Weekly questions
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1.1.1 Exploring the other
1.2.1 Exploring the context
1.3.1 Exploring interfaces
1.4.1 Design Process
1.5.1 Publication station UX/UI
& Prototyping
1.5.2 Interaction station
Interfaces & Machine Learning
1. who are you designing for?

gamers
MMORPGs

They're the kind of players that enjoy finding easter eggs and secret levels.
They play for gain-oriented reasons such as the storyline or the social connections.

history enthusiast
20-40 -/+

they have their own group of players with whom they play other games together
intrinsic gamers (in the case of players, it is mainly curiosity, striving to follow the story and see the events unfold, developing their competences and becoming better)

first shooter games 
strategy games

2. What is their relationship to the collection?

Our user group usually gets really into the LORE (backstory, all the elements that complement the principal narrative) and with Europeana we give them the option to even further explore everything they find in the escape room. 

Europeana would represent the whole spectrum of the game we will make, which will allow the users to feel even more immersed into our reality

VR would be an even further  translation of all the information they can get (actual size, 3D so you can walk around it,...)
3. Which content are you ‘interfacing’?

Mainly artefacts  (found in the archeology section of Europeana).

We will use them because they allow us to create a VR version of the escape room (are already 3D models).

They will find it the most interesting since they can create a very visual story plus our user group is very prone to collecting and discovering new things. Easter eggs

We have also found that the artefacts are the most interesting visually plus they can create a sort of data base for the "open source library" and the "create your own escape room idea"
4. How does the ‘interface’ affect or influence the ‘user’?

- Provides information,
- educational in an not educational way (fun),
- social interaction (it provides a way to virtually hang out with your friends)
- improves focus and working memory (puzzle type game)
- provides a safe escape (escapism)
- amusement 
- relaxation
- Puzzles (escape rooms) get you to think meta-cognitively by challenging your problem solving skills.
- encourages creativity
5. What type of interaction is fitting for this?

Since we are talking about gamers the most fitting interaction in our eyes would definitely be a game sort of interface.

Open source escape room, which is based on the idea that everyone cane either build their own escape room or they can play a pre-made one that was made by us or other users who published it.

6. What type of medium is fitting for this?

- VR
- FIRST SHOOTER
- WEBSITE
7. Which visual language (including typography) can be useful or fitting for this? what kind of aesthetic is speaking to your user?

mystical and fantasy
Mystery/ mysterious
historical elements

colors: contrast between bright and dark
8. What are you trying to accomplish through the interface you want to design? your user’s life will no longer be the same, in what way?

Our biggest goal is to connect Europeana to a broader audience (our user group)

With this we want to create an entertaining experience for the users

Making it as interactive as possible by giving users the option to create and explore others (when you beat one escape room, it doesn't mean it's over, It's  constantly renewing and stays exciting to explore)

It's educational, users will be learning about history and heritage, without it feeling like the main priority
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