Designing interactive digital guides to increase teenagers’ engagement at science centers
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Examensarbete för masterexamen
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Science centers are known for educating people and creating engagement towards
science related questions, questions which often are related to important issues in
society. More and more, data visualisations are used to educate exhibition visitors,
as well as engaging visitors with the ability of interacting with different visualisation
installments. However, these data visualisations can become quite advanced
and there is an identified challenge of lowering the threshold for people to interact
and learn from such installments. One tool used for explaining concepts of exhibitions
are audio guides, however, it seems these guides have been slow in developing
to something more than just being an audio reader. At the same time, there is an
identified gap in designing exhibitions for teenagers. Today, most exhibitions are designed
towards either children or adults. In this project we have researched through
design on how a digital guide can be designed to increase teenagers’ engagement to
visualisation exhibitions.
The project use a human-centred design approach (HCD) consisting of iterative
processes of understanding and specifying the context of use, specifying the user
requirements, producing design solutions, and evaluating the design. The research
took place at Vislab, an exhibition of interactive visualisations for teenagers and
resulted in a concept of digital guide that consisted of a smartphone game called
VisQuest. The game is is about completing quests that require the visitor to interact
with the exhibits at Vislab, and user tests show that the game successfully made
teenage visitors stay longer at Vislab and enticed them to explore the exhibition.
Through the design process of VisQuest, a set of key considerations for designing a
digital guide at exhibitions for teenagers was identified. These included considerations
on form and interface of a digital guide, a classification on quests in a gamified
guide, a set of techniques to encourage exploration, and possible future research
areas. The considerations contribute with knowledge on what one should consider
in projects at science centers where one want to increase teenage engagement. They
can be used both in its entirety, as well as for sub-areas within the field. The knowledge
can also be used as a foundation for research on digital guides for teenagers in
exhibition environments of advanced interactive data visualizations.
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Interaction Design, Human-centred Design, Research Through Design, Graphical Interfaces, Science centers, Digital guides, Gamified digital guide, quests, teenagers