Designing Authentic Digital Experiences
dc.contributor.author | Spotti, Samuele | en_US |
dc.contributor.author | Bonifazi, Federica | en_US |
dc.contributor.author | Massidda, Marcello | en_US |
dc.contributor.author | Pescarin, Sofia | en_US |
dc.contributor.author | Travaglini, Laura | en_US |
dc.contributor.editor | Campana, Stefano | en_US |
dc.contributor.editor | Ferdani, Daniele | en_US |
dc.contributor.editor | Graf, Holger | en_US |
dc.contributor.editor | Guidi, Gabriele | en_US |
dc.contributor.editor | Hegarty, Zackary | en_US |
dc.contributor.editor | Pescarin, Sofia | en_US |
dc.contributor.editor | Remondino, Fabio | en_US |
dc.date.accessioned | 2025-09-05T08:39:36Z | |
dc.date.available | 2025-09-05T08:39:36Z | |
dc.date.issued | 2025 | |
dc.description.abstract | The concept of authenticity has gained growing importance in the design of digital, hybrid, and XR experiences within the Cultural Heritage (CH) sector. In earlier research [PCS24], we examined authenticity through a multidisciplinary lens, combining a state-of-the-art review with empirical data collected via a Cultural Probe Kit (CPK) to explore user perceptions of authenticity in interactive experiences. From this, we developed a multidimensional authenticity framework, structured around three core dimensions: Self, Others, and World. This paper focuses on translating that framework into actionable design strategies through the PERCEIVE Co-design tool-a free resource composed of a card deck, board worksheets, and activity guidelines. Available as both a physical board game and a web app (in development), the tool supports designers and cultural experts through a step-by-step process to ensure authenticity is embedded in the experience design. By encouraging collaboration and creativity, it promotes the development of engaging, emotionally resonant digital experiences. Additionally, we created a custom GPT assistant to support iterative brainstorming and UX ideation around authenticity. The co-design outcomes were then used to shape the exhibition design strategy of Reconstruct & Relive, the final showcase of the PERCEIVE project (Ch.3). | en_US |
dc.description.sectionheaders | PERCEIVE: Exhibiting the ''Unexhibitable'' | |
dc.description.seriesinformation | Digital Heritage | |
dc.identifier.doi | 10.2312/dh.20253148 | |
dc.identifier.isbn | 978-3-03868-277-6 | |
dc.identifier.pages | 4 pages | |
dc.identifier.uri | https://doi.org/10.2312/dh.20253148 | |
dc.identifier.uri | https://diglib.eg.org/handle/10.2312/dh20253148 | |
dc.publisher | The Eurographics Association | en_US |
dc.rights | Attribution 4.0 International License | |
dc.rights.uri | https://creativecommons.org/licenses/by/4.0/ | |
dc.subject | CCS Concepts: Authenticity → Extended reality; Hybrid experiences, Digital experiences; Design → codesign; Cultural Heritage → Digital Cultural Heritage | |
dc.subject | Authenticity → Extended reality | |
dc.subject | Hybrid experiences | |
dc.subject | Digital experiences | |
dc.subject | Design → codesign | |
dc.subject | Cultural Heritage → Digital Cultural Heritage | |
dc.title | Designing Authentic Digital Experiences | en_US |
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