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Art Museums
Cultural & Historical
Natural History
Science & Technology |
|
Curators
Docents
Collection Managers
Exhibit Designer
Marketing/Comunications
Education Staff
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Individual Visitor
Family Visitors
School-based Visitors
Tour Groups
Friend Groups
Researchers/scholars/SMEs
Persons with disabilities
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Greedy (want to see everything)
Selective (want to see detailed selection)
Busy (wants general idea without taking much time)
from Patrelli & Not(2005)
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Young Children
Children
Teenager
Adult
Senior
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Large Group
Medium Group
Small Group
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English
French
(add language here)
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Vision impairment/loss
Mobility
Cognitive/learning
Hearing impairment/loss
Mobility impairment
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Tangible User Interface Mobile Web Paper Kiosks
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Directly accessible application Compatibility accessible application
|
Pre-visit
During visit
Post-visit
Remote-visit
|
Short
Medium
Long
Indefinite
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Playful
Pragmatic/Functional
Planning
Research
Educational
Social
Inspirational
Emotional
_*The desired outcome(s) of the Interaction Stage_ |
Spontenaeity Passions/Interests Word of Mouth By Force/Work/School Communal Outings
_*What leads/prompts someone to participate [in the museum experience]_ |
Linear/Sequential Non-Linear Micro-interactions
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Interpreting Making Purchases Sharing Knowledge Way Finding Browsing Asking Questions Looking at Content Commenting Improvising Making Connections
Making Note of things
Reading
re-experiencing
Sharing experience with others
Making Selections
Classifying things
Ranking things
Taking Pictures
Seeking museum activities
Seeking information
personalizing
Planning
(more to be added)
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- Red text indicates hot boxes: boxes that can be completed with new issues that emerge from combination of other elements or from new ideas generated during the design process.
Ontological Proto-models
McCord iphone wireframe example