1. The document discusses creating a transmedia museum experience through a game about public health, pandemics, and science.
2. Three key challenges were identified: ensuring a common vision, understanding the target audience of 8-14 year olds, and integrating digital and physical experiences.
3. The challenges were addressed through tools like Gamestorm to align experts, playtesting to understand users, and iBeacon technology to create an accessible experience that bridges the digital and physical.
15. A 1 hour game about…
IMMUNITY, making a VACCINE, pathogens,
transhumanism, DNA, Genomics
PUBLIC HEALTH actions, contagion, difference between VIRUS and
BACTERIA, History of CANADA on Pandemics, biohacking, etc.
19. Challenge #2
We often forget the most important person in the
development of a game : the user
20. Our users
…Are 8-14 years old
…Have different Level of knowledge
In science
…Love killing zombies
…Like gore atmosphere
…Find Katniss Everdeen “badass”
…Want to be suave like James Bond
30. The future of museum
In conclusion :
1- Changing museum experience
2- Storytelling, intelligent integration of technology
3- Follow-up
4- Integrated solutions
31. The future of museum
In conclusion :
1- Bring together all stakeholders to understand the
core vision of the project
2- Users are at the core of the project
3- Accessible and elegant technology solutions
(non-invasive, user friendly)
4- Sharable user experience built in emotions & fun
32. A look at some museum experiences from
Around the world
33. Cooper Hewitt – Smithsonian design museum
Washington, D.C, USA.