xperience. It’s a type of gamification. One example is the use of trivia questions placed at the ends of stack units (relating to the call number area). This piques users’ curiosity and invites them to test their knowledge. The QR code links to the answer, the “learn now” concept. After confirming or finding out the answer, the library user will then be ready to “learn more.” You can provide links to “learn more” at the end of the “learn now” answer.
- Interactive Displays. What library doesn’t create displays or even exhibits? Often, they’re just a collection of related ‘somethings’ (e.g. books, DVDs, community collections, etc…). Why not make them interactive by integrating library and learning activities into them. Maker activities are a good example of this (and no, it doesn’t have to be 3D printing). Take knitting for example. Many libraries have books on knitting, there are plenty of videos out there on how to knit, and knitting is truly a maker activity. An interactive display that centers on knitting could be set up to include how-to books, a TV or computer where how-to knitting videos can be viewed, and a table with knitting supplies that invites users to sit down and “learn now.” Add in some lovely volunteers who can teach knitting, and voila, you have an interactive display.
- Library Games. I’m not talking about just providing space to play games in the library, although that’s definitely a good thing. I’m talking about games that require library users to interact with the library. Scavenger hunts are a good example. Better yet, getting your users to design their own scavenger hunts within the library creates even more competition and community building. Library games can serve as a dynamic and ongoing library inter-activity.
These ideas are just the tip of the iceberg for designing library inter-activities.
I think the most valuable outcome of designing libraries for inter-activity is in its potential to transform the library from a learning space to a learning place. What do I mean by that? Think of space as generic and interchangeable, and place as a destination where people want to go (there’s a philosophy behind this). When libraries become places (physical or virtual) instead of spaces, they free themselves from the shackle of feeling like they are in competition with commercial enterprises.