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Katherine Biggs, Multichannel Producer Ina Pruegel, Multichannel Producer @hrp_learning

Designing interactive digital missions using augmented reality for children to explore a historic palace, learn, and have fun while navigating restrictions. Audience research, engaging school groups, families, and clear objectives are vital.

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Katherine Biggs, Multichannel Producer Ina Pruegel, Multichannel Producer @hrp_learning

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  1. Mobile experiences for children Katherine Biggs, Multichannel Producer Ina Pruegel, Multichannel Producer @hrp_learning

  2. Photography Digital forms Augmented reality QR codes Digital trails Augmented reality Digital Missions

  3. Why should they do it? Who is the audience? Designing a mobile experience for children What do you need to make? What do we want them to do? What are the restrictions? How do you measure it? What is the call to action?

  4. Who is the audience?

  5. Audience research – being clear about who the audience is and what they want School groups Teachers want pre and post resources, to frame their visit. Flexible and adaptable content … Families (Wanderers, Investigators, Doers) Help them to navigate and explore the palace, by giving information and making it relevant.

  6. What are the restrictions?

  7. Working within historic buildings • Network access • Conservation • Empty rooms • Light • Moving objects • Other visitors • Pinch points • Navigation difficult • Changes to routes and interpretation • Existing interpretation • Other events • … • Make sure you design something that works within the space, as well as for the audience

  8. What do we want them to do?

  9. Make them look up - In everything we do, we want children to look more closely at the palace. Objectives: Get them excited to explore the palaces, help them navigate around and learn along the way, but making it fun and magic. But, choose your battles: you can't include everything!

  10. Why should they do it?

  11. What makes it exciting and relevant? “A mission? Why, it’s a character-led, interactive adventure to get folks exploring the palace and its stories, of course!”

  12. What is the call to action?

  13. Illustrated map with key landmarks Lovely big pictures of the location you need to find

  14. Do the final quiz and win your badge Find and do the challenges What is the call to action? Answer correctly to keep your Time Gems for the final quiz

  15. Swipe! Snap! Drag and drop!

  16. What do we need to create?

  17. Content is important, no matter what delivery tools are used • Content in context: • Digital is a winner to help children • focus and get them interested • Consider audiences, objectives and • environments first • Choose the right platform and use • digital for what its good at • Storytelling and game mechanics • help to immerse and excite • Flexibility and opportunities

  18. How can we measure it?

  19. Numbers are not everything … • We do look at stats, downloads, clicks, analytics … • … but more important to have them inspire • Learning opportunities: • Pre-visit resources and introduction • Quizzes • Rewards and post-visit resources • User-testing and evaluation to ensure we provide the right content on the right platforms.

  20. Recommendations for developing mobile learning experiences: • Important to know that this is not trying to be the new Halo. • Instead it’s an exciting, engaging way of getting to know more about history. • Use digital for what it’s good at • User-test and prototype • Involve different stake-holders, e.g. game designers • Game-based approaches • Story-telling based approaches • Hardware and interpretative tools chosen and consider possibilities for expansion in the future including the potential use of iBeacons BUT content and experience is the driver. How do you measure it? Who is the audience? What do we want them to do? What is the call to action? What are the restrictions? What do you need to make? Why should they do it?

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