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Designing with teenagers: A teenage perspective on enhancing mobile museum experiences

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Orientador(es)

Resumo(s)

Teenagers are an understudied group within the Interaction Design and Children community. Museums and cultural heritage spaces offer solutions for young children but none that are specifically targeted to teenagers. The active involvement of teenagers in the design of interactive technologies for museums is lacking further development. This paper centres on the presentation and discussion of several design sessions deployed with 155 teenage participants aged 15-19. They were asked to ideate a mobile museum experience that they would enjoy. Through qualitative analysis, the disparities in suggestions about story-based apps vs. game-based apps show that teenagers might value gamification over narratives. This work generates design recommendations for mobile museum tour guides for teenagers, to be used by both curators and museum designers in engaging teenagers in museum exhibitions. We also contrast the game and narrative mechanics produced by teenagers with what is already known. Finally, we answer the questions of how these findings align with existing museum guides for teenagers and how other designers can design with teenagers for this domain.

Descrição

Palavras-chave

Museums Teenagers Storytelling Gamification Design workshops User-driven innovation Informants . Faculdade de Ciências Exatas e da Engenharia

Contexto Educativo

Citação

Cesário, V., & Nisi, V. (2022). Designing with teenagers: A teenage perspective on enhancing mobile museum experiences. International Journal of Child-Computer Interaction, 33, 100454.

Projetos de investigação

Unidades organizacionais

Fascículo

Editora

Elsevier

Licença CC

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