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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Integrating Smart Objects into Self- Guided Exhibitions: Challenges of Supporting Self-Guided Exhibitions through Non-idiomatic Technologies</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rameshnath Krishnasamy</string-name>
          <email>krishnasamy@id.aau.dk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Aalborg University Aalborg</institution>
          ,
          <addr-line>9000</addr-line>
          ,
          <country country="DK">Denmark</country>
        </aff>
      </contrib-group>
      <fpage>17</fpage>
      <lpage>22</lpage>
      <abstract>
        <p>This position paper presents key challenges that have been identified in the early stages of designing interactive digital, self-guided, exhibition sites through the use of low-cost context aware technologies. The next wave of smart technologies, such as context aware objects and devices, enable new opportunities for facilitating self-guided exhibitions through digital experience layers. However, these technologies often fail to gain traction when the user does not understand how to operate or interact with these systems, due to new or unfamiliar interaction modes. The purpose of this paper is to present work-in-progress of implementing two app prototypes: 1) a mixed reality game for smartphones and 2) a digital guide, that uses Bluetooth beacons at a fully automated exhibition in Northern Denmark. Two of key challenges that this research projects revolves around is how to on-board new users and how to transfer experiential knowledge from other systems that the user is familiar with to a system that is unknown to the user. Through an iterative design process, two prototypes are being developed to investigate these challenges.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>Copyright © 2018 for this paper held by its author(s). Copying permitted
for private and academic purposes.</p>
    </sec>
    <sec id="sec-2">
      <title>Author Keywords</title>
      <p>exhibition sites; mobile user experience; design idioms;
emerging technology; self-guided; context aware
technologies;</p>
    </sec>
    <sec id="sec-3">
      <title>ACM Classification Keywords</title>
      <p>H.5.m. Information interfaces and presentation (e.g.,
HCI): Miscellaneous;</p>
    </sec>
    <sec id="sec-4">
      <title>Introduction</title>
      <p>The world has never been more mobile than today. A
steady flux of smart technologies has infiltrated nearly
every aspect of everyday life. Context aware
technologies are increasing in computing power as well
as in numbers and they are getting embedded into
objects and environments all around us. Researchers as
well as practitioners are tapping into the potential of
wireless interconnected devices, spawning research
agendas and service ecologies around them. The
paradigm shift that emerged with ubiquitous and
pervasive technologies, have forever changed the way
people think about and use computers.</p>
      <p>
        A natural part of emerging paradigms are novel
applications that probe the technologies’ potential and
limitations in different situations and context. Thus, as
a natural part of the development, the next wave of
context aware technologies has also found their way
into research projects and testbeds in the exhibition1
1The use of exhibition sites or exhibition(s) refer to the same
inclusive definition of museums by Falk and Dierking (1992).
These are "historical homes and sites; science and technology
and nature centers; aquarium, zoos, and botanical gardens; as
well as traditional art, history, and natural history museums.”
[
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
context. Exhibitions have been the playground for
analog as well as digital technologies, due to the
problematic nature of engaging with the visitor. Text
labels and showcases have proved difficult to connect
with the audience; children and young visitors in
particular. Thus, exhibitions have a long history of
being testbeds for experiments to investigate the
potential of engaging the visitor through interactivity
and digital experience layers.
      </p>
    </sec>
    <sec id="sec-5">
      <title>Background</title>
      <p>
        The number of exhibitions have doubled between
19922012 [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] globally, and are known to serve as
international symbols for tourism [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and for local and
national culture. The significance of exhibitions is well
documented in studies that attribute positive aspects to
the existence of exhibitions with labels such as ‘agents
of well-being’ [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], ‘forums for cultural and democratic
foundation’, ‘supporting sustainable social networks’,
etc. In other words, exhibitions can be the engines of
society and catalysts for the good life.
      </p>
      <p>
        However, in recent times, many cultural heritage sites
and landmarks, that are rooted to their physical
location, have come under ‘severe long-term challenges
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], due to economic and political reasons [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. This
has led to centralization strategies and efficiency
measures, that are forcing challenged exhibition sites
to shut down operations. One alternative is to create
exhibitions that are self-guided, as opposed to on-site
curation and custodians. In other words, the complete
removal of manual labor and replacing all personnel
with automation. This poses an interesting design
challenge: (how) can emerging technologies facilitate
the visiting experience at a self-guided exhibition site?
The aim here is to move beyond the typical ‘number
and text labels for facilitating the communication’
solution.
      </p>
      <p>This position paper sets out to investigate the use of
low-cost context aware technologies paired with
modern mobile phones, i.e. smartphones and smart
objects, in exhibitions to facilitate a self-guided visit.
The investigation stems from a research agenda set
forth to explore digital technologies’ potential to
facilitate engaging experiences through interactive
digital technologies, rather than conventional posters,
texts and numbers for pathfinding.</p>
      <p>
        Self-guided Exhibition Site for In Situ Experiments
Hals Museum [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] in Denmark is currently undergoing
the transition from being a typical exhibition with a
custodian and curator present, to being a fully
automated site. This transformation is the first of
several sites that will transition from staffed sites to
fully automated, self-guided exhibitions. The entrance
is being fitted with time-locks and the exhibits are
placed under surveillance and in showcases. The
exhibition will be a typical ‘text labels with showcases’
site. Apart from a monitor with a video looping every
15 minutes, no other installations or digital
technologies are being implemented in this overhaul of
the exhibition site. The museum itself is located in a
small entrenchment in which the remnants of an old
fort is contained. The actual exhibition is contained and
secured inside a building, but there is also a large area
surrounding that building which is not directly a part of
the exhibition, but is a part of the historical site.
The aim is to design an engaging experience, that
guides the visitor around the exhibition inside the main
building, as well as support pathfinding outside in the
open area that is a part of the old fort. One major
design constraint imposed by the Hals Museum case is
that the user has to bring their own device due to
limited resources for developing as well as maintaining
equipment. Everything inside the exhibition building will
be secured out of reach for the visitor with cameras,
alarms and glass cages. Thus, this paper aims to
investigate the use of low-cost Bluetooth beacons, with
smartphones in mixed reality (MR) settings, in order to
guide the visitor, both inside and outside in the physical
setting, and create an engaging experience that
transcends text-labels and showcases.
      </p>
    </sec>
    <sec id="sec-6">
      <title>Digital Experience Layers for Exhibitions</title>
      <p>
        Interactive installations and digital experience layers
are increasingly becoming a part of exhibition
communication. In this context, there are many design
situations where the user experience happens on the
move, utilizing mobile technologies combined with
contextual information (time, location, etc.), which
makes it difficult to rely on known repertoires of
experiential knowledge of how to use new technology
[
        <xref ref-type="bibr" rid="ref4 ref7">4,7</xref>
        ]. The utilization of new technologies, such as
smart objects, in the exhibition context provides a case
where the majority of users lack experiential knowledge
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. What is lacking can be described as design idioms
- the conventions that are learnt, rather than
analogically or metaphorically transferred [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
Design situations where the lack of idioms to support
the user’s understanding of how to interface and
interact with new technologies, have been subsequently
been labelled as ‘non-idiomatic’ [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] following the
terminology developed by e.g. Löwgren [
        <xref ref-type="bibr" rid="ref6 ref8">6,8</xref>
        ] and
Vistisen [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
Idiomatic to non-idiomatic - the transfer of experiential
knowledge
An example of transferring experiential knowledge to
new interaction modes is when users of smartphones
adjust to the interaction design patterns of the
operating system’s interface. Developers of applications
generally adhere to the conventions recommended or
determined by the manufacturers of the phones, in
order to deliver a frictionless user experience. Examples
can be swiping in certain directions. Over time, the user
has familiarized with this pattern, and when two-finger
interactions are introduced, the user can build on the
existing knowledge of basic interaction with the device
to incorporate advanced patterns. If the phone is
replaced with a larger device, say a tablet, the user has
a reference point to the type of technology, i.e.
touchscreen for input, and can leverage the known
idioms to an unknown technology. Or, transfer
knowledge from idiomatic to non-idiomatic technology.
      </p>
      <sec id="sec-6-1">
        <title>When few or no idioms exist, as it often is with</title>
        <p>
          emerging technology types [
          <xref ref-type="bibr" rid="ref12 ref7">7,12</xref>
          ], the user cannot
transfer experiential knowledge to figure out how to
interact with the new technology, making it difficult to
understand the utility, usability, and desirability of what
Buchanan [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] labels the ontological synthesis of what
the designed ‘product’ is.
        </p>
        <p>This paper is working from the assumption that the
user does not have the prerequisite reference points to
use the smart objects with their smartphones in an
exhibition context. The challenge of implementing new
technologies increases in complexity, when there are
no longer any personnel to ask for help, as it is the
case with fully automated sites. This assumption is
based on a previous study that the author has
collaborated on, where an aqua zoo tested out a
marker-less augmented reality app for personal mobile
devices (tablets, smartphones), to guide visitors to
‘dead zones’ in the exhibition. Here, the majority of
visitors did not understand how to use the app, even
though it was relying on the same design idioms as
taking a picture or shooting a video with a smartphone.
However, having personnel on-site to assist users with
the on-boarding (first-use), by explaining what it does,
improved the number of active users significantly.</p>
      </sec>
      <sec id="sec-6-2">
        <title>In a period where new users were assisted by</title>
        <p>
          personnel, there were approximately 3000 users [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
When the personnel were removed, the numbers
dropped to around 300-500 users. Then a trial period
with signs, posters and monitors with instructional
videos looping were implemented, but that had little to
no effect as the numbers remained the same as when
there were when the personnel was removed [
          <xref ref-type="bibr" rid="ref13">13</xref>
          ].
There was however a change when potential visitors
were informed through social media, that there would
be a competition with rewards (free passes to the
exhibition all year), for using the application. Users had
preinstalled the application before the visit and had
already familiarized with it [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. This revealed that
incentivizing with rewards provided an extrinsic
motivation to on-board, raising the question, could it be
possible to turn that extrinsic motivation into intrinsic
desire?
        </p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>The Next Step</title>
      <p>Drawing from the lessons learned through previous
studies, two prototype applications for smartphones are
being developed to be tested at Hals Museum. Common
for the two prototypes is that they both rely on the
interaction between personal smart devices such as
phones and tablets and the backbone for interacting
with the environment is through Bluetooth beacons at
points of interests (POI). Some of the beacons will be
placed in very close proximity of artefacts and objects
that have been secured inside showcases, while others
are embedded into props, such as a World War 2 era
rifle and fishing equipment. There will also be POIs
outside, to guide the visitor around in the area around
the fort.</p>
      <p>The two prototypes differentiate in that on is designed
to be a mixed reality game while the other is an
information seeking tool and guide. The game is
primarily targeting youth, while the guide application is
primarily for mature audiences. However, both
prototypes will be tested on different age groups and
segments.</p>
      <p>The aim with the two prototypes is to tackle the
challenge of having first-time users on-boarded so they
understand how to use the application and the
interactions with it around the exhibition. I.e. can a
user be eased in through games? Another aim is to
ensure that the system integrates with the exhibition,
to make the objects a part of the digital experience.
I.e. can smart objects be embedded into the exhibit to
make the artefacts a key part of the digital layer, and
does the visitor understand how to interact with it?</p>
    </sec>
    <sec id="sec-8">
      <title>Workshop Goals</title>
      <p>
        The agenda with participating in the workshop is to
present the results and findings of a number of
previous studies and how they have guided in designing
the two prototype applications, and subsequently
discuss the features and how they take aim at the
challenges described in this position paper. The mission
is then to bring back valuable knowledge and
streamline the two applications before launching them.
This study is part of a thesis under the ‘Our Museum’
research program which is a large national research
program that consists of a total of 13 Ph.D. projects in
a collaboration between 5 of Denmark’s largest
universities, and a host of exhibitions as partners and
investors in a 4-year project. The thesis that this
position paper is a part of is one of 13 projects, that
has technology as key driver for designing self-guided
exhibitions. This focus is currently on smartphones and
(low-cost) context aware technologies, to create digital
experiences that augment the physical sites with digital
layers [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
interaction of non-idiomatic technologies in
exhibitions through known idioms of conventional
technologies. The Design Journal, Routledge,
S3696–S3706.
      </p>
    </sec>
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