Seeking improvement for their Decorative Experience gallery, the McClung Museum approached us with the goal to energize their space through the use of technology using the lens of contemporary relevance, or making history relevant to modern life. 
The spectrum of our audience was defined as all visitors to the McClung Museum, with a specific focus on making the content accessible to a 7th grade reading level. As part of our competitive audit, we researched gamification and it’s positive effects on learning outcomes. The role of empathy in creating human emotional reactions was also explored, and how it might apply to the game interface. 
From a content standpoint, the historical objects were projected into a modern context to allow the visitor to enjoy the activity of exploration. This exploration was incorporated into an interactive scavenger hunt game within the gallery space. We extended the gallery space through social media to promote further interaction. The mobile game app is designed to engage visitors, encourage closer observation, inspire critical thinking, and promote curiosity of the objects in the exhibit. 
 
Personification 
Personification and empathy play an important role in design when dealing with a situation requiring human interaction. It considers how we respond psychologically to the world around us. In our game, we chose to personify the objects so that the player subconsciously feels more of an emotional connection to them. This creates a more intimate experience versus just walking through and looking. Richard The, argues that we as people make connotations that cause us to associate the human characteristics with the object, which help add meaning to something that is otherwise intangible, providing objects with a “personality and reason for being”. This assists inanimate objects in taking on unique characteristics.
There have been additional studies on gaming and personification by Tomoko Koda and Pattie Maes that show human subjects are more receptive and engaged when they see faces in the game subjects. From this research, we chose to animate the gallery objects for the time-based elements.

Gamification
Can fun really translate into learning? Or a better question — can games realistically help people learn? In our research we found the answer to be YES. Patricia Deubel, a renowned author and professor who focuses on educational computer gaming, states that “successful educational games should be non-violent and facilitate planning and problem-solving that relates directly to the material.” 
So what do games provide that straight forward information does not? They help create custom learning experience, a person can take and leave what they choose from the information presented. Games have also been proven to promote long-term memory. They provide an entertaining way to study information and learn, which in turn encourages engagement. 
Wireframe Walkthrough 
The game begins with a welcoming screen, followed by a prompt to choose the number of players. A group of up to four can play, or a person can play alone if group play is not possible. 
After choosing the number of players, the user may then customize the length of their game. This feature ensures those with limited visit times may still participate if so desired.
If playing multi-player, the player that entered the number of players and duration is Player 1. Player 1 is given a 4 letter code to input in order to synch with Player 1’s game.
The other players in the game join by entering the code provided by Player 1 after pressing Join Existing Game.
Because the game is a competition, we decided to choose diverse, famous historical conquerors that come from some of the regions represented in the gallery.
The players are then able to choose their own character. This adds a level of personalization & curiosity to the game while also further connecting the player to the space.
Once avatars have been chosen, the game begins by giving the players a clue in the form of a riddle. The riddle is written in first person in order to grant an otherwise inanimate object personality, creating a stronger sense of engagement in the search. Each player begins with a different clue to avoid competing over space and cheating off one another. By doing it this way, the players have more time to look at the exhibit.
The HINT option in the game gives the player a close up image of the object they are searching for. This provides them with more information while still requiring them to think critically and look for the object. Hints deduct points from a player’s score, requiring judicious usage as a competitive element.
Likewise the HOT COLD function is also a competitive device and can only be used once per game with no point deduction. When it is toggled on, colored boxes are added to the photo box. These colors change when looking through the device and panning around from case to case. When the device is far away from the object the squares are blue, or cold. 
As the user pans closer to the case with the correct object inside, the squares transition to a red, or hot. Only the case containing the object is colored, this way the user is still required to look through the case to find the correct object.
When the player finds the correct object, they center it in the photo box and press the white camera button to submit it. The player will then be given a confirmation that they are correct along with the progress of their opponent(s).
When the correct object is found, it is then unlocked, allowing the player to view a fun two minute video about the object to learn more. The videos will feature the objects “talking” about when and where they were “born”, what they were used for, why they were important — both to the original user and the museum environment — and then briefly show objects that are “related” to them from other cultures and times.
Once someone watches the video through to the end, three points will be added to their total score. After the video is complete, the bonus points are applied, and the player is given an updated score for them and their opponents.
At the end of the game, the player is given one last chance to re-watch any of the videos that he/she enjoyed (no additional points will be awarded for videos already watched). The final scores of all of the players are shown and everyone is notified of the winner.
Before exiting the gallery, the winning player has the option to upload a selfie with their favorite object from their game. Options for sharing their photo just to the leader board, or to social media feeds are also provided. The player also has the option to skip and close the game if they are not interested. At this point the game is over. 
The selfie will be uploaded to the leaderboard at the entrance of the space. This leaderboard will display a rotating slideshow of the visitors “selfies,” the scores of players ranked high to low. This TV will also bring attention to the Decorative Experience plaque on the wall that introduces the gallery.
Back to Top