Collaboration by design: creating digital interactive exhibits that build connections
Michel'Angelo Grima Hall Annex
Exhibits that allow two or more visitors to explore and experiment together take advantage of the social dimension of museums and science centres. Cooperative dynamics enable richer experiences, promote inclusion by allowing visitors to help each other, and encourage interaction within the community through a shared activity while helping to develop 21st-century skills.
We want to start a conversation about best practices, learnings, and even failed experiments in creating digital interactives that promote and take advantage of collaboration. We’ll share examples and tips from our experience and provide a list of questions to ask when creating collaborative exhibits.
The session will use an improv-theatre-inspired re-reverse session format, reacting to inputs from participants, making the session a collaborative experience as well. Learnings, conclusions, and open questions will be compiled into an open content booklet freely distributed as a durable outcome.
Outcomes: what will participants get from this session? Skills, knowledge, experience etc.
We want to provide concrete knowledge in the form of ideas, experiences, best practices, lessons learned, things that worked and things that didn’t. This should be valuable for exhibit developers and designers, but will also provide a rich panorama of design attributes, possibilities, things to look out for, and limitations to anyone planning the acquisition or development of a new exhibit.
Facilitator
Research Associate for Strategy and Content
Session speakers
As a director at YIPP, Wouter gets excited to break the boundaries between the physical and digital worlds. Telling the stories of an endless array of fascinating subjects, from the milky way to dinosaurs, and inspiring and engaging museum visitors are what gets him out of bed every morning. He will discuss his experiences in designing and developing collaborative exhibits. Share ideas that worked and ideas that didn’t work. And try to figure out the balancing act between content, learning objectives, interaction, and visitor experience when designing for collaboration.
Caroline’s creative firm has been reinventing learning for over 20 years, combining games and technology to make content interesting and accessible. She and her team work alongside science centres from France and Canada, and together they explore how phygital and immersive technologies offer incredible opportunities to create memorable collaborative experiences that spark curiosity and fun. She will draw from her breadth of experience to identify challenges and share the lessons learned along the way.
At IMAGINARY, Eric designs and develops open-licensed exhibits that spread the love for math, A.I., and science worldwide. He will discuss his experiences designing and developing collaborative dynamics for digital interactives. Share ideas and insights obtained by combining his experience in visitor experience design, physical theater, and games.