The Exploratorium museum creates hands-on, minds-on experiences that enable inquiry-based learning. Most Exploratorium exhibits can be categorized as serious play. However, a subset not only involve playful inquiry, but interesting and novel game-like interactions. A set of exhibits under current development involves exposing human social behavior as observable scientific phenomena. This session will discuss specific prototypes, and the museum's highly iterative design process. A feedback-loop tightly couples each exhibit developer's efforts with those of Visitor Research and Evaluation staff. Data collected from the live museum floor, about how visitors interact with prototypes and each other, allows rapid optimization of both visitor engagement and learning outcomes.
3. “No one ever flunked a museum.”
Exploratorium’s founder, Frank Oppenheimer
4. Inquiry Based Learning
First-hand experiences help visitors to make sense of our world
• Based in phenomena:
– Outside: physics, life sciences
– Inside our minds: psychology
– In our behaviors: social psychology
• Inspire the question “What’s going on!?”
• Explainers lead deeper dives
6. Exhibit Developers
• Member of team with:
– visitor researcher
– scientist
– writer
– graphic designer
• Immerse in content
• Antennae up for “exhibitable” ideas
7. Exhibit Prototyping Process
encouraging originally planned behaviors
or/or support places visitors naturally go
Analyze
Interaction
Iterate
Design
Visitor
Floor Test
8. Science of Sharing
NSF Award 1114781
Turn academic research on Social Behavior into
cool exhibit experiences
9. Scientists Have Predictive Theories
Applicable to Social Behavior
• Visitor behavioral strategy and social contexts,
at exhibits, apply to real-world issues
– resource sharing/depletion
– social conflicts/crises
• Altering variables alters social outcomes
10. Will Folk Compete or Cooperate?
Variables exhibit development team
and social scientists study
• Personality and biases (formative Eval.)
• Group sizes (floor testing)
• Amount of communication (floor testing)
• Reciprocity of actions (floor testing)
11. Goals for Exhibits
• Unmediated
• Engage two or more people
• Works for all ages
• Self-reflection (metacognition)
12. Tragedy of the Commons
Garrett Hardin’s 1968 Paper in Science
13. Individuals add slowly to their flocks for personal gain
Impact to larger pasture seems small in comparison
14. Each animal added eats more grass,
faster than pasture can grow and replenish…
15. Ultimately, pasture all eaten. Everybody loses.
From litter to carbon emissions, same story.
18. Racing with a twist
• All cars share common tank of “gas” on multi-
lane racetrack
• Each visitor controls speed of own car
• Each car’s fuel consumption (MPG):
– Good at slow speed
– Terrible at high speed
• When shared tank depleted, all cars stop even
if nobody finished.
20. Prototype Goals
• Get system “good enough” to conduct visitor
research to discover how interesting and
effective activity is, what visitors are
understanding
• Look at different ways to frame the “race”
21. Early testing (6 sets of visitors)
• Framed as “Qualifying race.” Pair of racers on
same team trying to make best total time
• Exhibit “Mediated” by museum staff
• Timer automatically starts at beginning of
race, stops after both racers each complete
five laps, unless...
• If team runs out of fuel, both cars stop
automatically, no time recorded
22. Two Teen Boys (16 & 17)
“hey, save some for me --- we are halfway
through, save some for me!”
“Hey, we have to work together!”
“Stay with me man.” “I’m amazing, so follow
me!”
“we will use up all of the gas if we don’t hurry
up.”
23. Dad, young daughter and son
Dad asks:
“So the idea is to go as slow as you can?”
We answer:
“To eventually to get the best time with both people
finishing with gas left.”
After race, dad:
“Teamwork is important, but you still want to win!”
26. Metacognitive Experience
I want to just floor it
and win!! I can see how
we might end up
fighting for the last
drops of oil on Earth…
Resource Racing
27. Metacognitive Skill
Every man for himself
doesn’t seem to be
working for any of us.
Maybe if I help us
collaborate, we’ll do
better…
Resource Racing
28. Metacognitive Knowledge
She’s so competitive! She
gets surprisingly selfish in
this shared race.
Maybe this is this what
social scientists try to
understand about human
nature?
Resource Racing
29. Visitors interactions
• Metacognition occurring
• When sustainability state reached, can feel
boring. Ideas:
– Add challenges (such as collecting “flags”)
– Allow visitors to explore different rule frames
– Automated audible “race announcer”
commenting on player behavior
• Mechanism complex to support
34. Next Iteration: Goal beyond staying alive
• Sustainable behavior interesting
• Make bystanders researchers
35. Deutsch and Kraus: Trucking Game
two-player bargaining in social situation (1962)
36. Players each own trucking company
• Take longer private route or one-lane road.
• control of gate at one end of short route
• To use short route must negotiate
• Best strategy to cooperate, but most compete
38. Prototype Goals
• Visitors compare personal vs. collective gain
• Balance cooperation (waiting and taking
turns) with upside (more treats).
• Gate are stanchions/velvet ropes, one treat
per trial. No talking allowed in first game, then
talking permitted (as in research)
39. Floor Testing Revealed:
• Visitors liked activity.
– physicality important to keep.
• Too many instructions create barriers to use.
• Next prototype iteration made sense:
– Unmediated
– Incorporate physical movement
– automatic scoring
(video next slide)
41. Exhibit’s Design
• Familiar/iconic game
• Visitors come with lots of knowledge
• Physical design tweaks expectations
• Separated controls easy to use, naturally
enforcing cooperation
42. Visitor Research Findings
• Very social, groups collaborate to compete
• Collective affect, minimal talk
• Coercive/forceful conversation occasional
issue, not big problem
• Fast restart to new game, extinguishes
negative feelings quickly
• Girls and boys, young and old, all engaged
43. Prisoner’s Dilemma
Flood and Dresher RAND (1950)
Developed to study nuclear arms-race strategizing
• Why two individuals might not cooperate,
when it would seem in both’s best interests if
they did.
• Classic Game Theory example
• Albert Tucker gave catchy title
– over 1000 articles published in 60s and 70s
44. You robbed a bank and got caught!
You and accomplice interrogated separately: PAYOFF MATRIX
Accomplice stays silent
Accomplice
snitches
You
stay
silent
You both get 6 months
(accomplice goes free)
You get 10 years
You
snitch
You go free
(accomplice gets 10 years)
You both get 5 years
49. Discoveries and Open Questions
• Can’t play alone, collaboration comes for free
• Equally joyful experience to Pac Man, but
content is more serious and complicated, still
hard to communicate.
• Is game delivery methodology complementary
to presenting this content?
• If squirt seems “fun” for some, does this
negate content understanding?
Good Site:http://www.mhhe.com/cls/psy/ch15/prison.mhtml
Central to Hardin's article is an example (first sketched in an 1833 pamphlet by William Forster Lloyd) Hypothetical and simplified situation based on medieval land tenure in Europe, of herders sharing a common parcel of land, on which they are each entitled to let their cows graze. In Hardin's example, it is in each herder's interest to put the next (and succeeding) cows he acquires onto the land, even if the quality of the common is temporarily or permanently damaged for all as a result, through over grazing. The herder receives all of the benefits from an additional cow, while the damage to the common is shared by the entire group. If all herders make this individually rational economic decision, the common will be depleted or even destroyed to the detriment of all.----- Meeting Notes (8/11/13 17:45) -----WHAT CONTENT SET IS ABOUT
Automate stopping of cars, with return to starting point after each race.Prove cars can stay on track, and run eight or more hours/day!
----- Meeting Notes (8/11/13 17:45) -----move framing up
----- Meeting Notes (8/17/13 14:02) -----move back, edit out signs from video
-discuss what we found outResearch QuestionsGame + novel platform, do visitors focus on the technology or content?Do people understand activity is about sustainability?
Boring research /lab studies—can we physically prototype this – making people the trucks.People are the trucks, they make choice, they get to run aroundIn museum setting have all these up-front instructions was barrier to use.Partnered with Explainers—gave them a script, it worked well.Project goal is to have unmediated experiences. Hybrid involves some physical moving, possibly an intro video, scoring is automatic,Taking the physicality we liked in pervious version and focusing it for a floor experience. ----- Meeting Notes (8/7/13 15:39) -----maybe lose this drawing?
Two visitors have paths to follow to get as many treats as possible: each has a long path for their use only, but there’s also a shorter single-lane path that both can use. Shorter (shared) route will generate more treats than longer (reserved) route—but to use shared route, players must take turns; only one player can be on shared route at a time. Each can also close a gate on this path to prevent the other from using it (and thereby getting treats faster).
Based on Deutch & Krauss’ study. – was talking/no talking there?----- Meeting Notes (8/11/13 20:58) -----no treats.
Familiar game to everybody—iconicIn contrast to Trucking game, you come with a lot of knowledgeWe are going to tweak your knowledge, Done with Design, via the controlsStrong separated controls easy to use—enforce cooperationCould we get people to say more than up/down/right?Super social, we see groups working together in different waysCollective affect, not a lot of talkHope for strategy was not a match to the spirit of the game,Range of experiences – not major strategy but very “we’re in this together”Was harassment an issue (forceful conversation) a little, but not big problemFast restart to new game, extinguishes negative feelings quckly for engagement in new gameCollaborate to Compete – in essence a competition, but competing together not against each otherGirls do play game
Albert W. Tucker formalized with prison sentence rewards and gave it the name "prisoner's dilemma" (Poundstone, 1992), presenting it as follows:named it for Stanford Psychologists
Tested with squirt guns
Show workshop with squirt gunsCurrent issue is (like Pac Man) spirit is in line with what we hope they’ll get, because we separated ups and down They have to collaborate (can’t play alone) collaboration comes for freeEqually joyful experience, but content is serious and complicated and hard to communicateIs it ultimately delivery method of the game complementary to presenting the content. If Squirt is “fun” does that mess things up?One point/constraint in the museum context is games out in the world more easily segment who its for,We’re building for large swath of the population, want all to play, and learning goals not just play goalsHow we get at learning is via play
Show workshop with squirt gunsCurrent issue is (like Pac Man) spirit is in line with what we hope they’ll get, because we separated ups and down They have to collaborate (can’t play alone) collaboration comes for freeEqually joyful experience, but content is serious and complicated and hard to communicateIs it ultimately delivery method of the game complementary to presenting the content. If Squirt is “fun” does that mess things up?One point/constraint in the museum context is games out in the world more easily segment who its for,We’re building for large swath of the population, want all to play, and learning goals not just play goalsHow we get at learning is via play----- Meeting Notes (8/17/13 14:02) -----title experience