Currently, since the children's experience of visiting museums is poor, the work aims to improve children's experience of visiting museums and increase their willingness to visit museums on their own initiative through the intervention of gamification strategy in service design. Firstly, with the thinking and methods of service design, the current situation of school-age children's visit in Henan Museum was investigated through user interviews, user journey maps and questionnaires and the children's psychological characteristics in visiting museums and the exhibition characteristics of museums were analyzed from the emotional and sensory layers, thus summarizing the pain points in the service. Then, with the improvement of children's active participation as the entry point, the principles of gamification design were defined, a gamification model based on the DMC system was constructed, and the octagonal behavioral analysis method was adopted to analyze and optimize the model. A museum gamification service system in line with the emotional and sensory needs of school-age children was designed, and elaborated with the example of the "Bole Tour" APP design practice, which was approved by the test subjects. The intervention of gamification in the service is an effective way to improve user participation, interest maintenance and experience quality, which can effectively improve the museum visiting experience of children, enhance the efficiency of children's absorption of cultural knowledge, and increase their willingness to visit the museum actively.
Key words
gamification /
service design /
school-age children /
museum experience /
DMC /
octagonal behavioral analysis method
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