Sound and Vision Research Poster

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Designing Interactive Museum Experiences : A set recipe for Discussion Triggering Gamification Aniek Breevoort - Manolis Fragkiadakis - Dimitra Kousteridou - Pradeep Siddappa - Valentina Sierra 22 JUNE 2016 - MediaLAB Amsterdam - Studio HvA, Wibautstraat 2-4, 1091 GM, Amsterdam, The Netherlands Keywords: Interactive design, Museum, Media, Technology, Dutch families

The Netherlands Institue for Sound and Vision wants to renew its museum from 2016 onwards, this renewal includes the design of interactive installations that will allow visitors to learn about new media and new technologies.

DataVrij DataVrij is a digital board game that helps players to become aware of how often they get asked for their personal data in online environments and how often they accept these kinds of requests. This through the customer journey that you see below. The goal of the game is to be the first player to land on the center of the board. To achieve this they have the choice to pay with their personal data during the game (e.g. email, signature, last name, bank account pincode) to get advantages like move forward or throw the dice again.

The goal of the project was to create a prototype that facilitates and encourages a conversation in Dutch families about the social impact ( specifically privacy) of new media in their daily lives. As a result, we created DataVrij, a game about personal data based on a customer journey that includes a series of steps that make sure a discussion amongst visitors who play the game, will happen. This customer journey can be replicated in the design of games for interactive museums that convey a certain topic and want to trigger a discussion about it.

Real objective How it works

See hidden layer

METHOD Design

Realisation

At the beginning of the project, the team carried out semi-structured interviews with visitors of the museum. The aim of these interviews was to gain qualitative insights to understand the target group of the project. After the interviews, using methods as harris profile, mindmaps and brainstorming the concept of DataVrij was created, which was tested several times. These tests consisted of different versions of the game, with every iteration of the prototypes the game mechanics were adjusted in order to define the customer jurney that triggers the conversation amongst players.

1

Discussion

2

3

Reflection

4

5

6

Participants Dutch families (at least one parent with one or more children) that visited Sound and Vision museum between February and June 2016.

Start up

Strategy

End dilemma

Getting to know the rules

Materials The prototypes that defined the customer journey were made as paper board games. This allowed us to change the rules after every iteration and easily design and print a new version to test it again.

Start to think about consequence in the game

Different tracks Positive Neutral Negative

Realize consequence in real life

Based on the track you form an opinion

Form an opinion/strategy How badly do you want to win?

1. Start up In this phase the players learn how the game rules and the objective of the game work. The user himself does not go through any changes here.

ACKNOWLEDMENTS We would like to thank the Netherlands Insitutite for Sound and Vision for the opportunity of doing this project. We would also like to thank our coach Bernadette Schrandt for her guidance.

4. Discussion This phase continuously happens between phases 2-6. The players will discuss their different views with each other when the game asks them questions that make them state a position about the subject. This discussion will help museums get closer to their visitors, especially when they have ways of recording this discussion or gathering the feedback afterwards.

2. Realisation This phase is meant for the players to figure out the deeper meaning to the game by shocking them with confronting information or questions. The user will start to think about what this game really entails.

5. End dilemma This phase is needed to ensure discussion will be triggered, as a failsafe if the other phases do not. Here the user should be posed to a dilemma. In DataVrij the visitor who reaches the end first gets to choose whether he wants to keep his data safe, but loose the game. Or he can publish all his personal facts and win the game. The other players will help the person in this decision. This creates discussion, based on the different tracks users have chosen in phase 3.

3. Strategy This phase will start to help the visitor determine a strategy. In the case of our game, the visitor here will start to develop an opinion, a certain track that is either positive towards giving data, negative about giving personal data or neutral. This phase will make sure the next phase will happen (Discussion).

6. Reflection This phase takes place after playing the game. Visitors will go in the experience but they will have a nagging feeling about the game they played and the discussions they had. To ensure this phase will happen other elements besides the game can be added in the museum experience to make the visitors think again in the choices the made during the game and to extend its consequences to the general museum experience. In Datavrij there will be screens in the museum the will display the profile of the winners and the data they gave during the game.


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