ITU

Designing for Play and Appropriation in Museum Experiences involving Tangible Interactions and Digital Technologies

Research output: Conference Article in Proceeding or Book/Report chapterConference abstract in proceedingsResearch

Standard

Designing for Play and Appropriation in Museum Experiences involving Tangible Interactions and Digital Technologies. / Ioannidis, Petros.

CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play. Association for Computing Machinery, 2020.

Research output: Conference Article in Proceeding or Book/Report chapterConference abstract in proceedingsResearch

Harvard

Ioannidis, P 2020, Designing for Play and Appropriation in Museum Experiences involving Tangible Interactions and Digital Technologies. in CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play. Association for Computing Machinery. https://doi.org/10.1145/3383668.3419957

APA

Ioannidis, P. (2020). Designing for Play and Appropriation in Museum Experiences involving Tangible Interactions and Digital Technologies. In CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play Association for Computing Machinery. https://doi.org/10.1145/3383668.3419957

Vancouver

Ioannidis P. Designing for Play and Appropriation in Museum Experiences involving Tangible Interactions and Digital Technologies. In CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play. Association for Computing Machinery. 2020 https://doi.org/10.1145/3383668.3419957

Author

Ioannidis, Petros. / Designing for Play and Appropriation in Museum Experiences involving Tangible Interactions and Digital Technologies. CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play. Association for Computing Machinery, 2020.

Bibtex

@inbook{83b6cd5ce3fa4f3db7fd862dd794fce2,
title = "Designing for Play and Appropriation in Museum Experiences involving Tangible Interactions and Digital Technologies",
abstract = "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 …",
keywords = "GLAM, museums, play, appropriation, tangible interactions, sensory museuology",
author = "Petros Ioannidis",
year = "2020",
doi = "https://doi.org/10.1145/3383668.3419957",
language = "English",
booktitle = "CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play",
publisher = "Association for Computing Machinery",
address = "United States",

}

RIS

TY - ABST

T1 - Designing for Play and Appropriation in Museum Experiences involving Tangible Interactions and Digital Technologies

AU - Ioannidis, Petros

PY - 2020

Y1 - 2020

N2 - 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 …

AB - 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 …

KW - GLAM

KW - museums

KW - play

KW - appropriation

KW - tangible interactions

KW - sensory museuology

U2 - https://doi.org/10.1145/3383668.3419957

DO - https://doi.org/10.1145/3383668.3419957

M3 - Conference abstract in proceedings

BT - CHI PLAY '20: Extended Abstracts of the 2020 Annual Symposium on Computer-Human Interaction in Play

PB - Association for Computing Machinery

ER -

ID: 86240271