76 research outputs found

    Supporting group coherence in a museum visit

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    Visiting museums as part of a group poses the challenge of managing engagement with exhibits while preserving group cohesion. We respond to this by reconfiguring the social dynamic of visiting with an experience designed specifically for groups, that invites the group members themselves to design and ‘gift’ interpretations to one another. We present a trial of this experience with groups of family and friends at a museum. We show how groups managed and configured themselves during the visit, revealing the strategies involved in maintaining different group behaviors. We discuss how our design accommodated different visiting styles by making objects social and scaffolding rather than directing the group experience. We interpret our findings to frame group coherence as a flexible and configurable phenomenon within CSCW

    Supporting group coherence in a museum visit

    Get PDF
    Visiting museums as part of a group poses the challenge of managing engagement with exhibits while preserving group cohesion. We respond to this by reconfiguring the social dynamic of visiting with an experience designed specifically for groups, that invites the group members themselves to design and ‘gift’ interpretations to one another. We present a trial of this experience with groups of family and friends at a museum. We show how groups managed and configured themselves during the visit, revealing the strategies involved in maintaining different group behaviors. We discuss how our design accommodated different visiting styles by making objects social and scaffolding rather than directing the group experience. We interpret our findings to frame group coherence as a flexible and configurable phenomenon within CSCW

    Come and play: interactive theatre for early years

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    The convergence of theatre and digital technologies can play a valuable role in theatre for early years, but, how an audience of under-5’s experiences and engages with these spaces is largely unexplored. We present an interactive performance installation and demonstrate how concepts from early years practice, in particular schemas, children’s repeated play patterns, can be used as a design framework. We integrated sensors and microcontrollers into objects, puppets, and scenography and invited eight groups of very young children and their grownups to explore the performance. We discuss how schemas are useful as a design and analysis tool in TEY, how schemas need to be expanded to include multi-sensory interactions with hybrid physical-digital objects, and how designers need to consider the roles of adults who scaffold interaction between very young children and their surroundings

    Gifting personal interpretations in galleries

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    The designers of mobile guides for museums and galleries face three major challenges: fostering rich interpretation, delivering deep personalization, and enabling a coherent social visit. We propose an approach to tackling all three simultaneously by inviting visitors to design an interpretation that is specifically tailored for a friend or loved one that they then experience together. We describe a trial of this approach at a contemporary art gallery, revealing how visitors designed personal and sometimes provocative experiences for people they knew well. We reveal how pairs of visitors negotiated these experiences together, showing how our approach could deliver intense experiences for both, but also required them to manage social risk. By interpreting our findings through the lens of 'gift giving' we shed new light on ongoing explorations of interpretation, personalization and social visiting within HCI

    "It's not yet a gift": understanding digital gifting

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    A myriad of digital artifacts are routinely exchanged online. While previous studies suggest that these are sometimes considered to be gifts, CSCW has largely overlooked explicit digital gifting where people deliberately choose to give digital media as gifts. We present an interview study that systematically analyzes the nature of digital gifting in comparison to conventional physical gifting. A five-stage gift exchange model, synthesized from the literature, frames this study. Findings reveal that there are distinctive gaps in people’s engagement with the digital gifting process compared to physical gifting. Participants’ accounts show how digital gifts often involve less labor, are sometimes not perceived as gifts by the recipient and are rarely reflected on and reciprocated. We conclude by drawing out design implications for digital gifting services and rituals

    Deepening visitor engagement with museum exhibits through hand-crafted visual markers

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    Visual markers, in particular QR codes, have become widely adopted in museums to enable low cost interactive applications. However, visitors often do not engage with them. In this paper we explore the application of visual makers that can be designed to be meaningful and that can be created by visitors themselves. We study both the use of these markers as labels for portraits that link to audio recordings and as a mechanism for visitors to contribute their own reflections to the exhibition by drawing a marker and linking an audio comment. Our findings show visitors appreciated the use of the aesthetic markers and engaged with them at three levels – physical placement, aesthetic content and digital content. We suggest that these different levels need to be considered in the design of future visiting systems, which make use of such markers, to ensure they are mutually supporting in shaping the experience

    Authoring and Living Next-Generation Location-Based Experiences

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    Authoring location-based experiences involving multiple participants, collaborating or competing in both indoor and outdoor mixed realities, is extremely complex and bound to serious technical challenges. In this work, we present the first results of the MAGELLAN European project and how these greatly simplify this creative process using novel authoring, augmented reality (AR) and indoor geolocalisation techniques

    From front-end to back-end and everything in-between: work practice in game development

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    This paper addresses a paucity in the literature of studies of actual game development. It presents the initial findings from a questionnaire addressed to game development companies together with an ethnographic case study that drills into how resources are actually used and how the workflow and coordination are actually accomplished. It finds a number of challenges that can be seen to confront the development of new game authoring tools, centred around the intensely co-present character of design-related interaction and collaboration in this domain. These findings are used to articulate a range of potential requirements

    From Codes to Patterns: Designing Interactive Decoration for Tableware

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    ABSTRACT We explore the idea of making aesthetic decorative patterns that contain multiple visual codes. We chart an iterative collaboration with ceramic designers and a restaurant to refine a recognition technology to work reliably on ceramics, produce a pattern book of designs, and prototype sets of tableware and a mobile app to enhance a dining experience. We document how the designers learned to work with and creatively exploit the technology, enriching their patterns with embellishments and backgrounds and developing strategies for embedding codes into complex designs. We discuss the potential and challenges of interacting with such patterns. We argue for a transition from designing ‘codes to patterns’ that reflects the skills of designers alongside the development of new technologies
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