Abstract / Description of output
The active involvement of teenagers in the design of interactive technologies for museums is lacking further development. Adopting a user-driven innovation framework along with cooperative inquiry, we report and discuss a case study that has been designed to involve users in the ideation of interpretive experiences for a local museum. Working in collaboration with the Natural History Museum of Funchal, this contribution will present and discuss co-design sessions that were aimed at participants with ages 15 to 17 and where they were asked to ideate an interactive museum experience. As a result of the co-design sessions, we have found several design patterns. We have grouped these patterns into four categories that express the interests of a teenage audience; these categories are: “interactions”, “gaming”, “localization” and “social media”. Our findings suggest that teenagers value interactive technologies when visiting museums and that user-driven innovation plays an important role when involving this specific audience in the design of user experiences for museums.
Original language | English |
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Title of host publication | Human-Computer Interaction - INTERACT 2017 |
Subtitle of host publication | Lecture Notes in Computer Science |
Publisher | Springer |
Volume | 10513 |
ISBN (Electronic) | 9783319677446 |
ISBN (Print) | 9783319677439 |
Publication status | Published - 20 Sept 2017 |
Event | International Conference on Human-Computer Interaction (HCI) - Mumbai, India Duration: 25 Sept 2017 → 29 Sept 2017 https://www.interact2017.org |
Publication series
Name | Lecture Notes in Computer Science |
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Publisher | Springer |
ISSN (Print) | 0302-9743 |
Conference
Conference | International Conference on Human-Computer Interaction (HCI) |
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Abbreviated title | INTERACT 2017 |
Country/Territory | India |
City | Mumbai |
Period | 25/09/17 → 29/09/17 |
Internet address |