This paper introduces ClueKing, a children's pervasive game which encompasses context-aware and parents mediation to create an informal learning environment. In this paper we review related theories of inquiry-based learning and parent... more
This Master's Dissertation is presented for obtaining a Masters Degree in Cultural Management from the University of Madeira. The purpose of this dissertation focused on making a brief review of the theoretical literature in printed books... more
In this poster we present a study exploring the benefits of using audio guides instead of human tour guides to foster children's engagement and learning outcomes during their visit to a natural science museum. We conducted an experiment... more
The active involvement of teenagers in the design of interactive technologies for museums is lacking further development. Adopting a user-driven innovation framework along with cooperative inquiry, we report and discuss a case study that... more
The use of mobile interactive technology, in museum settings, has the potential of providing young audiences engaging and enjoyable learning activities. As museum visitors are increasingly looking for entertaining experiences inside... more
Museum's audiences are increasingly looking for compelling experiences where, besides learning, engagement and enjoyment are key success factors. While gaming and storytelling are considered to be common approaches to engage audiences... more
Museums promote cultural experiences through the exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, especially the “net generation”. According to the Falk model of... more
Teenagers are an understudied group within the Interaction Design and Children community. Museums and cultural heritage spaces offer solutions for young children but do not target teenagers in particular. Teens, are a large pool of... more
The contribution of this paper is centred around the qualitative data research conducted from several co-design sessions deployed with 155 teenage participants aged 15-19. The participants were asked to ideate a mobile museum experience... more
Teenagers have been identified as an audience group that is often excluded from museum curatorial strategies. One strategy to counteract this problem is to involve cultural heritage professionals (CHPs) in the design process of museum... more
Museums promote cultural experiences through exhibits and the stories behind them. Nevertheless, museums are not always designed to engage and interest young audiences, especially teenagers. Throughout this paper, we discuss teenagers as... more
While museums are making great efforts in updating their communication and engagement strategies to include a wide variety of publics, teenagers (15-19) are still identified as an audience group that is often excluded from a museum's... more