Exhibiting How Virtual and Augmented Reality Work via Cool Inquiry-Based Learning Experiences

Lightning Talk

Friday, April 05, 2019: 11:00am - 12:30pm - Grand Ballroom

Bill Meyer, Virtual Science Center, USA

How do Virtual and Augmented Reality (VR and AR) trick our brains into believing things that aren’t there seem to exist? How can museums create and exhibit inquiry-based learning experiences about technology that empower visitors of all ages to experiment and discover for themselves how it all works? Is it possible to achieve these goals with a minimum of wordy instructions and explanations? This lightning talk will show examples and discuss how the Virtual Science Center team tackled these questions in a practical manner. Through iterative design coupled with repeated visitor testing, we deconstructed the surprising perceptual science and technology behind VR and AR into 16 cool hands-on experiences. Our guiding principle has been to keep concepts intuitive, playful, experiential, and fun to understand. Our overarching traveling exhibition goal is to show visitors they’re smarter than they may suspect, and inspire students to aim for STEM careers and help teachers lead deeper NGSS and Common Core dives both in and out of the classroom.

Bibliography:
Kirkwood, S. (2018, May 22). What can museum exhibit design teach us about UX design? Retrieved from https://www.invisionapp.com/inside-design/museum-exhibit-design/
Interview with Beverly Serrell

Dancstep (née Dancu), T. & Sindorf, L. (2016). Exhibit Designs for Girls’ Engagement: A Guide to the EDGE Design Attributes. San Francisco: Exploratorium.

Humphrey, T. (Ed.), Gutwill, J. (Ed.). (2005). Fostering Active Prolonged Engagement. New York: Routledge.

S. Dow, B. MacIntyre, J. Lee, C. Oezbek, J. D. Bolter and M. Gandy, "Wizard of Oz support throughout an iterative design process," in IEEE Pervasive Computing, vol. 4, no. 4, pp. 18-26, Oct.-Dec. 2005.
doi: 10.1109/MPRV.2005.93