Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums

Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums
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青少年游客体验:博物馆行为动力学分类

DOI:
10.1145/3313831.3376334
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发表时间:
2020
期刊:
Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems
影响因子:
--
通讯作者:
Valentina Nisi
Valentina Nisi
中科院分区:
--
文献类型:
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作者:
Vanessa Cesário;Daniela Petrelli;Valentina Nisi

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青少年对博物馆的参与被广泛讨论,但很少有研究来了解他们的行为并为设计提供信息。与青少年共同设计会议的结果表明,他们在考虑愉快的博物馆图尔斯之旅时重视游戏和故事。根据这些发现并与自然历史博物馆合作,我们设计了:基于故事的旅游(转折点)和基于游戏的旅游(闹鬼的遭遇),由类似的内容提供信息。这两种策略进行了评估,78名青少年(15 - 19岁)参观博物馆作为教育学校旅行的一部分。我们在课堂上评估了青少年的个性;在博物馆收集了关于他们的参与度,体验和应用程序可用性的定性和定量数据。定量和定性数据的三角测量显示人格特质映射到不同的行为。我们为针对青少年的博物馆应用程序的设计提供了启示,青少年是一个难以接触的群体。
Teenagers' engagement in museums is much talked about but little research has been done to understand their behavior and inform design. Findings from co-design sessions with teenagers suggested they value games and stories when thinking about enjoyable museum tours. Informed by these findings and working with a natural history museum, we designed: a story-based tour (Turning Point) and a game-based tour (Haunted Encounters), informed by similar content. The two strategies were evaluated with 78 teenagers (15-19 years old) visiting the museum as part of an educational school trip. We assessed teenagers' personality in class; qualitative and quantitative data on their engagement, experience, and usability of the apps were collected at the museum. The triangulation of quantitative and qualitative data show personality traits mapping into different behaviors. We offer implications for the design of museum apps targeted to teenagers, a group known as difficult to reach.