Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums

被引:15
作者
Cesario, Vanessa [1 ]
Petrelli, Daniela [2 ]
Nisi, Valentina [3 ]
机构
[1] FEUP, ITI, LARSyS, Funchal, Portugal
[2] Sheffield Hallam Univ, Art & Design Res Ctr, Sheffield, S Yorkshire, England
[3] UMa, ITI, LARSyS, Funchal, Portugal
来源
PROCEEDINGS OF THE 2020 CHI CONFERENCE ON HUMAN FACTORS IN COMPUTING SYSTEMS (CHI'20) | 2020年
关键词
Museums; mobile experience; teenagers; visitor experience; storytelling; game; co-design;
D O I
10.1145/3313831.3376334
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Teenagers' engagement in museums is much talked about but little research has been done to understand their behavior and inform design. Findings from co-design sessions with teenagers suggested they value games and stories when thinking about enjoyable museum tours. Informed by these findings and working with a natural history museum, we designed: a story-based tour (Turning Point) and a game-based tour (Haunted Encounters), informed by similar content. The two strategies were evaluated with 78 teenagers (15-19 years old) visiting the museum as part of an educational school trip. We assessed teenagers' personality in class; qualitative and quantitative data on their engagement, experience, and usability of the apps were collected at the museum. The triangulation of quantitative and qualitative data show personality traits mapping into different behaviors. We offer implications for the design of museum apps targeted to teenagers, a group known as difficult to reach.
引用
收藏
页数:13
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