer Interaction Conference (BHCI ’18), 2018
Teenagers have been identified as an audience group that is often excluded from museum curatorial strategies. One strategy to counteract this problem is to involve cultural heritage professionals (CHPs) in the design process of museum based digital experiences targeted at teens. In this paper, 12 CHPs from a local natural history museum took part in a co-design activity over 20 hours, aiming to create and deploy digital tours for teenagers aged between 16-19. We present the three prototypes that derived from these design sessions. These were then tested by both 12 CHPs and 12 teenagers separately, and we report on lessons learned from the evaluation of these prototypes by both groups.
Mobile technology has created new possibilities for location-based playful learning experiences. This paper describes the MuseumScrabble mobile game, aimed at children visiting a historical museum. The game requires that the players should explore the museum and link abstract concepts with physical artefacts using a mobile device. The focus of this paper is on the interaction design process and the subsequent observations made during field evaluation of the game. Design principles that guide the development of such a game are presented and concern playfulness, learning, social interaction, physical aspects of the game and flow between physical and digital space. We explore how these design principles are reflected in the study and how problem-solving strategies and collaboration and competition patterns are developed by children in this multi-player educational game.
Ozchi, 2010
We address the challenge of creating intersections between children's everyday engagement and museum exhibitions. Specifically, we propose an approach to participatory design inquiry where children's everyday engagement is taken as the point of departure. We base our discussion on a design workshop -Gaming the Museum -where a primary school class was invited to participate in exploring future exhibition spaces for a museum, based on their everyday use of computer games and online communities. We reflect on the results of the workshop, and broadly discuss the everyday engagement of children as point of departure for designing interactive museum exhibitions.
CHI Conference Extended Abstracts on Human Factors in Computing Systems, Fun and Games and Gamification (CHIPLAY EA ’19), 2019
To contribute in filling in the gap regarding experiences targeted at and evaluated by teenagers in museums, we involved 78 teenagers aged 16-19 to test three different gamified tours developed by cultural heritage professionals from the Natural History Museum of Funchal, Portugal. The digital tours can be described as follows: 1) expositive-through which teens become aware of a scientific library in the museum; 2) gastronomic-teens are exposed to curiosities and recipes regarding a selection of marine species exhibited in the museum; 3) digital manipulation-manipulated characters (image and voice) guide the visitor through videos of the marine species in their natural habitats. We report on measuring the teenagers' overall experience with each of the prototypes, particularly their engagement with the exhibition, the usefulness and usability of the prototypes, as well as their feelings and emotions at the end of each tour. We report on lessons learned from the evaluation of these prototypes as well as which approaches and mechanics engaged the teens the most.
CHI Conference Extended Abstracts on Human Factors in Computing Systems (CHI EA ’19), 2019
1 While museums are often designed to engage and interest a wide variety of audiences, teenagers are a neglected segment. This PhD research in Digital Media explores how digital technologies can facilitate natural history museums in creating immersive museum experiences for teenagers (15-18 years old), especially through digital storytelling and gamification frameworks. This contribution would be a set of guidelines that will aid in designing interactive experiences inside these museums. So far, we have involved a total of 155 teens through co-design sessions, 130 in focus groups, and 98 in usability studies, as well as 3 museums, 12 curators, and 17 master students. Through qualitative analysis, our preliminary findings suggest that teenagers value gamification and storytelling elements when thinking about enjoyable museum tours, while curators value story-based narratives as the most prominent method to provide enjoyable museum experience for teens. Based on the findings identified, and in collaboration with the Madeira-ITI, two interactive mobile experiences targeted at teenagers were developed for the Natural History Museum of Funchal, Portugal.