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April 2012 Volume 15 Number 2 - Educational Technology & Society

April 2012 Volume 15 Number 2 - Educational Technology & Society

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Table 4. Visitor sample description<br />

Phase Characteristics<br />

1 54 volunteer visitors between the ages of 9 and 74 years.<br />

13 foreigners.<br />

2 119 volunteer visitors between the ages of 6 and 77 years.<br />

43 foreigners.<br />

3 Three test groups were organized:<br />

a. A group of 17 students aged 13 years.<br />

b. Seven seniors (between 58 and 73 years old) from the community.<br />

c. A group of <strong>15</strong> foreigners aged between 19 and 44.<br />

4 Informal tests:<br />

Nine participants (4 foreigners, 5 locals) completed the phase 3 survey.<br />

29 exchange students (11 and 12 year olds) played the game.<br />

Focus interview with a family of five members.<br />

5 101 Finnish students aged 11 and 12 years old participated in an educational study.<br />

69 volunteer visitors (ranging between 8 and 73 years old).<br />

Tools<br />

The tools utilized in the HCG design process can be classified in two clusters: the data collection tools and an<br />

instrument developed to aid the creation of the HCG stories. Both will be briefly defined.<br />

Data collection tools<br />

Each phase had its own objective as regards the understanding of the context and the creation of the artifact. Table 5<br />

briefly describes the methods used in the design process as per phase (I=Interviews; IF=focus group interviews,<br />

Q1=pre questionnaire, Q2=post questionnaire, D=informal and formal discussions, P=photos, OT=object tags).<br />

Table 5. Data collection<br />

Phase Methods Visitor data collection<br />

1 Q2 Unattended surveys.<br />

Survey topics: reasons for visiting the museum, rank museum’s interesting areas, perception<br />

of the exposition’s clarity. Additionally, sensing the play habits of the visitors and how<br />

would they improve the museum.<br />

2 Q2-D-P-OT The researchers carried out workshops with participatory design approaches (Schuler &<br />

Namioka, 1993) for volunteer visitors in five selected areas of the museum. Each location<br />

was scheduled for one day. The workshop was personalized and consisted of the following<br />

steps:<br />

a. Visitors selected objects displayed in the location and wrote down what they would<br />

like to know about them. The anonymous cards were left on their selected objects.<br />

b. Researchers administered a pre-made quiz on a mobile phone about facts pertaining<br />

to the location. The aim was to listen to the visitors’ opinions about the application<br />

and any other ideas.<br />

c. Visitors filled in a survey which included the following topics: preference of media<br />

used, senses and activities, their opinion on other digital tools used in museums,<br />

their ideas for the museum’s improvement, their reasons for visiting the museum,<br />

and the information they would like to know in the specific location.<br />

3 IF-Q1-Q2-<br />

D<br />

The test groups filled in one pre and one post questionnaire.<br />

Pre questionnaire topics: the visitors’ mobile phone usage and media preferences, their<br />

opinion about museums and digital tools in museums.<br />

Post questionnaire topics: the visitors’ motivation to play the game, their most enjoyable and<br />

difficult game experiences, activities they liked and suggestions for improving the game.<br />

Additionally we evaluated different usability elements, visitors’ visions of the technology<br />

and what caught their attention during their visit.<br />

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