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NODEM 2014 Proceedings

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A Case Study to Make Use of Cross-channel User Experience for Interactive Exhibition Design<br />

cation and participative qualities on technical basis; but failed at the point which signalled the possibility of<br />

the visitor’s focus to move away from the exhibition to the interactive tools, with a probable decrease in his<br />

concentration in the theme (Orhun, Designing Interactive Exhibitions Based on Innovative Narrations Guided<br />

by Architectural Space and Digital Technologies, 2013).<br />

Based on the analysis of the research works mentioned above, it was possible to identify the problem of fragmentation<br />

of the theme, due to the variety in the visitors’ engagements to exhibitions as well as the demand<br />

for a non-linear storytelling in multi-floor exhibition spaces. These needs and identifications guided this research<br />

to move away from traditional multichannel strategies of interaction and to examine cross-channel user<br />

experience, which was defined by Resmini and Rosati (2011) as,<br />

“a single service to be spread across multiple channels in such a way that it can be experienced as a whole only by interacting<br />

with a number of media” .<br />

This definition actually funnelled to start working on the ways to create multi-channel user experience, with<br />

the aim of compensating the behavioural aspects of design. In order for the exhibition space to be an engaging<br />

place, the memories, experiences, social and psychological patterns associated with the local had to be<br />

integrated within the design process. Actually, the difference between the concepts of space and place could<br />

be understood as the variance between impersonal and personal or objective and subjective. While the concept<br />

of space denotes the base experience of our embodiment, the notion of place includes the behavioural<br />

patterns associated with locale (Norberg-Schulz, 1979) (Steve Harris, Paul Dourish, 1979). In the process of connecting<br />

varying channels and environments, place-making was recognized to be a crucial aspect of designing<br />

interactive exhibitions in shaping the overall user experience (Andrea Resmini, Luca Rosati, 2011)<br />

In the light of identifications and discussions indicated above, we have come to the point to search for ways<br />

to relate the technical, functional and behavioural aspects of exhibition design with the place-making approaches<br />

through the possibilities provided by cross-channel user experience provided by pervasive environments.<br />

With the aim of generating a strategy to overcome the fragmentation of theme or storytelling in any<br />

interactive exhibition, this research looks for the hints of a holistic approach to develop alternative ways to<br />

structure pervasive information architecture within physical space. Based on the findings, the advantages and<br />

disadvantages of making use of cross-channel user experience for an interactive exhibition will be discussed.<br />

Method for the Research<br />

This research was based on the analysis and examination of the outcomes of undergraduate students’ studio<br />

design projects. From the starting point of the research, the design brief was planned to focus on the generation<br />

of possible solutions for specific physical spaces. After a revision, the design brief given to students<br />

concentrated on developing technological solutions to enhance the visitor participation. However, the intension<br />

to develop engaging spaces that would combine functional, technical and behavioural aspects of design,<br />

called for a different strategy in order to arrive at original solutions.<br />

In the light of this opinion, rule-breaking approaches were chosen as the strategy to solve the research problem<br />

defined in the previous section. Among many approaches used in the frame of this strategy, the obstruction<br />

method was found suitable due to its compatibility with interactive media design education. The obstruction<br />

method constructs the design problem by placing obstacles in the users’ way (Evren Yantaç, Oguzhan Ozcan,<br />

2011) (Oguzhan Ozcan, Evren Yantac, Mary Lou O’neil, 2008). The design brief was revised on the basis of the<br />

idea of creating an exhibition, which assumed the disability of visitors due to the fail of one of their senses as<br />

a result of an environmental factor. This method was used as a design education strategy in the same department<br />

in previous semesters for the development of novice interfaces and physical artifacts. However, it was the<br />

first time to be used for the context of spatial interaction.<br />

<strong>NODEM</strong> <strong>2014</strong> Conference & Expo<br />

226

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