Skip to main content

Balancing Enlightenment and Experience in Interactive Exhibition Design

  • Conference paper
  • First Online:
Interactivity, Game Creation, Design, Learning, and Innovation (ArtsIT 2019, DLI 2019)

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.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Drotner, K.: Vores Museum. University of Southern Denmark, Projektbeskrivelse (2015)

    Google Scholar 

  2. Hein, G.E.: Learning in the Museum. Routledge, New York (2002)

    Book  Google Scholar 

  3. 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

  4. 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

  5. Bjorli, T., Jensen, I., Johnsen, E., Sæter, G. (eds.): Mellom konservering og konsum. In: Museum i friluft. Norsk folkemuseum, Oslo (2004)

    Google Scholar 

  6. Belk, R.W.: Collecting in a Consumer Society. Psychology Press, Hove (1995)

    Google Scholar 

  7. 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)

    Google Scholar 

  8. Skot-Hansen, D.: Museerne i den danske oplevelsesøkonomi. Samfundslitteratur (2008)

    Google Scholar 

  9. Floris, L., Vasström, A.: På museum: mellem oplevelse og oplysning. Roskilde Universitetsforlag (1999)

    Google Scholar 

  10. Drotner, K., Dziekan, V., Parry, R., Schrøder, K.C.: Media, mediatisation and museums. In: The Routledge Handbook of Museums, Media and Communication. Routledge (2018)

    Google Scholar 

  11. 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)

    Google Scholar 

  12. Adair, B., Filene, B., Koloski, L. (eds.): Letting Go?: Sharing Historical Authority in a User-Generated World. Routledge, Philadelphia (2011)

    Google Scholar 

  13. Black, G.: The Engaging Museum: Developing Museums for Visitor Involvement. Routledge (2005). https://doi.org/10.4324/9780203559277

    Article  Google Scholar 

  14. Black, G.: Transforming Museums in the Twenty-first Century. Routledge, Milton Park, Abingdon, Oxon; New York, NY (2011)

    Google Scholar 

  15. Simon, N.: The Participatory Museum. Museum 2.0 (2010)

    Google Scholar 

  16. 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

    Article  Google Scholar 

  17. 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)

    Google Scholar 

  18. Shaffer, D.W., Resnick, M.: “Thick” authenticity: new media and authentic learning. J. Interact. Learn. Res. 10, 195–215 (1999)

    Google Scholar 

  19. 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)

    Google Scholar 

  20. Heath, C., vom Lehn, D.: Configuring “Interactivity”: enhancing engagement in science centres and museums. Soc. Stud. Sci. 38, 63–91 (2008)

    Article  Google Scholar 

  21. 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)

    Google Scholar 

  22. Our Museum. http://ourmuseum.dk/. Accessed 20 Feb 2019

  23. Velux, F.: Museumsprogram Bevillinger 2015–2018 (2018)

    Google Scholar 

  24. 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

  25. 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

  26. 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)

    Google Scholar 

  27. 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

  28. Drotner, K. (ed.): Det Interaktive Museum. Samfundslitteratur, Frederiksberg (2011)

    Google Scholar 

  29. 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

  30. Rudloff, M.: Formidling i forandring (2013)

    Google Scholar 

  31. 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

  32. 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)

    Google Scholar 

  33. 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

    Article  Google Scholar 

  34. Drotner, K., Dziekan, V., Parry, R., Schrøder, K.C.: The Routledge Handbook of Museums, Media and Communication. Routledge, New York (2018)

    Book  Google Scholar 

  35. The North Sea Oceanarium. https://en.nordsoenoceanarium.dk/. Accessed 02 Feb 2019

  36. 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

  37. 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

  38. 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)

    Google Scholar 

  39. 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

    Article  Google Scholar 

  40. 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

  41. Bitgood, S.: Museum fatigue: a critical review. Visitor Stud. 12, 93–111 (2009). https://doi.org/10.1080/10645570903203406

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Vashanth Selvadurai .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2020 ICST Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

About this paper

Check for updates. Verify currency and authenticity via CrossMark

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)

Publish with us

Policies and ethics