Using a Large Language Model as Design Material for an Interactive Museum Installation

Fuente: arXiv
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Hauptverfasser: Engstrøm, Maria Padilla, Løvlie, Anders Sundnes
Format: Preprint
Veröffentlicht: 2025
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author Engstrøm, Maria Padilla
Løvlie, Anders Sundnes
author_facet Engstrøm, Maria Padilla
Løvlie, Anders Sundnes
contents We present a work in progress that explores using a Large Language Model (LLM) as a design material for an interactive museum installation. LLMs offer the possibility of creating chatbots that can facilitate dynamic and human-like conversation, engaging in a form of role play to bring historical persons to life for visitors. However, LLMs are prone to producing misinformation, which runs counter to museums' core mission to educate the public. We use Research-through-Design to explore some approaches to navigating this dilemma through rapid prototyping and evaluation and propose some directions for further research. We suggest that designers may shape interactions with the chatbot to emphasize personal narratives and role play rather than historical facts or to intentionally highlight the unreliability of the chatbot outputs to provoke critical reflection.
format Preprint
id arxiv_https___arxiv_org_abs_2503_22345
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Using a Large Language Model as Design Material for an Interactive Museum Installation
Engstrøm, Maria Padilla
Løvlie, Anders Sundnes
Human-Computer Interaction
We present a work in progress that explores using a Large Language Model (LLM) as a design material for an interactive museum installation. LLMs offer the possibility of creating chatbots that can facilitate dynamic and human-like conversation, engaging in a form of role play to bring historical persons to life for visitors. However, LLMs are prone to producing misinformation, which runs counter to museums' core mission to educate the public. We use Research-through-Design to explore some approaches to navigating this dilemma through rapid prototyping and evaluation and propose some directions for further research. We suggest that designers may shape interactions with the chatbot to emphasize personal narratives and role play rather than historical facts or to intentionally highlight the unreliability of the chatbot outputs to provoke critical reflection.
title Using a Large Language Model as Design Material for an Interactive Museum Installation
topic Human-Computer Interaction
url https://arxiv.org/abs/2503.22345