Balancing Enlightenment and Experience in Interactive Exhibition Design

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Resumé

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.
OriginalsprogEngelsk
TidsskriftLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering (LNICST)
Antal sider20
ISSN1867-8211
StatusAccepteret/In press - 2019
Begivenhed8th EAI International Conference: ArtsIT, Interactivity & Game Creation - Aalborg University, Aalborg, Danmark
Varighed: 6 nov. 20198 nov. 2019
Konferencens nummer: 8
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Konference

Konference8th EAI International Conference: ArtsIT, Interactivity & Game Creation
Nummer8
LokationAalborg University
LandDanmark
ByAalborg
Periode06/11/201908/11/2019
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title = "Balancing Enlightenment and Experience in Interactive Exhibition Design",
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.",
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AB - 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.

KW - user experience

KW - experience design

KW - enlightment

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KW - exhibition design

KW - museum research

KW - museum exhibition

KW - digital installations

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