This thesis was developed through a collaborative effort between the Interprovincial Technological Centre for Digital Fabrication FabLab Poliba and the National Archaeological Museum of Taranto, with a particular focus on addressing the growing need to enhance cultural heritage through the use of digital technologies and public engagement tools. The research initially delineated a comprehensive state of the art, encompassing the design field from which the project originated, pertinent literature, and a detailed case study of the MarTA. It also identified the essential activities that facilitated a more profound comprehension of the contextual framework within which the project subsequently operated. Subsequently, in collaboration with the museum, the objectives were defined and a specific target group was selected. This group was characterised and the most appropriate tools for the creation of an interactive museum experience were identified. This experience was designed to increase visitor involvement and connection with the cultural heritage and the history it represents. The project involved the design of a museum itinerary based on gamification. This entailed the creation of a route in which children act as museum explorers, searching for exhibits and proposing challenges that enrich their knowledge of history through the narration of the exhibits themselves. To this end, a prototype of a game app was developed, with the intention that it would, in conjunction with the creation of other game-based challenges, make the experience engaging and active.
Questa tesi è stata sviluppata grazie alla collaborazione tra il Centro Tecnologico Interprovinciale per la Fabbricazione Digitale FabLab Poliba e il Museo Archeologico Nazionale di Taranto, con particolare attenzione alla crescente necessità di valorizzare il patrimonio culturale attraverso l'uso di tecnologie digitali e strumenti di coinvolgimento del pubblico. La ricerca ha inizialmente delineato uno stato dell'arte completo, comprendendo il campo del design da cui è nato il progetto, la letteratura pertinente e un caso di studio dettagliato del MarTA. Ha inoltre identificato le attività essenziali che hanno facilitato una comprensione più approfondita del contesto in cui il progetto ha operato successivamente. Successivamente, in collaborazione con il museo, sono stati definiti gli obiettivi e selezionato un gruppo target specifico. Questo gruppo è stato caratterizzato e sono stati individuati gli strumenti più appropriati per la creazione di un'esperienza museale interattiva. Questa esperienza è stata progettata per aumentare il coinvolgimento e la connessione dei visitatori con il patrimonio culturale e la storia che esso rappresenta. Il progetto prevedeva la progettazione di un percorso museale basato sulla gamification. Si è trattato di creare un percorso in cui i bambini agiscono come esploratori del museo, cercando reperti e proponendo sfide che arricchiscono la loro conoscenza della storia attraverso la narrazione degli stessi reperti. A tal fine, è stato sviluppato un prototipo di app di gioco, con l'intento di rendere l'esperienza coinvolgente e attiva, insieme alla creazione di altre sfide basate sul gioco.
MARTA KIDS: PROGETTARE ESPERIENZE MUSEALI IMMERSIVE E INTERATTIVE PER BAMBINI ATTRAVERSO LE TECNOLOGIE DIGITALI
LATORRE, ANNA
2023/2024
Abstract
This thesis was developed through a collaborative effort between the Interprovincial Technological Centre for Digital Fabrication FabLab Poliba and the National Archaeological Museum of Taranto, with a particular focus on addressing the growing need to enhance cultural heritage through the use of digital technologies and public engagement tools. The research initially delineated a comprehensive state of the art, encompassing the design field from which the project originated, pertinent literature, and a detailed case study of the MarTA. It also identified the essential activities that facilitated a more profound comprehension of the contextual framework within which the project subsequently operated. Subsequently, in collaboration with the museum, the objectives were defined and a specific target group was selected. This group was characterised and the most appropriate tools for the creation of an interactive museum experience were identified. This experience was designed to increase visitor involvement and connection with the cultural heritage and the history it represents. The project involved the design of a museum itinerary based on gamification. This entailed the creation of a route in which children act as museum explorers, searching for exhibits and proposing challenges that enrich their knowledge of history through the narration of the exhibits themselves. To this end, a prototype of a game app was developed, with the intention that it would, in conjunction with the creation of other game-based challenges, make the experience engaging and active.I documenti in UNITESI sono protetti da copyright e tutti i diritti sono riservati, salvo diversa indicazione.
https://hdl.handle.net/20.500.14253/86203