AV
A.P.O.S. Vermeeren
79 records found
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Small museums designing new visitor experiences
Needs, limitations and opportunities
In this article, we investigate how small museums running on volunteers deal with the challenge of innovation given that the future is becoming more digital. From the literature, little is known about the strategies and practices for designing innovative visitor experiences in sm
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The recent pandemic crisis, coupled with the rapid development of new technologies, has shown what new opportunities exist for designing enriched museum experiences. In this article, we collected the experience of six Dutch design agencies that are known for their portfolio in ap
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The ‘smart city’ vision is popular, but it lacks citizen perspectives. The aim of this study was to gain insight into whether and how art-based citizen engagement can create more room for citizen perspectives in smart cities by developing and testing an art-based citizen engageme
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3D Reproductions of Cultural Heritage Artifacts
Evaluation of Significance and Experience
3D digitization of cultural heritage has long been used to preserve information about cultural heritage (CH) objects such as architecture, art, and artifacts. 3D dissemination of CH objects through technologies such as augmented reality, virtual reality, and 3D printing have impa
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The immersion cycle
Understanding immersive experiences through a cyclical model
The present work introduces a cyclical model which showcases the process of immersion during Immersive Technological Experiences (ITEs) such as Virtual Reality, Augmented Reality and Mixed Reality. This model is based on the identified concepts around immersion and immersive envi
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This article describes a user-centered design experiment investigating positive and negative effects of adding game rules to brainstorms. We studied effects on brainstorm output and user experience and behavior. A coin-based gamification was developed with rules intended to impro
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Relevance by play
An integrated framework for designing museum experiences
The notion of relevance is often used as a concept to be considered for making a museum matter to its visitors. The term, however, is rarely operationalized for use by designers, practitioners, or scientists in their work on museum experiences. We propose an integrated framework
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Despite the growing interest in persuasive game design, there have been few methods which cover the complete process of game design that designers could draw upon in their practice. In this paper, the Persuasive Game Design method(PGD) is presented as a non-directive approach for
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Future Museum Experience Design
Crowds, Ecosystems and Novel Technologies
The museum world is rapidly changing from being collection-centred to being community-centred and for the public. Apart from broadening access to collections through, for example, digitisation initiatives, new ways of involving the public more meaningfully and at various levels h
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Museums give much consideration to how visitors experience their exhibits. Mobile technologies, such as apps on mobile phones and tablets can capture the visitor experience in an automated, on-the-spot manner. Two apps were designed and used to capture visitors’ experiences of in
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In this article, we aim to provide insights into the design and implementation of game elements for teamwork on the work floor and to study their effect. Inventing games to break monotonous jobs is a long-standing practice, yet conscious implementation of motivational elements of
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Recent accidents (News, 2006, 2010, 2013, 2015) show that crowded events can quickly turn into tragedies. The goal of crowd management is to avoid such accidents through careful planning and implementation. Crowd management practices are collaborative efforts between the differen
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Design-inclusive UX research
Design as a part of doing user experience research
Since the third wave in human–computer interaction (HCI), research on user experience (UX) has gained momentum within the HCI community. The focus has shifted from systematic usability requirements and measures towards guidance on designing for experiences. This is a big change,
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This paper introduces a virtual tour, Visit the Louvre, designed specifically to engage older adults in an immersive visit through part of the Louvre by a distant real-life guide. An initial diary study and a creative workshop were conducted to understand the needs and values of
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Positive emotions for inciting behavior
Playing with paintings to enhance museum experiences
In this paper we propose a new design approach in which positive emotional experiences are used to incite desirable behaviors, based on the insight that specific experiences can motivate particular behaviors. In the approach, designers first identify users' concerns and expectati
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When involving children in the design process, it is important to understand the novelty of their design solutions. This paper reviews the applicability of an often cited novelty metric Shah et al. (2003) for the comparison of two design methods conducted with 8-10 year old child
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Player Experiences and Behaviors in a Multiplayer Game
Designing game rules to change interdependent behavior
Serious gaming is used as a means for improving organizational teamwork, yet little is known about the effect of individual game elements constituting serious games. This paper presents a game design experiment aimed at generating knowledge on designing game elements for teamwork
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A general trend of museums and cultural heritage institutions besides digitizing their collections is to involve the public more and at various levels. Technology plays an increasingly important role in this involvement. Developments we have observed in museum experience design,
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