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Immersive technologies can be used to broaden the possibilities of storytelling in heritage contexts to enrich the ways in which museum collections are interpreted and to facilitate more active engagement with history. To this end, as part of the United Kingdom’s Industrial Strategy, new models, methods, and workflows are being developed to help realise the value of such technologies across the country. However, prior art shows that immersive technologies present particular challenges with respect to usability, uptake, onboarding, sustainability, and authenticity. Towards addressing these challenges, a programme of action research has been established across a series of museums in Cornwall. Focusing upon the Augmented Telegrapher at Porthcurno Telegraph Museum, a co-designed social escape room experience that utilises the Microsoft HoloLens to simulate a telegraphy training exercise from World War 2, this article addresses what partnerships with smaller, rural establishments need to effectively realise the value of immersive technologies. Using the work of Erik Champion as a critical lens, the article shows how an iterative constructivist approach leveraging game design principles can underpin success. This is distilled into a set of recommended interaction blueprints and transdisciplinary working practices that will be of interest to curators, researchers, and serious game developers.
Krzywinska et al. (Thu,) studied this question.