This paper has presented a study on the effects on visitor
engagement when using QR code technology as a digital method
for delivering information in museum-like environments. We
presented the results from two research cycles, organized following
the Integrative Learning Design framework for Design-Based
Research. In both research cycles, traditional QR codes are
analyzed and compared with another solution (the independent
variable). This is done in order to gain insights into how their use
affects visitor engagement in museum-like spaces. In Cycle 1 we
conducted an experiment to analyze the effects on visitor
engagement of using a QR code to deliver information about the
exhibits, in comparison to delivering this information on a screen.
The conclusion from Cycle 1 is that there is a greater consumption
of textual content among the visitors. In Cycle 2, we aimed to
improve the potential of QR codes. In order to do so, we analyzed
whether adding a social component to the QR codes (two-way QR
codes) had a positive effect on visitor engagement when compared
with traditional one-way QR codes. The results of this experiment
showed that adding this social aspect to the QR codes had a positive
effect on the time that visitors spent at the exhibit, without negatively
affecting their experience. Finally, the second experiment
showed that, when used as a two-way channel of information, QR
code technology can be used as an alternative for delivering digital
content in museum-like spaces. This paper has presented a study
on the effects on visitor engagement when using QR code technology
as a digital method for delivering information in museumlike
environments. We presented the results from two research
cycles, organized following the Integrative Learning Design
framework for Design-Based Research. In both research cycles,
traditional QR codes are analyzed and compared with another solution
(the independent variable). This is done in order to gain
insights into how their use affects visitor engagement in museumlike
spaces. In Cycle 1 we conducted an experiment to analyze the
effects on visitor engagement of using a QR code to deliver information
about the exhibits, in comparison to delivering this information
on a screen. The conclusion from Cycle 1 is that there is a
greater consumption of textual content among the visitors. In Cycle
2, we aimed to improve the potential of QR codes. In order to do so,
we analyzed whether adding a social component to the QR codes
(two-way QR codes) had a positive effect on visitor engagement
when compared with traditional one-way QR codes. The results of
this experiment showed that adding this social aspect to the QR
codes had a positive effect on the time that visitors spent at the
exhibit, without negatively affecting their experience. Finally, the
second experiment showed that, when used as a two-way channel
of information, QR code technology can be used as an alternative for
delivering digital content in museum-like spaces.