International Workshop on Virtual Archaeology: Museums & Cultural Tourism 23-26 September 2015 Delphi, Greece Interaction Design for Archaeological Content: from Edutainment to Serious Games Ioannis Deliyannis*, Georgios Papaioannou‡ † InArts Lab, Department of Audiovisual Arts, Ionian University, Corfu, Greece ‡Department of Archives, Library Science and Museology, Ionian University, Corfu, Greece *corresponding author: yiannis@ionio.gr Abstract This research targets the development of edutainment systems and serious game design for archaeological content. Ourmain objective is to produce state-of-the-art end-systems, whichsatisfy the requirements of all three parties involved in the development process: content experts, end-users and application developers. Their requirements are often cross disciplinary, as each party involved in the process requires solutions to a number of problems which need to be answered in a systematic and complete manner. The ultimate goal of this process is tointroducean efficient, extendable and aesthetically pleasing end-system. In order to achieve these goals, we address and attempt to resolve the most common presentation design issues that arise during the process of interaction design. Completion of this process enablesthe actual system developmentto commence with a precise and complete specification of content features and system characteristics. 1. Introduction Our previous work (Deliyannis,2015; Deliyannis, 2012; Deliyannis et al., 2008; Deliyannis & Kanellopoulos, 2008; Deliyannis& Kermanidis, 2007)has demonstrated that it is possible to develop applications and games featuring multiple interactive scenaria,which employ the same set of information markers and triggers in order tocover unique presentation requirements (Deliyannis& Honorato, 2016).It was shown how this approach essentially extends the interactivity of a system and provides the capability to offer multiple or scalable interaction scenaria using the same information space (Deliyannis & Papaioannou, 2016). The applicability of the proposedmethod has already been tested in practice via the development of interactiveartwork, games and edutainment applications (Augusto&Zhang, 2014), using state of the art mobile platforms and augmented reality environments (Arth et al., 2015). Thesesystems combine real-life and virtual content, cover complex content presentation demands and are designed to adapt according to varying user needs and variable hardware specifications.Note that it is common for such systems to be used synchronously by different user groups, including young (Jarvin, 2015) and older visitors (Veloso& Costa, 2015), enabling them to interact with the content using customised narration that suits their personal profile. In addition, usersaccess and interact with the content using personal hardware and network access providers (Deliyannis et al., 2016). Arequirementforthe designof such systemsis to first define the information space (Augusto&Zhang, 2014)and decide on system functionality in contrast to intended audience(s). Interaction design is clearly the most important process that affects both end- system quality and user experience. Interestingly, the Association for Computing Machinery (ACM)in 2012 classified interaction design as an autonomous research field, beyond the boundaries of human-computer interaction(HCI). This development identifies clearly that interaction design is not only part of user experience and other human-computer interaction (HCI)fields. Consequently, ourresearchdiscussesimportant interaction design and research