Through an iterative design process involving museum educators, learning scientists and technologists, and drawing upon our previous experiences in handheld game design and a growing body of knowledge on learning through gaming, we designed an interactive mystery game called Mystery at the Museum (the High Tech Whodunnit), which was designed for synchronous play of groups of parents and children over a two to three hour period. The primary design goals were to engage visitors more deeply in the museum, engage visitors more broadly across museum exhibits, and encourage collaboration between
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TEAM MEMBERS:
Eric KlopferJudy PerryKurt SquireMing-Fong JanConstance Steinkuehler
For the past twenty years there has been a slow trickle of research disseminated through a variety of channels on the natureand use of computer interactives within museum and gallery environments. This research has yet to be consolidated into arobust and coherent evidence base for considering and understanding the continued investment in such interactives byinstitutions.Simultaneously however, the technology has changed almost beyond recognition from early kiosk-based computer exhibitsfeaturing mostly film and audio content, through to the newer generation of multi-touch interfaces being