This paper analyses the interactive exhibit “Leonardo racconta Leonardo. Milano, vita, natura” (Leonardo Plays Leonardo. Milan, Life, Nature), an installation located in the cloister of Palazzo delle Stelline, Milan, about Leonardo da Vinci and his Milanese period. The installation allows visitors to meet a life-sized simulated hologram of the Master who tells stories about his life, the years he spent in Milan and his relationship with nature. The project is set in the field of HCI, looking at the world of digital encounters and interactive systems based on embodied interaction. We investigate if and how the designers’ choices succeeded in achieving the stated aims and persuading people to behave accordingly. Relying on user tests and direct observation, we discuss how the interactive exhibit and the digital Leonardo affected visitors’ behaviour, effectively capturing their attention and fostering interaction. Furthermore, we examine how visitors perceived the digital character and the gestures he, directly or indirectly, asked them to perform to trigger actions.

Designing digital encounters and their agency on users. A case study

M. Ceconello;D. Spallazzo
2017

Abstract

This paper analyses the interactive exhibit “Leonardo racconta Leonardo. Milano, vita, natura” (Leonardo Plays Leonardo. Milan, Life, Nature), an installation located in the cloister of Palazzo delle Stelline, Milan, about Leonardo da Vinci and his Milanese period. The installation allows visitors to meet a life-sized simulated hologram of the Master who tells stories about his life, the years he spent in Milan and his relationship with nature. The project is set in the field of HCI, looking at the world of digital encounters and interactive systems based on embodied interaction. We investigate if and how the designers’ choices succeeded in achieving the stated aims and persuading people to behave accordingly. Relying on user tests and direct observation, we discuss how the interactive exhibit and the digital Leonardo affected visitors’ behaviour, effectively capturing their attention and fostering interaction. Furthermore, we examine how visitors perceived the digital character and the gestures he, directly or indirectly, asked them to perform to trigger actions.
Sociotechnical Environments
9788894062519
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Utilizza questo identificativo per citare o creare un link a questo documento: http://hdl.handle.net/11311/1038476
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