2.8 tanguy coenen


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The M HKA PP pervasive serious game was developed as part of the Apollon CIP EC-funded project. It is the result of cooperation between IBBT ilab.o (Belgium), Virdual (France) and M HKA (Belgium). The aim was to test the idea of cross-border living labs by developing a game that would allow museum visitors to create their own virtual collection, based on the collection they were visiting in the M HKA Antwerp museum of modern art. This presentation will discuss the idea behind the M HKA PP application and its relation to Living labs.

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2.8 tanguy coenen

  1. 1. The M HKA PP Antwerp Apollon Pilot<br />Tanguy Coenen <br />iLab.o, IBBT-SMIT<br />Vrije Universiteit Brussel<br />
  2. 2. User test movie<br />
  3. 3. M HKA PP Team<br />IBBT : <br />Camille Reynders : design & development<br />Tanguy Coenen : tech lead<br />Bram Lievens : living lab overview<br />Lien Mostemans : user test lead<br />Kris Naessens : user test<br />Karen Willens: user test<br />Shirley Elprama : user test<br />KoenVervoort : panel management<br />
  4. 4. M HKA PP Team<br />Virdual<br />StéphaneGaultier : virtual space project management<br />Ann Caroline Abel : virtual space development<br />MHKA :<br />LeenThielemans : content & concept devel lead<br />KristofMichiels : technological liaison<br />Judith Willems : content & concept development<br />
  5. 5. Concept<br />2 spaces : <br />1 virtual space : 3D, implemented in Shiva, running on iOS<br />1 real space : the M HKA museum of Modern art in Antwerp<br />Serious game : using game mechanics to deliver learning content<br />Target audience : between 14 and 24 years<br />Our goal : to motivate young museum visitors to learn more about the works on display in the museum<br />
  6. 6. Concept – in the virtual space<br />
  7. 7. Concept : in the museum<br />A QR code had been applied to each work participating in the game<br />
  8. 8. Concept – in the museum<br />QR codes can be used to : <br />Assign a work to a frame<br />Obtain more information on a work<br />
  9. 9. Concept – in the museum<br />At all times, visitors van track the evolution of the game by viewing the personal expositions of other players<br />
  10. 10. Profile calculation<br />Each work scored on 5 dimensions, representing the way people look at a work of art : <br />esthete, realist, thinker, person of feeling and experiencer<br />E.g. work X : <br />Esthete : 20<br />Realist : 10<br />Thinker : 30<br />Person of feeling : 20<br />Experiencer : 20<br />These profiles are summed over all the selected works => one predominant profile comes out<br />
  11. 11. Profile calculation<br />Players get info on predominant profile<br />Players get recommendations on other works that fit the profile<br />It is explicitly said that this is not scientifically validated, but should be seen like ‘taking a test in a lifestyle magazine’<br />
  12. 12. Virtual space<br />Air Graffiti<br />Architecture<br />Shiva<br />Mobile<br />PhoneGap<br />Drupal<br />Process visualisation<br />Non- mobile<br />Adobe Air<br />
  13. 13. User tests<br />25 participating works of art in the exposition<br />7 empty frames to be filled<br />3 x 8 participants in user tests, ranging between 14 and 24<br />Observation protocol and ex-post focus groups<br />
  14. 14. User tests – observations during experiment<br />Players showed an attentive and overall interested attitude<br />Purpose of the game was sufficiently clear<br />Some connection problems due to bad wifiinfrastructure<br />The vast majority finished it in 35-45 minutes (small number did not finish)<br />Participants moved quietly and calmly through the exhibition space<br />The application did not restrain them from taking the time to look at and/or enjoythe art works<br />
  15. 15. User tests – lessons learned in focus groups<br />Group 1 and Group 2 very enthusiastic about the overall assignment<br />The informative or “educational” component characterised the positive reception<br />Group 2 raised concern over the limited amount of “scannable” art works and the directing character of the association assignment <br />Appreciation for the associative principle of the assignment<br />The participants did not perceive the application as a game<br />
  16. 16. User tests – lessons learned in focus groups<br />Participants missed a certain interactive rapport with the other participant-visitors, either in the physical world or the virtual one <br />The profiles were of added value, a nice “extra” because it materialised their assignment<br />Participants were enthusiastic about Facebook and Twitter applications: either because of personal self-promotion purposes, marketing strategies of the museum or as a social interaction vehicle with fellow visitors.<br />Some concerns over first-person navigation of virtual space<br />
  17. 17. User tests – lessons learned in focus groups<br />The amount of information was satisfactory, i.e. limited<br />The vast majority of participants were reluctant about the multitude of biographical information in the texts. Instead, they suggested referring to biographies by means of hyperlinks<br />All participants agreed that it is a good medium to attract young people to the museum.<br />
  18. 18. User tests – lessons learned in focus groups<br />Group 2 participants underlined the value of mobile information in a museum: “I find the mobile application much more comfortable than texts on a wall, in front of which you’re always pushing and pulling with the other visitors… Now, you are much more at ease and less agitated because you are not obstructing anyone’s view”) <br />
  19. 19. Stats – nr of times a work was indicated as favorite<br />
  20. 20. Stats – nr of times a work was scanned<br />
  21. 21. Future work<br />Integrate lessons learned in new prototype<br />Investigate potential for valorisation<br />Do tests in other museums<br />
  22. 22. Contact<br />tanguy.coenen@ibbt.be<br />