Number 2.The experiment was directed to how visitors "read" specific museum exhibits. Our focus was on personal associations, images, stories aroused by the items. We planned to use the findings in a virtual catalogue by personally "labeling" the objects.
The group consisted of 10 members including the URFU students and the project team representatives.
The participants were asked to choose one of the objects from the museum holdings and our historian V. Mikityuk’s collection. The choice was made according to the emergence of some personal context. The majority was lucky to find such an object, and some of them laid claim on one and the same item (sea shells, for example).
Compared to experiment 1 this process looked unnatural and a bit "laborious" due to at least two moments. First, some items gave rise to "skin-deep", trivial associations which could hardly encourage other participants. It was clear that most historic objects could stir up primarily "history-generated" layer of consciousness. Second, the focus group members felt a certain discomfort sharing inner emotions and reflections when an item actually "clung" to their personal life.
Therefore, both the meeting format and the question asked should be changed.
We tried the following variants.
Number 3. The game "My exhibit". The focus-group member chose an item that really impressed him/her. Then they explained why it had attracted their attention, what perception it had induced, what they would tell their friends about it, where they would put it at home.
Number 4.The research-game "Name an exhibit, find an epithet". It was quite successful and created a kind of semantic "cloud" around the objects, made them alive in participants' eyes, who appeared to find themselves not only in historic but also social context of myths, perceptions and estimates of other people.
Both games proved to be useful in terms of generating further models for interpretation.
It is of interest, that such research can be applied to absolutely different context. The examples are the projects "Tag! You’re It" and "Freeze Tag" of the Brooklyn museum (2009), aimed at museum collection filtering.
This exciting game resulted in 230 000 tags comprising over 95% exhibits posted on the museum site. The users were trusted to offer individual tags "
Tag! You’re It", and edited their final lists "
Freeze Tag".