Experience Design in the Museum
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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
“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
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?
“Create a need to know by organising learning around complex problems in engaging contexts.”
katie salen-tekinbas
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.
insight
exhbition goal
curosity interaction experience info seeking & deliberation
“Active prolonged engagement”
“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
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
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
“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
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.