2017
DOI: 10.1007/978-3-319-68059-0_52
|View full text |Cite
|
Sign up to set email alerts
|

Shifting from the Children to the Teens’ Usability: Adapting a Gamified Experience of a Museum Tour

Abstract: In this poster, we are addressing the topic of "system's evaluation" from the point of view of assessing the usability of a gamified experience with 20 teenagers aged 15-17 years. The currently tested experience was ideally designed for children 9-10 years. In order to adapt the application to teenagers, we tested it with 20 targeted users. In this poster, we share the results and encourage a discussion among the researchers about how to adapt the gamified experience designed for children to a teenage audience. Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1

Citation Types

1
1
0

Year Published

2018
2018
2022
2022

Publication Types

Select...
3
1
1

Relationship

1
4

Authors

Journals

citations
Cited by 5 publications
(2 citation statements)
references
References 5 publications
(9 reference statements)
1
1
0
Order By: Relevance
“…Moreover, our preliminary findings echo broader literature in the field of HCI and gamified experiences for teenagers. Our findings echo [33] arguing that it is possible to have a single gamified experience for teens spanning from 12 to17 years old, when the game contains elements that are considered novel by this teens group, such as mobile applications, gamification, 3D models and interaction through AR. Teens value the technology, and appreciate when it is included in museum experiences.…”
Section: Discussionsupporting
confidence: 75%
“…Moreover, our preliminary findings echo broader literature in the field of HCI and gamified experiences for teenagers. Our findings echo [33] arguing that it is possible to have a single gamified experience for teens spanning from 12 to17 years old, when the game contains elements that are considered novel by this teens group, such as mobile applications, gamification, 3D models and interaction through AR. Teens value the technology, and appreciate when it is included in museum experiences.…”
Section: Discussionsupporting
confidence: 75%
“…Interactive exhibits not only attracts and holds visitor's attention but also prompts visitors interactions which are set as more immersive [5,17,18]. They can promote physical engagement, prompt reflection and incite social collaboration in learning environments in a way that exhibit's visitors can gather and debate around the surface.…”
Section: Spatial Interactions and Interactive Interfacesmentioning
confidence: 99%