Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums

要旨

Teenagers' engagement in museums is much talked about but little research has been done to understand their behavior and inform design. Findings from co-design sessions with teenagers suggested they value games and stories when thinking about enjoyable museum tours. Informed by these findings and working with a natural history museum, we designed: a story-based tour (Turning Point) and a game-based tour (Haunted Encounters), informed by similar content. The two strategies were evaluated with 78 teenagers (15-19 years old) visiting the museum as part of an educational school trip. We assessed teenagers' personality in class; qualitative and quantitative data on their engagement, experience, and usability of the apps were collected at the museum. The triangulation of quantitative and qualitative data show personality traits mapping into different behaviors. We offer implications for the design of museum apps targeted to teenagers, a group known as difficult to reach.

キーワード
Museums
Mobile experience
Teenagers
Visitor experience
Storytelling
Game
Co-design
著者
Vanessa Cesário
Interactive Technologies Institute/LARSyS & University of Porto, Funchal & Porto, Portugal
Daniela Petrelli
Sheffield Hallam University, Sheffield, United Kingdom
Valentina Nisi
Interactive Technologies Institute/LARSyS & University of Madeira, Funchal, Madeira Island, Portugal
DOI

10.1145/3313831.3376334

論文URL

https://doi.org/10.1145/3313831.3376334

動画

会議: CHI 2020

The ACM CHI Conference on Human Factors in Computing Systems (https://chi2020.acm.org/)

セッション: Libraries & museums

Paper session
317AB KAHO'OLAWE
5 件の発表
2020-04-28 18:00:00
2020-04-28 19:15:00
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