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Museums and Learning:
An open dialogue through digital
transformation
Alice Filipponi & Pietro Polsinelli
at MDT 2018
2
MUSEUM DIGITAL
INTEGRATION
it can mean
anything...
But we have a very
specific interpretation
in mind. 3
Digital for museums:
Autography is a persuasive application
- i.e. focused on influencing behaviour.
Opera Kidz is a game proper, focused
in creating a learning experience.
Both apps rely on the same conceptual
framework. 4
Our two applications are diverse:
One is where your artsy corner of the universe is
reproduced and used as background of your game.
5
A perspective
on games and
cultural
heritage - I
6
A perspective
on games and
cultural
heritage - II
A transformative process: generate from
art a new transformational experience.
7
FAMILY
TRAITS
Maximizing
evocative
diegetic
connectivity
The principle of our design is summed up by the notion
of evocative diegetic connectivity, as an evolution
of what presented in this publication:
https://dl.acm.org/citation.cfm?id=3116630
8
Another aspect common to our applications is their
multidimensional connection with learning experiences,
through diegetic connectivity and spacing.
Again in the following we give details for both applications.
Learning models
The details of how we manage a transformative
connection between the game experience and the
reference topic will be detailed in what follows for each
of the two applications.
10
Now…
all the details
11
ON
AUTOGRAPHY
Before
Restoration works
After
17
Research
AUTOGRAPHY
Evocative
diegetic
connectivity
21
From digital
TO PAPER
Autography
offline:-)
Postcards
25
Presenting
Opera Kidz
26
From MDT
2017… James
Bradburne
“We go to a museum to become
the people we are”
transformative experience
27
Telling kids that the day
will be dedicated to
visiting a museum
causes turmoil, protest
and sobbing.
28
How to make
kids enjoy an
art museum?
Multiple
visiting /
learning
paths.
29
Add one more: kids!
Mistakes...
(Museum Gamification)
Provide a superficially
related but deeply
unrelated experience.
30
(Distracting Tech)
Provide a distracting
layer above the
museum experience.
(James Bradburne)
Extending the
transformation
If “We go to a museum to become the
people we are”, can this transformative
experience be also the one enjoyed by kids?
The idea for the application is to use a
completely original mechanic, that merges
puzzles with match-3 mechanics.
31
32
...make the kid create her own
path through the museum,
and induce carefully observing
a selection of the works.
33
Merging play proper
with exploration
Play: mix game and searching, You always win.
After play: get the prize!
Involve others: send the postcard!
Post museum visit: read the booklet learn more and
connect with the game.
May be remembered for life.
34
A long loop
- we are learning!
Learning with games
- never easy
Even if play IS learning, it is not learning the right
stuff in the right way.
You have to build the experience in a very specific
and multidimensional way.
35
Learning with games
- never easy
The learning process as defined in OperaKidz is
multidimensional and progressive.
Several features of the application will need to be
tuned to the different age groups.
36
37
Diegetic Integration
GAME DESIGN
Diegetic Connectivity
Inspiration
Design
Themes (works)
Museum space
Digital / real space
Multiple paths and
profiles
38
Low tech:
maintainable, expandable
Stand alone, cross device application. Does not need
connectivity. You always win. Could be tablet, could be
totem.
Future: introduce character (storytelling), release a version
on the stores, integrate it with social media.
39
40
Diegetic Integration
GRAPHIC DESIGN
Taking inspiration from
the graphic Language
of the 13th century.
41
Layout and iconography:
a wunderkammer approach
Giotto, Scrovegni's chapel, Padua.
Layout and iconography:
a wunderkammer approach
Color theme.
Giotto, Scrovegni's chapel, Padua.
46
Thank you!
Contact: games@open-lab.com

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Museums and Learning

Editor's Notes

  1. A completely different perspective is where you take the experience of art as a transformative process, and you try to relate to what the artist wanted to do in her context, and generate from that a new, highly connected transformational experience. Searching for a transformative concept: this is how we worked on both our applications. Rijks museum for those that were at MDT 1 is moving along similar lines on the most diverse media and social tools.
  2. Graffiti: “Leave a sign” -> “Leave a sign” -Same tools -Same materials -Dynamic palettes What is amazing is that people actually use the graffiti style and language (which we studied before) also in the drawings they create [pick another slide].
  3. Graffiti: “Leave a sign” -> “Leave a sign” -Same tools -Same materials -Dynamic palettes What is amazing is that people actually use the graffiti style and language (which we studied before) also in the drawings they create [pick another slide].
  4. Graffiti digitali ricevuti: stessi disegni di quelli reali, ma rispettando l’opera d’arte e il desiderio del visitatore di lasciare un segno
  5. Video: https://www.youtube.com/watch?v=yElR1C8RR20
  6. ANIMAZIONE CON COPERTINA DEL VOLUME AUTOGRAPHY POSTCARDS
  7. If “We go to a museum to become the people we are”, can this transformative experience be also the one enjoyed by kids? This presentation looks at the way in which the museum serves as an “institution for the prevention of blindness” If “We go to a museum to become the people we are”, can this transformative experience be also the one enjoyed by kids?
  8. The awe-inducing atmosphere and theme may leave some kids cold - also because of the museum and works, palette, beautiful but particularly soft.
  9. VIDEO: https://www.youtube.com/watch?v=Q3xREm-yup8
  10. Another requirement is to have the application hook with the surrounding works. Our proposal is to build a specific game on a tablet that makes the kid create her own path through the museum, and induces carefully observing a selection of the works. The idea is to define a path along which the kid will alternate (1) digital play (that too centered on the museum works), (2) walking, observing and finding details of the work and (3) back to digital: learning more about the works.
  11. One important aspect of learning that games usually completely miss is the concept of spacing. By this I mean meeting a conceptual source (e.g. a work of art and its context) at different times, from different perspectives. Actually we have tried to include this process in both our applications.