TY - GEN
T1 - Mapping Engaging Experiences and Frame Shifting in Elucidation and Interactive Animation with Blending Theory in Public Exhibitions
AU - Ho, Jeffrey Chun Fai
AU - Ding, Jing
N1 - Funding Information:
We thank the Tibet Planetarium in Lhasa-an International Planetarium for supporting our design research. Furthermore, we thank the students who participated in our user experience evaluation case study. We also thank Beijing Asia Satellite Communication Technology Co., Ltd. for providing the opportunity to use its facilities for this design case study.
Publisher Copyright:
© 2021 Owner/Author.
PY - 2021/6/24
Y1 - 2021/6/24
N2 - One of the most critical social functions of museums is education. At the same time, a museum is also a space where audiences can benefit directly from it with learning. This paper proposes a design framework that addresses multimodality in interactive exhibitions on abstract knowledge. In contrast to previous research, this study emphasizes the differences between the traditional exhibition and interactive formats in which application narrating by oneself and dialogue into abstract knowledge. The study explores metacognition, animation, embodied interaction, and blending theory, with a project on design practice: Tibet Planetarium in Lhasa – an International Planetarium, serving as a case study of the combined implementation of these theories. First, we put forward a theoretical framework for the informal learning goals of design. Based on the context of interaction and promoting abstract knowledge, a design approach to interaction is proposed, and its application is introduced.
AB - One of the most critical social functions of museums is education. At the same time, a museum is also a space where audiences can benefit directly from it with learning. This paper proposes a design framework that addresses multimodality in interactive exhibitions on abstract knowledge. In contrast to previous research, this study emphasizes the differences between the traditional exhibition and interactive formats in which application narrating by oneself and dialogue into abstract knowledge. The study explores metacognition, animation, embodied interaction, and blending theory, with a project on design practice: Tibet Planetarium in Lhasa – an International Planetarium, serving as a case study of the combined implementation of these theories. First, we put forward a theoretical framework for the informal learning goals of design. Based on the context of interaction and promoting abstract knowledge, a design approach to interaction is proposed, and its application is introduced.
KW - Abstract knowledge
KW - Animation
KW - Blending theory
KW - Design framework
KW - Embodied interaction
KW - Interaction exhibition
KW - Storytelling
UR - http://www.scopus.com/inward/record.url?scp=85110226652&partnerID=8YFLogxK
U2 - 10.1145/3459990.3465188
DO - 10.1145/3459990.3465188
M3 - Conference article published in proceeding or book
T3 - Proceedings of Interaction Design and Children, IDC 2021
SP - 599
EP - 603
BT - Proceedings of Interaction Design and Children, IDC 2021
PB - ACM New York, NY, USA
ER -