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Quakequiz: a case study on deploying a playful display application in a museum context

Published: 26 November 2017 Publication History

Abstract

In this paper, we present a case study in which we designed and implemented an interactive museum exhibit. In particular, we extended a section of the museum with an interactive quiz game. The project is an example of an opportunistic deployment where the needs of different stakeholders (museum administration, visitors, researchers) and the properties of the space needed to be considered. It is also an example of how we can apply knowledge on methodology and audience behavior collected over the past years by the research community. At the focus of this paper is (1) the design and concept phase that led to the initial idea for the exhibit, (2) the implementation phase, (3) a roll-out and early insights phase where we tested and refined the application in an iterative design process on-site, and (4) the final deployment as a permanent exhibit of the museum. We hope our report to be useful for researchers and practitioners designing systems for similar contexts.

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Cited By

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  • (2024)Gender Equality in Sports on Exhibition: Curating Digital Media-Art in the Parallel 3 - Cubed Activism ProjectAdvances in Design, Music and Arts III10.1007/978-3-031-73705-3_38(510-527)Online publication date: 1-Dec-2024
  • (2023)Play in museums: a scoping reviewMuseum Management and Curatorship10.1080/09647775.2023.2269184(1-24)Online publication date: 16-Oct-2023
  • (2021)Looking for Info: Evaluation of Gaze Based Information Retrieval in Augmented RealityHuman-Computer Interaction – INTERACT 202110.1007/978-3-030-85623-6_32(544-565)Online publication date: 26-Aug-2021
  • Show More Cited By

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cover image ACM Other conferences
MUM '17: Proceedings of the 16th International Conference on Mobile and Ubiquitous Multimedia
November 2017
567 pages
ISBN:9781450353786
DOI:10.1145/3152832
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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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 26 November 2017

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  1. case study
  2. deployment
  3. museum

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Overall Acceptance Rate 190 of 465 submissions, 41%

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View all
  • (2024)Gender Equality in Sports on Exhibition: Curating Digital Media-Art in the Parallel 3 - Cubed Activism ProjectAdvances in Design, Music and Arts III10.1007/978-3-031-73705-3_38(510-527)Online publication date: 1-Dec-2024
  • (2023)Play in museums: a scoping reviewMuseum Management and Curatorship10.1080/09647775.2023.2269184(1-24)Online publication date: 16-Oct-2023
  • (2021)Looking for Info: Evaluation of Gaze Based Information Retrieval in Augmented RealityHuman-Computer Interaction – INTERACT 202110.1007/978-3-030-85623-6_32(544-565)Online publication date: 26-Aug-2021
  • (2020)A Gamified Augmented Reality Application for Digital Heritage and TourismApplied Sciences10.3390/app1021786810:21(7868)Online publication date: 6-Nov-2020
  • (2019)Effect of age on use of interactive exhibits in a museum contextProceedings of the 13th Biannual Conference of the Italian SIGCHI Chapter: Designing the next interaction10.1145/3351995.3352047(1-11)Online publication date: 23-Sep-2019
  • (2018)Understanding Large Display EnvironmentsExtended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems10.1145/3170427.3188621(1-6)Online publication date: 20-Apr-2018

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