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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>GIFT: Hybrid Museum Experiences through Gifting and Play</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jon Back</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Benjamin Bedwell</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Steve Benford</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lina Eklund</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anders Sundnes Løvlie</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>William Preston</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Paulina Rajkowska</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Karin Ryding</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Jocelyn Spence</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Emily-Clare Thorn</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Annika Waern</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tim Wray</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Informatics and Media, Uppsala University</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Digital Design Department, IT-University of Copenhagen</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Mixed Reality Lab, University of Nottingham</institution>
        </aff>
      </contrib-group>
      <fpage>31</fpage>
      <lpage>40</lpage>
      <abstract>
        <p>The GIFT project develops new approaches to creating hybrid physical-digital visitor experiences in museums. Through design exploration of two concepts focusing on gifting and playful appropriation, the project charts how museums can create a deeper and more meaningful experience by giving visitors the tools to tell their own stories. The project is highly cross-disciplinary combining HCI research, artist-led exploration, technology explorations, and experience design in collaboration with museums. Furthermore, the project gathers 10 prominent museums from Europe and the US in an action research project that both serves to ground the prototypes and framework in the needs of museums, while also facilitating the museum sector's need to become 'digital-ready', understanding and capitalising on digital technology. As the project has progressed through half of its duration, we report on initial findings and how these have shaped our direction of progress.</p>
      </abstract>
      <kwd-group>
        <kwd>Experience design</kwd>
        <kwd>gifting</kwd>
        <kwd>play</kwd>
        <kwd>hybrid experiences</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Short description</title>
      <p>Museums serve as our collective memory, preserving and interpreting our shared
culture and identity. The central challenge of the GIFT project is to create designs that
facilitate meaningful interpersonal experiences: we chart how museums can give
visitors the tools to tell their own stories.</p>
      <p>GIFT focusses on hybrid experiences, realised through mixed reality designs that
complement, challenge or overlay physical visits with digital content. Digital media
now merge with the physical museum experience in ways that expand the experience
beyond the time and the space of the visit. However, it remains an important challenge
to establish meaningful narratives and user experience designs that support complex
and nuanced interpretations and forms for sharing.</p>
      <p>The first half of the project (January 2017-July 2018) has been devoted to uncovering
stakeholder needs and the iterative development and testing of prototypes, theory
development, and methodological explorations.</p>
    </sec>
    <sec id="sec-2">
      <title>Overview</title>
      <p>The GIFT project aims to develop three main contributions. Two design probes
function as demonstrators of innovative visitor experiences. The third contribution is the
design framework and toolkit directed towards museums, that help museums adopt or
adapt the specific designs and develop their own solutions.
2.1</p>
      <sec id="sec-2-1">
        <title>Gifting prototype</title>
        <p>
          The first design probe aims to facilitate gifting in hybrid museum experiences. Led by
the UK artist group Blast Theory, we build on recent research on gifting digital
experiences [
          <xref ref-type="bibr" rid="ref4 ref5">4,5</xref>
          ] to develop a virtual platform for the creation of a bespoke tour through a
museum. Visitors are invited to select some artifacts in the museum and digitally
“wrap” them as gifts to be sent to a loved one or a friend, who in turn may “unwrap”
the gift and receive a highly personalised experience. Challenges include designing a
system to enable the creation of ‘gifts’ easily, storing them and distributing them,
exploring how the experience of gifting integrates with, changes and challenges the
museum experience, and understanding how the format scales to large numbers of visitors
and multiple museums.
2.2
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>Play prototype</title>
        <p>
          This part of the project explores the design of playful experiences for museum visitors
that allow them to creatively engage with museum content. There are several a priori
reasons to think that such experiences might be beneficial: it has been argued that play
can provoke reflection, enable learning and engage users with controversial matters
[
          <xref ref-type="bibr" rid="ref3 ref9">3,9</xref>
          ]. The site of this exploration, the Museum of Yugoslavia, has been deliberately
chosen as a challenging environment, being home to a collection of artefacts largely
acquired by the former communist leader Josep Broz Tito, a highly controversial figure
in the history of Yugoslavia. So far, we have developed two designs that both make use
of play, but in very different ways. The ‘Twitto’ app offers an apparently lightweight
and playful engagement with Tito’s propaganda myth. ‘Monuments’, on the other hand,
takes the form of a solemn reflection on stories of political monuments and their relation
to themes such as war, ideology and everyday life [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ]. A third design experiment, called
Word by word, has been reported in [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ].
2.3
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Framework and toolkit</title>
        <p>The GIFT Framework and Toolkit are currently under development and are made
accessible to museums through a joint web resource. The goal is to present easy access to
a range of resources, including theoretical concepts, ideation methods, design
guidelines, design process outlines, and software tools. They have in common that they
provide support for using or adapting the hybrid solutions developed within the project to
the needs of a specific museum, and also for developing similar hybrid museum
experiences. The development of software tools within the Toolkit is ongoing throughout
the project. In the early stages this has involved bringing some candidate tools to the
table, practically supporting the use of these by partners to prototype museum
experiences, iteratively refining the tools, and now organising them into an open public
release of the GIFT Toolkit (see Section 6).
3</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Partnership</title>
      <p>The GIFT consortium includes three university partners with expertise in HCI and
playful design, one artist company with a long track record in performance-based digital
experiences, one startup design agency with competence bridging art and marketing, as
well as Europeana, a prominent European organisation with a mandate to encourage
digital innovation in the cultural heritage sector.
3.1</p>
      <p>Project partners
• IT University of Copenhagen (Denmark), research group MAD Art and Design
• Uppsala University (Sweden), the Human Computer Interaction group
• The University of Nottingham (UK), the Mixed Reality Laboratory
• Blast Theory (UK)
• NextGame (Serbia)
• The Europeana Foundation (Netherlands)
• Culture24 (UK)
3.2</p>
      <sec id="sec-3-1">
        <title>Action Research partners</title>
        <p>Furthermore, the project includes 10 museum partners engaged in an action research
process as well as a range of other museum partners engaged in various efforts relating
to development, testing and exploitation of results.
• ARKEN Museum of Modern Art, Denmark
• Royal Pavilion &amp; Museums, United Kingdom
• CAOS Centro Arti Opificio Siri, Italy
• Center for Studies of Holocaust and Religious Minorities, Norway
• Danish Museum of Science &amp; Technology, Denmark
• Derby Silk Mill, United Kingdom
• The Munch Museum, Norway
• Royal Albert Memorial Museum &amp; Art Gallery, United Kingdom
• San Francisco Museum of Modern Art, United States of America
• Tyne &amp; Wear Archives &amp; Museums, United Kingdom</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Lessons learned</title>
      <sec id="sec-4-1">
        <title>Theoretical contributions</title>
        <p>As the main theoretical perspective of the project, we propose the concept meaningful
interpersonal experiences. This framing originates in the new museology perspective,
on museum experiences as providing a foundation for a multitude of experiences,
depending on the visitors and their social and cultural framing for the visit. This reframing
is interpersonal in the sense that it is closely related to the visiting group and their
engagement both with the museum as an institution and with each other. More
specifically, we engage with three key mechanisms. These are support of strong personal ties
via sociability, gifting, and play. The choice of gifting and play as guiding theories
relates to the chosen approaches of the two prototypes.</p>
        <p>We are currently exploring how these theories can be meaningfully incorporated into
design processes as framing concepts for analysis and/or design. The ongoing design
work is analysed to elicit guiding concepts. In parallel, work is ongoing on the
development of design methods that are able to connect the underlying theories with practical
design, helping practice be informed by theory and vice versa. Currently, the methods
that are being explored are primarily useful in early stages of design.
4.2</p>
      </sec>
      <sec id="sec-4-2">
        <title>Gifting meaningful visits in the Royal Pavilion &amp; Museums</title>
        <p>In order to develop a gifting prototype that is meaningful to the museum context, Blast
Theory is working closely with the Royal Pavilion &amp; Museums in Brighton and Hove,
UK. Blast Theory’s aim is to craft a purely digital means of shaping a visitor’s
interaction with the museum, by placing their friend (the recipient of their gift) at the heart of
their own museum experience. Each detail of the app has been honed to encourage
thoughtful and highly personal interactions with objects in the museum collections. The
app provides the structure for creating and receiving a gift, but avoids imposing any
expectations in terms of the objects that visitors might choose or the ways in which they
might interpret those objects.</p>
        <p>Early prototypes of the app were developed and tested in iterations throughout 2017.
Currently, the app is being redeveloped using software that better meets the app’s
technical requirements. This iteration will be trialled ‘in the wild’ in July 2018. Thus far in
the process, we have come to the following conclusions regarding app-based hybrid
gifting in a museum context.</p>
        <p>Engagement with museum or with gifting: The app must balance the desires of
museum visitors to engage with the collection and to invest a suitable amount of time and
effort in creating the gift. We received a significant amount of feedback that participants
spent less time browsing the museum overall than they ordinarily would, but more time
engaging with the specific objects they considered for inclusion in their gifts. They
tended to choose objects that they thought their friend would enjoy, often opting for
quirky or amusing objects that would appeal to their sense of humour.</p>
        <p>Guidance: The app needs to demonstrate how participants are expected to interact
with it and what a suitable ‘gift’ would be in this context. Too much free rein, especially
given the various situations in which participants were expected to add text, could make
the participants become unsure of themselves. This problem was partially solved in the
second iteration, which offered participants a sample gift given to them by the museum
and explicitly asked for a gift made of three separate objects. Further ways to clarify
the use of the app are being designed into the third iteration.
4.3</p>
      </sec>
      <sec id="sec-4-3">
        <title>Playful appropriation in the Museum of Yugoslavia</title>
        <p>In order to chart alternative approaches to play and playful engagement, we are
investigating two designs in parallel.</p>
        <p>
          Twitto. Tito was a propaganda master of his time, managing to hold a fractured country
together and stay in power for 35 years. But what if he had been using the propaganda
tools of today - what would Tito tweet? This is the premise of the app Twitto. The
design uses the Artcodes technology [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] to connect the physical exhibition to a digital
experience. Thematically, the design explores the strong personality myth of Tito,
which dominates the Museum of Yugoslavia. A central goal is to facilitate playful
engagement with a highly controversial and sensitive historic collection, with the aim to
foster critical reflection and dialogue.
        </p>
        <p>The app consists of a series of “chapters”, each presenting one period of time in Tito’s
life, connected with an object in the collection of particular significance. The app
prompts the user to put themselves in Tito’s shoes, and playfully reinterpret key
elements of his propaganda myth. If you were a political resistance leader, what would
your party be called? What would your propaganda poster look like? Answering these
challenges results in the user assembling a propaganda item - a poster, a party
manifesto, etc - which is placed in a collection where it can be seen by other players (see
Figure 1). Playtests have shown that the app succeeds in threading a careful balance
between playfulness, respect for the serious topic, and critical distance. Meanwhile,
challenges remain in connecting the digital experience more strongly with the physical
museum exhibition.</p>
        <p>
          Monuments for a departed future. A second experiment at the Museum of
Yugoslavia explores a more solemn, reflective approach to play with controversial subjects.
This design focusses on the ‘Spomeniks’, socialist monuments from communist-era
Yugoslavia that have become sites of ideological battles and offer rich possibilities for
interpretations. In order to give the monuments a physical presence in the museum, we
used Artcode markers that simultaneously worked as visual representations of the
monuments and as digital markers that could be scanned with a smartphone, triggering a
digital interaction (Figure 2). Thus, the Artcode markers served as an added virtual
layer in tension with the exhibited collection. The intention was that this tension would
trigger curiosity and critical reflection. A first trial has demonstrated that the app can
facilitate reflections and emotional responses, setting a foundation for critical
engagement and meaningful user contributions with a highly contested museum exhibition [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
        </p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Open challenges</title>
      <sec id="sec-5-1">
        <title>Gifting</title>
        <p>Gifting in museums presents a surprising number of conceptual challenges from a
number of disciplines. The literature specific to gifting began nearly a century ago, with its
roots in sociology and anthropology. Mechanisms for purchasing commodities to
transform into gifts are critically important for maintaining social relations (not to mention
contributing substantially to the global economy). Gifting has therefore become a vital
topic in fields such as consumer research and marketing. In interaction design research,
gifting is used as a lens to understand online sharing, text messaging, long-distance
communication between close friends and family, and other technological
interventions. Our project needs to make sense of rich seams of existing knowledge from
disciplines that would seem to have little in common.</p>
        <p>We follow the dominant understanding of gifting as a social system that helps to
shape personal relationships within multifaceted contexts, many of which are culturally
determined. Reciprocity and obligation have been established as fundamental elements
of relational gifting. Objects that are gifted not only fulfil their intended functions but
serve as symbols of relationships, in part by reminding the receiver of the giver.</p>
        <p>Our explorations of hybrid objects can contribute to the understanding of the layers
of meaning perceived in any gift, irrespective of the object itself. They can also help us
to understand museums as particular contexts of exchange. We are also well positioned
to investigate how gifting might extend or reframe common practices of sharing digital
content, which lacks much of the personal investment seen in relational gifting.
5.2</p>
      </sec>
      <sec id="sec-5-2">
        <title>Playful appropriation</title>
        <p>In the museum domain, play has primarily been brought in as a tool for learning.
Sometimes, games are also used as a way to foster engagement with content that is not on
display in the museum. These approaches build on theories of serious gaming and
gameful learning which represent ways to tap into the intrinsic motivations of players.
Such approaches often remain rather uncritical of the museum’s ‘canonical message’.</p>
        <p>
          Rather than gamification, we capitalise on an alternative way of engaging playfully
with museum experiences through the lens of “playification” [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ], focusing entirely on
playful, rather than gameful, forms of engagement. The key to creating such
engagement lies in fostering forms of creative and transgressive play, in which players feel
free to not just play within the given rules, but also play with the rules, to creatively and
transgressively bend the experience to their own purposes.
        </p>
        <p>When introducing such forms of play in museums, we have encountered four main
challenges. First, there is a tension regarding expectations towards the role of physical
artefacts. Visitors and museum professionals alike put great emphasis on the physical
artefacts on display, and sometimes react negatively if the digital play experience is
seen to distract from the artefacts. Second, there are tensions relating to the
controversial and sometimes emotionally uncomfortable content in the museum. Interestingly,
while there has been much concern in the design team about facilitating playful
behaviour including joking and frivolous contributions from visitors in connection with very
serious topics, neither visitors nor museum professionals have had any negative
reactions to this aspect of our prototypes. However, some museum professionals have
worried about the learning aspect of the experiences, seeing them as too superficial or
disconnected from the museum’s physical exhibitions. Third, there is a tension regarding
the insertion of physical “markers” - stamps and stickers - in the museum space. Thus,
while the museum is very welcoming to the idea of having visitors contribute, comment
and engage in dialogue, there are challenges with making this dialogue physically
manifest in the museum. Fourth, the design team has spent much effort threading a careful
balance in presenting a truthful historical narrative mixed with fictional and playful
aspects. All of these challenges remain important in our ongoing work.
5.3</p>
      </sec>
      <sec id="sec-5-3">
        <title>The hybrid nature of museum experience</title>
        <p>Museums of today focus less on the preservation of artefacts, and more on offering
complex and nuanced perspectives on cultural heritage. Hybrid, mixed reality designs
may support such perspectives. However, there is a lack of systematic understanding
on how museums can create experiences that are able to overlay and connect multiple
narratives and modes of engagement. It is critical that our technical installations do not
ignore the nuances that are already in place, but rather enhance and deepen them.</p>
        <p>Mixed reality solutions offer multiple ways in which the artefacts and the museum
can be connected to digital experiences. The spatial organisation of the museum as well
as its cultural identity as a (particular) museum are overlaid by alternative
interpretations and trajectories offered by the digital content. This opens up for solutions where
visitors can actively co-contribute with their own narratives. A central design
consideration for a hybrid experience is thus to what extent, and in what ways, these layers of
narratives are connected.
• The museum artefacts very often form a central point of connection. In this
connection the object’s identity can be preserved, but it can also be reframed in different
ways, or given a fictional description. Furthermore, it can be highlighted or hidden
based on how the digital narrative guides the visitor’s focus.
• The spatial arrangement of the museum can form a central connection, shaping the
navigational structure of the hybrid experience. Again, virtual content can preserve
it, reshape it (e.g. as in a treasure hunt), or entirely abandon it (so that there is no
need to visit the actual museum)
• Finally, the identity of the museum, as a physical place and cultural institution, can
form a focal point of connection. Museums may be located in a place of particular
significance, their exhibition may represent a geographical point of interest, or they
may get their cultural significance from ‘belonging’ to a particular city or region.
6</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Tools</title>
      <p>Based on the design explorations and practical and theoretical research in GIFT, we are
developing a framework with technical tools and design guidelines for creating hybrid
museum experiences. An early version of the GIFT Toolkit has been made available at
toolkit.gifting.digital. The Toolkit comprises a collection of tools that are loosely
connected through a common content management system and corresponding schema and
API (rather than being a fully integrated monolithic tool). The aim is that we – and
potentially others too – can relatively easily add new tools to the Toolkit with minimum
work required to make them usable as part of integrated tool chains (describing assets
in a common way and accessing them through a common CMS).
Figure 3 provides an overview of the current Toolkit. The tools themselves are grouped
into prototyping tools (left), design tools (middle) and analysis tools (right). Current
prototyping tools include a generalised version of the gift exchange app that can be
downloaded from Google Play and used by a variety of museums; the Artcodes tool
which can be used to prototype aesthetic optical codes and attach layers of digital
experience to these; and a lightweight and low-cost photogrammetry tool suitable for
capturing visitors’ own artefacts at scale and publishing the resulting models to the web.
The idea facilitation and capture tool consists of a deck of physical ideation cards for
use by museum designers with an associated app for capturing their designs, and
tagging the cards that were used so that they can be searched for later and compared with
other designs that used similar combinations of cards. The planned analytics and
visualisation tool is intended to enable museums to reflect on the design and deployment,
for example on the popularity of artefacts chosen for gifting or playful appropriation.</p>
      <p>
        Several of these tools have already been used by our external partners to create
visitor experiences in their museums. The photogrammetry tool was used by Tate Modern
as part of an exhibition to capture ceramic objects made by visitors and by the UK’s
National Videogame Arcade to capture visitors’ own wargaming miniatures. Artcodes
has been used by a variety of museums including Tate Modern, Nottingham Lakeside
and Nottingham Contemporary as part of interactive mobile experiences [
        <xref ref-type="bibr" rid="ref1 ref2">1,2</xref>
        ].
      </p>
    </sec>
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