3.4 IMPULSE #4

On November 6th, I visited CoSA as part of the Project Work 3 gamification lectures. We explored “FLiP”, an exhibition about financial literacy. A topic that doesn’t naturally interest me, but still, I thought that seeing it through an interactive format might make it easier to understand and maybe even enjoyable. But even though the exhibition was interactive, I found it hard to stay engaged.

The exhibition used a lot of quizzes, screens, and points to keep visitors engaged. In theory, that sounds fun, but for me, it didn’t really work. Every time I answered a quiz, I earned points, but that didn’t make me feel more curious or motivated. There was just too much information on each screen. Sometimes I clicked random answers just to move on, not because I wanted to, but because I was overwhelmed. The same thing happened with the exhibit featuring a rotating screen, where you had to answer yes-or-no questions. This alternative screen made me feel dizzy after a while, so I couldn’t stay until the end. The interaction was simple, but the information behind it was again too much and hard to follow.

This experience made me think more about accessibility in interactive exhibitions. What happens when someone gets dizzy or tired, or just feels overloaded by too much information? What about kids or people with dyslexia or ADHD who might find all the text and flashing visuals too much? And what about visitors with visual impairments? I didn’t notice any tactile elements that could help them experience the exhibition in a different way.

Even though the exhibition didn’t fully capture me, there were still parts I really liked. I enjoyed the overall layout and the color coding of the different finance topics. One exhibit asked you to manage the expenses of an average Austrian family. That one was quite fun and easy to understand. I liked how you could see the results of your decisions immediately, visualized in a balance scale that showed expenses and savings in real time. It made the topic feel more concrete and relatable. Another moment I remember was the bicycle exhibit. I don’t remember exactly what it was about, but you had to use a bicycle pedal with your arms for the experience to continue. It was tiring but also fun and one of the few moments that felt truly interactive in a physical way, and that helped me connect more to what I was doing.

Looking back, I realized how important it is for exhibitions to make learning feel light and approachable. Just adding interactivity isn’t enough if the experience still feels heavy or confusing. Interaction should make you feel part of something, not just like you’re completing tasks. Clear visuals and thinking about different kinds of visitors can make all the difference.

AI was used for corrections, better wording, and enhancements.

Leave a Reply

Your email address will not be published. Required fields are marked *