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2.8 tanguy coenen
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2.8 tanguy coenen



The M HKA PP pervasive serious game was developed as part of the Apollon CIP EC-funded project. It is the result of cooperation between IBBT ilab.o (Belgium), Virdual (France) and M HKA (Belgium). The ...

The M HKA PP pervasive serious game was developed as part of the Apollon CIP EC-funded project. It is the result of cooperation between IBBT ilab.o (Belgium), Virdual (France) and M HKA (Belgium). The aim was to test the idea of cross-border living labs by developing a game that would allow museum visitors to create their own virtual collection, based on the collection they were visiting in the M HKA Antwerp museum of modern art. This presentation will discuss the idea behind the M HKA PP application and its relation to Living labs.



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2.8 tanguy coenen Presentation Transcript

  • 1. The M HKA PP Antwerp Apollon Pilot
    Tanguy Coenen
    iLab.o, IBBT-SMIT
    Vrije Universiteit Brussel
  • 2. User test movie
  • 3. M HKA PP Team
    IBBT :
    Camille Reynders : design & development
    Tanguy Coenen : tech lead
    Bram Lievens : living lab overview
    Lien Mostemans : user test lead
    Kris Naessens : user test
    Karen Willens: user test
    Shirley Elprama : user test
    KoenVervoort : panel management
  • 4. M HKA PP Team
    StéphaneGaultier : virtual space project management
    Ann Caroline Abel : virtual space development
    MHKA :
    LeenThielemans : content & concept devel lead
    KristofMichiels : technological liaison
    Judith Willems : content & concept development
  • 5. Concept
    2 spaces :
    1 virtual space : 3D, implemented in Shiva, running on iOS
    1 real space : the M HKA museum of Modern art in Antwerp
    Serious game : using game mechanics to deliver learning content
    Target audience : between 14 and 24 years
    Our goal : to motivate young museum visitors to learn more about the works on display in the museum
  • 6. Concept – in the virtual space
  • 7. Concept : in the museum
    A QR code had been applied to each work participating in the game
  • 8. Concept – in the museum
    QR codes can be used to :
    Assign a work to a frame
    Obtain more information on a work
  • 9. Concept – in the museum
    At all times, visitors van track the evolution of the game by viewing the personal expositions of other players
  • 10. Profile calculation
    Each work scored on 5 dimensions, representing the way people look at a work of art :
    esthete, realist, thinker, person of feeling and experiencer
    E.g. work X :
    Esthete : 20
    Realist : 10
    Thinker : 30
    Person of feeling : 20
    Experiencer : 20
    These profiles are summed over all the selected works => one predominant profile comes out
  • 11. Profile calculation
    Players get info on predominant profile
    Players get recommendations on other works that fit the profile
    It is explicitly said that this is not scientifically validated, but should be seen like ‘taking a test in a lifestyle magazine’
  • 12. Virtual space
    Air Graffiti
    Process visualisation
    Non- mobile
    Adobe Air
  • 13. User tests
    25 participating works of art in the exposition
    7 empty frames to be filled
    3 x 8 participants in user tests, ranging between 14 and 24
    Observation protocol and ex-post focus groups
  • 14. User tests – observations during experiment
    Players showed an attentive and overall interested attitude
    Purpose of the game was sufficiently clear
    Some connection problems due to bad wifiinfrastructure
    The vast majority finished it in 35-45 minutes (small number did not finish)
    Participants moved quietly and calmly through the exhibition space
    The application did not restrain them from taking the time to look at and/or enjoythe art works
  • 15. User tests – lessons learned in focus groups
    Group 1 and Group 2 very enthusiastic about the overall assignment
    The informative or “educational” component characterised the positive reception
    Group 2 raised concern over the limited amount of “scannable” art works and the directing character of the association assignment
    Appreciation for the associative principle of the assignment
    The participants did not perceive the application as a game
  • 16. User tests – lessons learned in focus groups
    Participants missed a certain interactive rapport with the other participant-visitors, either in the physical world or the virtual one
    The profiles were of added value, a nice “extra” because it materialised their assignment
    Participants were enthusiastic about Facebook and Twitter applications: either because of personal self-promotion purposes, marketing strategies of the museum or as a social interaction vehicle with fellow visitors.
    Some concerns over first-person navigation of virtual space
  • 17. User tests – lessons learned in focus groups
    The amount of information was satisfactory, i.e. limited
    The vast majority of participants were reluctant about the multitude of biographical information in the texts. Instead, they suggested referring to biographies by means of hyperlinks
    All participants agreed that it is a good medium to attract young people to the museum.
  • 18. User tests – lessons learned in focus groups
    Group 2 participants underlined the value of mobile information in a museum: “I find the mobile application much more comfortable than texts on a wall, in front of which you’re always pushing and pulling with the other visitors… Now, you are much more at ease and less agitated because you are not obstructing anyone’s view”)
  • 19. Stats – nr of times a work was indicated as favorite
  • 20. Stats – nr of times a work was scanned
  • 21. Future work
    Integrate lessons learned in new prototype
    Investigate potential for valorisation
    Do tests in other museums
  • 22. Contact