The reason and our solution
Sometimes, museum exhibitions have captivating content but struggle to attract the interest of kids. What is more, it is also difficult to encourage reflection on the knowledge gathered during the visit. Is there a way to provide information in a layered and captivating way, adapted to the user?
Gamified Info Gathering uses augmented reality to solve this issue, creating layered stories. People will collect cards all throughout Universeum. Each card would contain a part of the story about a certain topic. After collecting the portions of the story, the parts will be put together like a puzzle to get the full story. The stories will be shown both physically and virtually, through a supporting app. Users can create their own stories, and exchange parts with others. Finally, the students will bring the cards back home, bringing the opportunity of reflecting later on the topics. The cards can also be used as supporting material for lectures, especially interesting for kids.
The stories aim to be an interactive and engaging way to teach and stimulate kids. They will focus on topics that directly affect them and they can influence, teaching the science behind those actions through stories they can create and change. Moreover, the stories are focused on promoting sustainable behaviours through metaphors, avoiding to teach simply by mimicking and instead backing up this stories with science and/or real data. Each character will give a different view on each scenario and ellaborate on the central topic.
Storytelling is a technique that enhances learning experiences. Current research shows that people have a particular good memory for stories. Following a flow, creating suspense, stories can stick with us for years, even if we have only hear them once.
Universeum has some installations that captivate but cannot attract much, especially small kids, thus an incentive to check out all the installations will make people to go to places they are not actually interested in initially, but may come to like further on. Therefore, an adventure-like installation that is not bound to a certain place would encourage exploration.
Motivates interest through encouraging people to create their own stories, having a more “hands on” approach where the user can influence the outcome of the story.
Before and after
Enhances “during” and “after” experiences, motivates revisits -might be some untold or unfinished stories- as well as further reflection when the users get the information back home. The stories aim to be an interactive and engaging way to teach and stimulate kids.
Stories will focus on topics that directly affect children, influencing and teaching the science behind those actions through stories they can create and change.They stories aim not to touch upon controversials topics in the beginning, focusing on promoting sustainable behaviours through metaphors, backing up this stories with science and/or real data
Presentation & Concept
In the physical level, the cards will separately provide some information about the character and the story respectively.
With the aid of a device, the user will be able to see a static 3D projection of each of the cards, getting more information
Resolution & Message
By putting one card of each type tight together, the user will be able to see a 3D animated projection with the aid of a device. This animation will represent the resolution of the conflict.
If the user puts one card of each type on top of each other the user will be able to see a 3D animated presentation which will explain the message, the lesson, about a certain topic the story wants to transmit.