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THE DOMAIN
• The domain
• A 600 years long history
• A complex architecture
• Very rich collections
• The parc and its gardens
CONTEXT
451 975 visitors
61,9 % foreigners
38,1 % French
10 % less than 18 years old
10 % scholars
STATISTICS 2012
• VISITORS' TOOLS : CURRENT OFFER
• IN-SITU EXPLANATIONS
• VISIT PAPER SHEETS
• PAPER SHEETS GAME FOR KIDS
• VISIOGUIDE (JULY 2013)
VISITORS' TOOLS : CURRENT OFFER
• No real suitable offer for Kids and teenagers.
Audioguide doesn't really suit their expectations
• The need for a specific offer
• The idea of challenging kids with a "treasure hunt"
type app
INTRODUCTION
• Introduce some fiction in a history museum ?
• What pedagogic messages : what to focus on ?, what
highlights can't be missed?
• How long is the tour?
• How to please and keep kids focused?
• Where to start the project?
• How to distribute the app locally?
• What graphical universe ? Illustration, 3D?
• How to challenge kids?
• How to avoid kids beeing lost since the castle is so
big
• What knowledge of kings' history do kids already have
?
• How to avoid the feeling of failure, or being a looser ?
WHAT COMES TO MIND ?
• An autonomous and suitable itinerary mode
• Transmit knowledge and understanding of the place
• Create pleasure of the visit and curiosity
• Get familiar with this Heritage
• Attract new visitors not necesseraly interested in
Heritage
• Promote the visit experience on social networks
PROJECT'S GOALS ASKED BY THE MUSEUM AT
THE EARLY STAGE
• Find an original narrative base line
• Target young crowd between 8 and 12 years old
• Create interaction on the spot with the
surroundings
THE CHOICE OF A SERIOUS GAME
«The Kings' real estate,
the House of the Centuries»
Napoleon, about the Castle of Fontainebleau.
FIND A TRANSVERSE THEME
Kings’power symbols and iconography
Connexions between building's history and
History
Locate in space and time
Discover and identify kings’highlights room by
room
French Monarchy
FIND A TRANSVERSE THEME
BENCHMARK
AUDIO
TASKS
Identify work ahead:
1. General design: graphics, interactivity, ui
2. Gather and sort important scientific /
pedadogical knowledge
3. Define a scenario and write it
4. Game design
5. Technics
6. Evaluation
1
Define project and goals (2012). Project submission
to the grant of the French Ministry of Culture called
'Innovative cultural services'
2
Conception (February to April 2013)
3
Wrting of the scenario (May to September 2013)
PROJECT’S STEPS
4
Production and programming (July – October)
Artistic and technological choices
5
Evaluation (22nd to 25th of September, 2013)
6
Technical installation (WIFI) into the reception
of the castle Project's stages
PROJECT’S STEPS
PROJECT’S STEPS
7
Public availability (December 2013)
Local logistic and security agents training
8
Quantitative Evaluation (2014 ?)
MAP AND QR CODES
• Engage the visitor into a
relationship
• Keep his/her attention :
speak to the 1st person,
question on a regular basis
• Mention catchy and funny
details
THE WRITING
• keep connexion with the
environnement : show
room’s details
• Be fun!
THE WRITING
• a pleasant
character, not
lame
THE MAIN CHARACTER
SPECIFIC GRAPHIC DESIGN
1
Quest : find the Book of
Centuries
(transverse main goal)
2
Specific challenge for each
room
(Manipulations
and self-investment games)
OBSERVATION GAME
OBSERVATION GAME
OBSERVATION GAME
OBSERVATION GAME
OBSERVATION GAME
OBSERVATION GAME
DEDUCTION GAME
DEDUCTION GAME
MANIPULATION GAME
MANIPULATION GAME
3
Depth of the experience
CROSS PLATE FORM SOFTWARE
RESPONSIVE DESIGN
UTOPIA OF USING YOUR OWN DEVICE
• Download a rich application is long
• People may not have enough battery and
memory
• Device may not be compatible
• No headphones
• Anticipation is required
50 TABLETS FOR RENT AT THE MUSEUM
ENTRANCE
DIFUSION
• Decrease fiction
• Technical: ergonomy of the target platform in kids
hands (no hands left), manipulation details (quit
button etc), wifi
• Multiuser mode canceled because of audio
disturbance
• Too much scientific content « Less is more »
• Deal with family split : serious game and traditionnal
audioguide
have different rythms
• Beeing viral
WHAT DID NOT WORK IN OUR CASE
• Allow adaptability to content : skipping scientifc
content, difficult games
• People can't easily locate on a map
• Use the space as a starting point : adapt content
and rythm to the space
• Anticipate with local agents, associate everyone to
the project from
the beginning
• Modify the traditionnal visit path : open closed gates
• Working with different companies for audio-guides
and serious games
TAKE CARE OF

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"How to create an educational game on tablet for kids" by Emmanuel Rouiller (Mosquito) and Arnaud Waels (Dévocité) for the Palace of Fontainebleau (FR)

  • 1.
  • 2. THE DOMAIN • The domain • A 600 years long history • A complex architecture • Very rich collections • The parc and its gardens CONTEXT
  • 3.
  • 4.
  • 5.
  • 6. 451 975 visitors 61,9 % foreigners 38,1 % French 10 % less than 18 years old 10 % scholars STATISTICS 2012
  • 7. • VISITORS' TOOLS : CURRENT OFFER • IN-SITU EXPLANATIONS • VISIT PAPER SHEETS • PAPER SHEETS GAME FOR KIDS • VISIOGUIDE (JULY 2013) VISITORS' TOOLS : CURRENT OFFER
  • 8. • No real suitable offer for Kids and teenagers. Audioguide doesn't really suit their expectations • The need for a specific offer • The idea of challenging kids with a "treasure hunt" type app INTRODUCTION
  • 9. • Introduce some fiction in a history museum ? • What pedagogic messages : what to focus on ?, what highlights can't be missed? • How long is the tour? • How to please and keep kids focused? • Where to start the project? • How to distribute the app locally? • What graphical universe ? Illustration, 3D? • How to challenge kids? • How to avoid kids beeing lost since the castle is so big • What knowledge of kings' history do kids already have ? • How to avoid the feeling of failure, or being a looser ? WHAT COMES TO MIND ?
  • 10. • An autonomous and suitable itinerary mode • Transmit knowledge and understanding of the place • Create pleasure of the visit and curiosity • Get familiar with this Heritage • Attract new visitors not necesseraly interested in Heritage • Promote the visit experience on social networks PROJECT'S GOALS ASKED BY THE MUSEUM AT THE EARLY STAGE
  • 11. • Find an original narrative base line • Target young crowd between 8 and 12 years old • Create interaction on the spot with the surroundings THE CHOICE OF A SERIOUS GAME
  • 12. «The Kings' real estate, the House of the Centuries» Napoleon, about the Castle of Fontainebleau. FIND A TRANSVERSE THEME
  • 13. Kings’power symbols and iconography Connexions between building's history and History Locate in space and time Discover and identify kings’highlights room by room French Monarchy FIND A TRANSVERSE THEME
  • 15. AUDIO
  • 16. TASKS Identify work ahead: 1. General design: graphics, interactivity, ui 2. Gather and sort important scientific / pedadogical knowledge 3. Define a scenario and write it 4. Game design 5. Technics 6. Evaluation
  • 17. 1 Define project and goals (2012). Project submission to the grant of the French Ministry of Culture called 'Innovative cultural services' 2 Conception (February to April 2013) 3 Wrting of the scenario (May to September 2013) PROJECT’S STEPS
  • 18. 4 Production and programming (July – October) Artistic and technological choices 5 Evaluation (22nd to 25th of September, 2013) 6 Technical installation (WIFI) into the reception of the castle Project's stages PROJECT’S STEPS
  • 19. PROJECT’S STEPS 7 Public availability (December 2013) Local logistic and security agents training 8 Quantitative Evaluation (2014 ?)
  • 20. MAP AND QR CODES
  • 21. • Engage the visitor into a relationship • Keep his/her attention : speak to the 1st person, question on a regular basis • Mention catchy and funny details THE WRITING
  • 22. • keep connexion with the environnement : show room’s details • Be fun! THE WRITING
  • 23. • a pleasant character, not lame THE MAIN CHARACTER
  • 25.
  • 26. 1 Quest : find the Book of Centuries (transverse main goal)
  • 27.
  • 28. 2 Specific challenge for each room (Manipulations and self-investment games)
  • 39. 3 Depth of the experience
  • 40.
  • 41. CROSS PLATE FORM SOFTWARE
  • 43. UTOPIA OF USING YOUR OWN DEVICE • Download a rich application is long • People may not have enough battery and memory • Device may not be compatible • No headphones • Anticipation is required
  • 44. 50 TABLETS FOR RENT AT THE MUSEUM ENTRANCE
  • 46. • Decrease fiction • Technical: ergonomy of the target platform in kids hands (no hands left), manipulation details (quit button etc), wifi • Multiuser mode canceled because of audio disturbance • Too much scientific content « Less is more » • Deal with family split : serious game and traditionnal audioguide have different rythms • Beeing viral WHAT DID NOT WORK IN OUR CASE
  • 47. • Allow adaptability to content : skipping scientifc content, difficult games • People can't easily locate on a map • Use the space as a starting point : adapt content and rythm to the space • Anticipate with local agents, associate everyone to the project from the beginning • Modify the traditionnal visit path : open closed gates • Working with different companies for audio-guides and serious games TAKE CARE OF