Teenage Visitor Experience: Classification of Behavioral Dynamics in Museums

Collaborative Learning & Peer TeachingMuseum & Cultural Heritage DigitizationInteractive Narrative & Immersive StorytellingK-12 TeachersEarly Childhood EducatorsMuseum Curators & Archivists

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.

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https://hci.top/en/papers/chi/31992/2020

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DOI: https://doi.org/10.1145/3313831.3376334
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Source
CHI
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Year
2020
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Authors
3 authors
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Subtopics
Collaborative Learning & Peer Teaching, Museum & Cultural Heritage Digitization, Interactive Narrative & Immersive Storytelling
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Professions
K-12 Teachers, Early Childhood Educators, Museum Curators & Archivists
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Abstract only
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2 related papers