Around 31,000 exhibitions are held around the world annually, and about 260 million people visit exhibitions every year [1]. Although China has become the country with the second largest exhibition space in the worldbase exhibition design lacks a scientific and reliable knowledge to guide the design of exhibitions and improve user experience.
BackgroundExhibition3design. In broad terms, exhibition design includes exhibitions, museums, shopping centers, recreational centers and visitor centers [5]. Locker [4] and Hughes [2] define exhibition design as a toolbox of communication and storytelling making user experiences more delightful and memorable. User3experience. While there is no cohesive consensus on the meaning of user experience [6], it is defined from the perspective of usability [7] to address implicit and explicit issues such as emotions [8], social and cultural factors [9], context [9, 10].Enjoyable3design. The term "Enjoyable" was mentioned by Locker [4], who asserted that enjoyable means that a user could experience the emotion of delight or happiness in a context of exhibition; however, there are no cohesive theories about enjoyable design in exhibitions, as it is associated with a wide range of meanings such as delight [11] and pleasure [12].
AbstractThis proposal introduces research which is trying to bridge the gap between Computer Human Interaction (CHI) research and Exhibition Design studies through an investigation of how to design enjoyable exhibition events for audiences in China.