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Exploring affordances through design-after-design: the re-purposing of an exhibition artefact by museum visitors

Published: 20 June 2022 Publication History

Abstract

Museums have increasingly focused on digital technologies and play as means to provide personalized, engaging experiences for their audience. Balancing educational and playful values is often conflicting. To address that conflict, museums often employ participatory design strategies. However, those strategies usually end after the deployment of those experiences, thus they do not accommodate for what occurs during actual use. In this article, we follow Light House, a research-through-design experiment of an installation that was developed using an iterative design approach which expands on actual use by deploying undetermined artefacts to support the discovery of novel interactions by visitors. Through our findings, we explore the “failure” of Light House to support the discovery of such interactions in relation to its educational character, but rather it inspired people to incorporate it in the activities supported by the surrounding space. Finally, we discuss the implications those discovered interactions in terms of potential re-design directions.

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Cited By

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  • (2024)How Do Students Respond to the Intended Affordance of Augmented Reality Dinosaur Exhibits in a Science Museum?Journal of Science Education and Technology10.1007/s10956-024-10113-z33:5(687-698)Online publication date: 25-May-2024
  • (2024)Han Opera Interactive Exhibition and App Design Based on the Theory of Cultural Three FactorsHCI International 2024 Posters10.1007/978-3-031-61950-2_24(220-227)Online publication date: 7-Jun-2024
  • (2023)Lessons from Homebrewed Hybridity: Designing Hybrid Digital Boardgames for Distanced PlayProceedings of the ACM on Human-Computer Interaction10.1145/36110227:CHI PLAY(45-72)Online publication date: 4-Oct-2023

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cover image ACM Conferences
C&C '22: Proceedings of the 14th Conference on Creativity and Cognition
June 2022
710 pages
ISBN:9781450393270
DOI:10.1145/3527927
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Published: 20 June 2022

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Author Tags

  1. design-after-design
  2. museums
  3. participatory design
  4. play

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C&C '22
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C&C '22: Creativity and Cognition
June 20 - 23, 2022
Venice, Italy

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View all
  • (2024)How Do Students Respond to the Intended Affordance of Augmented Reality Dinosaur Exhibits in a Science Museum?Journal of Science Education and Technology10.1007/s10956-024-10113-z33:5(687-698)Online publication date: 25-May-2024
  • (2024)Han Opera Interactive Exhibition and App Design Based on the Theory of Cultural Three FactorsHCI International 2024 Posters10.1007/978-3-031-61950-2_24(220-227)Online publication date: 7-Jun-2024
  • (2023)Lessons from Homebrewed Hybridity: Designing Hybrid Digital Boardgames for Distanced PlayProceedings of the ACM on Human-Computer Interaction10.1145/36110227:CHI PLAY(45-72)Online publication date: 4-Oct-2023

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