Co-Designing the User Experience of Location-Based Games for a Network of Museums: Involving Cultural Heritage Professionals and Local Communities
<p>Concept model of the Mouseion Topos project.</p> "> Figure 2
<p>Illustration of main participant groups, methods, and results of participatory development and co-design of mobile games for cultural heritage.</p> "> Figure 3
<p>Photographs from field visits. Left, up: Tinos, museum of marble crafts; observation of two pupils who are watching a video in front of tools and marbles in the quarry section. Left, down: Tinos, settlement; a member of the design team is learning to apply marble sculpting tools in a workshop. Center, up: Lesvos, museum; a master of olive oil production explains the works to the design team. Center, down: Lesvos, settlement; the design team on their way to the town hall, one of the historic buildings in the settlement. Right, up: Chios, mastic museum; guided tour. Right, down: Chios, settlement; a member of the design team taking video notes.</p> "> Figure 4
<p>Visual elements produced at the ideation phase: app logos, icons, graphics for tools, mission maps; and photo collages used for inspiration.</p> "> Figure 5
<p>Detailed designs of some of the screens of the mobile games. Upper row: People’s Machine game (Mouseion Topos #Lesvos). From left to right: ‘Tour or Game’ screen; onboarding with digital character; missions map; and challenges view (map and list). Lower row: First two screens are the missions map and challenges view of the Mastic and Mastichochora game (Mouseion Topos #Chios). Last two screens are the missions map and challenges view of the game Explore the Marble Town (Mouseion Topos #Tinos).</p> "> Figure 6
<p>A common software architecture for mobile games, based on Android Architecture Components.</p> "> Figure 7
<p>Overview of findings from field playtesting of the mobile games.</p> "> Figure 8
<p>Screen shots of the final implementation of mobile games. Upper row: game ‘Explore the Marble Town’ (Mouseion Topos #Tinos). From left to right: a selected mission from mission map; the challenges map and list; a challenge question (fill-in type); the user profile screen. Middle row: ‘People’s Machine’ game. From left to right: missions map; the master character helping on a challenge; a tool earned after mission completion; AR view of the tool. Lower row: ‘Mastic and Mastichochora’ game. From left to right: mission selected from the mission map; the young character onboarding; a challenge question (help is available in animation); challenge completion card with more information.</p> "> Figure 9
<p>Posters in the museums and settlements that inform visitors about the mobile games.</p> "> Figure 10
<p>User Experience Questionnaire: responses from field study participants.</p> ">
Abstract
:1. Introduction
- They are concerned with the creation of awareness and learning about the heritage of various cultural sites, such as GLAM (galleries, libraries, archives, museums), archaeological sites, cities, or settlements of important heritage, etc.
- Gameplay is interwoven with multifarious cultural content: narrative, characters, media, photographs, 3D models, challenges, hints, rewards, etc.
- Cultural heritage content must be reviewed by heritage experts.
- A mobile game for cultural heritage must allow players (visitors of a heritage site) to observe and explore the place at their own pace.
- Players are expected to be pairs or small groups—people rarely visit cultural sites alone.
- The locations or points of interest (POI) that can be included in the game must be related to landmarks, monuments, and associated facts or stories about local cultural heritage to afford contextual learning and sense-making.
- Documentation about local heritage may include books, newspaper articles, photographs, testimonies, music, songs, etc., that can be provided by the local community and professionals to allow for culturally accurate and valid content.
- Various social, economic, political, and technological conditions affect the evolution of local heritage in ways that may be better told to the design team by those who have rigorously studied or experienced them.
- There are often many intangible aspects of local heritage [5] such as oral traditions, social practices and conventions, knowledge and practices concerning local nature and climate, and skills to produce traditional crafts that must be incorporated into the game.
- The cultural content must be curated and validated in close co-operation with local communities and cultural heritage professionals.
- Last but not least, the game must be played and tested in the field with visitors (end-users), heritage professionals, and the community, all of whom may bring a different perspective to some extent.
2. On the Context of This Work: The Mouseion Topos Project
- In Tinos Island and the settlement of Pyrgos, the Museum of Marble Crafts presents Tinian Marble Craftmanship [8]: the technology of marble, which holds a particular place in Greek architecture and art, through the meshing of tools and techniques used in working marble with the social and economic context.
- In Lesvos island and the settlement of Aghia Paraskevi, the Museum of Industrial Olive Production (olive oil is at the heart of the Mediterranean diet [9]) presents the industrial heritage of the olive oil sector and incorporates it into the broader architectural, social, and cultural context of the late 18th century.
- In Chios island, the Mastic Museum presents the production history of the mastic tree’s cultivation [10] and the processing of its resin, which it integrates into the cultural landscape of Chios.
3. Related Work: Co-Design in Cultural Heritage and Location-Based Games
3.1. Background on Co-Design and Participatory Design
3.2. Participatory Design and Co-Design in Location-Based Games for Cultural Heritage
Citation | LBG Genre (s) | Cultural Heritage | Project Duration | Methodology or Process | Phase(s) | Method(s) | Participant Group(s) | Product |
---|---|---|---|---|---|---|---|---|
Bowser et al. (2013) [36] | Geocaching | Natural heritage (local flora), citizen science | Short (iterative sessions) | PLACE (Prototyping, Location, Activities, Collective Experience) | Prototype | Iterative prototyping from low to high fidelity | Players | One LBG. |
Luiro et al. (2019) [37] | Exploratory learning, storytelling | Local history | Unspecified | Unspecified | Empathize, ideate, test | Field trip, narrative design, character design, field test | Local travel agencies, museum staff, art historian | One LBG. |
Slingerland et al. (2020) [40] | Exploratory learning | Neighbourhood stories | Short (iterative workshops, two weeks) | Unspecified | Define, ideate, test | Co-creation workshops, field playtesting | Players (neighbours) | One LBG. |
Jones and Papangelis (2020) | Storytelling, treasure hunt | Location—based game; cultural heritage (urban history) | Short (three co-creation sessions) | Unspecified | Define, ideate | Board game | Students (as potential players) | Two LBGs for two cities (different UX). |
This paper: | Role playing, storytelling, tresure hunt | Industrial heritage (tangible and intangible) | Long (over two years) | Design thinking process | Empathize, define, ideate, prototype, test, implement | Field visits, workshops, laboratory user testing, experts’ field playtesting, field studies | User groups, local community, peers (designers, developers) | Three LBGs for three cultural sites, transferable UX. |
4. Participatory Design Based on Design Thinking Process: Participants, Methods, and Results
- Empathize: conduct contextual research to gain knowledge about users and their experience.
- Define: identify user needs and project goals based on user experience research.
- Ideate: generate creative ideas for addressing user needs and meeting project goals.
- Prototype: create representations and artifacts that demonstrate the ideas in practice and test quickly and internally.
- Test: show prototype(s) to users and gather feedback for improvements.
- Implement: refine, publish, and release the product, system, or service and ensure that it reaches the intended users and groups.
- Cultural heritage professionals: these were the museum network research staff with various backgrounds (archaeology, museology, project management), museum curators, and museum staff including local administration and guides.
- Community: these were citizens or inhabitants of the settlements, local educators and pupils, local heritage experts, local scientific advisors of the museums of various backgrounds (e.g., folklorists, researchers on mastic applications), local craftsmen, and producers. Notably, museum staff were also members of the local community.
- Visitors of the museum and the settlement: mainly tourists, pupils, and educators during school visits.
- Designers: interaction and UX designers, software developers, and HCI researchers.
4.1. Empathizing with People, Location, Context, and Heritage
4.1.1. Methods
4.1.2. Results and Reflection
4.2. (Re-) Defining and Reviewing Goals, Needs, and Elements of Mobile Games
4.2.1. Methods
- The goal of each mobile game is to help the player explore the museum and the settlement in order to learn about (become ‘master’ of) various aspects (history, social-economic conditions, everyday use, people, landmarks, tools, machinery, etc.) of local heritage (olive oil production / mastic / marble crafts).
- Through the game, the player is guided to specific locations where they can answer learning challenges of various types. These locations are grouped geographically and semantically into learning missions with appropriate names.
- Regarding role-playing, the player helps a digital character who is an apprentice (at the community olive oil press / at the mastic field / at the marble crafts workshop) and can level-up to a master. Also, another digital character plays the role of a master who poses questions and can also provide contextual (location-specific) help.
- When the player completes a mission (group of challenges), they then receive a reward in the form of a digital 3D tool that can be viewed in augmented reality.
- The player earns experience points, earns experience levels, and can view their profile that records their learning progress.
4.2.2. Results and Reflection
4.3. Generating Ideas for Visuals with References to Heritage
4.3.1. Methods, Principles, and Resources
- The shape (form) of olive oil drops and mastic resins is conveyed in the graphical illustration of the (abstract) concepts of a mission on the mission map of the mobile games about industrial oil production heritage and mastic heritage, respectively.
- Local terminology is used throughout the game and concerns tasks, tools, clothes, etc., which were often the objects of player challenges, as well as the ‘levels’ of workers and masters.
- Tangible artifacts were selected, and designed or scanned into 3D, to be provided as rewards to players.
- Several stories or narratives were embedded in player character guidance, help, and ‘learn more’ (after a completion of a challenge) sections of the game.
4.3.2. Results and Reflection
- Icons about several concepts of the game: experience points, missions, challenges, type of challenge, and tools. These were common among all games.
- Mobile app logos: same design but different color palette for each game.
- Illustrations about several graphical elements: art tools, craft tools, and artisanal technology as well as digital characters; all of which were different for each game.
- Missions map illustrating landmarks of the settlement and each mission. It was graphical because challenges were not always spatially aligned (despite being semantically related for each mission). Notably, when the users would select to view a specific mission, they could see the actual map with locations of all challenges for the mission.
4.4. Prototyping Mobile Games for Cultural Heritage
4.4.1. Methods, Principles, Resources
- Software subprojects: Included basic use cases of the mobile game, such as onboarding, character help, missions map, challenges views, reward cards, and AR views. For some of the subprojects we experimented with open-source software. This phase lasted for almost four months.
- First integrated version: These were fully functional mobile games tested in the lab to eliminate bugs, and then in the field with expert playtesting (described in the next section).
- Release version: Several playability and usability issues were addressed in this stage. Additionally, more functionality was added, especially regarding mobile AR, and more animations.
4.4.2. Results and Reflection
- User interfaces: software that implements every visible aspect of the system and the interactions with users.
- View models: software that makes data available to all user interfaces and is responsible for propagating data changes caused by user actions downwards to the system database.
- Repository: this is an API (Application Program Interface) that is available to the view models for requesting data from the database.
- Database: This is a local database that holds all the data of the mobile game. It is built during the installation of the mobile game. It is available in two languages (English and Greek) and populates data from app resources.
4.5. Testing in the Field with the Participation of the Community, Heritage Professionals and Visitors
4.5.1. Methods, Principles, and Resources
- Usability findings are about how easy it is for the players to make use of user interfaces and interactions.
- Functionality findings concern the technical quality of the game, e.g., smooth operation, no bugs or crashes, short loading times, etc.
- Gameplay findings are concerned with understanding game elements, rules, and dynamics (how these are updated and interact into a cohesive whole).
- Cultural Heritage Content findings concern the need to correct, add, create (new), or update content.
- Location context findings concern those related to information, indications, and guidelines that help the user understand if they are at the right location or are heading accurately towards it.
4.5.2. Results and Reflection
4.6. Implementation: Corrections, Release, Field Studies, and Dissemination
4.6.1. Methods and Resources
4.6.2. Results and Reflection
- Tinos (Explore the Marble Town): 40 pupils; all 1st grade senior high school (15 years old).
- Lesvos (People’s Machine): 84 pupils; all 3rd grade junior high school.
- Chios (Mastic Museum): 69 pupils; all 1st grade senior high school.
- Most visitors prefer to play the game; however, some just download the app and review the tour functionality of the app, possibly to identify more places to visit in the settlement. Most users use both tour and game functionality.
- The large majority of visitors are from Greece (according to their mobile network provider), which was anticipated due to the lower number of tourists from abroad in 2021 because of the pandemic.
- Engagement time ranges from 7 min to 19 min among the three islands. However, the actual engagement time should be much larger because the app is not always active during a visit (mobile phone screens timeout after a few seconds).
- Visitors play the game mostly in the museums and do not continue the game in the settlements. In Lesvos (People’s Machine game), more than half of visitors finished the game (54%) because most of the challenges are in the museum and the surrounding space, while the settlement is very close to the museum. The other settlements are not that close to their museums.
- More than half of visitors select to view tools in AR in general. Notably, some older devices may not support AR functionality, so this is expected to increase in the future.
- “I did not realize that there is a mobile game I can download and play” (did not see signs or they were not informed).
- “I do not have enough time for the visit.”
- “I don’t want to play. It may distract me from the visit.”
- “Not ready to play” (for various reasons, e.g., families with infants or smaller children, people who carry luggage or bags from the beach, etc.).
- “The time of the day is not appropriate” (e.g., too hot).
- “I am an iPhone user.”
- “My Android device does not support it” (either not a touch phone, or android OS less than version 7.0; notably the game can be installed and played in devices that do not support AR functionality; however, the user will not be able to view tools in AR).
5. Discussion
5.1. Representativeness, Centrality, and Availability of Participants in Co-Design Activities
5.2. Getting Tangible (Specific) Outputs from Participatory Design Processes
5.3. Transferable UX Design Insights from Field Playtesting
5.4. Co-Creation of Cultural Heritage Content via Field Playtesting
5.5. How COVID-19 Affected Participatory Co-Design and Field Work
6. Summary and Conclusions
- It presents a detailed case study of applying the design thinking process to LBGs for cultural heritage, with emphasis on long-term involvement of professionals, local experts, and visitors (players, users) in various phases (empathize, define, ideate, prototype, test, and implement). Previous work on the co-design of mobile games for cultural heritage emphasizes the co-creation phase with particular methods such as workshops and board games.
- It presents the design of transferable user experience (UX) of mobile games for a network of museums. We illustrate how these games can have common high-level UX goals, game elements, and system design, but different cultural content, resources, and media and graphics. This is distinct from previous work which emphasizes co-design of a single LBG.
- It introduces the methods of field visits, which is a composite, fast-paced method to gain empathy for and sensitization to the people, the context and heritage.
- It further documents the method of field playtesting with the constructive interaction of experts (originally introduced in [4]) with respect to outcomes related to co-creation and curation of cultural content in the field.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
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Name of the Mobile App (Google Play) | Mouseion Topos #Tinos | Mouseion Topos #Lesvos | Mouseion Topos #Chios |
---|---|---|---|
Game title | Explore the Marble Town | People’s Machine | Mastic and Mastichochora |
Mechanics Components of the Game | Dynamics Run-Time Behavior | Aesthetics Desirable Responses |
---|---|---|
Experience Points (XPs): Points gained after completing a challenge. | +50 XPs if successful, or +10 if unsuccessful. | Sense of accomplishment, competence. |
Missions: Semantically and spatially related groups of challenges. | Mission is completed when all associated challenges are undertaken. | Discovery, learning, sensitization to CH. |
Challenges: Questions about CH, to be discovered in settlement/museum. | Challenge is completed when answered (successfully or not). | Discovery, learning, sensitization to CH. |
Tool: A tangible artifact, most often a tool of a worker, that is an exhibit of the museum. | It is earned when the player completes a mission. | Discovery, ‘Wow factor!’. |
Toolbox or inventory: A set of tools. | When the inventory is full, the game ends and the player can view all tools in 3D. | Sense of accomplishment. |
Virtual characters: A novice that the player must help to learn about CH. An expert who sets challenges; provides hints and rewards. | The novice character appears in reward cards and the user profile. The expert character appears to provide hints or help. | Plausibility, engagement. |
Narratives: Short texts on stories and knowledge about CH. | They unfold in various user actions: asking for hints, under rewards (more information), in notification cards, in mission introductory cards. | Storytelling, engagement. |
Hints: Short texts to help the player identify the location of the answer, or about framing the context. | They appear when the player reads a challenge and taps onto the expert character. | Help, learning. |
Maps: A graphic map about missions. An actual map about challenges (of a mission). | User location can be enabled The color of push points indicated a challenge has been undertaken. | Learning, wayfinding. |
Player levels: Three levels: novice, helper, expert. | Player levels up after gaining 1/3 of all experience points. | Sense of accomplishment, competence. |
Rewards: Challenge reward: a card with a message and more. Mission reward: a challenge reward with a tool earned. | Appears after the completion (successful or not) of a challenge or a mission. | Sense of accomplishment, learning. |
Performance Indicators | Mouseion Topos #Tinos Exploring the Marble Town | Mouseion Topos #Lesvos People’s Machine |
---|---|---|
Game completion time | 107 min | 66 min |
--Gameplay time | 54 min | 40 min |
--Time in-between | 53 min | 26 min |
Distance covered | 3.3 Km | 1.4 km |
Time to complete a challenge | 3 min | 2.7 min |
Experience points gained | 790 (max 900) | 670 (max 750) |
Challenges not answered correctly | 2.9 (total 18) | 3 (all 15) |
Challenge difficulty | 4 h; 9 m; 5 e; | 3 h; 8 m; 4 e; |
Mobile Game | Product Version | Missions | Challenges | Comments |
---|---|---|---|---|
Mouseion Topos #Tinos Exploring the Marble Town | Fully Functional prototype (before field playtesting) | 5 | 18 |
|
End-product (after field playtesting) | 5 | 23 | ||
Mouseion Topos #Lesvos People’s Machine | Fully Functional prototype (before field playtesting) | 4 | 15 |
|
End-product (after field playtesting) | 4 | 23 | ||
Mouseion Topos #Chios Mastic and Mastichochora | Fully Functional prototype (before field playtesting) | 4 | 14 |
|
End-product (after field playtesting) | 4 | 26 |
Devices 1 | % Game | % Tour | % Greece | Engagement Time | Completed | User Events | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
Game | Challenges | Missions | Learn More | Help | AR View | ||||||
Tinos | 347 | 44% | 67% | 86% | 7 m | 14% | 8 (from 23) | 1.4 (from 5) | 24% | 34% | 62% |
Lesvos | 151 | 87% | 51% | 91% | 19 m26 s | 54% | 17 (from 23) | 2.9 (from 4) | 21% | 33% | 48% |
Chios | 107 | 72% | 50% | 92% | 10 m2 s | 22% | 14 (from 26) | 2.0 (from 4) | 28% | 20% | 66% |
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Koutsabasis, P.; Partheniadis, K.; Gardeli, A.; Vogiatzidakis, P.; Nikolakopoulou, V.; Chatzigrigoriou, P.; Vosinakis, S.; Filippidou, D.E. Co-Designing the User Experience of Location-Based Games for a Network of Museums: Involving Cultural Heritage Professionals and Local Communities. Multimodal Technol. Interact. 2022, 6, 36. https://doi.org/10.3390/mti6050036
Koutsabasis P, Partheniadis K, Gardeli A, Vogiatzidakis P, Nikolakopoulou V, Chatzigrigoriou P, Vosinakis S, Filippidou DE. Co-Designing the User Experience of Location-Based Games for a Network of Museums: Involving Cultural Heritage Professionals and Local Communities. Multimodal Technologies and Interaction. 2022; 6(5):36. https://doi.org/10.3390/mti6050036
Chicago/Turabian StyleKoutsabasis, Panayiotis, Konstantinos Partheniadis, Anna Gardeli, Panagiotis Vogiatzidakis, Vasiliki Nikolakopoulou, Pavlos Chatzigrigoriou, Spyros Vosinakis, and Despina Elizabeth Filippidou. 2022. "Co-Designing the User Experience of Location-Based Games for a Network of Museums: Involving Cultural Heritage Professionals and Local Communities" Multimodal Technologies and Interaction 6, no. 5: 36. https://doi.org/10.3390/mti6050036
APA StyleKoutsabasis, P., Partheniadis, K., Gardeli, A., Vogiatzidakis, P., Nikolakopoulou, V., Chatzigrigoriou, P., Vosinakis, S., & Filippidou, D. E. (2022). Co-Designing the User Experience of Location-Based Games for a Network of Museums: Involving Cultural Heritage Professionals and Local Communities. Multimodal Technologies and Interaction, 6(5), 36. https://doi.org/10.3390/mti6050036