The 'Our Museum' board game (referred to as 'the game' throughout this paper) is a dialogical tool for museum professionals, researchers, exhibition designers and developers. The game is designed and developed through a coordinated effort between museum professionals and researchers. The work presented here will detail the conception of the game and establish parts of the theoretical background for the game design, offset by two iterations that are based on insights from two separate playtests. These insights have been reworked and implemented into the current version of the game. With the game, we aim to offer a tool-supported method to tackle user-centered challenges in the exhibition space, by bringing different roles together and provide a medium to form a shared language as a part of the design process of creating exhibitions. The work here could be interesting to both practitioners as well as researchers working within the museum context and to an extent within the fields of games and gamification.
When designing for the next wave of technologies, a challenge is how to culturally appropriate the semantic idioms of new technology to users with little experiential knowledge about the technology. This is especially a challenge, when more and more attractions are becoming unmanned, with little possibility for guidance. In this paper, we hypothesise that non-idiomatic technologies can be supported by leveraging existing idiomatic knowledge on more conventional technologies and thus lower the participation barrier. In two cases collected with several Danish attractions we experimented with supporting design with traditional technology, such as video signs, social media and physical signs to assess how idiomatic formats could facilitate the use of the non-idiomatic technology. We contribute with a set of lessons learned for how non-idiomatic design situations can be facilitated through using the users existing knowledge with more conventional technological practices.
A pervasive persuasive game, PH.A.N.T.O.M., has been designed and developed to increase the daily exercise level of the players. The idea is to embed the physical activity into a fun and engaging mobile game experience. This is combined with a storyline and virtual game setting integrated into the everyday life of the players to add a sense of purpose for them to get outside and be active. This paper reports from a field study with nine participants which was conducted to evaluate the user experience of the game in the wild and investigate the persuasive nature of it.
This study examines the design of digital systems created to support users in self-guided exhibitions (i.e., sites without human personnel to support the users). We developed a location-aware smartphone guide called Aratag, which utilizes Bluetooth beacons to serve contextual information at the user's request. Using this guide, we conducted a user study to investigate what types of content institutions perceive as relevant versus the kinds of content users actually find relevant. The study also contributes to our understanding of users' attitudes toward using smartphones to support their self-guidance in exhibitions. Our results provide insights into designing for interplay between the physical setting of the exhibition and the digital platform, so as to inform the utility, desirability, and usability of mobile guides. Based on these findings, we present the following two design insights that should be considered when designing future mobile systems for self-guidance in exhibitions: 1) multi-level content to accommodate individual user interest by scaffolding information layers from glimpses to an increasingly immersive experience and 2) real-time location tracking with clear visual feedback.
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