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VisitorBox

An Ideation Toolkit for Cultural Visiting

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Create design brief in Escape Room

Dealt on 2nd July 2018

Photos

This hand

?

Attract new demographics

Computer gaming

The visitor can play computer or console games

Curiosity

The visitor is not looking for anything in particular: they may be unsure what the museum offers, but want to know, or they may be looking for a surprise, or something out of the ordinary

Discrimination

I see bias in your recruitment, programming or interpretation. I think that the museum is likely to misrepresent me and others in this audience

Educationally disadvantaged

I didn't have the same access to education that others did. The museum is designed for well-educated visitors: I'll make a fool of myself

Exhibits

Inclusion

The visitor is looking for a community to join, possibly to combat a feeling of social isolation or lack of cultural identity

Smart phone

A telephone that is connected to the Internet and GPS, and supports a range of apps that vastly extend its functionality. Importantly, it allows the users to create and share digital content

Social media networks

The visitor can use social media networks to contact friends, family and acquaintances, promote their likes and dislikes, and form an understanding of their community

Tablet

A portable computer with a touchscreen. More cumbersome than a smartphone, but offering a larger display that can possibly be shared by multiple users

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© 2023 Content Authors unless otherwise indicated

VisitorBox has received support from the following sources:

The Arts & Humanities Research Council (AH/R004641/1)
The European Union's Horizon 2020 research and innovation programme (grant 727040)
The Enabling Innovation programme, funded by the European Union's European Regional Development Fund