Physical Keys to Digital Memories - Ciolfi
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Physical Keys to Digital Memories - Ciolfi

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Presentation of the paper "Physical Keys to Digital Memories: Reflecting on the Role of Tangible Artefacts in “Reminisce” at Museums and the Web 2011

Presentation of the paper "Physical Keys to Digital Memories: Reflecting on the Role of Tangible Artefacts in “Reminisce” at Museums and the Web 2011

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  • 1. Physical  Keys  to  Digital  Memories:  Reflec6ng  on  the  Role  of  Tangible   Artefacts  in  “Reminisce”   Luigina  Ciolfi  &  Marc  McLoughlin     Interac4on  Design  Centre   University  of  Limerick  (Ireland)  
  • 2. Bunra@y  Folk  Park  
  • 3.  “Reminisce”  a)  access  portal;  b)  smart  phone  app;  c)  tangible  tokens;  d)  schoolhouse  archive;  e)  website  
  • 4. The  tangible  tokens:  -­‐ “Souvenirs”  of  small  domes4c  objects,  different  for  each  house,  connec4on  with  ac4vi4es  taking  place  there  -­‐ Provide  a  clue  about  where  to  go  next  to  keep  following  the  character’s  story  -­‐  Provide  access  to  the  Schoolhouse  Archive,  where  recordings  made  by  other  visitors  can  be  heard  
  • 5. Threefold  Role  of  the  tangible  tokens:  -­‐ To  provide  par4cipants  with  a  memento  of  their  visit    -­‐ To  guide  par4cipants  to  other  memories  available  to  them    -­‐ To  allow  par4cipants  access  to  the  memories  that  other  people  leP  at  the  site  -­‐  Added  value  for  BunraRy  Folk  Park:  design  focus  on  the  lived  nature  of  the  place  -­‐  The  tangible  tokens  presented  material,  cultural  and  social  connec4ons  with  the  environment,  from  the  content  they  provided,  to  the  shape  and  material  quality  they  took,  to  the  ability  to  encourage  social  interac4on  and  sharing  on  the  nature  of  the  Folk  Park.    -­‐  The  tangible  tokens  are  elements  for  piecing  together  the  overall  ac4vity  around  Reminisce  to  bring  the  houses  in  the  Folk  Park  to  life    
  • 6. The  tangible  tokens  trigger  the  display  of  new  content  All  visitors  had  no  problem  grasping  the  func4onality  of  the  interac4ve  desk,  and  all  were  able  to  understand  the  connec4on  between  the  content  and  the  sites  on  the  trail.  The  interac4on  with  the  desk  was  also  something  that  onlookers  no4ced  with  curiosity  and  interest  
  • 7. The  tangible  tokens  acted  as  connectors  Connectors  from  one  house  to  another  through  the  clues  they  provided  They  provided  visitors  with  a  physical  ‘anchoring’  to  the  houses.  The  artefacts  are  on  site,  closely  connected  with  what  visitors  are  experiencing  in  the  house,  and  a  tangible  representa4on  of  progress  along  the  trail:  the  more  tokens  you  have,  the  more  memories  you  have  collected  and  shared.  
  • 8. The  tangible  clues  provide  a  link  to  ac6vi6es  aGer  the  visit:  Provide  par4cipants  with  ways  of  linking  their  visit  to  BunraRy  with  ac4vi4es  to  be  undertaken  at  home  (e.g.  baking)  The  tangible  tokens  provide  a  memento  of  the  visit  as  well  as  an  opportunity  for  a  new  ac4vity  when  a  visitor  returns  home.    The  pack  containing  a  small  piece  of  turf  was  one  that  par4cipants  from  abroad  commented  on  the  most,  and  that  they  decided  to  bring  back  home    
  • 9. The  tangible  tokens  as  links  to  other  par6cipants  The  tangible  artefacts  worked  as  a  trigger  for  social  interac4on,  par4cularly  in  the  schoolhouse  The  content  triggered  by  the  tokens  sparked  discussion  between  visitors,  but  also  made  them  somehow  connect  with  other  visitors  across  4me  and  space  
  • 10. Lessons  learned  Mixing  high-­‐tech  and  low-­‐tech  works  well  but  only  when  both  fit  into  the  overall  storyline  The  design  of  tangible  artefacts  needs  to  be  place-­‐sensi4ve:  physical  objects  easily  connected  to  the  place,  not  too  much  focus  on  the  high-­‐tech  components  Simple  and  cheap  but  of  value  when  perceived  in  the  context  of  the  ac4vity  They  had  a  high-­‐tech  component  that  made  them  valuable  within  the  overall  “Reminisce”  experience:  they  were  keys  to  addi4onal  content,  part  of  the  technical  infrastructure,  and  not  just  as  quaint  trinkets.    Keep  it  simple  and  easy,  don’t  turn  them  into  gimmicks  
  • 11. Thanks  •  Acknowledgments:  Failte  Ireland,  University  of   Limerick  Seed  Funding  2008-­‐10,  Shannon   Heritage,  management  and  staff  at  BunraRy  Folk   Park  •  More  informa4on:  luigina.ciolfi@ul.ie    •                                                                     marc.mcloughlin@ul.ie     www.idc.ul.ie;  www.reminisce.ie