Balancing Enlightenment and Experience in Interactive Exhibition Design

Peter Vistisen, Vashanth Selvadurai, Jens F. Jensen

Research output: Contribution to journalConference article in JournalResearchpeer-review

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.
Original languageEnglish
JournalLecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering (LNICST)
Number of pages20
ISSN1867-8211
Publication statusAccepted/In press - 2019
Event8th EAI International Conference: ArtsIT, Interactivity & Game Creation - Aalborg University, Aalborg, Denmark
Duration: 6 Nov 20198 Nov 2019
Conference number: 8
http://artsit.org

Conference

Conference8th EAI International Conference: ArtsIT, Interactivity & Game Creation
Number8
LocationAalborg University
CountryDenmark
CityAalborg
Period06/11/201908/11/2019
Internet address

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Electric sparks
Communication

Keywords

  • user experience
  • experience design
  • enlightment
  • interactive exhibitions
  • exhibition design
  • museum research
  • museum exhibition
  • digital installations

Cite this

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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.

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