Experience Design in the Museum

80
experience design in the museum Sebastian Deterding (@dingstweets) Digital Creativity Labs Moving On Up, Edinburgh, 28/02/17 cb

Transcript of Experience Design in the Museum

experience design in the museum

Sebastian Deterding (@dingstweets) Digital Creativity Labs

Moving On Up, Edinburgh, 28/02/17 cb

chapter 1

What it’s not

experience design

user

touchscreens!

apps!

games!

screen zombies!

experience design

digital technology≠

“As Deputy Director of Digital Initiatives and Chief Experience Officer at the Barnes Foundation, I’ve got a funny old world/new world title... the digital part of my title only demonstrates the position within the institution while the experience part explains how we are thinking about moving forward.”

shelley bernstein

“The Chief Experience Officer — quite literally — puts a leash on digital and, instead, shifts the focus to better experiences regardless of how they are implemented.”

shelley bernstein

how does this feel?

“Don’t make me feel dumb.”

chapter 2

What it is

experience design What experience do I afford?

default design What information do I convey?

exhibition goal

+

object info insight

exhibition goal

+

object info insight

insight

exhbition goal

curosity interaction experience info seeking & deliberation

exhibition goal

+

object info insight

insight

exhbition goal

curosity interaction experience info seeking & deliberation

Why care?

exhibition goal

+

object info insight

insight

exhbition goal

curosity interaction experience info seeking & deliberation

How learn?

insight

exhbition goal

curosity interaction experience info seeking & deliberation

insight

exhbition goal

curosity interaction experience info seeking & deliberation

“Create a need to know by organising learning around complex problems in engaging contexts.”

katie salen-tekinbas

gerrymandering

your mission: hack the election Build a mathematical model to explore and demonstrate how changing voting methods can elect different presidents despite the same votes.

Answer, design for, start with

“need to know” before

“what’s to know”

everyone should care about the climate. But what will make your audience care?

framing questions

spatial design

spatial design

spatial design

object design

insight

exhbition goal

curosity interaction experience info seeking & deliberation

“Active prolonged engagement”

physical interaction grounds and stokes info-seeking & deliberation

cognitive interaction grounds and stokes info-seeking & deliberation

cognitive interaction grounds and stokes info-seeking & deliberation

interaction affords insight through practice, probing

this is puzzle design!

trivial Not a (good) puzzle

impossible Not a (good) puzzle

solvable A (good) puzzle

trivial Not a (good) puzzle

impossible Not a (good) puzzle

avoid quizzes at all cost!

trivial Not a (good) puzzle

impossible Not a (good) puzzle

avoid quizzes at all cost!

good puzzles test (collective) reasoning, not memory

dan meyer: math education

chapter 3

How to do it

“Ultimately, a game designer does not care about games. It is this experience that the designer cares about. ... Your goal is to figure out the experience you want to create, and find ways to make it part of your game design.”

jesse schell

let’s play a game

Goal: Find out what the oraclethinks of 1. Each table is a group 2. In each group, choose 1 player who is the oracle. 3. The oracle thinks of a thing (person, object, animal, ..., alive or dead, fictional or real) but doesn’t tell the group. 4. The rest of the group has to guess what the thing is. 5. Every group player can ask the oracle a question, but the oracle can only answer “yes” or “no”. 6. The group has unlimited time to think and debate what questions to ask, but can ask only 20 questions.

20 questions a

how did this feel?

Goal: Find out what a person thinks of 1. Each table is a group 2. In each group, choose another player who is the oracle. 3. The oracle thinks of a thing (person, object, animal, ..., alive or dead, fictional or real) but doesn’t tell the group. 4. The rest of the group has to guess what the thing is. 5. Every group player can ask the oracle a question, but the oracle can only answer “yes” or “no”. 6. The group has unlimited time to think and debate what questions to ask, but can ask only 20 questions.

20 questions B

and how did this feel?

why?

Mechanics Dynamics Aesthetics

a model

Mechanics Dynamics Aesthetics

a model

+$ !+-$ !-

frustrating endgame

slow poverty gap

Mechanics Dynamics AestheticsDefine

Ideate/evaluate

Build & playtest

how the designer creates it

“The life blood of game design is testing. Why are we playing games? Because it‘s fun. You cannot calculate this. You cannot plan this out in an abstract manner. You have to play it.”

rainer knizia

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Ideas what to change

Build outidea

Playtest

Evaluate experience

how might we prototype & playtest museum experiences?

where the heck is the entrance?

chapter 4

Summary

experience design

digital technology≠

experience design is not a different means

experience design What experience do I afford?

default design What information do I convey?

it is a different perspective and end

insight

exhbition goal

curosity interaction experience info seeking & deliberation

it means designing for why people care and how they learn

Mechanics Dynamics Aesthetics

it means acknowleding experiences cannot be planned

+$ !+-$ !-

frustrating endgame

slow poverty gap

80

Ideas what to change

Build outidea

Playtest

Evaluate experience

… and therefore prototyping and playtesting towards them.