Unpacking Learners' Engagement with AI Exhibits

Designing for Diverse Learning Pathways in Museum Technology

Timeline: 2025 (Ongoing)
Organization: Exploratorium, San Francisco
My Role: HCI Researcher
Type: Foundational Research
At a Glance

Challenge: Museums increasingly are exploring the use of AI technologies for learning, but lack frameworks to understand how visitors engage with these exhibits and what design features support different learning pathways.

Outcome: Developed a research-based framework identifying seven core engagement behaviors (questioning, consuming, creating, explaining, connecting, predicting, evaluating) and mapped them to participation genres (Hanging Out, Messing Around, Geeking Out), providing actionable design guidance.

The Challenge

The Exploratorium's 'Adventures in AI' exhibition featured 30+ interactive technological exhibits designed to teach visitors about artificial intelligence concepts, such as word embeddings, neural networks, bias in data, and more. AI literacy in informal learning is a new and emerging field. As such, we have a:

This led us to ask:

Research Question:How do visitors engage with interactive technological exhibits in museums, and what design features support diverse engagement types?
My Role
Research Process

Theoretical Framework

I grounded this study in the concept of 'genres of participation' developed by Ito et al., which identifies three constellations of learning behaviors:

  • Hanging Out (HO): Social, peer-driven engagement focused on being together
  • Messing Around (MA): Experimental, interest-driven exploration
  • Geeking Out (GO): Deep, intensive engagement with specialized knowledge

This framework has proven central to designing informal learning environments like makerspaces, but hasn't been applied to free-choice, self-directed learning with museum exhibits.

Phase 1: Audio-Recorded Visitor Study (7 weeks)

Participants: 17 visitor groups (52 individuals total)

Method: Visitors wore microphones as they explored the 'Adventures in AI' exhibition while researchers observed from a distance

Visit duration: 20-80 minutes per group

Data collected: ~20 hours of naturalistic audio of visitor conversations and interactions

Note: This data collection was led by the broader team at the Exploratorium.

Phase 2: Ethnographic Field Work (3 days)

Participants: 28 visitor groups

Methods:

  • Direct observation of visitor interactions with exhibits
  • Unstructured interviews with visitors about their experiences
  • Field notes documenting engagement patterns
Phase 3: Interaction Analysis

I analyzed the data using interaction analysis techniques adapted from prior museum research:

Step 1: Identify Significant Events

  • Reviewed all audio transcripts and observation notes
  • Identified moments of meaningful engagement with learning content
  • Focused on social conversation, experimentation, and rule-breaking behaviors

Step 2: Code Engagement Behaviors

  • Inductively coded visitor interactions with each other and exhibits
  • Drew on existing museum engagement literature and empirical observations
  • Identified distinct behavior patterns

Step 3: Map to Participation Genres

  • Categorized behaviors as Hanging Out, Messing Around, or Geeking Out
  • Determined categorization based on subject and complexity of behaviors

Step 4: Identify Design Features

  • Collaborated with exhibit designers to map behaviors to specific design features
  • Documented which features supported which participation genres
Method Reflections

What worked:

Challenges:

Preliminary Findings (WIP)
Finding 1: Seven Core Engagement Behaviors

Identified distinct ways visitors engage with learning content at technological exhibits:

Questioning
Consuming
Creating
Explaining
Connecting
Predicting
Evaluating

The subject and complexity of these behaviors determine how they map to participation genres (Hanging Out, Messing Around, or Geeking Out).

Finding 2: Design Features Shape Engagement

Specific design features support different participation genres. Example from "This or That" exhibit:

Participation Genre Example Behaviors Supporting Design Features
Hanging Out Taking pictures, laughing, consuming non-subject-matter information Familiar activity (photos) that reduces barrier to entry
Messing Around Assessing where pictures fall on spectrum, evaluating subject-matter information Quick repetition, experimentation, immediate feedback allows easy testing
Geeking Out Testing hypotheses about what the AI detects, predicting, questioning, explaining Keeping log of results allows pattern identification
Impact and Outcomes

For HCI Community:

For Exploratorium:

Ongoing Work and Next Steps

Current Analysis:

Related Publications

Paper under review for HCI conference (2026)

Additional publications forthcoming