there s no time: rapid front end reporing with infographics...gamer’s village. games: snapshots...

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Theres No Time: Rapid Front-End Reportng with Infographics Kelley Staab—Research & Evalua ton Associa te, Saint Louis Science Center Exhibit tmelines a t Science Centers are tgh t. Researching, planning, designing, evaluatng, building, and crafing educatonal messages all take tme. Sometmes this means steps and processes that are seen as taking too long, like evaluaton, get bypassed or compressed in order to meet deadlines. Background In 2018, the Saint Louis Science Center developed GameXPlorato, an interac- tve exhibiton about games and gaming aimed at teenagers. Teens were an audience that did not traditonally visit the Science Center and their input was needed. We opted to conduct a compressed front-end evaluaton with teens in the Science Centers Youth Exploring Science (YES) program. The Challenge The formal kick-of meetng was four weeks away and a complete evalua ton needed to be designed, implemented, and reported on before then. Mean- while, the exhibit design and planning team was con- tnuing to meet and make decisions. The Soluton With YES teens as our partcipan ts and asking only quant- ta tve and simple qualita tve questons, we cut down on the data collecton and analysis tme. However, we needed a way to make the results compelling and diges tble. Our so- luton = infographics. Infographics are visual, fun, colorful, and creatve—all traits that we wanted to embody in the exhibit—and the results worked as a series of Snapshotsthat each looked at one aspect of the data. Seven infographics were planned. By providing smaller portons of analyzed da ta in each Snapshot, we were making our recommenda tons easier to absorb. This quick exchange of informaton was crucial. We didnt want to overload the exhibit team with too many fndings at once, but knew we had to capture their a ten- ton. The Snapshots were dispersed one or two at a tme over the course of about two weeks. How was the data used? Name: From Snapshot I, we learned that teen girls did not associate with the word gamer.As a result, we moved away from the working name for the exhibiton: Gamers Village. Games: Snapshots III and IV showed teens associated more than just video games (though popular) with the word game.They reinforced that a mix of sports, board games, video games, etc. should make up the backbone of the exhibit. Content: Snapshots V and V.v (not pictured) shared what the teens expected and wanted to see in the exhibit. The technolo- gy behind gaming, how games are made, and the history of games were all things teens thought needed to be included and were incorporated in the fnal product. Experience: The Snapshots showed teens think games are fun, so- cial, and enjoyable. They wanted to be able to play a variety of clas- sic and current games with their friends in a comfortable atmos- phere. Bright colors, whimsy, and group seatng were brough t in to create the envi- ronment. Multplayer and cooperatve games, like the oversized NES controller, were featured to encourage social experiences. All photos © Tom Harris | Design by Gensler Scan the QR code to see the full series of GameXPloraton Snapshots! Photos of GameXPloraton The graphic representa ton and fow of Snap- shots connected with the team, allowing for the fndings to be incorporated in the exhibit. For GameXPloraton , the use of rapid front- end infographics was a success. Takeaway

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Page 1: There s No Time: Rapid Front End Reporing with Infographics...Gamer’s Village. Games: Snapshots III and IV showed teens associated more than just video games (though popular) with

There’s No Time: Rapid Front-End Reporting with Infographics Kelley Staab—Research & Evaluation Associate, Saint Louis Science Center

Exhibit timelines at Science Centers are tight. Researching, planning, designing, evaluating, building, and crafting educational messages all take time. Sometimes this means steps and processes that are seen as taking too long, like evaluation, get bypassed or compressed in order to meet deadlines.

Background

In 2018, the Saint Louis Science Center developed GameXPloratio, an interac-tive exhibition about games and gaming aimed at teenagers. Teens were an audience that did not traditionally visit the Science Center and their input was needed. We opted to conduct a compressed front-end evaluation with teens in the Science Center’s Youth Exploring Science (YES) program.

The Challenge

The formal kick-off meeting was four weeks away and a complete evaluation needed to be designed, implemented, and reported on before then. Mean-while, the exhibit design and planning team was con-tinuing to meet and make decisions.

The Solution

With YES teens as our participants and asking only quanti-tative and simple qualitative questions, we cut down on the data collection and analysis time. However, we needed a way to make the results compelling and digestible. Our so-lution = infographics.

Infographics are visual, fun, colorful, and creative—all traits that we wanted to embody in the exhibit—and the results worked as a series of “Snapshots” that each looked at one aspect of the data. Seven infographics were planned.

By providing smaller portions of analyzed data in each Snapshot, we were making our recommendations easier to absorb. This quick exchange of information was crucial. We didn’t want to overload the exhibit team with too many findings at once, but knew we had to capture their atten-tion. The Snapshots were dispersed one or two at a time over the course of about two weeks.

How was the data used?

Name: From Snapshot I, we learned that teen girls did not associate with the word “gamer.” As a result, we moved away from the working name for the exhibition: Gamer’s Village.

Games: Snapshots III and IV showed teens associated more than just video games (though popular) with the word “game.” They reinforced that a mix of sports, board games, video games, etc. should make up the backbone of the exhibit.

Content: Snapshots V and V.v (not pictured) shared what the teens expected and wanted to see in the exhibit. The technolo-gy behind gaming, how games are made, and the history of games were all things teens thought needed to be included and were incorporated in the final product.

Experience: The Snapshots showed teens think games are fun, so-cial, and enjoyable. They wanted to be able to play a variety of clas-sic and current games with their friends in a comfortable atmos-

phere. Bright colors, whimsy, and group seating were brought in to create the envi-ronment. Multiplayer and cooperative games, like the oversized NES controller, were featured to encourage social experiences.

All photos © Tom Harris | Design by Gensler

Scan the QR code to see the full series of GameXPloration Snapshots!

Photos of GameXPloration

The graphic representation and flow of Snap-shots connected with the team, allowing for the findings to be incorporated in the exhibit.

For GameXPloration, the use of rapid front-end infographics was a success.

Takeaway