Critical times

Critical times

5 biographies during WW2

The challenge we met: How to balance engagement with Historical sensitivity, promoting serious learning of USSR Jewry during WW2

Michal Hadas, app developer

contact developer: Michal Hadas

A Fiscal “escape box” was transformed into a digital interface. It tells the story of five outstanding people of Jewish origin and soviet affiliation. The anchor event is the German invasion to the USSR in 1941 that impacted them all.

Michal Hadas created 5 narrated themes. Each theme was transformed into a digital quest in which a group of participants , working together, is trying to follow the footsteps of one of these heroes. in the process they meet challenges that resemble in a way the challenges characteristics of the figure. Gamification motifs are enhancing engagement while preserving historical authenticity and respectable commemoration.

The development process took about 4 months and required a sustainable amount of storytelling skills and digital props required to simulate fiscal props. The added value of the product was its scalability and sustainability. An important emphasis was put on the integration of archive materials: Historical photos, maps, official documents.

Who was it for

The client is Getto fighters museum , an archive and educational institution for the commemoration of Holocaust heritage. This app is mainly targeting high school students.


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Numismatics

Digital Collections in Presentation of Cultural Heritage

reflecting on and discussing different possibilities of presenting collections of cultural heritage and enlivening exhibitions, fostering collaboration between researchers, curators, educators and information technology specialists for their visitors’ learning / experience

(Museum) Collections and Objects

different levels: items on their own and in context - one object can belong to several different contexts too much focus on some (famous) objects excludes others – some objects are never exhibited nor published how can we adequately represent a collection?
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45

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audiences

conceptualization and gamification

Two approaches in presentation of Cultural Heritage

  • experiences motivate visitors to learn in a museum – but experiences should not be their own purpose; they should not be disconnected from the pedagogical aspect but enhancing it and aiding in the learning process
  • in-between modular systems combining the two (pedagogical approach and experiences) seem to work best
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Barbara
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what did people say

Rated 5 out of 5
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Margoza cemetery Jaffa

Converting the cemetery research data, to a digital platform was unique opportunity to reuse and enhance my curation

- , Sharon Ambar, curator

Margoza cemetery is a unique spot in the heritage of the local Jewish community. The community was consisted of a heterogeneous and cosmopolitan group of locals, Jewish residents of the Ottoman empire and immigrants from very distinct communities. Their burial habits reflect this diversity and reveals the wonderful biographical stories embedded into the place.
The curative process gave us the anchors for organizing the digital activity. biographic, text oriented and visualy layered on an Arial photography where the pilars of of the project (still under construction)|

Each intriguing figure was entitlement with a special marker on an interactive map. The visitor exploring the site using the map is invited to look thoroughly on the unique encryption and decode its symbolism

The following step is integrating the digital project with the fiscal renovation using markers embedded into the on site exhibition


Look and feel

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87
stations to edit

60
simultanues users

70
Editing time

67
Playing time


Experience the place

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Antique Short Stories

Every Object has a Story to Tell

Salve! Do you want to explore with us the Antiquities Collection of the Kunsthistorisches Museum Vienna? YES! Then jump on board of our time machine and off we go! Together with Aphrodite and the Young Man of Magdalensberg we will find out the stories of objects within the antiquities collection.

Christina Kral-Börner

What is the aim of “Antique Short Stories”? Originally based on a paper guide “Durch die Antikensammlung mit Aphrodite und dem Jüngling von Magdalensberg” this run is intended as an interactive guide around the collection that aims to encourage users to be curious and get interactive with the museum objects. In each room an object or object group was chosen under a certain theme, such as sports or daily life. 

The work process: At the beginning stood the question: “Is it possible to adapt a paper guide with activities into an app with interactive tasks?” Indeed, it worked very well! The main linear structure in essence stayed the same: each room was represented within the app as one scene with a certain theme. A scene includes one or more stations that are build up: an arrival (either introductory words or hints on the object), an interactive mission (question, statement, photo etc.), and lastly, additional information on the object itself or the topic. Some of the ‘paper activities’ like drawing or colouring could not be fully imagined digitally, however, a new feature was introduced which is not possible in an analogue medium: taking photos. This provided users with their own visual map of their explorations. We took into account that the historical rooms of the Antiquities Collection are not arranged in a strictly chronological order. The thumbnails of Aphrodite for the Greek, and the Young Man of Magdalensberg for the Roman, therefore acted as guiding figures for each station. The app itself is modular which mean it is very easy to enhance scenes or even create new ones. The target group is also very broad, ranging from school children to adults, catering for whoever is interested in exploring the Antiquities Collection in a different, playful way.

Mobile look and feel
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number of stations
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number of scenes
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Editing time
45
Playing time (minutes)

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Password: christina

Cheat sheet (answers)

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Botanist.run

Experiencing a botanical garden is about collection

Tzvia, Educational Manager

Corona challenge

How do you keep a beautiful and sensual garden relevant while it is closed to visitors? By sticking to the core values of Biodiversity and of a committed team.

The garden team collaborated from a distance, reusing existing knowledge about local flowers to create a pollination game. The team integrated information about pollination connecting pollinators to flowers.

The game worked on a points system: every time a flower got pollinated, the player gained a point. The game was played on-line via a Facebook event.

By the end of the game, the players had created a personal collection site and received an invitation to complete the more advanced phase. The garden then had the opportunity to upload and gamify all of the 6000 flowers in the botanical collection.

Mobile look and feel
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87
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60
game modes
70
Editing time
67
sites

See it (Hebrew)

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A Walk through Jewish Vienna

The Presence of the Absence

Our biggest challenge is to experience places that are no longer in existence

Michaela Feurstein-Prasser

Created and curated by Michaela Feurstein-Prasser. This interactive map transforms a linear ¨book¨ structure into a layered experience. Each location on the map is an introduction to a place with many historical stories. After an introduction, the participant can zoom into the hidden layers. The historically accurate content is enhances using video and audio experimental learning elements. The players can interact with and learn from each others content. The same content is presented differently depending on the audience.

  • Individual wanderer: a Geographically based experience with audio files
  • Individual with thematic orientation: A time line organisation
  • Educative group: a competitive leader board, survey, open questions and test questions

Look and feel
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87
stations to edit
60
Profiled users
70
Invested hours
67
Playing time
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Ziegenbalg Run

Thanks for this incredibly educating experience. It feels great being part of a greater and creative network

- , Musem manager


This muse.run product is a mobile learning feature; a playful and interactive approach, an object information tool, as well as a virtual collection database. It educates the visitors’ perspective of historical spaces by guiding them through the museum compound and the collection in two sessions. It can be challenging, that’s the idea behind it: here, learning is a personal choice. Visitors can access introductory information or they can explore and participate with the objects in a unique way. The different topic features are introduced by “station cards,” explaining the mandatory rules and procedure. Subsequently, the game progresses via three stages of completing an object-based station card: unopened, opened, completed. Once the visitors complete the station card, they have access more activities and more information. Thus they get a glimpse into Indian culture and are able to use their new language knowledge to complete the final station card.


Look and feel

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87
stations to edit

60
simultanues users

70
Editing time

67
Playing time


Experience the place


Read More