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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>April</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Fail Better: Lessons Learned from a Formative Evaluation of Social Object Labels</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Marcus Winter</string-name>
          <email>marcus.winter@brighton.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Michael John Gorman</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ian Brunswick</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Danny Browne</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Derek Williams</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fionn Kidney</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Author Keywords Social Object Labels</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>User Generated Content</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pervasive Displays</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ubiquitous Annotation</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mobile Interaction.</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Science Gallery The Naughton Institute, Pearse Street Trinity College</institution>
          ,
          <addr-line>Dublin 2</addr-line>
          ,
          <country country="IE">Ireland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Brighton Watts Building</institution>
          ,
          <addr-line>Lewes Road Brighton BN2 4GJ</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2015</year>
      </pub-date>
      <volume>1</volume>
      <issue>2015</issue>
      <abstract>
        <p>This paper presents Social Object Labels as an in-gallery commenting platform and reports on a formative evaluation of the concept focusing on visitors' awareness and mental models of the developed prototype. Findings confirm many design assumptions underlying the evaluated prototype but also flag up serious problems resulting in low engagement levels. They suggest a need to de-emphasise optical markers in the user interface, to provide visitors with a clear idea about the potential rewards of engagement and to align the interaction design with users' expectations shaped by the wider interaction environment. The paper concludes with an tentative outlook on future design directions.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        INTRODUCTION
Social Object Labels (SOLs) are small interactive displays
that can be attached to objects or places in order to collect
user-generated comments and ratings about them [
        <xref ref-type="bibr" rid="ref30 ref31">30,31</xref>
        ].
They typically display information about current
annotations for the object they are attached to, such as the
number of comments or an average star rating, and support
interaction via a user's mobile device. In addition to the
display component, which is deployed in-situ, the system
comprises a mobile web application for users to browse and
create content, an admin application to register SOLs to
physical objects and various backend services for content
moderation, analysis and syndication.
      </p>
      <p>SOLs are currently being developed mainly in a museums
context to support visitors' social interpretation of exhibits.
Copyright held by the author(s).
In contrast to other in-gallery annotation systems, which
typically aim for deep integration with a museum's
workflow and IT systems [e.g. 13,24], they provide a
selfcontained layer of infrastructure and functionality that can
extend and complement existing technologies and
engagement efforts in museums and galleries. This
lightweight approach makes SOLs quick and easy to deploy,
allowing for short-term trials in the target environment and
reducing costs and risks for organisations transitioning to
exhibit-based in-gallery commenting.</p>
      <p>
        SOLs are designed to be peripheral and unobtrusive in
order to not distract visitors' attention from an exhibit, but
conspicuous enough to be noticed by visitors and encourage
engagement. Getting this balance right is particularly
relevant in gallery environments, where curators try to
create a certain atmosphere and visitor engagement with
exhibits often has contemplative undertones [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. The SOL
prototype discussed here (Figure 1) addresses this design
tension in two ways. Firstly, it uses small, passive,
monochrome e-ink displays that draw less attention than
active colour screens. Secondly, it delegates interaction for
creating, browsing and rating comments to the user's mobile
device, where it can be carried out in a discreet and
personal manner. In order to account for different device
capabilities, personal preferences and varying degrees of
digital literacy, the mobile interaction with SOLs can be
initiated in various ways. The current design supports Near
Field Communication (NFC), optical markers (QR codes)
and manual input of a Web address (URL).
There is a broad consensus in the literature about the need
to evaluate ubiquitous computing technologies in the wild.
Arguments include that important dimensions such as
device, space, people and time requires real use of a system
in authentic settings [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], that situated user behaviour is
fundamentally different from user behaviour in a lab as it
puts more emphasis on improvisation and less emphasis on
following a-priori plans [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] and that research into awareness
and acceptance in particular requires real world settings
where users behave more naturally [
        <xref ref-type="bibr" rid="ref12 ref15">12, 15</xref>
        ].
      </p>
      <p>This paper reports on the formative evaluation of SOLs at
Science Gallery Dublin (SGD). It discusses the gallery
environment into which SOLs were deployed, the
methodology and findings of the formative evaluation and
their design implications for SOLs and similar in-gallery
commenting systems.</p>
      <p>
        BACKGROUND
Hawkey [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] points out that the goal of many museums is
participation, which can take many forms, including simple
feedback, voting, collection of ideas and contributing to a
museum’s exhibits and interpretation. A key idea behind
the drive for participatory museums experiences is that they
provide visitors with opportunities to reflect and respond to
exhibits. Several efforts in the past have developed mobile
technologies to support visitors' social interpretation of
exhibits while physically present in the gallery space.
Van Loon et al. [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] present research around ARCHIE, a
handheld guide with functionality to stimulate interaction
with other visitors and the museum. Citing previous
research [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], which shows that the use of handheld devices
in galleries can lead to isolated experiences and visitors
paying less attention to the actual exhibits, they integrated
communication, personalisation and localisation
functionality into a collaborative game to be played on
handheld devices in the gallery space. The game is
anchored around exhibits, assigns players different roles
and enables them to communicate via voice and other
media, thereby promoting social interaction to support
visitors' intellectual, social, and cultural development.
Seirafi and Seirafi [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] present FluxGuide, a commercial
system for museums to present curated information on
mobile devices and enable visitors to add their own
commentary about exhibits. The system deeply integrates
with a museum's IT backend to access digital materials
about exhibits, and to support social commenting and rating
of exhibits and related content by visitors. A key aspect
discussed by the authors is that the system extends the
traditional one-way communication from museum to visitor
to a two-way model where information flows in both
directions and between users, thereby enabling new forms
of interpretation and learning.
      </p>
      <p>
        Hsu and Liao [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] describe a prototype mobile application
at the Exploratorium science gallery in San Francisco
integrating self-guided exploration of an exhibition with
social object annotation. The system uses RFID technology
to provide visitors with digital information and to anchor
user-generated comments to exhibits. Visitors have the
option to additionally share posted comments on their
preferred social network. In order to protect the museum
and its visitors from inappropriate user-generated content,
comments are pre-moderated, i.e. they are accessible to the
public only after they have been approved by the museum.
The most recent research in this context relates to the
QRator [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and Social Interpretation (SI) [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] projects. Both
projects used similar technologies to explore social object
annotation in museums. They involved both, touch screens
in the gallery space as a prominent way for curators to pose
topical questions relating to the exhibition and collect
visitors' responses via an on-screen keyboard, and QR
codes printed on object labels as a more peripheral
mechanism to collect visitors' comments about specific
exhibits via a mobile application.
      </p>
      <p>
        Engagement statistics from the SI project found that while a
large proportion of visitors used the more prominent touch
screens, only tiny minority scanned the OR codes next to
exhibits. While in visitor interviews most respondents
claimed to have noticed the QR codes, only two out of ten
staff reported to ever have observed visitors scanning a QR
code [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. This lack of engagement is further confirmed in a
separate SI project evaluation [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], which found that despite
frequent iterations in the way QR codes were presented,
they were ignored by a vast majority of visitors. The
authors [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] identify several aspects contributing to the low
engagement with QR codes, including unreliable WiFi
connections, the requirement to install a proprietary mobile
app and a lack of appropriate framing by the museum that
would explain their use and purpose to visitors.
      </p>
      <p>
        Literature from the field of Human Computer Interaction
(HCI) suggests more fundamental problems. Research into
users' perceptions, concerns and interaction with QR codes
and RFID/NFC tags has revealed a wide range of
problems, including users having weak mental models of
tags and tag interaction [
        <xref ref-type="bibr" rid="ref10 ref17 ref19">10,17,19</xref>
        ], feeling not in control
when interacting with tags [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] and being uncertain about
the security [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], integrity [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] and currency [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] of
markers. Furthermore, market research studies [
        <xref ref-type="bibr" rid="ref22 ref3">3,22</xref>
        ] have
identified low expectations of the potential rewards of
scanning QR codes as the main reason non-engagement.
Many of these problems can be traced back to a lack of
information: markers with static signage cannot provide
dynamic information that could motivate users’ engagement
and support their interaction. They require users to carry out
several interaction steps with their mobile phone before
disclosing dynamic information on the device screen. SOLs
address this point by showing up-to-date information in-situ
next to the exhibit, i.e. independent of the visitor's mobile
device. The information is visible before interaction takes
place and enables users to make a more informed decision
about their engagement. SOLs also provide a more coherent
user experience after the interaction took place: while
markers with static signage do not change appearance when
a user submits content, SOLs dynamically update their
display (e.g. increase the comment counter) and show a
physical trace of the interaction in the environment.
An important aspect of the evaluation reported on is to
assess how gallery visitors notice SOLs and interact with
them. Of particular interest is whether the provided
dynamic information about comments for an exhibit can
help to address the usability problems experienced with
static markers, support visitors to form a suitable mental
model of the tag interaction and overcome low expectations
of the potential rewards of engaging with markers.
GALLERY DEDPLOYMENT
Two SOL prototypes were deployed at Science Gallery
Dublin (SGD) during the recent Fail Better exhibition,
which explored the instructive role of failure in stimulating
creativity in research and development. The exhibition ran
for 12 weeks (7 February to 27 April 2014) and attracted
92,000 visitors during that time. The two displays were
installed during the final two weeks of the exhibition.
Drawing on the idea of social objects [
        <xref ref-type="bibr" rid="ref25 ref7">7,25</xref>
        ], the prototypes
were attached to exhibits that are likely to provoke a
reaction from visitors. One display (SOL1) was installed on
the ground floor next to Superman's Wheelchair (Figure 2)
and a second display (SOL2) was installed on the first floor
next to the Apparatus for Facilitating the Birth of a Child
by Centrifugal Force (Figure 3). Both exhibits were key
pieces of the exhibition and attracted much interest from
visitors.
      </p>
      <p>
        Framing
While Giannachi and Tolmie [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] suggest that commenting
mechanisms involving novel technologies such as QR
codes need suitable framing in order to give visitors a clear
reason why to scan the code and why to share their
thoughts, no notices, instructions or calls to action were
provided in the gallery space to explain the purpose or use
of SOLs. Instead, it was hoped that the dynamic
information shown on SOLs would provide enough clues
for visitors to guess their purpose and at the same time
promote engagement by piquing their interest. The
deployment therefore relied on the participatory
environment in SGD, which invites visitor engagement in
many different ways, and on visitors being inquisitive and
tech-savvy enough to try out the installed SOLs.
Physical integration
In accordance with Kules et al. [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], who suggest that
interactive installations should be situated in locations with
a sustained flow of people and sufficient space for
interaction, both exhibits had enough space for visitors to
walk around them and to approach the SOL (Figures 2, 3).
Considering that displays installed at eye height and close
to other eye-catching objects receive more attention [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ],
SOL1 was installed at eye height next to the object label
(Figure 4a) while SOL2 was installed close to eye height
just below the object label (Figure 4b). Both displays were
easy to read and to scan, taking into account that the height
of physical markers directly impacts on the success and
ease of interaction [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]
a)
b)
Technical integration
In parallel to the free public WiFi offered by SGD to all
visitors, SOLs were connected to a separate staff network
available in the gallery space. Reflecting variations in the
WiFi signal strength, SOL1 on the ground floor had a very
solid connection while SOL2 on the first floor sometimes
had connection problems, e.g. when re-connecting after
having been charged.
      </p>
      <p>While it was initially planned to run SOLs on mains power
to reduce maintenance, the actual deployment was battery
operated and depended on gallery staff to periodically
check and recharge the displays. Once flat, SOLs were
taken from their casing, charged for 3 hours and then
reinserted into the casing, which occasionally left an empty
casing in the exhibition space for several hours.</p>
      <p>
        Information environment
Brewer [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] introduces the notion of an information
environment as a way to describe how the information
shown by an ambient display integrates with other
information available at the site. While the evaluated SOL
prototype is capable to display information about the
exhibit it is attached to, such as a title, description or
image, the installed units were configured to only show the
number of comments for an exhibit, a QR code and an URL
for visitors to connect their mobile phone (in addition to the
NFC tag integrated into the casing). Consequently, there
was no information overlap between SOL and object labels
or other information available in the gallery space.
Interaction environment
A standard feature in all exhibitions at SGD are student
mediators with knowledge of the relevant subject area,
ready to answer questions about exhibits and involve
visitors into discussions about related issues. Another
common feature are opportunities for visitors to get
involved in research studies by taking part in a short
experiment or filling in a questionnaire. For instance,
visitors to Fail Better had the opportunity to take part in an
experiment run by the School of Psychology at Trinity
College Dublin, which examined attitudes to failure and
their impact on wellbeing.
      </p>
      <p>In addition to these moderated engagement opportunities,
where visitors could discuss exhibits and related issues with
a student-mediator, Fail Better had various interactive
installations that invited people to contribute their views
and explore additional information.</p>
      <p>a)
b)
A Twitter printer (Figure 5) was installed in the ground
floor exhibition space. Consisting of a small thermal
transfer printer connected via Bluetooth to a hidden
computer, the device uses the Twitter API to periodically
search for Tweets containing the exhibition hashtag
(#failbetter) and then prints them out. The resulting endless
print roll spools down from the printer and is collected in a
box on the floor below the printer.</p>
      <p>A Fail Wall (Figure 6) was installed in the first-floor
gallery space. The installation prompted visitors to write a
personal failure on a plastic tile, photograph it for upload to
an online photo stream and then put up the physical tile on
the wall for other visitors to read. The installation involved
a work area for writing on the plastic tiles, a camera area
where the plastic tiles could be photographed and a display
area where tiles could be put up on simple shelves. A
separate second display area was used to feature a Fail of
the Day selected and put up by gallery staff.
Some exhibits had associated projections or interactive
touch screens that offered additional information. For
instance, Superman's Wheelchair had a small (10 inch)
touch screen installed in front of the exhibit showing a
selection of related video footage (Figure 7).</p>
      <p>Together, these engagement opportunities offered analogue
and digital routes to participation, spanning a wide range of
modalities, capabilities and learning styles. Rounding off
the open and participatory atmosphere, SGD offers free
wireless internet access to visitors and has no restrictions on
mobile phone use in the gallery space, enabling visitors to
take pictures of exhibits and share their experience live on
social networks.</p>
      <p>EVALUATION
The formative evaluation focused primarily on qualitative
aspects such as visitors' awareness and mental models of
SOLs. It involved visitor observations and structured
interviews carried out in the gallery space. The study
employed convenience sampling that includes gallery
visitors most easily observed and willing to take part in an
interview. However, in order to maximise the range of
views and insights, sampling was still informed by basic
strategies from probability sampling to address potential
biases. With respect to coverage, the study was carried out
over a Friday (workday) and Saturday (weekend), which
are likely to vary in audience volume and composition.
With respect to visitor sampling, the researcher aimed for a
balanced demographic and included people visiting on their
own and in pairs or groups.</p>
      <p>
        Visitor observations
Observations were carried out in the gallery space to find
out whether visitors notice SOLs and how they interact with
them. In order to not disturb people’s natural behaviour,
observations were carried out without prior notice or
informed consent. The researcher's conduct during these
observations was informed by the British Psychological
Society's code of ethics and conduct, restricting
observations "[...] to those situations in which persons
being studied would reasonably expect to be observed by
strangers, with reference to local cultural values and to the
privacy of persons who, even while in a public space, may
believe they are unobserved." [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] (p.13).
      </p>
      <p>Observations focused on "encounters" as a quantifiable
unit. Encounters were conceptualised as situations where
visitors had a clear chance to notice and engage with a
SOL. At minimum, an encounter involves a visitor
approaching and stopping at an exhibit. Visitors might then
look at the exhibit, read the object label, look at the SOL,
point others to the SOL or engage with the SOL in various
ways. Observations were coded on the spot using a coding
template supporting both quantitative and qualitative
observations.</p>
      <p>The observations were carried out over two days during the
last week of the exhibition. Total observation time was 6
hours and 35 minutes, during which 212 encounters were
observed. Of these, 90 involved Superman's Wheelchair
and 122 the Apparatus for Facilitating the Birth of a Child
by Centrifugal Force. The observations suggest that 62
(29%) visitors were on their own, 82 (39%) part of a couple
and 68 (32%) part of a group of three or more.
In the observed 212 encounters, 202 visitors (95%) looked
at the exhibit (some only read the label), 181 visitors (85%)
read part or all of the object label and 35 visitors (17%)
visibly noticed the SOL (Figure 8).</p>
      <p>Of the 35 visitors who looked the SOL, six (17%) touched
the NFC tag in a manner one would press a button, four
(11%) touched the screen to see if it was interactive, three
(9%) scanned the QR code and two (3%) scanned the NFC
tag with their mobile phone (Figure 9).
The observations suggest that of the 35 visitors who visibly
noticed the SOL, many assumed that it was somehow
interactive but were not sure how to actually interact with
it. At least ten (28%) assumed a direct interaction model
and tried to press the NFC tag or touch the display screen.
When these actions had no effect, visitors did not further
investigate but simply moved on.</p>
      <p>With regard to group dynamics, two out of the three
observed QR code scans were carried out by visitors who
were part of a couple or group. In both cases the primary
actor tried to get their partner or other group members
involved, either by pointing out the SOL to them or by
sharing their mobile screen after scanning to read submitted
comments. In none of the observed interactions did visitors
actually contribute a comment.</p>
      <p>Visitor interviews
In addition to observations, which focused on visitors'
awareness and interaction, structured interviews were
carried out to understand visitors' mental models of SOLs
and explore their motivations and barriers to engagement.
The interviews also included questions to further qualify
recorded observations.</p>
      <p>Visitors were approached by the researcher after their
encounter with the exhibit and possibly the SOL. Visitors
were informed about the research context and asked to sign
a consent form before the interview. Interviews lasted
between 5-7 minutes and followed a fixed structure. The
interviewer recorded answers in a coding template. A short
section with demographic questions was filled in by
participants themselves after the interview.</p>
      <p>A total of 17 visitor interviews were carried out, involving
ten female (59%) and seven male (41%) participants. The
age range of interviewees reflects SGD's target audience
with ten participants between 25-34 years of age (59%),
three between 16-24 years (18%) and others falling in equal
measure into older age brackets. All participants reported to
own a smartphone (defined as a mobile phone with internet
access and touch screen) and more than half of all
interviewees (53%) indicated that they had scanned a QR
code before. None had ever have scanned an NFC tag.
out by the interviewer, nine visitors (53%) answered yes
and eight visitors (47%) answered no (Figure 10).
With regard to visitors' understanding of the purpose of
SOLs, 14 visitors (82%) thought they were for reading
comments, 12 visitors (71%) thought they would also allow
submitting comments and three visitors (18%) were not
sure (Figure 11). This suggests that the majority of visitors
made correct assumptions about the purpose of SOLs in the
gallery space once they were aware of them.
Asked about interactivity, 14 respondents (82%) thought
that SOLs were interactive in some way while one visitor
(6%) thought they were not interactive and two visitors
(12%) were not sure. When asked how the interaction with
SOLs might work, 13 visitors (76%) answered that one
would scan the QR code, two visitors (12%) thought it was
a touch screen and another two visitors (12%) were not sure
(Figure 12). Contrary to observations, which suggest that
many visitors assumed a direct interaction model, the
interviews indicate that most visitors understood that
scanning the QR code was the primary mode of interaction.
When asked whether they had noticed the SOL, referred to
as "the small display next to the object label" and pointed
When asked what kind of content they would expect when
scanning the SOL, eight visitors (47%) answered they
would expect to be directed to the gallery's website where
they could read and submit comments, six visitors (35%)
would expect a list of comments and three visitors (18%)
would expect "information" but did not further specify what
kind of information (Figure 13).
Finally, when asked what it would take for them to engage
with the SOL and what was holding them back, six visitors
(35%) mentioned a lack of interest in comments or more
generally in further engaging with the exhibit, four visitors
(24%) mentioned technological barriers such as not having
a QR code scanner installed on their phone or not being
sure exactly how to scan a code, two visitors (12%)
mentioned a lack of information in the gallery that would
explain the purpose and use of SOLs while five visitors
(29%) did not answer the question (Figure 14).</p>
      <p>DISCUSSION
The primary focus of this formative evaluation has been on
visitors' awareness and mental models of SOLs. It
employed observations to find out whether visitors notice
SOLs and how they engage with them, and visitor
interviews to compare observed awareness with
selfreported awareness and further probe visitors’
understanding of the purpose and use of SOLs.</p>
      <p>
        Visitors' awareness of SOLs directly relates to the inherent
design tension between being peripheral and not distract
from the exhibit but noticeable enough to encourage
engagement. With observations suggesting that only 17% of
visitors are aware of SOLs and self-reported awareness at
53%, the current SOL design is clearly not too obtrusive or
distracting. In fact these numbers suggest that SOLs could
be more conspicuous to reach higher levels of awareness
without diverting too much attention from the exhibits.
The strong discrepancy between observed and self-reported
awareness is remarkable. While some of this difference
might be attributed to the Hawthorn Effect [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ] or "good
bunny effect" [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], where respondents try to give "the right"
answer to a researcher's questions, another possible
interpretation is that visitors automatically blank out QR
codes when they see them, resulting in only a passing
glance that is difficult to detect in observations. People's
low expectations of QR codes are well documented [
        <xref ref-type="bibr" rid="ref22 ref3">3,22</xref>
        ],
and ignoring them in this manner would be in line with the
known phenomenon of "display blindness" [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], where
people have such low expectations of displays in their
environment that they automatically blank them out.
This interpretation is further supported by the low numbers
of actual scans, and by visitor interviews suggesting a
weary and sometimes negative attitude towards QR codes.
While most visitors understood that they had to scan the QR
code on the SOL with their mobile phone, they had no clear
expectations what to expect in return. Many visitors
reported that a lack of interest in the expected content was
their main barrier to engagement. This suggests that the
dynamic information provided by the current SOL
prototype is not enough to give visitors a clear idea about
the content they can expect and motivate engagement.
Possible ways to address these problems include
deemphasising the QR code in the user interface and
providing more detailed information on the display. Current
practice in museums (and elsewhere) is to use QR codes not
only as an optical marker to be scanned by mobile devices,
but also to advertise interaction opportunities to potential
audiences. While the former is a robust, cheap and
relatively well-known mechanism, the latter has come into
disrepute due to the low quality of content often linked to.
Displaying QR codes less prominently or relegating them to
a secondary screen together with other connection options
helps to split these two roles and make use of their qualities
as robust and well-supported machine-readable markers
while not misusing them to advertise interactivity to
potential audiences. At the same time, users’ lack of interest
in the expected content can possibly be addressed by
providing more engaging information on the SOL. This
could involve “bringing the data forward” [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] by showing
some actual comments on the display that can give visitors
a better idea of potential rewards of engagement.
Another recurring theme in this evaluation is the need to
support direct interaction on SOLs without a mobile device.
Visitors' expectations of how to interact with SOLs are
shaped by the wider interaction environment and their
experience with other interactive installations, which often
support hands-on direct interaction in the form of touch
screens or buttons. Observations suggest that visitors build
on this experience when trying to figure out how to interact
with SOLs, e.g. by tentatively touching the display or trying
to press the NFC tag like a button. Supporting direct
interaction is also desirable from a curatorial perspective as
it is more inclusive and enables visitors without
smartphones and technical skills to participate.
      </p>
      <p>
        Two common barriers to engagement mentioned in visitor
interviews are a lack of information about SOLs and
technological issues, such as not having a QR code scanner
installed. With regard to the former, the results refute the
notion of SOLs being self-explanatory and the displayed
dynamic information being intriguing enough to encourage
engagement. Instead, future deployments should learn from
others [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and provide information that frames and explains
their purpose and use to visitors. With regard to the latter,
the results suggest that it is beneficial to support a wide
range of mechanisms to connect a mobile device and
thereby minimise the chances of technical issues or
preferences becoming real barriers to engagement. In
addition to the currently supported NFC tags, QR codes and
manual URL input, this could, for instance, involve posting
comments on SOLs via commonly used social platforms
like Twitter, which at least a subset of visitors are familiar
with and have already installed on their mobile device.
SUMMARY AND CONCLUSIONS
This paper has presented SOLs as a platform for the social
interpretation of exhibits in the gallery space and reported
on a formative evaluation in the field.
      </p>
      <p>Drawing on literature from museum studies and HCI, it has
discussed a range of problems relating to visitors'
awareness, acceptance and engagement with in-gallery
commenting systems using optical or radio-frequency
markers for mobile interaction. The paper has linked these
problems to a lack of dynamic information that could
motivate and support user interaction, and discussed how
SOLs aim to address this by providing current information
about object annotations in-situ and independent from the
mobile device screen.</p>
      <p>Motivating the empirical evaluation of SOLs at SGD with
the need to evaluate ubiquitous computing technologies in
realistic contexts, the paper described in detail the gallery
environment into which SOLs were deployed. It explained
the (lack of) framing, the physical integration with the
exhibition, the technical integration with regard to
networking and power supply, the information environment
and the interaction environment in the gallery space. The
latter was described as rich in engagement opportunities,
with analogue and digital routes to participation and
addressing a wide range of modalities, capabilities and
learning styles. While such an environment primes visitors
for engagement it also is very competitive, requiring
installations to provide an excellent user experience in order
to attract visitors’ attention and at the same time conform to
a common set of interaction mechanisms as visitors’
expectations are shaped by their experience with other
interactive installations in the exhibition.</p>
      <p>
        The formative evaluation was based on visitor observations
and structured interviews to assess visitors' awareness and
mental models of SOLs. While engagement numbers for the
deployed SOLs were disappointing, the evaluation flagged
up a number of problems with the current design and can
therefore be seen as an instructive failure. The evaluation
results suggest that the majority of visitors understands in
principal that SOLs are for reading and writing comments
and that they can be accessed by scanning a QR code.
However, many visitors were unaware of the deployed
SOLs, were unclear exactly what kind of content to expect
and seemed to assume a direct interaction model in line
with other interactive installations in the exhibition. Various
opportunities were identified how the information
presentation and overall design of SOLs could be improved.
One key finding relevant beyond the immediate context of
SOLs is the observed QR code blindness. Visitors seem to
blank out QR codes in their environment much in the same
way as display blindness has been observed for people's
attention to public displays [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. In both cases low
expectations based on previous poor experiences can be
identified as the main reason. The paper suggests to
decouple the technical utility of QR codes as markers for
mobile interaction from their misguided use as a means to
advertise interactivity. This can be achieved by making QR
codes less prominent and showing them as one of many
options for mobile interaction.
      </p>
      <p>Overall the evaluation resulted in valuable insights how
people perceive and understand SOLs in a gallery space,
confirming that ubiquitous computing technologies should
be evaluated in realistic settings. The findings will help to
further develop the current prototype in order to improve
the user experience. It is envisaged that the next design
iteration will depart from a single-screen interaction model
with sparse information upfront and instead move to a
multi-screen model with direct interaction and more
detailed information upfront. It is hoped that this change
will raise awareness levels by avoiding the effects of QR
code blindness, increase engagement by presenting more
relevant content and better align with people's expectations
shaped by the wider interaction environment.</p>
      <p>ACKNOWLEDGMENTS
We thank all the visitors and student mediators at Science
Gallery Dublin who took part in or otherwise supported this
evaluation. We also would like to thank the reviewers of
this paper for their insightful comments and feedback.</p>
    </sec>
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