Designing for Play and Appropriation in Museum Experiences involving Tangible Interactions and Digital Technologies
Research output: Conference Article in Proceeding or Book/Report chapter › Conference abstract in proceedings › Research
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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 chapter › Conference abstract in proceedings › Research
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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