INNOVAZIONE DIGITALE
PER GLI AMBIENTI DI VITA
EcoInteractive App – Museo A come Ambiente
(MAcA)
KRZYSZTOF MACIEJEWSKI
ANTONIO LOPEZ
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Problem
Visitors follow the route passively
Some rooms receive little interest
No feedback or data to improve
the experience
2
Objective:
Actively engage visitors with games and multimedia content
Collect statistical data on interactions
Educate on key topics:
Water
Waste
Energy & Climate
Food
3
Solution
A tool that accompanies the visitor throughout the museum route.
It provides:
Interactive content in each room
Thematic educational games (quizzes, drag-and-drop, simulations)
Anonymous data collection on interactions
Scores, badges, and personalized advice at the end of the experience
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Interaction
Augmented Reality and Virtual Reality games with
provided headset
Simple Quizes about current exibitions to keep
visitor intereseted. Every attraction has its own QR
code to scan and start the game.
Leader board of the best visitors with prizes
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AR/VR games
1. Food
EcoMeal AR
Scan a plate image or food card. The app overlays
informations about the meal and shows the
ecological footprint of the dish.
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Burger: 80% of global soy is
used as animal feed.
Pizza water footprint: 1,500 liters
Fries: Key factor is the oil
Reused vs fresh frying oil!
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AR/VR games
2. Water
Eco Detective
Children follow clues around the museum using AR
markers. Each marker reveals a puzzle, riddle or
short game linked to the exhibit (e.g. tap to remove
pollutants from water, rotate a wind turbine).
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AR/VR games
3. Waste
Scan & Transform
Children scan objects laying around the museum
(e.g. a water bottle, burger poster, light bulb) and
the app overlays AR animations showing the
hidden environmental cost (e.g. CO₂ cloud, liters of
water, energy bar).
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828 grams
of CO2
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Simple quizes
The four thematic sections, with their respective games and content:
Water
Topic: water footprint, water cycle, waste
Quiz “The Water Footprint Challenge”
Waste
Topic: recycling, disposal, circular economy
Game “Sort & Win”
Energy & Climate
Topic: Co2 emissions, reenewable sources, energy efficiency
Quiz on energy sources: “Which Source is Cleaner?”
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Tracking and Statistical Analysis
Data Collected for Each User (anonymous):
Games completed vs abandoned
Percentages of correct answers and
errors in quiz
Most clicked or ignored topics
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Tracking and Statistical Analysis
Monthly Reports for Staff:
Automated suggestions based on data:
“The waste sections has a 25% abandonment rate → consider
new content or move it earlier”
Energy & Climate quiz register a 70% error rate on fossil fuels
→ add expanatory panels on that topic”
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Benefits
For Visitors:
A personalized, engaging experience
Active learning through games
Virtual recognitions
Practical advice and “take-home” environmental tips
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Benefits
For the Museum:
Optimized layouts and content based on real, objective data
Continous improvement of the exhibit experience
Real-time feedback for new installations and balancing interest
among rooms
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THANK
YOU VERY
MUCH!
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