"Insight implies its formation."

                                                    (Thomas Hofer)

Exhibition Interactivity & Didactics Consulting


Action & Reaction

We at curiocation believe that interactivity is beyond a simple „on/off“ push of a button or touch of a screen. A really interactive exhibit acts up to the principle action and reaction. McLean (1993) defines interactive exhibits as “those in which visitors can conduct activities, gather evidence, select options, form conclusions, test skills, provide input, and actually alter a situation based on input”. Hence, we distinguish between interactivity used as a hook to entice visitors to retrieve even more text or picture information and the direct interaction between the visitor and a physical phenomenon. Ideally, such participatory experience would lead to a gain of cognition through the visitor’s own experience.


Didactics

In regard of exhibition didactics, this field refers to information that is not communicated by the objects or exhibits alone. The design of this explanatory level – we call it the user interface – is quite challenging not least because exhibitions are very limited in information content. It is essential to develop a compelling dramaturgy that doesn’t miss any necessary aspect and information for an inspiring and lasting visitor’s experience.

Benefit from our comprehensive experience

We can provide turnkey results when required, composing the dramaturgy of an exhibition project in regard of interactivity and didactics. curiocation starts within the heads of your audience and provides you with a successful way to influence high-level cognitive processing.


  • We always avoid exhibition features that visitors could also have at home.

  • We are constantly thinking backwards from the visitors point of encounter.

  • It is our goal to provide visitors with playful exhibits to make their own discoveries

  • We think that an exhibit needs to be multistage as it allows meaningful discoveries for different ages and prior knowledge.

  • We allow for "errors" as it is probably the most important step in cognition making.

  • We rely on people's curiosity, as it is an omni-age and uni-cultural human trait and allows for true intrinsically driven cognition.

  • We believe that an exhibit which behaves like the real counter phenomenon, doesn't allow for real, trustworthy insights


Consultancy in Interactivity & Didactics

At any stage in the exhibition planning and manufacturing process we keep questioning ourselves repeatedly, if there's any unseen way to make your so far accomplishment even better.


  • Does the exhibit appeal to as much senses as possible?
  • Does the exhibit allow for true discoveries?
  • Does the exhibit feature a memorable astonishment and lasting experience?
  • Is the exhibit trustworthy?
  • Are there any barriers preventing visitors to experience the not to be missed sticking points?
  • Is the exhibit connected to the everyday-life reality of the visitors?
  • Does the exhibit create meaningful insights?
  • Where are the explanatory texts placed in regard to the corresponding exhibit?
  • Will the exhibit withstand the everyday use of the visitors?
  • etc.

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