Technology Experiences: What makes them compelling?

pervasive mobile computing, consumer experience This report documents research undertaken in the summer of 2001 to investigate the nature of visitor experiences at the Explore@Bristol interactive science museum. The experimental work involved an observational study of visitor behaviour at six of the exhibits in Explore, augmented by interviews and discussions. The outcome is a provisional model of visitor experience identifying three dimensions that might make such experiences compelling: Drama/Sensation, Challenge/Self Expression, and Social. Though developed in the context of Explore, we consider the model to have wider application in the consumer space.