Using Movement to Captivate: Studio Play as a case study in creating immersive, meaningful experiences by removing the interface.
Jane Alexander, The Cleveland Museum of Art, USA, Theodore Watson, Design IO LLC, USA
Museums can employ innovative, active technology to develop barrier-free access to museum collections. The Cleveland Museum of Art presents the new Studio Play interactive space as a case study for developing visitor-centered, visually-focused engagement. The new Studio Play is a manifestation of human-centered design, focusing on ways that screens can become irrelevant as users employ technology to further their creativity and curiosity.
The CMA team, working with Design I/O, considered the intricacies of designing interactives that feel relevant for a broad range of audiences, from school age children, to teens, to adults. By focusing on technology as a platform rather than technology for technology’s sake, we have attempted to move past the screen-time debate into kinesthetic and action-based experiences. CMA and Design I/O designed a suite of experiences that allowed visitors to connect with the artwork in the museum, and to the creative process of making art. By adding sensor technology, and limiting a touch-screen interface, Studio Play creates an immersive experience for visitors.
Studio Play was designed to be barrier free; the transition between observation and interaction is seamless and effortless. The touch-screen interfaces that may limit access for nonreaders or frustrate non-tech-savvy visitors are gone. Instead, the technology is exquisitely responsive to user movement and is accessible for all.
Bibliography:
Relevant Sources
Bartoli, L., C. Corradi, F. Garzotto, and M. Valoriani. (2013). Exploring motion-based touchless games for autistic children's learning. In Proceedings of the 12th International Conference on Interaction Design and Children (IDC '13). ACM, New York, NY, USA, 102-111. DOI=http://dx.doi.org/10.1145/2485760.2485774
Chao, K., H. Huang, W. Fang, and N. Chen. (2013) Embodied play to learn: Exploring Kinect-facilitated memory performance. British Journal of Educational Technology. Volume 44, Issue 5, September 2013 Pages E151–E155.
Dickson, K. and B. Stephens. (2015). It's all in the mime: Actions speak louder than words when teaching the cranial nerves. Anatomical Sciences Education. DOI: 10.1002/ase.1531
Garzotto, F., M. Gelsomini , R. Mangano , L. Oliveto , M. Valoriani. (2014). From desktop to touchless interfaces: a model based approach, Proceedings of the 2014 International Working Conference on Advanced Visual Interfaces, May 27-29, 2014, Como, Italy
Klass, P. (2016, March 21). A Reconsideration of Children and Screen Time. The New York Times. Retrieved from http://nyti.ms/1RuDahv