1.6
WEEKLY QUESTIONS
Who are you designing for?
1. We are designing for gamers. Gamers who go to escape rooms in reallife, or online. The gamer likes a challenge and feels the need to be educated while playing.

What is their relationship to the collection?
2. They want to learn more about culture and history but in a fun way.

Which content are you interfacing?
3. We are interfacing either the collection of ‘European identity’s’ or ‘the 20st century’ in this way they learn a broad knowledge about European history and culture.

How does the interface affect or influence the user?
4. It effects the user by showing facts and stories that are not already known. Hereby they will be more conscious about their own position in Europe and the unknown things about Europe to get a broader pov.

What type of interaction is fitting for this?
5. An online interaction is the best way to reach the gamers. They like to hide behind their screens and not necessarily among people.

What type of medium is fitting for this?
6. The medium we want to use is an interactive escape room game. Europeana is an educative platform about history and culture and an escape room is also educative and challenging but in a fun way. This way Europeana and the gamers will meet each other halfway.

Which visual language can be useful or fitting for this?
7. A bold, mysterious typo but still in the style of Europeana for recognition.

What are you trying to accomplish through the interface you want to design?
8. Our interface will be an online escape room. We think Europeana has overall an old target group and wants to reach a younger audience. Young gamers are the perfect target group because gamers are on socialmedia and have a broad reach to promote Europeana. We want to reach gamers who like to learn while playing games. Therefore Europeana challenge them to do their educative online escape room in which you learn more about Europe then and now. The gamers will experience Europeana in a fun way.
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