Visitors should be engaged at every opportunity during their visit by interacting with artifacts such as sculptures and paintings or at home with off-site activities within the app.
Learning is very effective in a relaxed environment, using play, stimulation and challenging the visitor’s imagination with real-time decision analysis in the app.
Organisations should involve the visitors in engaging activities and challenge their creativity with innovative activities to increase their participation along the selected path.
Gamar empowers people with learning disabilities and dyslexia to fully enjoy the visit with helpful easy to use screen designs and information flow.
The interactions with objects in the museum and within the app should give a sense of enjoyment, delight and accomplishment.