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Pascal Nataf & Kim Berthiaume - Opportunities and Challenges for Creating a Transmedia Musuem Experience

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Pascal Nataf, CEO, Affordance Studio
Kim Berthiaume, Creative Director, Affordance Studio

This presentation was given at the 2016 Serious Play Conference, hosted by the UNC Kenan-Flagler Business School.

Making a game for a museum is both challenging and invigorating. In 2015, the Montreal Science Centre decided to create a video game to enhance its upcoming exposition on the human body. This talk will present the case study of Morbus Delirium, a transmedia experience in which the users must cure an infectious disease.

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Pascal Nataf & Kim Berthiaume - Opportunities and Challenges for Creating a Transmedia Musuem Experience

  1. 1. & Transmedia Experience
  2. 2. 1- Project description 2- “4” challenges encountered & solutions 3- Take away 4- Other interactive museum experiences from around the world
  3. 3. 1- Missing Storytelling 2- No scaffolding information 3- No take away 4- No follow-up/personal profile
  4. 4. Montreal, Canada.
  5. 5. Keep track of user’s data Take away – Building Experiences Incentive to go visit the Montreal Science Center Accessible for everyone
  6. 6. For each expert, their knowledge and experience is the most important.
  7. 7. , making a , pathogens, transhumanism, , Genomics PUBLIC HEALTH actions, contagion, difference between and , History of on Pandemics, biohacking, etc.
  8. 8. Making sure everyone has a common approach and vocabulary
  9. 9. • Empowering non-game designer with game design thinking • Maintaining one vision • Selecting key elements / key concepts • Scaffolding • Choose appropriate game mechanics & dynamics
  10. 10. Clear vision of the game for everyone 3 core scientific concepts
  11. 11. We often forget the most important person in the development of a game : the user
  12. 12. Playtesting
  13. 13. Aesthetics preferences Understanding of scientific concepts Filtering concepts Collaborative Design
  14. 14. Bridging a digital game and a physical exhibit to create an integrated experience for everyone
  15. 15. Time for an exhibit: 40-55 minutes Time spent in one place: 40-90 seconds
  16. 16. iBeacon Accessible for all devices
  17. 17. Social & Sharable experiences Holograms
  18. 18. Developing a good marketing strategy
  19. 19. Partnership with the Marketing Department Collaborative Strategies Creating a “hype” around the project
  20. 20. Find strategic partners
  21. 21. 1- Museums must change 2- Better storytelling, intelligent integration of technology 3- Follow-up 4- Integrated solutions
  22. 22. 1- Bring together all stakeholders to understand the core vision of the project 2- Users are at the core of the project 3- Accessible and elegant technology solutions (non-invasive, user friendly) 4- Sharable user experience built in emotions & fun 5- Well-thought out marketing strategy from the onset
  23. 23. Washington, D.C, USA.
  24. 24. Aurich, Germany.
  25. 25. Antwerpen, Belgium.
  26. 26. Athina, Greece.
  27. 27. Thank you!

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