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Designing mobile museum experiences for teenagers

Bibliographic Data

ID5718441
AuthorsVanessa Cesário (0000-0002-0938-9476, ITI/LARSyS, IST University of Lisbon, Lisbon, Portugal, corresponding author), Valentina Nisi (0000-0002-8051-3230, ITI/LARSyS, IST University of Lisbon, Lisbon, Portugal)
Year2023
Volume38
Issue3
Pages272-292
Publication date2023-05-04
Peer ReviewedYes
Open AccessNo
TypeARTICLE
VenueMuseum Management and Curatorship (JOURNAL)
Journal identifiersISSN: 0964-7775 • E-ISSN: 1872-9185
PublisherInforma UK Limited (PUBLISHER • GB)
DOI10.1080/09647775.2022.2111329
OpenAlexW4293090383
LanguageEN
Citations received5
References cited59

While museums are often designed to engage and interest a wide variety of audiences, teenagers are a neglected segment. This article describes a set of findings that aids in designing enjoyable interactive experiences inside natural history museums for teenagers (15–19 years old). For this research, 223 teenagers have been involved through co-design sessions and testing of Augmented Reality prototypes (130 of these teenagers took part in a focus group as well). This work also involved 3 museums from Portugal, 12 cultural heritage professionals, and 17 master's students as sources of information who took part in different research studies. Through qualitative analysis, the findings from the studies provide a strong foundation to inform and inspire work within the emerging research field concerning museum offerings and the current teenage generation

Field trip · Focus group · Political science · Public relations · Qualitative research · Social science · Sociology · Anthropology · Augmented Reality Applications · Computer Science · Educational Games and Gamification · Engineering · History · Museums and Cultural Heritage · Psychology

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Unique citing works5
Citations per year2,5
Citation span2024 - 2026 (3)
Citation velocitycurrent
Highly citedNo
Citation typesNeutral: 5

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