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M HKA PP : A serious pervasive museum
experience

                            Tanguy Coenen
                         iLab.o, IBBT-SMIT
                  Vrije Universiteit Brussel
M HKA PP : A Living lab project
Context :
•  Apollon EC project on cross-border living labs
•  Collaboration between IBBT, Virdual and MHKA
•  Living lab user test movie
M HKA PP Team
•  IBBT :
    •  Camille Reynders : design & development
    •  Tanguy Coenen : tech lead
    •  Bram Lievens : living lab overview
    •  Lien Mostemans : user test lead
    •  Kris Naessens : user test
    •  Karen Willens : user test
    •  Shirley Elprama : user test
    •  Koen Vervoort : panel management
M HKA PP Team
•  Virdual
    •  Stéphane Gaultier : virtual space project management
    •  Ann Caroline Abel : virtual space development
•  MHKA :
    •  Leen Thielemans : content & concept devel lead
    •  Kristof Michiels : technological liaison
    •  Judith Willems : content & concept development
Concept
•  2 spaces :
    •  1 virtual space : 3D, implemented in Shiva, running on
       iOS
    •  1 real space : the M HKA museum of Modern art in
       Antwerp
•  Serious game : using game mechanics to deliver
   learning content
•  Target audience : between 14 and 24 years
•  Our goal : to motivate young museum visitors to learn
   more about the works on display in the museum
Concept – in the virtual space
Concept : in the museum
A QR code had been applied to each work participating in
the game
Concept – in the museum
QR codes can be used to :
  •  Assign a work to a frame
  •  Obtain more information on a work
Concept – in the museum
At all times, visitors van track the evolution of the game by
viewing the personal expositions of other players
Lessons learned
•  Data collection :
    •  Observations during play
    •  Focus groups after play
    •  Log analysis
•  Various lessons learned, some examples :
    •  Using QR codes in a museum is a very appealing way
       to provide content related to a work of art
    •  An application like M HKA PP can be intenresting to
       attract young people to a museum
Future work
•  Creating MuseUs : a generic app that can be
   downloaded from App store and Android market and can
   be used in participating museums
•  Further testing in Paris and Manchester
•  Integrate more with social media : Facebook and Twitter
Contact
tanguy.coenen@ibbt.be

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Pic nic m hka pp tanguy coenen

  • 1. M HKA PP : A serious pervasive museum experience Tanguy Coenen iLab.o, IBBT-SMIT Vrije Universiteit Brussel
  • 2. M HKA PP : A Living lab project Context : •  Apollon EC project on cross-border living labs •  Collaboration between IBBT, Virdual and MHKA •  Living lab user test movie
  • 3. M HKA PP Team •  IBBT : •  Camille Reynders : design & development •  Tanguy Coenen : tech lead •  Bram Lievens : living lab overview •  Lien Mostemans : user test lead •  Kris Naessens : user test •  Karen Willens : user test •  Shirley Elprama : user test •  Koen Vervoort : panel management
  • 4. M HKA PP Team •  Virdual •  Stéphane Gaultier : virtual space project management •  Ann Caroline Abel : virtual space development •  MHKA : •  Leen Thielemans : content & concept devel lead •  Kristof Michiels : technological liaison •  Judith Willems : content & concept development
  • 5. Concept •  2 spaces : •  1 virtual space : 3D, implemented in Shiva, running on iOS •  1 real space : the M HKA museum of Modern art in Antwerp •  Serious game : using game mechanics to deliver learning content •  Target audience : between 14 and 24 years •  Our goal : to motivate young museum visitors to learn more about the works on display in the museum
  • 6. Concept – in the virtual space
  • 7. Concept : in the museum A QR code had been applied to each work participating in the game
  • 8. Concept – in the museum QR codes can be used to : •  Assign a work to a frame •  Obtain more information on a work
  • 9. Concept – in the museum At all times, visitors van track the evolution of the game by viewing the personal expositions of other players
  • 10. Lessons learned •  Data collection : •  Observations during play •  Focus groups after play •  Log analysis •  Various lessons learned, some examples : •  Using QR codes in a museum is a very appealing way to provide content related to a work of art •  An application like M HKA PP can be intenresting to attract young people to a museum
  • 11. Future work •  Creating MuseUs : a generic app that can be downloaded from App store and Android market and can be used in participating museums •  Further testing in Paris and Manchester •  Integrate more with social media : Facebook and Twitter