Abstract

Teenagers are an understudied group within the Interaction Design and Children community. Museums and cultural heritage spaces offer solutions for young children but do not target teenagers in particular. Teens, are a large pool of potential museum audiences. They should be given a “voice” and involved early in the design process to maximize chances of involvement in the museum practices and offers, hence, it is crucial to study their interests and desires to deploy a high quality and enjoyable product. For these reason, we deployed several co-design sessions with a total of 155 teenage participants, in order to understand how would they prefer to engage with museum tours. The authors, based on Madeira island (Portugal), used the Natural History Museum of Funchal as a case study. The participants were asked to ideate a mobile museum experience that they would enjoy. Through qualitative analysis, we gathered insights regarding six main themes that they reported as prompts in order to visit the Natural History Museum of Funchal, such as 1) gaming, 2) interactions, 3) localization, 4) social media, 5) aspects of the museum studied, and 6) photos. These findings are preliminary and still need testing and validation.

Highlights

  • Introduction to the sessionThe researcher introduced the goal of the session, which was to gauge teens’ interests and ideas in enhancing museums offerings

  • When analysing the data collected, we focused on what teens perceive as must-have items for an enjoyable Natural History Museum tour

  • The Natural History Museum of Funchal was introduced through a series of photos of their collection

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Summary

Introduction

The researcher introduced the goal of the session, which was to gauge teens’ interests and ideas in enhancing museums offerings. The map of the museum was displayed through a picture highlighting 13 numbered points of interests related to the main exhibits of marine animals (Figure 1). Participants were asked to think in terms of mobile interactive experiences they would enjoy. Co-design session 155 participants in total were divided into 46 groups, and given two different working sheets per group (Cesário et al, 2017): Sheet A: Concept sheet. It contained the wireframe of a smartphone’s screen, where students were asked to draw detailed screenshots for the mobile application’s interface, grounding the concept previously described on Sheet A.

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