The 'Our Museum' board game (referred to as 'the game' throughout this paper) is a dialogical tool for museum professionals, researchers, exhibition designers and developers. The game is designed and developed through a coordinated effort between museum professionals and researchers. The work presented here will detail the conception of the game and establish parts of the theoretical background for the game design, offset by two iterations that are based on insights from two separate playtests. These insights have been reworked and implemented into the current version of the game. With the game, we aim to offer a tool-supported method to tackle user-centered challenges in the exhibition space, by bringing different roles together and provide a medium to form a shared language as a part of the design process of creating exhibitions. The work here could be interesting to both practitioners as well as researchers working within the museum context and to an extent within the fields of games and gamification.
The interest in potentials of gamification for innovating businesses through collaboration and innovative development in businesses has been an ongoing topic in gamification research for the last decade. This based on the theoretical notion of gamification's potential to facilitate "third space communication" and games capability to improve user engagement in non-game settings by transforming this space into a "magic circle" of gameplay for innovative thinking. In this paper an initial matrix is presented for discussing the parameters of gamifying development sessions or workshops conducted throughout innovation and development processes. The purpose of the matrix is to visualize the parameters involved in deciding the level of gamification for a workshop setting. Thus, a tool for identifying a balance in implementing game mechanics, one that can serve to support and facilitate innovative processes rather than purely creating and playing a game for its own sake. Therefore, through this paper the parameters of the matrix and gamifying facilitation of innovative development processes through gameplay, is discussed and presented. This is followed by the exemplification of use and application of the gamification matrix through four gamified workshops.
In this paper, we discuss emergent interactions as a design strategy in the context of cultural museum exhibitions, and how we can use these strategies to be more open to serendipitous findings in design research. We propose that emergent narratives can be transferred to the design of interactive exhibitions, and thereby removing the constraints and open use situations for more personalized, and potentially structure-breaking user experiences. Whereas much research in accidental discoveries in design focus on discovery in the design process, we propose the same accidental discoveries might be transferred as design strategies aimed at the end-users themselves making emergent interactions that can inspire serendipitous discoveries in research and design. As such, we ask the research question if we can leverage serendipitous findings from the design process to create the potential for emergent interactions for the user?
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