A card-based internet of things game ideation tool for museum context

  • PDF / 1,272,434 Bytes
  • 12 Pages / 595.276 x 790.866 pts Page_size
  • 77 Downloads / 142 Views

DOWNLOAD

REPORT


ORIGINAL RESEARCH

A card‑based internet of things game ideation tool for museum context Hai Huang1 · Kher Hui Ng1   · Benjamin Bedwell2 · Steve Benford3 Received: 20 November 2019 / Accepted: 24 October 2020 © Springer-Verlag GmbH Germany, part of Springer Nature 2020

Abstract The increasing deployments of Internet of Things (IoT) technologies create new opportunities for game design for museums. Previous studies have highlighted the difficulty that designers face in generating ideas for IoT serious games. This paper proposes a card game solution that synthesises design knowledge for IoT serious games in museum with the aim of guiding non-experts in rapid idea generation for IoT serious games. It also helps designers design for in-depth visitor engagement to cater for the changing role of museums. We achieve this through different types of domain-specific cards (Asset, Engagement, Serious Game, IoT and Possible Issue). The card game, consisting of 90 cards for idea generation, was developed and evaluated through two iterative series of user workshops involving Human Computer Interaction (HCI) students. Results show that the card game was useful as a way to aid concept ideation for HCI designers and practitioners, with museums and their content used as a useful test case. We further discuss the strengths and limitations of the ideation tool. Keywords  Ideation cards · Internet of things · Game design · Serious games

1 Introduction The role of museums is changing over time (Leeuwen et al. 2013). Other than their traditional role of collecting, preserving and sharing rich collections, museums now play an increasing role in social communication and the development of communities (Andermann and Arnold-de Simine 2012; Antoniou et al. 2013). Despite their value, museums struggle to stay relevant and keep their audience returning. Visitor studies have emphasised the need to increase engagement of museum visitors in different forms (Simon 2010). According to a constructivist approach, “museum exhibitions have to be designed and set up as an open work, providing different perspectives and viewpoints, to facilitate open-ended learning outcomes” (Sandell 2007). The role of new technology and the digital empowerment of museums * Kher Hui Ng [email protected] 1



School of Computer Science, University of Nottingham Malaysia, Jalan Broga, 43500 Semenyih, Selangor, Malaysia

2



Digital Research Team, University of Nottingham, University Park, Nottingham NG7 2RD, UK

3

School of Computer Science, University of Nottingham, Jubilee Campus, Wollaton Road, Nottingham NG8 1BB, UK



have been considered crucial in attracting young generations and new audiences (Hughes and Moscardo 2017). As such, there has been a trend towards developing serious games, which are informed by pedagogical and game-like elements, for teaching and learning and enhancing museum visits (Froschauer et al. 2011). Recent trends in Internet of Things (IoT) games further allow the technology to become invisible, while the gaming experience becom