“The Amelioration of the ‘Visitor
Effect’ using Persuasive Technology: an Interaction Design”
May 2008
Project Brief (PDE4210)
Interaction Design Centre
School of Computing Science
The Burroughs
Dean Meadows (Bsc Hons)
Contents
Executive Summary
Introduction
Literature Review and Rationale
§ User Centred Design
§ Exhibit Design
§ Persuasive Technology
§ Environmental Factors and Gorilla Behaviour
Research Design
§ Design Brief - The purposes of this Brief
§ Design Concepts - Participants Goals
§ Design Specifications/Considerations
§ Design Development
Possible
Content and Features
Network/Infrastructure Issues
User Wait Times and User Feedback Considerations
Conclusions/Summary
References
Internet References
APPENDICES
WORKING METHOD (Pre-Design Research)
§
Stage 1
§
Stage 2
§ Stage 3
Results & Analysis
PROJECT BRIEF
Executive Summary
In March 2007 London Zoo unveiled it‘s
new £5.3m Gorilla Kingdom exhibit to the public, which quickly became the
centre piece of the Zoo, attracting as many as 18,000 people on the busiest
public Bank Holiday of the year. However despite its unparalleled commercial
success, the keeping staff and resident Animal Behaviourist began to identify
reasonably common undesirable stress related behaviour, (Lukas et al, 1999) from the 3 captive
Western Lowland Gorillas, each primate displaying individual reactions to
their new and unfamiliar environment. Following these apprehensions
London Zoo has also recently introduced
the Node Explorer a robust market leading digital device, with the ability
to draw the visitor into an immersive and guiding experience when optimal
content is delivered at key points around the Zoo. The overall finding of
our initial research had suggested the use of digital immersion as a calming
and engaging form of Persuasive Technology (Fogg, 2003). A digital guide could
instruct, entertain, inform and immerse making possible inroads into undesirable
visitor behaviour monitored and subsequently recorded within the Gorilla Kingdom
exhibit, this problematic relationship is known as the ‘visitor effect’ (Mitchell
& Hosey; 2005). The extension of this finding was also supported by the
observation of the Zoo visitor’s concerted use of their mobile phones and
personal digital devices. Orange Plc, the international mobile phone operator
has provided not only hardware but also continuing advice, support and interest
in this innovative project. The ability of a digital device to provide this
kind of immersion and persuasion is clearly dependent on digital content and
its ability to elicit and maintain the Zoo visitor’s interest. An emerging
technology called Augmented Reality will therefore be provided by metaio (GmbH)
an internationally renowned specialist in AR who has recently and successfully
provided their technology on mobile digital devices for a museum guide at
the Louvre in
This Project aims to set out the foundations
and working method to design a (UCD) interactive guide prototype for the Gorilla
Kingdom exhibit with Augmented Reality examples strategically placed within
engaging digital content, together with vital multi-lingual visitor instructions,
conservation message’s and immersive content, aimed to ameliorate the ‘visitor
effect’ on the resident Gorillas via an increasing multitude of suitable handheld
digital devices.
This brief also aims to pave the way
forward for further research into the amelioration of the ‘visitor effect’
on all non-human inhabitants at London Zoo and the possible stress relieving
benefits of an engaging, instructional, immersive and multi-lingual interactive
digital guide leading to a much preferred symbiotic relationship between visitor
and (non-human) Zoo residents.
“Encouraging visitors to observe
in quiet awe is the ideal solution”, (Coe 1985)
Introduction
Internet Links and References
are shown in Blue
The original design research
was carried out by the students and course Director of the Msc in Interaction
Design at
Lukas concludes this Behavioural research by stating that “These findings reinforce the idea that R/R
may be an adaptive response by normal animals to “abnormal” environmental elements.”,
Darwin once described anger as an adaptive response to a blocked goal, which may
help to put this undesirable activity
into some kind
of context.
The initial presentation also took
into account current issues within Zoo exhibit design where publications from
the professional and academic communities were referenced and incorporated
into our presentation and accordingly this current project brief. This area
proved to be a prolific source of relevant information which included current
issues within Zoological areas of study and helped to determine the future
direction of this project.
Jon Coe’s 2007 paper entitled; Zoo
2007: “And the Monkeys Run the Monkey House” has considerably influenced this
current research in its original conception and in its future direction, the
quote from Coe (1985), “Encouraging visitors to observe
in quiet awe is the ideal solution” has
also served
as a Mission Statement for the entire project.
Node Explorer (5). London Zoo’s commissioning of the
Node Explorer presented an opportunity to extend the main finding of the initial
design research on to a Ubiquitous platform specifically designed for the purpose.
The Node platform is ideally suited
for all aspects of content design and its delivery. This project will rely
heavily on the technical expertise and experience of the Node team responsible
for operations at London Zoo. Node have already produced guidelines for content
production which have been duly noted and to a certain extent the Node methodology
and philosophy has been followed in preparing this project since its inception.
Persuasive
Technology
“A persuasive computer is an interactive technology that attempts to change
attitudes or behaviours in some way”, (Fogg, 1998).
A recent
example of this type of technology is the Samsung and Adidas partnership’s mobile
phone called the miCoach(3), this device
offers a dedicated fitness button that once connected to a heart rate monitor
and a step counter will give information about your heart beat, distance covered
and timings, whilst out running or jogging. Instructional programs then define
influential routines to improve fitness, speed and endurance.
Another even more popular
example is the Wii Fit where Nintendo, the manufacturer clearly promotes the
persuasive nature of this new technology by stating in their product definition
that “Wii Fit wants to change the way
you think about fitness, how you exercise, balance and even how you move”(1) This
technologies popularity has even prompted headlines such as “The Wii Fit is poised to become
the biggest selling home fitness device ever seen”(2)
by the Telegraph.
Persuasive Technology is clearly becoming evident in modern popular culture
and its bearing on this current research should not be underestimated. The
ethical dilemmas inherent in this type of research are therefore emphasised.
Consultation and guidance is given by the Institutional Review Board at
Orange(8),
the international mobile phone operator has been an influential partner in this
project from its inception, firstly providing advice and guidance internally,
from a variety of different departments and then in practical terms with 2 HTC
P6500 PDA’s(4) for testing and research use. This
hardware has been invaluable in terms of information gathering and as a research
tool. The proliferation and sophistication of mobile devices has allowed this
research to aim for future mass market appeal with the continual and fast moving
development of the Microsoft Mobile operating systems and Symbian alternatives.
Both are playing their part in turning the mobile phone into a digital Swiss
Army Knife (Kray & Rohs, 2007) with a multitude of functions and uses. The
new
Augmented
Reality can best be described as one of the newest innovations
in the technology industry. It superimposes graphics, audio and other sense
enhancements from computer screens onto real time environments or camera generated
backgrounds. Augmented Reality goes beyond the static graphic technology of television or the cinema where
the graphics imposed do not change with the perspective. Augmented reality systems
superimpose graphics for every perspective and adjust to every movement of the
user's gaze creating a truly astonishing 3D effect. Current practitioners including
metaio (GmbH)(7) are now concentrating on the use of live video imagery which is
digitally processed and "augmented" by the addition of computer-generated
graphics. The research behind this technology is prolific and recent relevant
studies to this project include ‘Towards Massively Multi-User
Augmented Reality on Handheld Devices’ by Wagner et al, (2005) which looks at
the introduction of AR to large scale user participation projects. metaio are a Munich based Augmented Reality specialist who
have not only implemented a large scale commercial project of AR on mobile devices
at the Louvre, Paris, but have also agreed in principle to take part in this
ambitious project. Their CEO Dr Thomas Alt has also approved a visit to the
Paper
Prototyping (Rogers et al, 2007) Paper prototyping was used because of its well known ability
to invite people with little-to-no technical background into the design process.
Paper prototyping can also help to improve the
final product: the prototyping stage is the right time to catch design flaws
and change direction, the flexibility and disposability of paper encourages
experimentation and speedy iteration. Instead of “deleting” hours worth of HTML
layout code or action script in Flash or even laying out graphics and images
in Visio you can draw a prototype, recycle the ideas that don’t work, and move
on. The young people also enjoyed the cathartic experience of putting their
ideas, feelings and thoughts onto paper with the knowledge that they were an
integral part of a sophisticated design process that may in some way help,
Environmental Factors and Gorilla
Behaviour
On
returning from giving a presentation at Disney’s Animal Kingdom in Florida,
London Zoo’s Gorilla researcher contacted Middlesex University to inform us
that she had presented some of our original findings at the conference and
that there was “overwhelming feedback
from the conference that visitor’s behaviour within zoos needs to be modified
in whatever ways possible; they are often very ‘badly behaved’ and good exhibit
design can only go so far to reduce the visitor effect”. And that she would be really keen to see if we could
try to modify visitor behaviour – “because
I have data to show just how influential it is”. It would appear from
recent research including the environmental conclusions reached by Lukas et al, (1999), that a growing
body of work is building to enforce the suspicion that the ‘visitor effect”
is increasing in complexity and volume and a study by Wells, (2005), a Psychologist,
found that high
visitor density encouraged significantly more intragroup aggression, stereotypy’s
and auto grooming. These findings suggest that gorillas, like many other species
of primate, are perhaps over excited by high numbers of visitors. It is however,
not within the remit of this research to delve too deeply into the behaviour
of Gorillas and despite the importance of a similar study by (Mitchell &
Hosey 2005) this research will concentrate mainly on the human factors within
the Interaction Design framework.
Exhibit Design has provided another rich
vein of information for this project and in particular a professional practitioner
called John Coe has published numerous papers discussing the complexities
and benefits of naturalistic exhibit design. Its ability to immerse and calm
the Zoo visitor therefore serves as a model for the aims of this current project.
Persuasive Technology, (Fogg, 2003) has also
provided a rationale for this current project and papers such as Toscos et al,
(2006) have helped to identify the success of this perspective, it would appear
that people like being told what to do by technology rather than another person.
This perspective also provides an ethical framework for continual re-evaluation
of motives and the design research aims.
User Centred Design
or UCD, (
·
Requirements gathering - Understanding and specifying the context of use
·
Requirements specification - Specifying the user and organisational requirements
·
Design - Producing
designs and prototypes
·
Evaluation - Carrying
out user-based assessment of the design space and product usability.
Research
Design
Design
Brief -
The purposes of this
Brief are to:
·
Provide a more detailed explanation of the project
·
Define the extent of the area to be covered by the interactive
guide.
·
Inaugurate discussion
regarding the costs of implementation
·
Create a time frame
·
Build relationships
·
Define partnerships
·
Define operational objectives
·
Set out constraints and opportunities offered by the prototyping
web site
·
Outline the design approach together with the physical
planning of the project
·
Illustrate and describe
the overall layout and planning of the project.
·
Offer speed of delivery and more certainty for the development
of the guide for all exhibits
·
Co-ordinate each phase and development stage
·
Co-ordinate partnership meetings
· Co-ordinate the information gathering
Design Concepts
- Participants Goals
Design Development
- User Experience Considerations
(participant focussed)
Possible Content
and Features
The
list below is regarded as a starting point for discussion, guidance and advice
from all relevant technical departments.
User Wait Times and User Feedback
Considerations
Conclusions/Summary
This
Project brief is an attempt to bring together a team of interested parties
who could, given the optimal circumstances, create an engaging and immersive
experience not only for Zoo visitors but also for many other location based-experiences
which extend digital media out into the physical world; across
a college and within the context of education, the city streets or even into
remote wilderness. Users with mobile displays can move through the world whilst
sensors capture information relevant to their current context, (including
location) this data is then used to deliver an experience that changes according
to where they are, what they are doing, and perhaps even how they are feeling.
As a result, the user becomes unchained from their computer, allowing experiences
with digital media that are interwoven with the everyday world and potentially
available in any place, at any time.
Dynamic
interactive technologies clearly have the power to persuade, cajole and influence
users and this Interaction Design and animal welfare research offers a unique
opportunity to explore and analyse human interaction influenced by digital
devices. The brief is certainly not an authority on any of the points raised,
but is an attempt to discover how modern digital devices will continue to
influence our lives both from an educational perspective and from a persuasive
standpoint.
The benefits
and opportunities this type of research and development presents the respective
partners is considerable and diverse.
Firstly
the operational benefits to the
Observations
from ethnographic research have also determined language difficulties related
to undesirable visitor behaviour and again the interactive guide could afford
a solution to this barrier by providing instruction and information in a multitude
of languages.
This
immersive guide also has the potential to prepare the visitor for each exhibit
by detailing the biographies, eccentricities and social/non-social nature
of the exhibit residents. The digital guide could therefore attempt to elicit
the more positive and sophisticated psychological aspects of human behaviour,
including empathy and anthropomorphism, before the zoo visitor embarks on
the interactive relationships experienced with the various and diverse captive
residents exhibited at London Zoo.
It is
also important to highlight the commercial opportunities readily available
to London Zoo from the proposed AR interactive guide. A 32% rise in visitor
numbers was experienced by Wellington Zoo in
The benefits
for Orange Plc continue to grow
with the introduction of new devices using the Windows Mobile Platform, these
devices, including the new HTC Diamond will demonstrate the way forward for
the development and future demand of personal mobile communication devices.
This
ambitious project seeks to bring together partners from broadcast media, mobile
communications and digital design in a unique research project which affords
further opportunities for sponsorship and partnerships with other successful
multinational businesses, enabling commercial opportunities, highly visible
advertising and possible exposure opportunities whilst enjoying an expressed
and united concern for the welfare of animals affected by their interaction
with zoo visitors.
For example
the use of digital (video, messages, instructions etc.) content from the
BBC’s Natural History Unit could
further enhance the immersive, persuasive and ‘attention grabbing’ qualities
of the guide, as would the involvement of a top digital design agency such
as Poke, London or E3 Media, working in conjunction with Node and metaio.
Another
diverse example could be the partnership of metaio and Orange to produce
a pre-installed application which enables the Orange user to experience Augmented Reality examples placed within
commercial advertising literature; if you don’t have an
These
examples above are therefore provided as an attempt to generate further interest
and sponsorship for the next stage of this project, a pilot study using the
Node Explorer development platform
together with various Orange devices
to prepare the first working prototype of a Gorilla Kingdom specific interactive
guide with the official permission and support of London Zoo and Node respectively.
In conclusion
then, the aim of this proposal is to bring together a host of internationally recognised entities in a mutually profitable and ethical partnership
of research, business development and commerce.
References
Berdichewsky, D. and E. Neuenschwander (1999), ‘Toward an ethics of persuasive. technology’, Communications of the ACM,
v.42 n.5, p.51-58, May 1999
COE, Jon C. (2007) ZOO 2007; “And the Monkeys Run the Monkey House”.
Presented at the ARAZPA Annual Conference,
Coe, Jon C. “Design and Perception: Making the zoo experience real”.
Zoo Biology. 4:197-208 (1985).
D. Schmalstieg and D. Wagner, “A handheld augmented reality. museum guide,” in IADIS Mobile Learning 2005.
Fogg, B.J. Persuasive
Technology: Using Computers
to Change What We
Think and Do, Morgan Kaufmann
Publishers, 2003.
Lukas, K., Forthman, D., Bloomsmith, M., Marr, M.J., Blanchard-Fields,
F., Maple, T. An inter-institutional study of individual and nutritional factors
associated with regurgitation and reingestion in captive gorillas. Paper presented
at “The Apes: Challenges for the 21st Century” conference, Brookfield Zoo,
Millen,
David R. (2000): Rapid Ethnography: Time Deepening Strategies for HCI Field
Research. In: Proceedings of DIS00:
Designing Interactive Systems: Processes, Practices, Methods, & Techniques
2000. pp. 280-286.
Mitchell, H. & Hosey, G. (2005) Zoo Research Guidelines: Studies of
the effects of human visitors on zoo animal
behaviour. BIAZA,
First published 2005
Norman,
Donald A. (1988): The Psychology of Everyday Things.
Swiss Army Knife meets Camera Phone: Tool
Selection and Interaction using Visual Markers. C. Kray and M. Rohs.
(2007) In "Workshop on Mobile Interaction with the Real World at
Toscos, T., Faber,
A., An, S., & Gandhi, M. P. (2006). Chick clique: Persuasive technology
to motivate teenage girls to exercise. In Proceedings of the SIGCHI conference
on Human Factors in Computing Systems: Student Design Competition, 22-27 April
2006, 1873-1878. Retrieved
Wagner, D., Pintaric, T., Ledermann, F., and Schmalstieg,
D., “Towards Massively Multi-User Augmented Reality on Handheld Devices”,
Proceedings of the Third International Conference on Pervasive Computing,
2005
Weiser, M., Gold, R., Brown,
J.S. (1988) The Origins of ubiquitous computing research at PARC in the late
80s. IBM Systems Journal, 38, 4, pp. 693-696, 1999.
Wells, D.L. (2005). A note on the effect of zoo visitors
on the behaviour and welfare of captive gorillas. Applied Animal Behaviour Science 93, 13-17
1. http://www.nintendo.com/wiifit/en/#/home/
2. http://www.telegraph.co.uk/news/uknews/1941532/Wii-fit-on-course-to-become-best-selling-exercise-trend-of-all-time.html
3. http://micoach.samsungmobile.com/
4. http://www.business.orange.co.uk/servlet/Satellite?pagename=Business&c=OUKDevice&cid=1044137071670
5. http://www.nodeexplore.com/
6. http://www.ubiq.com/hypertext/weiser/acmfuture2endnote.htm
7. http://www.metaio.com/
8. http://www.orange.com/en_EN/group/
9. http://www.youtube.com/watch?v=RsZTbIjLHNA
10. http://www.uknetsupport.co.uk/GorillaKingdom.htm
11. http://www.pokelondon.com/
APPENDICES
WORKING METHOD
(Pre-Design Research)
User Focus: Interactive
Guide for the Zoo/Exhibit Visitor - Venue:
Stage 1
Paper
Prototyping for an interactive multi-media presentation was designed for various
hand held device’s, the primary participants or stakeholders were 5 young
people with ages ranging from 10 through to 14 years of age including 3 boys,
10, 11 and 12 and 2 girls 13 and 14.
Their
purpose was to provide an insight into their thoughts and ideas and exactly
what they required from an interactive guide to necessitate an exciting and
compelling experience.
Stage 2 (11)
A
prototyping web site is under construction to enable all stakeholders and
partners to observe the iteration process and the development of the prototypes.
The site has been built to enable the process of information gathering for
each strategic point within each area or zone. It is important to note that
these points and zones are not fixed in anyway and are adaptable to change
and refinement. Each page has a designated area where all relevant information
is collected for each respective partner.
Stage 3
A pilot study using the Node Explorer development platform together with various Orange devices to prepare the first working prototype of a Gorilla Kingdom specific interactive guide.
Results
& Analysis
Participant 1: 10 year old boy
Written Stick-It Observations (Iterations
2 & 3)
| I am really amazed by the amphitheatre.
The Ferret and the Hawk: he flew right over my head and so close to
my face. |
|
|
| The enclosure is a bit small. They
have got the Gorilla sounds outside of the Gorilla enclosure. They also
have jungle sounds. |
|
|
| They have different interactive
activities but they don’t have enough and they have different climbing
activities as well. |
|
|
| They also have a place where little
kids can play and the area around the kid’s area is soft and bouncy. |
|
|
| They also have different types of
animals as well as the |
|
|
| They also have an open space for
the Gorillas to run around in and play, there are also reading parts
and questions to ask you and you are tempted to try it out. |
|
|
| They also have both an inside Gym
and an outside enclosure. There’s also Lizards and other animals. The
Gorillas also have tunnels for them to go through |
|
|
| I think that it’s really sad that
the Gorillas have lots of visitors because they probably want to be
on their own. |
|
|
| I think that all the sound made
by the people is quite disturbing to the gorillas. Effie, one of the
Gorillas is quite calm and OK about having visitors. |
||
|
Notes |
||
|
Welcome to My Zoo Book The Amphitheatre is Amazing
The Vulture enclosure is amazing
and fascinating |
||
| I think having tunnels for the Gorillas
is a really good idea. One of the interactive challenges doesn’t work
so that’s a bit disappointing. |
|
|
| I think there should be more interactive
things to do than reading because kids like to do more playful things
than reading. |
|
|
| But I do think reading is still
good because adults are more into reading than playing activities so
it would suit the adults. |
|
|
| I still think the same about all
the animals, lovely to see them but sad that they’re in a small area. |
|
|
| Another lemur looked right into
my eyes. |
|
Participant
2: 12 year old boy
Written Stick-It Observations (Iterations
2 & 3)
|
Iteration 2 |
|
| Liked flying show because Hawk got
close to you, like vultures and Gorilla models. |
|
| Liked tracking bit and listening
bit and bird enclosure, info good, like animals. |
|
| Like all interaction stuff. Gorillas
look sad. |
|
| Iteration 3 |
|
| U R now entering bird world (hear
jungle sounds)(Birds with info pop ups) U’ve left bird world. |
|
| If you move device near picture
it gives u info. Capability to teach you. If a Gorilla is outside it
says which one it is. |
|
| If you take a picture of a gorilla
it tells you which one it is. Film of Gorilla in action pop ups – All
the films on TV are always available. |
|
| If u take a picture of any animal
it tells you things about it. Also at the start the device has a large
selection of songs. |
|
| Instant messenger and web cam –
When leaving you get quiz and conservation facts. Then you get to download
gorilla pictures. |
|
| U can now see the Gorilla enclosure.
(see Gorilla info) – Tree house high up with binoculars. Hill is hollow
so you can see 360°. |
|
| Notes |
|
| I liked the Rainforest cos it felt
as if I’m there. It felt you should be quite. |
Participant 3: 11 year old boy:
Written Stick-It Observations (Iterations
2 & 3)
|
Iteration 2 & 3 |
|
| |
|
| Gorilla tracking boring |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| |
|
| Notes |
|
|
|
Participant
Written Stick-It
Observations (Iterations 2 & 3)
| Iteration 2 |
|
| Welcome to |
|
| Gorillas |
|
| Ring Tailed Lemurs |
|
| Take the nature trail to the right
– can you see the different things - |
|
| Voice commentating about all the
different animals – pictures pop up on screen – writing about where
based |
|
| Interactive game of everything they
have learnt – True false game |
|
| Diana Monkeys |
|
| Eastern Black and White Colobus Diet Habitat etc. |
|
| Ornate Monitor |
|
| White Naped Mangaby |
|
| Iteration 3 |
|
| Other Languages |
|
| Show a video |
|
| See Wild Gorillas via web cam |
|
| Little ones (videos) of Gorillas |
|
| While walking through give instructions,
pics and videos |
|
| 3D pictures of Day Gym |
|
| Have it (guide) reading to you as
well as reading yourself |
|
| Notes |
|
| The amphitheatre was good because
they let the animals into the
audience so we can have a close look |
|
| Bird Cages – Vultures etc. can see up close Detail - Nice to see monkeys etc. |
Written
Stick-It Observations (Iterations 2 & 3)
| Iteration 2 |
|
| Exciting colourful starter
page WELCOME TO THE ZOO How many different species here Info pop up How old is it Keep it all bright and colourful |
|
| Times telling you ten minutes before
show in amphitheatre or animal feeding happens |
|
| Map option always available (GPS?) Can click on a part of the Zoo map
for information and short film clips of what animal/s is there |
|
|
GORILLA ENCLOSURE Short film of the Gorillas |
|
| Gorilla Facts - Lifespan etc |
|
| Introduction to the Gorillas Name Age Film Put in earphones for commentary
on this Gorilla |
|
| Pictures of all the different monkey
species in the enclosure Click on one picture for information,
video clip Hear the noises the animals make Pop up facts Things to look out for |
|
| (When you finish the enclosure) MONKEY QUIZ Send your results to your friends
at the Zoo |
|
| WHAT MONKEY (GORILLA?) WOULD YOU BE? Questions to see which Monkey you
are most like and a picture and info for that Monkey. Can send it to your friends at the
Zoo (or email it home) |
|
| Pop up – Top Tips and things to
look out for Should have a film of a Gorilla
- with headphones and then a special effects film of the Gorillas skeleton
as it moves – and what each bit is for (commentary telling you) |
|
| Are you Gorilla friendly? Quiz Ask about how often they fly (carbon
footprint) and things and suggest ways to make them more Gorilla friendly Pop up – Gorilla Problems! Charity Info! |
|
| Match the Gorilla with it’s correct
name/ the sound it makes quiz Pop up telling people to look up
at the bridge because its easy to miss. The one with the Gorilla on
– picture here |
|
| Info about their behaviour – why
do they fight? Show people videos of them in the
wild |
|
| Game (Arcade Style)– either one
as you leave |
|
| Should have a game at the end of
each enclosure and your score is added up to a total at the end which
you can compare with your friends 104 pts you are a Tiger 78 pts you are a Monkey 41 pts you are a Warthog 12 pts you are a Cockroach |
|
| Iteration 3 (additions) |
|
|
§
360° Panorama of the inside of the Enclosure
§
Keep an eye out for these birds (Aviary)
§
Keeper Video Interview (video with sound)
§
⅓ (of screen)
§
Keeper Interview
§
Sound only with video of our Gorillas
§
⅔ (of screen)
§
Slide Show (4 mins)
§
360° Panorama of Day Gym
§
Murdered Gorillas Video – Conservation Message (4 mins)
§
Gorilla Vs Gorilla video – Natural Habitat
(4 mins)
§
Other Languages
§
Tree Houses – Binoculars
§
Rope bridges so its fun for kids
§
Ladders Up
§
Underground Tubing |
|
| Notes |
|
| Stuff in the Amphitheatre was really
good – enthusiastic and fun Amazing variety of birds of prey,
but small enclosures The pit in the rainforest was amazing,
it was so exciting to be that close to the animals and it felt really
real because it was mud and trees and there was nothing between the
animals and us If the Gorillas were outside I think
it would be as good as the rainforest one |
|
Iteration 1 Rapid Ethnographic, Millen,
(2000) Video Study (20 minutes)
Please see accompanying disk or memory stick
Iteration 2 Participant Feedback,
Personal Impressions - Good/Bad
Iteration
3 Followed by Group Collaboration (Brainstorm)
