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VisitorBox

An Ideation Toolkit for Cultural Visiting

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Create design brief in Toy Mystery

Dealt on 2nd July 2018

Photos

This hand

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Camera

A dedicated device for capturing images of people and the surroundings

Computer gaming

The visitor can play computer or console games

Exhibits

Increase visitor participation

Lack of access to technology

I don't have access to technologies like smartphones, computers or the Internet, so I get a second-rate experience

Mobile apps

The visitor can find, install and use mobile apps

Nostalgia

The museum represents a positive view of the recent past: good memories that can be relived during the visit

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

Smart watch

A computer worn on the wrist that provides a simple alternative to the functionality of a smartphone, giving access to mobile apps, information from the Web, and alerts

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

Socially isolated

I am isolated from society. The museum is far away from me, or doesn't seem to want my contribution

Stimulation

The visitor hopes to be deeply provoked by the experience and to be encouraged to reflect on their own beliefs and attitudes

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

Websites

The visitor can find and use websites

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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