Abstract
This paper introduces the process of creating and developing a mobile application for digital storytelling of the Ethnographic Museum in Zagreb. The aim of the platform is to provide the opportunity for an enriching learning experience and to foster new forms of exploration and interaction with the artifacts, and create opportunities for active participation and entertainment. Our study targeted young people (14 -29), ‘millenas’ generations (X,Y). In this work, participatory design method has been the core method of the active participation of users in shaping and creating the content of application that targets them, and of working with museum experts, and engaging them in the authoring of experiences from the outset. In December 2018, a museum hackathon was organized during which students and a group of interested people in IT were motivated to express their ideas (co-create) and provide their thoughts (co-design). The results from the hackathon were considered in building the framework and context of the app. for digital storytelling by using Augmented Reality (AR). We created two visitor “personas” that matched our target group (16 and 27 ) with the purpose of serving as an initial guide for the creation of interactive stories tailored to different visitor profiles. On April 2019, we organized ideation with curators of the collections, educator, museologist, and external experts from marketing in two groups. Each group was provided with information about the general theme of the story to be created, about artifacts related to it.
Details
Presentation Type
Paper Presentation in a Themed Session
Theme
KEYWORDS
Museums, Research, Digitization
Digital Media
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