Abstract
This paper presents insights from a collaborative design research project, in which a zoological aqua park in Denmark integrated multiple gamified digital installations in their new exhibition design. We document how these designs are in a tension between allowing game-based interactions, and the didactic communication about facts in the exhibition. We study the implemented solutions based on qualitative interviews with visitors, and with quantitative data from the backend game analytics of the installations. From triangulating these data sets we show how attempts to deliver purely fact-based information through didactic design elements fail to succeed in engaging the visitors, while stealth learning sparks enlightenment about the subject matter. Our results suggest that this is true both in cases in which users fully understand and play through the intended interactions, as well as when more negotiated interpretations of the digital installations are performed. From this our contribution are guiding principles for the balance, between experience and enlightenment in gamified exhibition designs.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Drotner, K.: Vores Museum. University of Southern Denmark, Projektbeskrivelse (2015)
Hein, G.E.: Learning in the Museum. Routledge, New York (2002)
Sharp, L.: Stealth learning: unexpected learning opportunities through games. J. Inst. Res. 1, 42–48 (2012). https://doi.org/10.9743/JIR.2013.6, Grand Canyon University
Hornecker, E., Stifter, M.: Learning from interactive museum installations about interaction design for public settings. In: Proceedings of the 18th Australia Conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments, pp. 135–142. ACM, New York (2006). https://doi.org/10.1145/1228175.1228201
Bjorli, T., Jensen, I., Johnsen, E., Sæter, G. (eds.): Mellom konservering og konsum. In: Museum i friluft. Norsk folkemuseum, Oslo (2004)
Belk, R.W.: Collecting in a Consumer Society. Psychology Press, Hove (1995)
Kirshenblatt-Gimblett, B.: The Museum as Catalyst. Keynote address, Museums 2000: Confirmation or Challenge. Swedish Museum Association and the Swedish Travelling Exhibition/Riksutställningar., Vadstena, Sweden (2000)
Skot-Hansen, D.: Museerne i den danske oplevelsesøkonomi. Samfundslitteratur (2008)
Floris, L., Vasström, A.: På museum: mellem oplevelse og oplysning. Roskilde Universitetsforlag (1999)
Drotner, K., Dziekan, V., Parry, R., Schrøder, K.C.: Media, mediatisation and museums. In: The Routledge Handbook of Museums, Media and Communication. Routledge (2018)
Tallon, L.: Introduction: mobile, digital, and personal. In: Tallon, L. (ed.) Digital Technologies and the Museum Experience: Handheld Guides and Other Media. pp. Xiii–XXV. Rowman Altamira (2008)
Adair, B., Filene, B., Koloski, L. (eds.): Letting Go?: Sharing Historical Authority in a User-Generated World. Routledge, Philadelphia (2011)
Black, G.: The Engaging Museum: Developing Museums for Visitor Involvement. Routledge (2005). https://doi.org/10.4324/9780203559277
Black, G.: Transforming Museums in the Twenty-first Century. Routledge, Milton Park, Abingdon, Oxon; New York, NY (2011)
Simon, N.: The Participatory Museum. Museum 2.0 (2010)
Parry, R.: The end of the beginning: normativity in the postdigital museum. Museum Worlds 1, 24–39 (2013). https://doi.org/10.3167/armw.2013.010103
Gammon, B., Burch, A.: Designing mobile digital experience. In: Tallon, L., Walker, K. (eds.) Digital Technologies and the Museum Experience: Handheld Guides and Other Media, pp. 35–60. AltaMira Press, Lanham (2008)
Shaffer, D.W., Resnick, M.: “Thick” authenticity: new media and authentic learning. J. Interact. Learn. Res. 10, 195–215 (1999)
Heath, C., vom Lehn, D.: Interactivity and collaboration. New forms of participation in museums, galleries and science centers. In: Parry, R. (ed.) Museums in a Digital Age, pp. 266–280. Routledge, Milton Park (2010)
Heath, C., vom Lehn, D.: Configuring “Interactivity”: enhancing engagement in science centres and museums. Soc. Stud. Sci. 38, 63–91 (2008)
Olsson, T., Svensson, A.: Reaching and including digital visitors: Swedish museums and social demand. In: Pruulmann-Vengerfeldt, P., Viires, P. (eds.) The Digital Turn: User’s Practices and Cultural Transformations, pp. 45–57. Peter Lang GmbH, New York (2013)
Our Museum. http://ourmuseum.dk/. Accessed 20 Feb 2019
Velux, F.: Museumsprogram Bevillinger 2015–2018 (2018)
Apostolellis, P., Bowman, D.A.: Small group learning with games in museums: effects of interactivity as mediated by cultural differences. In: Proceedings of the 14th International Conference on Interaction Design and Children, pp. 160–169. ACM, New York (2015). https://doi.org/10.1145/2771839.2771856
Danielak, B.A., Mechtley, A., Berland, M., Lyons, L., Eydt, R.: MakeScape Lite: a prototype learning environment for making and design. In: Proceedings of the 2014 Conference on Interaction Design and Children, pp. 229–232. ACM, New York (2014). https://doi.org/10.1145/2593968.2610459
Falk, J.H., Dierking, L.D.: Enhancing Visitor Interaction and Learning with Mobile Technologies. In: Tallon, L. (ed.) Digital Technologies and the Museum Experience: Handheld Guides and Other Media, pp. 19–33. Rowman Altamira (2008)
Muise, K., Wakkary, R.: Bridging designers’ intentions to outcomes with constructivism. In: Proceedings of the 8th ACM Conference on Designing Interactive Systems, pp. 320–329. ACM, New York (2010). https://doi.org/10.1145/1858171.1858229
Drotner, K. (ed.): Det Interaktive Museum. Samfundslitteratur, Frederiksberg (2011)
Hornecker, E.: “I don’t understand it either, but it is cool” - visitor interactions with a multi-touch table in a museum. In: 2008 3rd IEEE International Workshop on Horizontal Interactive Human Computer Systems, pp. 113–120 (2008). https://doi.org/10.1109/TABLETOP.2008.4660193
Rudloff, M.: Formidling i forandring (2013)
Vermeeren, A., Calvi, L., Sabiescu, A.: Museum Experience Design: Crowds, Ecosystems and Novel Technologies. Springer, New York (2018). https://doi.org/10.1007/978-3-319-58550-5
Frost, O.C.: When the Object is digital: properties of digital surrogate objects and implications for learning. In: Parry, R. (ed.) Museums in a Digital Age, pp. 237–246. Routledge, London (2010)
Marty, P.F.: Museum websites and museum visitors: digital museum resources and their use. Museum Manage. Curatorship. 23, 81–99 (2008). https://doi.org/10.1080/09647770701865410
Drotner, K., Dziekan, V., Parry, R., Schrøder, K.C.: The Routledge Handbook of Museums, Media and Communication. Routledge, New York (2018)
The North Sea Oceanarium. https://en.nordsoenoceanarium.dk/. Accessed 02 Feb 2019
Horn, M.S., Weintrop, D., Routman, E.: Programming in the pond: a tabletop computer programming exhibit. In: Proceedings of the Extended Abstracts of the 32nd Annual ACM Conference on Human Factors in Computing Systems, pp. 1417–1422. ACM, New York (2014). https://doi.org/10.1145/2559206.2581237
Leong, Z.A., Horn, M.S.: Waiting for learning: designing interactive education materials for patient waiting areas. In: Proceedings of the 2014 Conference on Interaction Design and Children - IDC 2014, pp. 145–153. ACM Press, Aarhus (2014). https://doi.org/10.1145/2593968.2593970
Moesgaard, T.G., Witt, M., Fiss, J., Warming, C., Klubien, J., Schønau-Fog, H.: Implicit and explicit information mediation in a virtual reality museum installation and its effects on retention and learning outcomes. In: Proceedings of the 9th European Conference on Games-Based Learning : ECGBL 2015, pp. 387–394. Academic Conferences and Publishing International (2015)
Ciolfi, L., Bannon, L.J., Fernström, M.: Including visitor contributions in cultural heritage installations: designing for participation. Museum Manag. Curatorship. 23, 353–365 (2008). https://doi.org/10.1080/09647770802517399
Ciolfi, L., McLoughlin, M.: Designing for meaningful visitor engagement at a living history museum. Presented at the October 14 (2012). https://doi.org/10.1145/2399016.2399028
Bitgood, S.: Museum fatigue: a critical review. Visitor Stud. 12, 93–111 (2009). https://doi.org/10.1080/10645570903203406
Author information
Authors and Affiliations
Corresponding author
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2020 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering
About this paper
Cite this paper
Vistisen, P., Selvadurai, V., Jensen, J.F. (2020). Balancing Enlightenment and Experience in Interactive Exhibition Design. In: Brooks, A., Brooks, E. (eds) Interactivity, Game Creation, Design, Learning, and Innovation. ArtsIT DLI 2019 2019. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 328. Springer, Cham. https://doi.org/10.1007/978-3-030-53294-9_6
Download citation
DOI: https://doi.org/10.1007/978-3-030-53294-9_6
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-53293-2
Online ISBN: 978-3-030-53294-9
eBook Packages: Computer ScienceComputer Science (R0)