In this article, we present a lifecycle study of We Dare You, a Substitutional Reality (SR) installation that combines visual and tactile stimuli. The installation is set up in a center for architecture, and invites visitors to explore its facade while playing with vertigo, in a visual Virtual Reality (VR) environment that replicates the surrounding physical space of the installation. Drawing on an ethnographic approach, including observations and interviews, we researched the exhibit from its opening, through the initial months plagued by technical problems, its subsequent success as a social and playful installation, on to its closure, due to COVID-19, and its subsequent reopening. Our findings explore the challenges caused by both the hybrid nature of the installation, as well as the visitor' playful use of the installation which made the experience social and performative - but also caused some problems. We also discuss the problems We Dare You faced in light of hygiene demands due to COVID-19. The analysis contrasts the design processes and expectations of stakeholders with the audience's playful appropriation, which led the stakeholders to see the installation as both a success and a failure. Evaluating the design and redesign through use on behalf of visitors, we argue that an approach that further opens up the post-production experience to a process of continuous redesign based on the user input - what has been termed "design-after-design" - could facilitate the design of similar experiences in the museum and heritage sector, supporting a participatory agenda in the design process, and helping to resolve the tension between stakeholders' expectations and visitors' playful appropriations.
翻译:在此篇文章中,我们展示了“我们勇敢你”的生命周期研究,这是一个替代现实(SR)装置,将视觉和触觉性刺激结合起来。该装置设置在一个建筑中心,邀请参观者在视觉虚拟现实(VR)环境中探索其外观,同时与海浪玩耍,在视觉虚拟现实(VR)环境中复制了安装周围的物理空间。我们利用人种学方法,包括观察和访谈,研究了展览的开场、技术问题困扰的最初几个月、随后作为社交和娱乐设施的成功、由于COVID-19而关闭的社交和娱乐设施,以及随后重新开放。我们的调查结果探讨了安装的混合性质所带来的挑战,以及参观者玩弄的安装过程所带来的挑战,使体验社会和性能表现的场景环境发生复制,但也引起了一些问题。我们还根据CVID-19的卫生要求,讨论了我们面临的问题。分析对比了设计过程和利益攸关方的期望与观众的玩耍拨款之间的对比,这导致利益攸关方在设计设计过程中看到一种参与性设计过程的开放性和失败。我们从设计过程中看到一种持续的重新设计过程,从设计过程开始,从设计过程开始,开始,开始评价,开始,开始评价,开始评价过程可以理解。