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Ancient Egyptian built heritage (AEBH) possesses multiple layers of information, from factual and explicit, to symbolic and tacit. However, its tacit qualities (e.g. spatiality, context, materiality, conservation, functionality, cultural symbolism) are not always readily understood by museum visitors, especially because decorated reliefs, foundation bricks, and other architectural elements are out of context and cannot usually be touched. Therefore, we propose the use of digitally enhanced modes of tangible interaction to encourage visitors to engage with AEBH in more embodied ways. This essay discusses the design, implementation, and evaluation of phygital interaction with AEBH: interaction that integrates both physical and digital elements concurrently. We developed interactive prototypes in a real museum environment at the Royal Museums of Art and History, Brussels (RMAH): a tangible interaction prototype concerning Djoser’s pyramid complex at Saqqara, and an informal learning experience with tangible gamification through a reconstructed Egyptian tomb chapel. This essay addresses a methodological workflow for deploying and evaluating a phygital museum prototype, and describes the lessons we learned about visitors’ learning experiences from empirical data gathered through our experimental studies at the museum.
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