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Experience Design in the Museum

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Experience design is not about shiny new digital technology - apps, touch screens, games, beacons, the works. It is a different perspective on exhibition and museum design, and a different process as a result. My talk at the Museum Association's 2017 Moving on Up event in Edinburg, February 28, 2017.

Published in: Design

Experience Design in the Museum

  1. 1. experience design in the museum Sebastian Deterding (@dingstweets) Digital Creativity Labs Moving On Up, Edinburgh, 28/02/17 c b
  2. 2. chapter 1 What it’s not
  3. 3. experience design user
  4. 4. touchscreens!
  5. 5. apps!
  6. 6. games!
  7. 7. screen zombies!
  8. 8. experience design digital technology ≠
  9. 9. “As Deputy Director of Digital Initiatives and Chief Experience Officer at the Barnes Foundation, I’ve got a funny old world/new world title... the digital part of my title only demonstrates the position within the institution while the experience part explains how we are thinking about moving forward.” shelley bernstein
  10. 10. “The Chief Experience Officer — quite literally  — puts a leash on digital and, instead, shifts the focus to better experiences regardless of how they are implemented.” shelley bernstein
  11. 11. how does this feel?
  12. 12. “Don’t make me feel dumb.”
  13. 13. chapter 2 What it is
  14. 14. experience design What experience do I afford? default design What information do I convey?
  15. 15. exhibition goal + object info insight
  16. 16. exhibition goal + object info insight insight exhbition goal curosity interaction experience info seeking & deliberation
  17. 17. exhibition goal + object info insight insight exhbition goal curosity interaction experience info seeking & deliberation Why care?
  18. 18. exhibition goal + object info insight insight exhbition goal curosity interaction experience info seeking & deliberation How learn?
  19. 19. insight exhbition goal curosity interaction experience info seeking & deliberation
  20. 20. insight exhbition goal curosity interaction experience info seeking & deliberation
  21. 21. “Create a need to know by organising learning around complex problems in engaging contexts.” katie salen-tekinbas
  22. 22. gerrymandering
  23. 23. your mission: hack the election Build a mathematical model to explore and demonstrate how changing voting methods can elect different presidents despite the same votes.
  24. 24. Answer, design for, start with “need to know” before “what’s to know”
  25. 25. everyone should care about the climate. But what will make your audience care?
  26. 26. framing questions
  27. 27. spatial design
  28. 28. spatial design
  29. 29. spatial design
  30. 30. object design
  31. 31. insight exhbition goal curosity interaction experience info seeking & deliberation “Active prolonged engagement”
  32. 32. physical interaction grounds and stokes info-seeking & deliberation
  33. 33. cognitive interaction grounds and stokes info-seeking & deliberation
  34. 34. cognitive interaction grounds and stokes info-seeking & deliberation
  35. 35. interaction affords insight through practice, probing
  36. 36. this is puzzle design!
  37. 37. trivial Not a (good) puzzle impossible Not a (good) puzzle solvable A (good) puzzle
  38. 38. trivial Not a (good) puzzle impossible Not a (good) puzzle avoid quizzes at all cost!
  39. 39. trivial Not a (good) puzzle impossible Not a (good) puzzle avoid quizzes at all cost!
  40. 40. good puzzles test (collective) reasoning, not memory
  41. 41. dan meyer: math education
  42. 42. chapter 3 How to do it
  43. 43. “Ultimately, a game designer does not care about games. It is this experience that the designer cares about. ... Your goal is to figure out the experience you want to create, and find ways to make it part of your game design.” jesse schell
  44. 44. let’s play a game
  45. 45. Goal: Find out what the oraclethinks of 1. Each table is a group 2. In each group, choose 1 player who is the oracle. 3. The oracle thinks of a thing (person, object, animal, ..., alive or dead, fictional or real) but doesn’t tell the group. 4. The rest of the group has to guess what the thing is. 5. Every group player can ask the oracle a question, but the oracle can only answer “yes” or “no”. 6. The group has unlimited time to think and debate what questions to ask, but can ask only 20 questions. 20 questions a
  46. 46. how did this feel?
  47. 47. Goal: Find out what a person thinks of 1. Each table is a group 2. In each group, choose another player who is the oracle. 3. The oracle thinks of a thing (person, object, animal, ..., alive or dead, fictional or real) but doesn’t tell the group. 4. The rest of the group has to guess what the thing is. 5. Every group player can ask the oracle a question, but the oracle can only answer “yes” or “no”. 6. The group has unlimited time to think and debate what questions to ask, but can ask only 20 questions. 20 questions B
  48. 48. and how did this feel?
  49. 49. why?
  50. 50. Mechanics Dynamics Aesthetics a model
  51. 51. Mechanics Dynamics Aesthetics a model +$ !+ -$ !- frustrating endgame slow poverty gap
  52. 52. Mechanics Dynamics Aesthetics Define Ideate/evaluate Build & playtest how the designer creates it
  53. 53. “The life blood of game design is testing. Why are we playing games? Because it‘s fun. You cannot calculate this. You cannot plan this out in an abstract manner. You have to play it.” rainer knizia
  54. 54. 67 Ideas what to change Build out idea Playtest Evaluate experience
  55. 55. how might we prototype & playtest museum experiences?
  56. 56. where the heck is the entrance?
  57. 57. chapter 4 Summary
  58. 58. experience design digital technology ≠ experience design is not a different means
  59. 59. experience design What experience do I afford? default design What information do I convey? it is a different perspective and end
  60. 60. insight exhbition goal curosity interaction experience info seeking & deliberation it means designing for why people care and how they learn
  61. 61. Mechanics Dynamics Aesthetics it means acknowleding experiences cannot be planned +$ !+ -$ !- frustrating endgame slow poverty gap
  62. 62. 80 Ideas what to change Build out idea Playtest Evaluate experience … and therefore prototyping and playtesting towards them.
  63. 63. sebastian@codingconduct.cc @dingstweets codingconduct.cc thank you.

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