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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>User experience and strategy choices during navigation: A content analysis of navigators using different types of wayfinding devices</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Chair for Cognitive Science</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Clausiusstrasse</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Zürich</string-name>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Switzerland</string-name>
        </contrib>
      </contrib-group>
      <fpage>453</fpage>
      <lpage>458</lpage>
      <abstract>
        <p>In this study, we compared navigation through a large, complex, public building a) without any map, b) with a printed map, or c) with a digital map. Participants looked for five different destinations while thinking aloud, filled out questionnaires, and answered open questions about the wayfinding task and about the building and the maps. A content analysis was used in order to identify key factors in the building's and maps' design that facilitated or hindered successful and satisfactory usage. There was a significant search time difference between the no-map group and the two map groups. There were no differences in how efficiently the two map groups found destinations. The analysis of post-experiment questionnaires exhibited a similar pattern, there were no differences in the assessments of map usability. Participants using paper maps significantly reported most often to not have any difficulties with the wayfinding task. The groups did not appear to apply different wayfinding strategies, suggesting that participants' strategy choices were shaped by individual preferences and the building itself with its signage as an additional informative layer.</p>
      </abstract>
      <kwd-group>
        <kwd>design cognition</kwd>
        <kwd>spatial cognition</kwd>
        <kwd>user experience</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Visitors entering a large, complex, public building (e.g., a
conference center or an airport) for the first time might use
diverse sources of information to find their destinations.
Their personal strategies, the designs of signs and maps, and
the building itself shape their navigation decisions. The
contentious principle that form follows function, states that
design choices are closely connected to the successful usage
of products. Scholars have shown that people can judge a
building’s function by looking at its façade
        <xref ref-type="bibr" rid="ref13">(e.g. Nasar,
Stamps, &amp; Hanyu, 2005)</xref>
        . Assuming that buildings are
potentially intelligible
        <xref ref-type="bibr" rid="ref1">(Al-Sayed, Dalton, &amp; Hölscher,
2010)</xref>
        , it seems important to emphasize the significance of
well-chosen design elements in order to improve the users’
experiences and efficiencies. Although the physical space in
which people navigate differs a lot from the metaphorical
space of a computer, both share certain characteristics. The
real or digital space has to be made usable for the consumer
via connecting elements that have deliberately been chosen
by the designer. For the computer, graphical user interfaces
need to be developed; for the built environment, maps and
signs fulfill the same function. To study humans’ behavior
in design – the designer’s as well as the users’ - it seems
crucial to understand successful versus unsuccessful
performance. Successful performance can be a different
entity for different products; for a public building, finding
an intended destination is crucial. For example, each public
building has to be designed in a way that allows at any point
to find the next emergency exit in a very small amount of
time. Assuming that a building’s functions are its
intelligibility and usability it seems reasonable to posit that
these are moderating factors in the building’s design. The
usability of a building may also depend (in part) on the
devices designed to make it navigable (i.e., signs, printed
maps, digital maps). Different navigations aids can induce
specific representations of the environment. While signs
may induce a representation based largely on landmarks and
individual routes, maps allow for a more birds-eye survey
representation
        <xref ref-type="bibr" rid="ref10 ref14">(e.g. Ishikawa &amp; Montello, 2006; Siegel &amp;
White, 1975)</xref>
        .
      </p>
      <p>
        This study investigates the quality of a building’s internal
layout as well as the quality of particular wayfinding aids.
Participants had to find five destinations inside a large,
complex public building (the Victoria &amp; Albert Museum,
London) with either a) a digital map of the building, b) a
customary paper map of the building, or c) the building’s
signs. The destinations differed in the distance traversed, the
number of floors covered, and the overall difficulty of
finding them. Our aim was to obtain deeper insights into
participants’ cognitive processes during wayfinding that
were related to building and map design features. We
collected and analyzed verbal data with a thinking aloud
technique
        <xref ref-type="bibr" rid="ref5">(Ericsson &amp; Simon, 1985)</xref>
        and administered open
questions about participants’ wayfinding and orientation
strategies and experienced difficulties. This inductive and
deductive categorization enabled an insight into which
design characteristics of the maps and building hindered or
facilitated efficient usage. Beyond this content analysis
(Krippendorf, 1969) we linked the qualitative data to
quantitative data by measuring the time required to find the
destinations. For methodological triangulation, we also
adapted questionnaires from human-computer-interaction
research to check if users’ experiences with the building
were influenced by the wayfinding devices.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Method</title>
      <sec id="sec-2-1">
        <title>The Victoria &amp; Albert Museum</title>
        <p>We obtained our data in the Victoria and Albert Museum
(V&amp;A) in central London. The building is the world's
largest museum of decorative arts and design, built in 1852,
and covers 51,000 m2 (5,597,000 ft²) and 145 galleries. As
visitors are entering the building through the main entrance,
they find themselves in a big entrance hall, which connects
several hallways and rooms. Most rooms are interconnected,
leading the visitor further into the building with its seven
floors. These rooms surround an atrium and are connected
via multiple stairs and elevators, nearly all of which
arbitrarily skip floors. Each floor plan looks completely
different from the others (Figure 1).</p>
        <p>
          Figure 1: Illustration the floor layout and the map layout
(print and digital). The circles indicate the location of the
goal destination for the reader
          <xref ref-type="bibr" rid="ref6">(Google Inc., 2013)</xref>
          . Floor 2
&amp; 5 are not shown.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>The wayfinding task and the destinations</title>
        <p>In order to investigate the building’s navigability (and
thus intelligibility), we focused on navigators’ behaviors in
the real environment. Each participant was welcomed and
instructed in the same way to find five destinations inside
the building, in the same sequence (see Figure 1) starting
from the entrance hall. Upon arrival at the last destination
they were led back to the starting point. The wayfinding
tasks were finished once the participant reach the room. We
tested 41 participants (16 male), between 19 and 63 years
old (M=30.88, SD = 9.39), the groups did not significantly
differ regarding the age. The participants were randomly
assigned into one of three conditions. They navigated with
1) a customary printed map (n=13), 2) a digital map on a
smartphone (n = 14), or 3) no map (i.e., using only the
building and its signage for orientation) (n=14). Paper maps
were printed on 304 mm x 304 mm of laminated paper with
a spiral binding. The digital maps were presented on a
Samsung Galaxy Note II with a screen size of 141 mm (5.55
inch) with 720 × 1280 pixels. Paper and digital maps had
the same layout and provided the same information (based
on the Google Maps display for Android).</p>
        <p>The first author extensively walked through the building
for several days, visiting each room at least three times, and
subsequently selected the destinations. Both authors jointly
judged the destinations regarding their difficulty. The
destinations were chosen according to distinctive features
and so that they differed in terms of the number of floors
traversed between destinations. The first destination, a very
big, central room in the back of the first floor, can be found
by following the main hall and some signs. We expected its
function to already reveal some information about its
potential location. The second destination was in a much
more peripheral corner of the building, but very close to the
Café and had very well placed signs. The third destination
was located on the fourth floor, which is split into two
halves. These could only be crossed by travelling via the
third or fifth floor. The fourth destination was a very
peripheral destination in the corner of the building, only
accessible through other galleries. The last destination was
on the highest floor and could be found by following the
inconspicuous gallery numbers (see Figure 1).</p>
        <p>As stated earlier, it is crucial to study users’ behavior in
order to understand successful/unsuccessful performance in
design. Beyond the mere design process itself, the actual
later usage is of equal importance. To address successful
usage of the building, we measured the time people needed
to find the different locations inside the V&amp;A. A researcher
followed participants and captured their start and arrival
times at each destination.
 
   </p>
        <p>As stated before, an essential part of a building’s usability
is its intelligibility. If the devices people use for their
wayfinding influences their efficiency, they probably also
shape their experiences with the building itself. In order to
address this matter, we decided to adapt well-established
questionnaires from human computer interaction (HCI) to
the context of building usage with mobile maps. Although
these questionnaires were tailored to the needs of HCI, we
decided to use them in order to be able to compare the usage
of the digital maps to the printed ones. We administered the
questionnaires after the walkthrough to obtain deeper
insights into the visitors’ impressions of the digital
compared to the printed maps.</p>
      </sec>
      <sec id="sec-2-3">
        <title>II. 1. System Usability</title>
        <p>To test if the groups differed in their experiences, we
measured the overall perceived usability of the maps and the
building with the System Usability Scale (Brooke, 1996),
which is a validated and well-established, standardized
questionnaire consisting of ten items (from 1 = strongly
disagree to 5 = strongly agree). The items, which were
originally designed to assess users’ satisfaction with
software, were modified so that they could be used to
describe the usage of maps and architectural features.</p>
      </sec>
      <sec id="sec-2-4">
        <title>II. 2. Usefulness and Ease of Use</title>
        <p>
          Furthermore, we used modified questions taken from the
Perceived Usefulness and Perceived Ease of Use Inventory
          <xref ref-type="bibr" rid="ref4">(Davis, 1989)</xref>
          to assess the subjectively perceived
usefulness and ease of use of the maps and the building
(from 1 = likely to 7 = unlikely).
        </p>
        <p>II. 3. Joy of Use</p>
        <p>
          To assess the satisfaction people encounter while
navigating through the building we administered the
AttrakDiff
          <xref ref-type="bibr" rid="ref7">(Hassenzahl, Burmester, &amp; Koller, 2003)</xref>
          . This
questionnaire is a semantic differential with 28 bipolar,
7stage items, eliciting the global positive-negative assessment
of a product.
        </p>
      </sec>
      <sec id="sec-2-5">
        <title>II. 4. Visual Aesthetics</title>
        <p>
          Beyond merely focusing on satisfaction measures, we
were also interested in how the usage of the different
devices might have influenced visitors’ impressions of the
building. For that purpose, we administered the Visual
Aesthetics of Websites Inventory
          <xref ref-type="bibr" rid="ref12">(VisAwi; Moshagen &amp;
Thielsch, 2010)</xref>
          , which is designed to assess the aesthetic of
websites, has been experimentally validated, and shows
good to very good reliability rates. We used a shorter
version with four items (from 1 = strongly disagree to 7 =
strongly agree) that measures a general aesthetics factor.
Although this questionnaire was also originally designed for
HCI backgrounds, we decided to use it because the short
version’s items are applicable to a very broad variety of
products. We also administered all four items of the factor
simplicity taken from the long version because their wording
appears to be highly suitable for assessing architecture.
        </p>
      </sec>
      <sec id="sec-2-6">
        <title>III. Survey data: Open questions</title>
        <p>After looking at navigators’ behavior and experiences
with the building and navigation devices, we tried to narrow
down the design features that might have influenced the
building and map usage. After performing the walkthrough
and filling out the user experience questionnaires,
participants answered three open questions in written form:
1. Which strategies did you use to find your way?
2. Where did you think navigation was difficult?
3. How did you orient yourself?</p>
      </sec>
      <sec id="sec-2-7">
        <title>IV. Verbal Data: Thinking Aloud protocols</title>
        <p>We asked the participants to think aloud, thus uttering
their thoughts about the wayfinding process, their
navigation choices, the building, the signs, or the maps.
While walking, the language was recorded and later
transcribed. These transcripts were then abbreviated to 438
task-related statements.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Results and Discussion</title>
      <sec id="sec-3-1">
        <title>I. Performance data: Search times</title>
        <p>To test our assumption that devices alter navigators’
wayfinding performance, we conducted five one-way,
between-subjects ANOVAs comparing the effect of
navigation devices (i.e., signs, printed map, digital map,
independent Variable; IV) on wayfinding efficiency
(dependent variable; DV). We obtained a significant effect
of navigation devices for the second destination, the fourth
destination, and the fifth destination (all F(2, 34) ≥ 3.2, all p &lt;
.05). However, there was no significant effect of navigation
devices on search time for the first and third destination.
Planned contrasts between all three groups indicated that the
no-map condition performed significantly better than the
map conditions for the second destination, which had very
good signage. For the fourth and fifth destination the map
groups were significantly faster than the no map group (all
t(21.05) ≥ -2.5, all p &lt; .05). However, there were no
significant differences between the two map groups. These
findings suggest that maps can help people use a building
more efficiently. But, there was no result suggesting that the
additional medium and design features provided by mobile
maps had any benefits or detriments compared to paper
maps.</p>
      </sec>
      <sec id="sec-3-2">
        <title>II. Survey Data: User Experience</title>
        <p>A one-way, between-subjects ANOVA was conducted to
compare the effect of navigation devices (IV) on user
experience with the maps (DV). Surprisingly, there were no
significant differences, indicating that the two map types did
not reliably differ in terms of user experience.</p>
        <p>
          In order to be able to compare the perceived usefulness
for the two map types the score for the SUS, the EU and the
PU were calculated. The analysis revealed no significant
differences regarding the maps’ usability (SUS: F(1, 27) = 0,
n.s.; PU: F(1, 27) = .04, n.s.; EU: F(1, 27) = 1.18, n.s). SUS
scores rank from 0 to 100, where higher scores indicate
better usability. The paper maps had a mean SUS score of
68.75 (SD=16.75), the digital maps had a mean SUS score
of 57 (SD=20.2). Those values can be interpreted as an
appropriate level of usability (values between 52.01 and
72.75)
          <xref ref-type="bibr" rid="ref2">(Bangor, Kortum, &amp; Miller, 2008)</xref>
          .
        </p>
        <p>We also conducted a one-way, between subjects ANOVA
to compare the effect of navigation devices (IV) on the
users’ experiences with the building itself (DV), and again,
we could not establish a significant difference between the
groups regarding the VisAWI or AttrakDiff. Some of the
questionnaires provide researchers with benchmarks to
classify if the system reached a sufficient amount of
approval by the user. We decided against comparing those
benchmarks to our obtained values because the benchmarks
were originally designed for core HCI questions, rather than
this spatial environment context.</p>
      </sec>
      <sec id="sec-3-3">
        <title>III. Survey data: Open questions</title>
      </sec>
      <sec id="sec-3-4">
        <title>III. 1 Which strategies did you use to find your way?</title>
        <p>
          We expected that people would use orientation strategies
based on 1) following signage, 2) salient landmarks, 3)
cardinal directions, 4) memory, and 5) their intuition and 6)
route planning with a map, Additionally, we used findings
from previous research that identified path choice strategies
navigators use in complex, multi-level buildings: 7) the
central point strategy, 8) the floor strategy, 9) the direction
strategy, and 10) the route is well known strategy (Hölscher,
Büc
          <xref ref-type="bibr" rid="ref9">hner, Meilinger, &amp; Strube, 2009</xref>
          ). Those deployed
wayfinding strategies partly depend on the extend of a
building’s legibility. The participants’ answers were coded
if they included a statement that matched one of the
developed categories. Krippendorff’s α indicated that the
coders had a good agreement in the categories of following
signage, route planning with maps, cardinal directions,
memory, and intuition (all α’s between .82 and .98)
          <xref ref-type="bibr" rid="ref11">(Krippendorff, 2004)</xref>
          .
        </p>
        <p>There was a significant association between group and
how likely people were to mention using the signage (χ2(2,
N=205) = 27.62, p &lt; .01). The no-map group reported using
the signage significantly more often than the map groups
(odds ratio: .16). The map groups did not significantly differ
in the number of comments regarding signage. This is in
line with the fact that people who did not have access to a
map had to rely only on signage for navigation.
Furthermore, this demonstrated that people who did have
access to maps used information sources beyond the signage
alone. We could not find a significant association between
which map type people used and how likely they were to
plan their route with it.</p>
        <p>The groups did not significantly differ in terms of their
preference for using memory, intuition, or cardinal
directions for their wayfinding. Navigators’ orientation
behaviors might mainly be shaped either by the building
itself or people’s individual preferences. The fact that the
groups did not significantly differ in their stated strategy
choices suggested that having access to one of the map
types did not alter the legibility of the building itself.</p>
      </sec>
      <sec id="sec-3-5">
        <title>III. 2 Where did you think navigation was difficult?</title>
        <p>
          The two researchers who conducted the testing in the
V&amp;A noted where they observed people having difficulties
and jointly developed the following categories: 1) changing
floors, 2) identifying current floor, 3) map properties, 4)
missing signage, 5) layout of the building, and 6) no
difficulties. Krippendorff’s α indicated a good agreement
between the raters on all the categories but 5) layout of the
building
          <xref ref-type="bibr" rid="ref11">(α’s between 0.72 and 0.91; Krippendorff, 2004)</xref>
          .
There were some significant associations between
experimental group and aspects that caused difficulties in
navigation: People without a map reported more difficulties
caused by missing signage than those using a map (χ2(2, N=205)
= 8.81, p &lt; .01). This corresponds to previously described
result and may suggest that people using a map in addition
to the signage also used other information sources
(Hölscher, Büchner, Brösamle, Meilinger, &amp; Strube, 2007).
Interestingly, there was a significant majority of people
using the paper map that reported having no difficulties at
all (χ2(2, N=205) = 4.22, p &lt; .05). Based on odds ratios, the
odds of the paper map group stating that they did not
experience any difficulties were 2.11 higher than for the
digital map group and 2.08 higher than for the no-map
group.
        </p>
      </sec>
      <sec id="sec-3-6">
        <title>III. 3 How did you orient yourself?</title>
        <p>
          We specified seven categories in order to obtain further
insights into which information sources users chose to
successfully navigate the building. Comments were coded
regarding the usage of 1) the map, 2) the signage, 3)
memory, 4) the design of the building, 5) intuition, 6)
exploration, and 7) cardinal directions. Krippendorff’s α
indicated that the coders had a good agreement for all seven
categories (all α’s between 0.72 and 0.91)
          <xref ref-type="bibr" rid="ref11">(Krippendorff,
2004)</xref>
          .
        </p>
        <p>Again, the significant association between groups and how
likely people were to use the signage for orientation could
be found (χ2(2, N=205) = 11.7, p &lt; .01). Based on odds ratios,
the odds of the map groups reporting using the signage were
lower (.3) than in the no-map group. There was no
difference between the two map groups. This finding
supported our previous observations that people with access
to a map used more information sources than the signage
alone. None of the map groups gave significantly more
comments about the map’s design than the other.</p>
        <p>Focusing on the differences between the five destinations,
revealed an interesting pattern. For the first destination,
there was a significant association between group and
comments about missing signage as a cause for navigation
difficulties (χ2(2, N=41) = 12.26, p &lt; .01; .2 odds ratio for the
map groups). The second destination, which had very salient
signage, showed the highest number of comments about not
experiencing any difficulties in the no-map group (χ2(2, N=41)
= 6.95, p &lt; .05). This can be linked to our result that the
nomap group also significantly used the least amount of time
to find this destination. For the third destination in turn, the
paper map group commented most on not experiencing any
difficulties (χ2(2, N=42) = 8.25, p&lt;.01). This matched the
previous finding that navigating with a paper map was
linked to being more likely to report not experiencing any
difficulties. This finding, combined with the fact that the
paper map group and the digital map group did not show a
significant difference in time required to find the
destination, suggested that although we could not find a
difference between those groups regarding their wayfinding
efficiency, they clearly differed regarding their experiences
during wayfinding.</p>
      </sec>
      <sec id="sec-3-7">
        <title>IV. Verbal Data: Thinking Aloud protocols</title>
        <p>
          The 438 abbreviated statements were coded for whether
they included a comment about 1) the building design, 2)
the signage design, and/or 3) the map design. Furthermore,
the statements were coded if the statement included a
comment about 4) a cognitive process or an orientation
strategy or 5) participants feeling insecure or puzzled. The
two coders had an excellent agreement for all categories
          <xref ref-type="bibr" rid="ref11">(all
Krippendorff’s α’s between .82 and .97; Krippendorff,
2004)</xref>
          . The no-map group gave significantly more
comments than the other two groups (50%, see Table 2).
The majority of comments were about cognitive processes
and orientation strategies (33.1%, see Table 2). There was
no significant association between group and whether
people commented on their cognitive processes or
orientation strategies. There was a significant association of
group and noting a feeling of insecurity or being puzzled
(χ2(2, N=438) = 6.69, p &lt; .05). While the map groups had a .86
lower odds ratio than the no-map group, the map groups did
not significantly differ.
        </p>
        <p>There was a significant association of group and
comments on the building’s design (χ2(2, N=438) = 46.95, p &lt;
.01). The odds ratio of the paper map group to comment on
the building’s design had a 6.7 higher odds ratio than the no
map group and had a .2 odds ratio for the digital map group.
Many participants confirmed the V&amp;A to be a confusing
building. This could also be found in the verbal data: “It's a
really confusing building.” (Condition: no-map, Destination: 5) / “I can't
understand (how) stairs can miss a level.“ (Condition: no-map,
Destination: 5) / “Ok, we could just go around and round in this
thing. It feels like a labyrinth.” (Condition: paper map, Destination: 3) /
“I'm not really sure where I am right now. (laughter)”
(Condition: digital map, Destination: 3).</p>
        <p>Furthermore there was a significant association of group
and comments on the signage’s design (χ2(2, N=438) = 16.78, p
&lt; .01) with an odds ratio of .24 for the map groups to
comment on the signage compared to the no map groups.
And a 2.25 higher odds ratio for the digital map group than
the paper map group.</p>
        <p>There was also a significant difference between the map
groups in commenting on the maps’ designs (χ2(2, N=209) =
14.6, p &lt; .01); the odds ratio of the digital map group
commenting on the map’s design was significantly (4.31)
higher than in the paper map group. All those statements
ranged from neutral descriptions to comments about design
shortcomings and potential improvements.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Summary and Conclusion</title>
      <p>
        We found robust wayfinding efficiency advantages for
navigators using a map, both digital and printed, over
navigators only relying on signage. These findings confirm
that maps can improve a people building’s legibility and
support finding goals faster. However, there was no result
suggesting that the additional medium and design features
provided by mobile maps were more (or less) beneficial
than paper maps when it comes to wayfinding efficiency.
Furthermore the efficiency advantages of maps appear to be
moderated by destination characteristics. This leaves room
to speculate about the possibility of shaping wayfinding not
only with devices, but also with architectural design and
signage (
        <xref ref-type="bibr" rid="ref8">Hölscher et al., 2007</xref>
        ). Further testing would
require an experimental control of building features to
detect connections between characteristics of the build
environment and wayfinding decisions.
      </p>
      <p>The user experience questionnaires did not reveal a
significant difference between people using a digital or
printed map. There were also no significant differences
between the three groups regarding the building’s
assessment. Participants might have been suffering from
fatigue after the potentially tiring wayfinding tasks that were
administered without a break. This might have influenced
their experience ratings in general and caused a floor effect.</p>
      <p>The open questions about navigation difficulties,
orientation, and wayfinding strategies added to the pattern
revealed by the efficiency measures. The three groups did
not reliably differ in their reported navigation strategies.
Navigators without a map reported significantly more often
to use signage for orientation, and to experience difficulties
caused by missing signage. This might be explained with
the fact that they were not able to form a survey
representation of the building and therefore had to focus
more on information in their local surrounds than on their
knowledge about the building. However, navigating with a
paper map was linked to reporting most frequently on not
experiencing any difficulties. This suggests that navigation
appeared easier to navigators with a paper map than in the
two other conditions. Despite the two map groups not
105
significantly differing regarding the time required to find the
destinations, they seem to have experienced a different ease
in wayfinding. This could also be supported with the
Thinking Aloud data. The digital map group provided more
comments about irritating or missing features of the map
design. In addition the no-map group gave significantly
more comments about the signage design and reported more
often about a feeling of being insecure or puzzled by their
wayfinding tasks, while the paper map group gave
significantly most comments about the building’s design.
We believe that the signage group and the digital map group
were primarily involved with the available navigation
information, while the paper map group’s attention was less
absorbed by the map, and therefore had free capacity to pay
attention to the surrounding environment. The verbal
protocols did not show a difference between groups
regarding cognitive processes or orientation strategies,
which supports the finding from the open questions.</p>
      <p>
        Efficiently guiding visitors to a desired destination may
not be seen as the V&amp;A’s core function, since museums are
also a place for exploration. To provide participants with an
adequate scenario, we framed the visit as a wayfinding task
with a focus on efficiency differences and experience
differences between the groups. Because none of the
navigators stopped or detoured to look at exhibitions we
believe the fact that they were traveling through a museum
did not influence our participants’ wayfinding behavior. On
the one hand the museum is a realistic testing environment
and allowed us to get insight into people’s experiences as
they are in everyday life, instead of merely testing
complexity-reduced reactions in the lab
        <xref ref-type="bibr" rid="ref3">(Brunswik, 1956)</xref>
        .
But on the other hand, testing in realistic settings does not
allow for easy experimental variations (e.g. altering signage,
enlarging windows, fitting in atriums), the specification of
key factors that alter visitors’ experience with the building
and maps, and the improvement of their effectiveness and
satisfaction. Those questions can be answered in virtual
reality scenarios and provide fruitful ideas for further
research focusing on those key factors. This case study was
a valuable opportunity to look at indoor map users’
navigation through a multilevel, complex building and
provided further ideas regarding which factors to take into
account for subsequent studies. A further step could include
mobile eyetracking in order to focus on the users’
attentional processes, and including architects analyzing
building properties to get a deeper insight into the designers’
perspectives and to prospectively aim to identify key factors
that alter users’ cognition and behavior.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgements</title>
      <p>We thank Google Inc. for the Google Faculty Research
Award that supported this research project. We also thank
Thora Tenbrink and the SFB/TR8 Spatial Cognition for
helping us with transcribing the verbal data and Carina
Hoppenz for her help with conducting the experiment.</p>
    </sec>
  </body>
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