Co-Design of a Playful Mixed Reality Installation: An Interactive Crane in the Museum of Marble Crafts
Abstract
:1. Introduction
2. Related Work
3. A Crane Operation Game for Museum Visitors
4. Collaborative Design and Development Process
4.1. Overview
- measurements and tests in the field,
- interviews with locals and experts, and
- collection and analysis of existing resources.
- technology trials and tests,
- application development, and
- content production.
- brainstorming and bodystorming,
- refinement of concept and scenarios, and
- evaluation of prototypes.
4.2. Application of the Process in the Project
4.2.1. Research Activities
4.2.2. Prototyping Activities
4.2.3. Co-Design Activities
5. Results and Future Steps
5.1. Evolution of Prototypes
5.2. Formative Evaluations
5.3. Considerations for the Future
- Linear vs. emergent progression of the game: initially the game followed a linear progress emphasizing on the correct sequence of steps to operate the crane. However, this limits the users’ sense of freedom in the environment and makes the whole activity less challenging. In contrast, if our system allows users to make mistakes and learn from them, the experience might be more exploratory and users might also have a better understanding of the engineering/physics aspects of crane operation and the risks of the work. Further user testing will be needed to explore this alternative.
- The form and operation of the controller: should the controller look and function like a miniature of the physical crane or should it be an abstraction of it? In the first case it will bear more details of the actual crane operation and possibly users will understand more about its working parts and how they coordinate together. However, a detailed model might act as an information overload for the user and it might distract her from the digital environment, where actions will be manifested. On the other hand, an abstraction could help highlight only the important parts that one needs to know and emphasize more on the physicality of the actions rather than the appearance.
- The balance between educational content and playful interface. In the first case, more emphasis is given to the environment, the costumes, the dialogues and in general the cultural elements that will accompany the application, while in the second case the design will focus on the challenges and the fun of the user, and even his friends and company.
- Enhancing the application with explanatory visualizations, e.g., auxiliary signs for understanding the interaction (what is the target, which part of the crane is about to move), or even physical forces and tendencies on the boom to make provide feedback about the risk of an accident. These visualizations support the challenges and make the user actions more predictive, but “break” the realism and should match the aesthetics of the environment and the style of application.
- The participation of more than one player. Given that museum visitors usually come in groups, we examined the idea of designing the controller in a way that it can be shared among two or more participants, e.g., one rotating the crank and another pulling the lateral ropes. We also considered the possibility of having two simultaneous users participate in the environment, one as the crane operator and another as the controller that provides signals to guide the process.
6. Discussion
7. Conclusions
Author Contributions
Funding
Conflicts of Interest
Appendix A
Appendix A.1. Questionnaire Used in the User Evaluations
Appendix A.2. Design Elements
Appendix A.2.1. Controller
- It was simple to understand how to interact with the controller.
- The interaction with the crank for raising and lowering the boom was understandable.
- The interaction with the crank for changing the gear pair was understandable
- The interaction with the rope for the overall rotation of the crane was understandable.
- It was easy to use the crank to raise and lower the boom.
- It was easy to use the crank to change the gear pair.
- The ropes were easy to use.
Appendix A.2.2. Physical-Digital Mapping
- 8.
- It was easy to associate parts of the digital crane to respective parts of the physical controller
- 9.
- The digital workers were responding to my actions as expected
- 10.
- The orientation of the controller with respect to the screen was convenient.
- 11.
- My perspective of the scene helped me to understand the actions that took place.
Appendix A.2.3. Digital Workers
- 12.
- The digital workers helped me understand how the crane was operated
Appendix A.2.4. Challenges
- 13.
- The duration of the challenge did not tire me.
- 14.
- The challenge posed by the application was easy.
Appendix A.3. Application
Appendix A.3.1. Easy to Use
- 15.
- The overall interaction was easy to understand.
Appendix A.3.2. Pleasant
- 16.
- The duration of the interaction as a whole did not tire me.
- 17.
- The overall interaction was pleasant.
Appendix A.3.3. Fun
- 18.
- The overall interaction was fun.
Appendix A.3.4. Educational
- 19.
- The overall interaction was educational.
Appendix A.3.5. Appropriate Guidance
- 20.
- The information provided on the screen helped me understand the handling.
Appendix A.4. Educational Content
Appendix A.4.1. Crane Mechanism
- 21.
- I understood the basic functions of the crane
- 22.
- I understood the importance of the crane for marble transportation.
Appendix A.4.2. Crane Operation in Quarry
- 23.
- I understood how the crane supported the mining process in the quarry
- 24.
- I understood the places where the crane was installed in the quarry
Appendix A.4.3. Worker Roles
- 25.
- I understood the individual roles of the people who contributed to the operation of the crane.
- 26.
- I understood the sequence of actions and coordination between the workers needed to carry out the transportation of a volume of marble.
Appendix B
Appendix B.1. Questionnaire Used in the Expert Evaluation
Appendix B.2. Interaction Style Adequacy
- It was simple to figure out how to interact with the application via the controller.
- It was engaging to interact with the application via the controller.
- It was simple to understand the three basic functions of the controller, and how they were reflected in the digital environment (screen): boom raising and lowering, rope raising and lowering, shifting gears from the central shaft.
- The three basic functions of the controller were a convenient means of interaction in relation to the corresponding functions of the crane in the application.
Appendix B.3. Integration Area
- 5.
- The basic idea of the application is related to the space in which the application is exposed.
- 6.
- The designated location of the installation is near the exhibits of the museum with relevant content (e.g., crane, “Karageorgis company at Vathi”, wagon, quarries, quarry tools, etc.).
- 7.
- The other exhibits in the surrounding area are not distracting user interaction with the installation (e.g., sounds, ambient music, videos, etc.).
- 8.
- The installation complements the other exhibits of the space in which it is exhibited.
Appendix B.4. Visibility
- 9.
- The interactive installation in its designated location is easily visible inside the museum.
- 10.
- The interactive installation in its designated location is part of the main route of a visit to the museum.
- 11.
- The interactive installation has enough information for visitors to recognize what its key components (controller, monitor or screen) do.
- 12.
- The interactive installation has elements in its appearance that encourage visitors to use it (controller, buttons, screen, graphics).
Appendix B.5. Feedback
- 13.
- The interface of the interactive installation provides visitors with useful information, recognizable, and understandable (intelligible graphics, instructions, sound, lighting, instant feedback on control actions, etc.).
- 14.
- The interactive installation informs visitors about events, results, and system status changes (e.g., from the rotation of the biga to the download of the needle), as well as the remaining interaction time.
- 15.
- The flow of interaction in the application is understandable (e.g., instructions, system status changes, the success of individual challenges).
Appendix B.6. Structure and Aesthetics
- 16.
- The elements that constitute the interactive installation, are organized and arranged to reflect a familiar aesthetic with that of the museum.
- 17.
- The layout, the format, the visual correlations, and the distinction of the elements of the content of the application are similar to the content of the museum and the content of the relevant exhibition.
- 18.
- Elements such as the font type, the colors used, the type of virtual characters and the virtual environment, have quality and consistency in relation to the exhibition space of the museum.
- 19.
- Elements such as the control, the control in relation to the content on the screen, and the position of the user in relation to the associated collection/exhibition, promote the identification of identical objects that exist in other areas of the museum.
Appendix B.7. Learning
- 20.
- The interactive installation gives the visitor the feeling of a “free choice” so that she begins to interact with the application.
- 21.
- The installation challenges the visitor to search for new knowledge (cognitive challenge) so that she can learn new things in an informal educational environment.
- 22.
- The installation provokes the critical thinking and questioning of the visitor in relation to events and ideas of the time that are presented.
- 23.
- The installation provides the visitor with multiple perspectives that will allow her to come to her own conclusions and draw her own meanings.
Appendix B.8. Entertainment
- 24.
- The interactive installation allows the visitor to see new and interesting things in a relaxing and aesthetically pleasing environment.
- 25.
- The interactive installation creates opportunities for participatory experience (friends and family participate when using the application).
- 26.
- The interactive installation provides the opportunity for other “observers-visitors” to observe or even participate in what happens during a visitor’s interaction with the application.
- 27.
- A visitor couple/group/family can enjoy a social experience through interaction with the interactive installation.
- 28.
- The installation creates spaces for dialogue or even allows the emergence of other forms of social interaction, cooperation, or exchange, such as rewarding or cheering, observing and giving instructions, discussing the content displayed or the results, etc.
- 29.
- The interactive installation can accommodate up to four (4) guests.
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1 | |
2 | Video of the controller: https://vimeo.com/476651732 |
Dimension | Value |
---|---|
Interaction Style Adequacy | 3.95 |
Area Integration | 4.85 |
Visibility | 4.85 |
Feedback | 3.93 |
Structure and Aesthetics | 4.10 |
Learning | 4.07 |
Entertainment | 4.40 |
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Vosinakis, S.; Nikolakopoulou, V.; Stavrakis, M.; Fragkedis, L.; Chatzigrigoriou, P.; Koutsabasis, P. Co-Design of a Playful Mixed Reality Installation: An Interactive Crane in the Museum of Marble Crafts. Heritage 2020, 3, 1496-1519. https://doi.org/10.3390/heritage3040083
Vosinakis S, Nikolakopoulou V, Stavrakis M, Fragkedis L, Chatzigrigoriou P, Koutsabasis P. Co-Design of a Playful Mixed Reality Installation: An Interactive Crane in the Museum of Marble Crafts. Heritage. 2020; 3(4):1496-1519. https://doi.org/10.3390/heritage3040083
Chicago/Turabian StyleVosinakis, Spyros, Vasiliki Nikolakopoulou, Modestos Stavrakis, Labros Fragkedis, Pavlos Chatzigrigoriou, and Panayiotis Koutsabasis. 2020. "Co-Design of a Playful Mixed Reality Installation: An Interactive Crane in the Museum of Marble Crafts" Heritage 3, no. 4: 1496-1519. https://doi.org/10.3390/heritage3040083
APA StyleVosinakis, S., Nikolakopoulou, V., Stavrakis, M., Fragkedis, L., Chatzigrigoriou, P., & Koutsabasis, P. (2020). Co-Design of a Playful Mixed Reality Installation: An Interactive Crane in the Museum of Marble Crafts. Heritage, 3(4), 1496-1519. https://doi.org/10.3390/heritage3040083