Designing for Play and Appropriation in Museum Experiences involving Tangible Interactions and Digital Technologies
- Petros Ioannidis
Research Output:
Conference Article in Proceeding or Book/Report chapter
Conference abstract in proceedings
Publication Information
Output type
Research Output:
Conference Article in Proceeding or Book/Report chapter
Conference abstract in proceedings
Original language
EnglishPublication milestones
- Published - 2020
Publication status
Published - 2020
Publisher
Association for Computing Machinery, United StatesPublication IDs
- Scopus: 85096765181
Host publication title
CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in PlayAbstract
GLAM institutions have increasingly incorporated visitor experiences into their space as a way to position themselves in the" experience economy", and approach the ideals of" immersive heritage" and sensory museuology. The ludic turn-ie the introduction of play in the GLAM space-has been identified as one of the key turns that assists GLAM institutions to move towards those ideals. However, play, and the appropriation it bring in the space, can be disruptive. Following a research-through-design method, the focus of this Ph. D. research is to explore how to design experiences that use tangible interactions and digital technologies that facilitate play and appropriation in the GLAM space, along with providing insights on ways that this appropriation can be used to redesign the experience. To explore that topic, an empirical study along with four design experiments are conducted in the space of the Danish …
Publication metrics
PlumX, opens in new tab
Captures
7
Citations
3
