Client: the Noord-Brabants Museum
Target group: junior high school pupils who visit the museum with their class
Problem: despite investing in new technologies and tour guides, the museum currently has trouble interesting the pupils, as they rarely return afterwards.
Assignment: using mobile media, the project team had to come up with a concept that will engage the target group to an extent where they will want to pay a second visit. Every team was given their own painting from the museum to focus their concept on, ours was "De Collse Watermolen" by Vincent van Gogh.
Approach: through various research methods the project team gained insight in the assignment and existing technologies used by other museums. Interviews were conducted to gain a better understanding of our target group, and what the client was expecting from us. 
Concept: we discovered our target group found it hard to show interest in the museum as they could not relate to the art, nor the artists. This fact sparked an idea. Our interest in relating the pupils to the artist Vincent van Gogh grew stronger with time. With self-reflection and mystery as its main elements, the team agreed on the final concept. The design of the mobile application followed these elements, creating an exciting gut-feeling amongst players. Wireframes, flowcharts, mock-ups and a working prototype were created in the final weeks of the project.
Product: the concept is translated into a mobile game. The pupils will partake in this journey, and are required to search for hidden objects which represent important moments in Vincent’s life. In order to find these objects, the pupils will have to take a close look at the hints they are given. The hint is hidden in a small story about Vincent. This is the part where the pupils get to know Vincent a little bit better. When the object is found, self-reflection is stimulated by asking the user a direct question about themselves in relation to Vincent’s life. When twelve objects are found and all the questions are answered, the pupil has completed the game. At the end of the journey the pupil will be able to relate to Vincent’s story.
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