Interactivity, Game Creation, Design, Learning, and Innovation. 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24–26, 2018, Proceedings

Research Article

Co-designing Gaming Experiences for Museums with Teenagers

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  • @INPROCEEDINGS{10.1007/978-3-030-06134-0_5,
        author={Vanessa Ces\^{a}rio and Ant\^{o}nio Coelho and Valentina Nisi},
        title={Co-designing Gaming Experiences for Museums with Teenagers},
        proceedings={Interactivity, Game Creation, Design, Learning, and Innovation. 7th EAI International Conference, ArtsIT 2018, and 3rd EAI International Conference, DLI 2018, ICTCC 2018, Braga, Portugal, October 24--26, 2018, Proceedings},
        proceedings_a={ARTSIT \& DLI},
        year={2019},
        month={1},
        keywords={Museums Games Visitor experience Co-design Teenagers Cooperative Inquiry Augmented reality},
        doi={10.1007/978-3-030-06134-0_5}
    }
    
  • Vanessa Cesário
    António Coelho
    Valentina Nisi
    Year: 2019
    Co-designing Gaming Experiences for Museums with Teenagers
    ARTSIT & DLI
    Springer
    DOI: 10.1007/978-3-030-06134-0_5
Vanessa Cesário,*, António Coelho,*, Valentina Nisi1,*
  • 1: Madeira Interactive Technologies Institute
*Contact email: vanessa.cesario@m-iti.org, acoelho@fe.up.pt, valentina.nisi@m-iti.org

Abstract

Museums promote cultural experiences through exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, especially teenagers. Throughout this paper, we discuss teenagers as an important group to be considered within the Children-Computer Interaction field, and we report some techniques on designing with teens, in particular, arguing that participatory design methods can involve teenagers in the design process of technology for museums. For this purpose, we conceptualized, designed and deployed a co-design activity for teenagers (aged 15–17), where teenagers together with a researcher jointly created and designed a medium fidelity prototype. For this case study, participants were divided into groups and invited to think and create games and story plots for a selected museum. All the prototypes were made by the participants with the support and guidance of the researcher and the Aurasma software, an augmented reality tool.