Abstract

Museum plays an integral part in modern society. For nearly four decades, museums around the world have experienced a shift in their focus from “object” to “people”, and attempted to enhance the visitors’ experience through various means. In the context of museum open to the public, however, the museum has not become a place frequently visited by people in China. This paper focuses on exploring a method of constructing a model to achieve a desirable user experience (UX) in museum through adapting the role of Gamification and Service Design. The purpose of this study is to inspire potential visitors, specifically the young generation, to have their own motivations to constantly visiting the museum.

Highlights

  • In the history of development urbanization, the museum has been thought of as a key factor in effectively expanding the space for cultural sharing, enhancing the cultivation of populace, and shaping humanistic spirit [1]

  • Research have shown that both virtual and physical museum tend to focus on the representation of information [3], they cannot stimulate potential visitors to be motivated enough to visit the museum continuously

  • 6.1 Application of meaningful Gamification Incorporating Gamification concept into the process of enhancing User Experience (UX) in museums is not a simple use of game elements because most Gamification that offering rewards is only suitable for the short-term purpose instead of the long-term change

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Summary

Introduction

In the history of development urbanization, the museum has been thought of as a key factor in effectively expanding the space for cultural sharing, enhancing the cultivation of populace, and shaping humanistic spirit [1]. Museums have shown an increased interest in attracting visitors, which is a shift of service concept from the exhibits to the audience, and put more emphasis on the relationship between the museum and the public. People can be seen as both rational and emotional, and often pursue the User Experience (UX) of fantasies, feelings, and fun [5]. It can be seen from a recent study involving a questionnaire that ‘entertainment’ accounts for the highest proportion (80%) of the audience’s motivation to visit the museum [6].

Museum
Service Design
Application of Gamification and Service Design in improving the UX of museum
Findings
Conclusion
Full Text
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