Serious Play Research Question:
I am planning to work on Museum App In my Thesis for the purpose of engaging the visitors and enhance the visitor’s experience.
In relating to this purpose, as a part of this App, I am planning to introduce an augmented reality (AR) experience in the Museum App. With this AR experience, visitors will able to understand well the museum’s artefact and could able to interact digitally to get some playful experience within the AR application. This AR App will provide learning elements about the artefact to the visitors. Example: this AR App can provide the aesthetic appeal of a dinosaur skeleton and simulate real-life movements of the dinosaur. Visitors can able to know its walking and run style and other manoeuvres that artefact could do in its daily life.
To create this experience, I will be working towards the solution for this question
“How to create the design of ‘expression aesthetic’ playful experiences which educate in an animation and augmented reality on mobile applications” ?.
I am taking some ideas from an existing iPhone App called “Skin & Bones” and “playme” App at Penang Museum.
In the above image, visitors can visualise the artefact clearly
In the above image, visitors can visualise the dinosaur walking style and have an enjoyable experience by taking pictures with the dinosaur and share with their friends.
To explore further on this concept I have chosen few texts
1. From game design elements to gamefulness: defining “ gamification”
2. PLEX Cards: A Source of Inspiration When Designing for
Playfulness
In the first article, the author explains that various researchers have explored playfulness as a desirable user experience or mode of interaction.
It also described as the experiential and behavioural quality of playing. Considered this playful phenomenon as complementary to the “gamified” application
In the game studies games and play considered as two poles of play activities. They distinguished these two concepts as differently such as “play” denotes a more free from, expressive, improvisational and recombination of behaviours and meanings. “gaming” captures playing structured by rules and competitive strife toward goals.
In the PLEX cards article, the authors state that Playfulness can be observed in all areas of human activity. It is an attitude of making activities more enjoyable. Designing for playfulness involves creating objects that elicit a playful approach and provide enjoyable experiences.
Implementation of interactive activities can enhance the visitor’s experience.
With this AR application, visitors can have some fun and enjoyable experiences similar to this image as people are reacting to the virtual dinosaur.
To implement this AR application I am talking pragmatic approach ( problem - solving ) with creative practice based methodology and data collection will be through documentation and reflective journaling of my work.
To follow this process I have started creating a AR application prototype
I have taken allosaurus ( one type of dinosaur ) image for my prototype
here are some of the tests I have created an AR application