Successfully reported this slideshow.
We use your LinkedIn profile and activity data to personalize ads and to show you more relevant ads. You can change your ad preferences anytime.

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


Published on

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.

Published in: Technology
  • Be the first to comment

  • Be the first to like this

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!