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The view from theother side of the netbringing gameplayinto your exhibitHeather KelleyGameplay + Interaction design@Perfec...
Perfectplum.comHeather Kelley @PerfectPlum
The Building Is… Hide&Seek (with Visual System)Heather Kelley @PerfectPlum
Hide&Seek (with Superfusionlab)The Building SmellsHeather Kelley @PerfectPlum
Train Brenda RomeroHeather Kelley @PerfectPlum
Propinquity Lynn Hughes and Bart Simon with Modern NomadsHeather Kelley @PerfectPlum
Interference Nathalie Pozzi + Eric ZimmermanHeather Kelley @PerfectPlum
Punch the Custard George BuckenhamHeather Kelley @PerfectPlum
Cleveland Museum of Art – Gallery OneHeather Kelley @PerfectPlum
Heather Kelley @PerfectPlumHide&Seek training the gallery team for The Building Is… La Gaîté lyrique 2012
Trente pas entre terre et ciel Heather Kelley and Them GamesHeather Kelley @PerfectPlum
Heather Kelley @PerfectPlum
Heather Kelley @PerfectPlum
THANK YOU!Heather Kelleyheather@PerfectPlum.com#ECSITE2013
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Bringing gameplay into your exhibit

I’d like to talk a bit about bringing gameplay into exhibits. When I was invited onto the panel, I asked my colleagues in exhibition design what they would want to know if they had a chance to hear from an experienced game designer.
Unlike some game designers you may have heard speak before, I’m not here to say that “games” will solve all your problems with engagement, or retention. Like any technology or medium, there are better and worse moments or methods to integrate gameplay in an exhibit.
So I want to share a few thoughts from my experience working on the other side of the net, if you will. What could gameplay bring to a field that is already quite expert in creating interactive physical, mechanical, and digital installations? I will toss a few balls over and hopefully you can bounce them back.

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Bringing gameplay into your exhibit

  1. 1. The view from theother side of the netbringing gameplayinto your exhibitHeather KelleyGameplay + Interaction design@PerfectPlum#ecsite2013Illustration by Dirty Rectangles (2011)bit.ly/inwhich
  2. 2. Perfectplum.comHeather Kelley @PerfectPlum
  3. 3. The Building Is… Hide&Seek (with Visual System)Heather Kelley @PerfectPlum
  4. 4. Hide&Seek (with Superfusionlab)The Building SmellsHeather Kelley @PerfectPlum
  5. 5. Train Brenda RomeroHeather Kelley @PerfectPlum
  6. 6. Propinquity Lynn Hughes and Bart Simon with Modern NomadsHeather Kelley @PerfectPlum
  7. 7. Interference Nathalie Pozzi + Eric ZimmermanHeather Kelley @PerfectPlum
  8. 8. Punch the Custard George BuckenhamHeather Kelley @PerfectPlum
  9. 9. Cleveland Museum of Art – Gallery OneHeather Kelley @PerfectPlum
  10. 10. Heather Kelley @PerfectPlumHide&Seek training the gallery team for The Building Is… La Gaîté lyrique 2012
  11. 11. Trente pas entre terre et ciel Heather Kelley and Them GamesHeather Kelley @PerfectPlum
  12. 12. Heather Kelley @PerfectPlum
  13. 13. Heather Kelley @PerfectPlum
  14. 14. THANK YOU!Heather Kelleyheather@PerfectPlum.com#ECSITE2013

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I’d like to talk a bit about bringing gameplay into exhibits. When I was invited onto the panel, I asked my colleagues in exhibition design what they would want to know if they had a chance to hear from an experienced game designer. Unlike some game designers you may have heard speak before, I’m not here to say that “games” will solve all your problems with engagement, or retention. Like any technology or medium, there are better and worse moments or methods to integrate gameplay in an exhibit. So I want to share a few thoughts from my experience working on the other side of the net, if you will. What could gameplay bring to a field that is already quite expert in creating interactive physical, mechanical, and digital installations? I will toss a few balls over and hopefully you can bounce them back.

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