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A Context-Aware Mobile Application for Museum and Exhibition Visitors Ashley J Wheat May 2012 Ashley J Wheat May 2012
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A Context-Aware Mobile Application for Museum and Exhibition Visitors

Ashley J WheatMay 2012

Ashley J WheatMay 2012

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Introduction

Museums, art galleries and exhibition spaces play an important role in the discovery of knowledge and learning.

However, information is limited to that available in guide books, brochures and audio guides, which can sometimes be limited and unengaging.

This project focuses on the use of digital technology in making exhibition spaces more engaging and exciting places for visitors, building a richer user experience.

Ashley J WheatMay 2012

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Introduction

This project aims to build upon previous user research carried out by Absindar Ali (2011) and Agnieszka Golebiewska (2011) to develop a digital system for the delivery of artifact and exhibit information.

A context-aware mobile application has been developed and evaluated in two user studies carried out in real world exhibitions.

Ashley J WheatMay 2012

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Context-Awareness?

“Context is any information that can be used to characterise the situation of an entity” (Hong, Suh and Kim, 2009) .

Context-aware systems are able to adapt and change their behavior according to the context of the environment around them (Schilit, Adams and Want, 1994).

Essentially a context-aware system knows what’s happening around it, and can adapt and behave accordingly.

Ashley J WheatMay 2012

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Related Work: The Information-Seeking Behaviour of Museum Visitors (Orr, 2004)

Visitors to museums do not reveal any goal oriented behavior whilst meeting information needs.

Unlike visitors to libraries or similar establishments seeking to fill a predetermined gap in knowledge, museum visitors tend to discover knowledge in a more unstructured and holistic manner. Visitors create an amorphous connection to information through their own curiosity.

Traditional methods for information contradict this dynamic offering only a structured route through exhibits.

Ashley J WheatMay 2012

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Related Work: A Ubiquitous Interactive Museum Guide (Sandnes, et al, 2008)

A PDA based guide system providing an alternative to audio-guides using RFID and data mining technologies.

By employing extension theory, a relationship between visitors and viewed artifacts is generated providing recommendations to users.

The system however lacks scalability, information is held on a static server and availability of PDA devices is a key obstacle.

Ashley J WheatMay 2012

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Related Work: Unified Context-Aware Augmented Reality Driven Application Framework for User-Driven Tour Guides

(Woo, et al, 2010)

System uses an augmented reality framework to provide visitors with information and content generation on an electronic museum guide.

Users encouraged to interact with items on display by tagging and labeling artifacts.

Although an engaging experience is created, lack of moderation can lead to inaccurate information.

AR can also withdraw attention from the exhibit itself, and only provides information viewable on a small viewport.

Ashley J WheatMay 2012

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Related Work: iMuseum (Ma, et al, 2008)

Consists of two elements: iGuide harnesses RFID tagging to deliver relic information via a PDA.

iRecommender generates user recommendations modeled on visitor behavior.

Focuses on scalability allowing dynamic context knowledge to be managed by the system.

In testing, users found that RFID sensing lacked accuracy and some users suggested the system was not easily used.

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A New Context-Aware System

From previous related works it has been acknowledged that a new system must:

- Include functionality to dynamically alter contextual information on-the-fly, offering scalability.

- Encourage engagement with exhibits instead of removing focus.

- Provide an interesting and engaging alternative to existing methods, giving a level of freedom to users.

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User Requirements

Further to user requirements outlined by Ali (2011) and Golebiewska (2011).

Ashley J WheatMay 2012

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Proposed System

New proposed system - Mimir - consists of two elements: a native smartphone application and a content server.

iOS application allows users to capture a QR code to view media rich artifact information. Embedded social media allows articles to be shared with peers online.

Articles hosted on dynamic CMS allowing exhibitors to add and edit their own content remotely. Generates reporting on user behavior.

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System Architecture

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UI Design

Initial wireframe designs produced using iMockUps software.

Developed in keeping with Apple UI conventions and guidelines.

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CMS Interface

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WYSIWYG editor to add and edit content.

Behavior reporting filtered by device, article and time.

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MethodTwo user studies carried out: MA Fine Art Interim Show & User Trial at Middlesex University.

Ashley J WheatMay 2012

MA Interim Show

9 artists adding work to CMS and exhibiting in live exhibition.

Loaned iPod touch devices to use system in live environment.

2 post-trial user focus groups using Ludic evaluation approach. Simply asked “what happened?”.

User Trial

7 users recruited

Loaned iPod touch device to use system in live exhibition setting.

Post-trial questionnaires consisting of Lickert scale questions (1 – Strongly Disagree to 5 – Strongly Agree).

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Findings: MA Interim Show

Audio recordings of focus groups transcribed and open coding carried out according to Grounded Theory (Stebbins, 2001) identifying key concepts.

- Younger generation more familiar with technology, use of system would attract them to exhibitions.

- Artifact information needed more depth and flexibility, serving as a portal or link to further information

- System provided more freedom, is more engaging and less cumbersome than traditional methods.

- Facility to save articles for later review a key feature that is missing in current iteration.

- QR codes can be intrusive on art, and some artists may feel apprehensive in their use.

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Findings: User Trial

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- Most users likely to download and use application.- Users felt that the use of the system made visit more interactive and engaging.- Inclusion of multimedia information made exhibit information more exciting and

engaging, making the system preferable to traditional guides. - Use of QR codes and context-awareness provided more freedom, making

information easier to access.- Users noted that information on system mirrored that already available, without

providing extended, additional content.- Users somewhat likely to take advantage of social network integration but this is

not a key issue. - Users suggested that a recommendation system is a key feature missing from

current system.

Ashley J WheatMay 2012

Findings: User Trial

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Conclusions

The project carried out shows that digital technology, in particular a context-aware system such as Mimir can be employed in making museums and exhibition spaces more engaging and exciting places to be.

The system provides freedom and further engagement, enhancing user experience further to traditional methods.

Project shows that new ways of exploring information must be found to keep museums and art galleries open to an emerging ‘digital generation’.

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Further Development- Replacing QR codes with new, less intrusive method such as

image recognition, as seen in the Aurasma iPhone application. - Further depth and flexibility in articles, allowing artists to use

the system in their own way and provide further information to what is already available.

- Development of a recommender system to provide links and act as a portal allowing users to access more content according to their behavior.

- Although not a key theme highlighted, the social experience of exhibition visitors must be researched further and considered in development.

Ashley J WheatMay 2012