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Making Dinosaurs Dance: A Toolkit for Digital Design in Museums
takes the reader behind the scenes to learn how the American Museum
of Natural History innovates visitor digital engagement,
highlighting design techniques used both there and at museums
around the world. Based on the author's six years at the landmark
institution that inspired the Night at the Museum franchise, the
book introduces The Six Tools of Digital Design - user research,
rapid prototyping, public piloting, iterative design, youth
collaboration, and teaming up - then applies them through case
studies across a range of topics: Combining digital experience
design with physical museum assets in a guided format, featuring
Crime Scene Neanderthal (CSN), a youth co-designed and facilitated
in-Hall experience that invited museum visitors to use a mobile app
and other tools to investigate a science-based mystery. Game-based
learning, featuring three case: a tabletop games (Pterosaurs: The
Card Game), mobile games (Playing with Dinos), and commercial
off-the-shelf games (Minecraft). Mobile augmented reality games,
featuring MicroRangers, which used AR to invite visitors to shrink
to microscopic size and explore the Museum to combat threats to
global biodiversity. XR experience design, featuring case studies
about 360 videos on paleontology and virtual reality projects about
ocean life. Science visualizations, featuring Galactic Golf, an
astro-visualization that addressed the topics of mass and gravity
through a round of mixed reality Martian golf; interactive science
visualizations that invited visitors to hold CT-scans of bat skulls
in their hand; and Finding Flamingos, a youth program focused on
how Conservation Biologists protect endangered flamingos through
GIS mapping and predictions software. In addition, the book
explores related topics at institutions in Greece and France, and
from Washington, D.C. to California.
Making Dinosaurs Dance: A Toolkit for Digital Design in Museums
takes the reader behind the scenes to learn how the American Museum
of Natural History innovates visitor digital engagement,
highlighting design techniques used both there and at museums
around the world. Based on the author's six years at the landmark
institution that inspired the Night at the Museum franchise, the
book introduces The Six Tools of Digital Design - user research,
rapid prototyping, public piloting, iterative design, youth
collaboration, and teaming up - then applies them through case
studies across a range of topics: Combining digital experience
design with physical museum assets in a guided format, featuring
Crime Scene Neanderthal (CSN), a youth co-designed and facilitated
in-Hall experience that invited museum visitors to use a mobile app
and other tools to investigate a science-based mystery. Game-based
learning, featuring three case: a tabletop games (Pterosaurs: The
Card Game), mobile games (Playing with Dinos), and commercial
off-the-shelf games (Minecraft). Mobile augmented reality games,
featuring MicroRangers, which used AR to invite visitors to shrink
to microscopic size and explore the Museum to combat threats to
global biodiversity. XR experience design, featuring case studies
about 360 videos on paleontology and virtual reality projects about
ocean life. Science visualizations, featuring Galactic Golf, an
astro-visualization that addressed the topics of mass and gravity
through a round of mixed reality Martian golf; interactive science
visualizations that invited visitors to hold CT-scans of bat skulls
in their hand; and Finding Flamingos, a youth program focused on
how Conservation Biologists protect endangered flamingos through
GIS mapping and predictions software. In addition, the book
explores related topics at institutions in Greece and France, and
from Washington, D.C. to California.
This is a reproduction of a book published before 1923. This book
may have occasional imperfections such as missing or blurred pages,
poor pictures, errant marks, etc. that were either part of the
original artifact, or were introduced by the scanning process. We
believe this work is culturally important, and despite the
imperfections, have elected to bring it back into print as part of
our continuing commitment to the preservation of printed works
worldwide. We appreciate your understanding of the imperfections in
the preservation process, and hope you enjoy this valuable book.
In the many studies of games and young people's use of them,
little has been written about an overall "ecology" of gaming, game
design and play--mapping the ways that all the various elements,
from coding to social practices to aesthetics, coexist in the game
world. This volume looks at games as systems in which young users
participate, as gamers, producers, and learners. The Ecology of
Games (edited by Rules of Play author Katie Salen) aims to expand
upon and add nuance to the debate over the value of games--which so
far has been vociferous but overly polemical and surprisingly
shallow. Game play is credited with fostering new forms of social
organization and new ways of thinking and interacting; the
contributors work to situate this within a dynamic media ecology
that has the participatory nature of gaming at its core. They look
at the ways in which youth are empowered through their
participation in the creation, uptake, and revision of games;
emergent gaming literacies, including modding, world-building, and
learning how to navigate a complex system; and how games act as
points of departure for other forms of knowledge, literacy, and
social organization.ContributorsIan Bogost, Anna Everett, James
Paul Gee, Mizuko Ito, Barry Joseph, Laurie McCarthy, Jane
McGonigal, Cory Ondrejka, Amit Pitaru, Tom Satwicz, Kurt Squire,
Reed Stevens, S. Craig Watkins Katie Salen is a game designer and
interactive designer as well as Director of Graduate Studies in
Design and Technology, Parsons School of Design. With Eric
Zimmerman, she is the coauthor of Rules of Play (MIT Press, 2003)
and coeditor of The Game Design Reader (MIT Press, 2005).
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