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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Ora sì ch'io son contenta: sembra fato inver per me - Identifying User Requirements for Wearable Augmented Reality at Opera</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Barbara Balbi</string-name>
          <email>b.balbi@iriss.cnr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alessandra Marasco</string-name>
          <email>a.marasco@iriss.cnr.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Augmented Reality, Visual Interfaces, User Experience, Hedonic,</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute for Research on, Innovation and Services for, Development (IRISS-CNR)</institution>
          ,
          <addr-line>Naples</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Opera</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <volume>2091</volume>
      <abstract>
        <p>The purpose of this study is to propose a User Experience (UX) model to support the design of a wearable Augmented Reality (AR) application for Opera. To this end, it implements the UX approach by Hassenzahl and Tractinsky [17] and User-Centered Design methods within a People Action Context Technologies (PACT) analysis. The preliminary results identify users' requirements relating to People, Actions and Contexts for a visual AR interface at Opera. The study contributes to generate useful knowledge to support the design of visual AR interfaces for predominantly hedonic contexts, such as performative arts. Further, being among the first to investigate UX for wearable AR at Opera, this study provides a foundation for the implementation of wearable digital applications in this context.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>INTRODUCTION</title>
      <p>
        Recently, the challenges associated to the use of AR for enhancing
the consumption of arts and cultural heritage have received an
increased attention [
        <xref ref-type="bibr" rid="ref1 ref15 ref28 ref7">1, 7, 15, 28</xref>
        ]. In this regard, performing arts
are a relevant case in point. The complexities involved with the
application of digital technologies in this context mostly derive
from the predominant aesthetic and hedonic components of the
users’ experience [
        <xref ref-type="bibr" rid="ref2 ref5">2, 5</xref>
        ], yielding relevant implications for the design
of visual interfaces.
      </p>
      <p>This study aims to advance the design process of hedonic
interactive products, based on an exploratory research conducted in the
context of (Italian) Opera. In particular, the purpose of this study
is to propose a UX model to support the design of a wearable AR
application for Opera.</p>
      <p>
        Despite the growing interest for hedonic quality in
HumanComputer Interaction (HCI), studies providing knowledge to design
for hedonic are still limited [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Indeed, according to the review
by Diefenbach et al. [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], 33% on a total of 151 articles referred to
hedonics within the background literature, but only once and not
as a central issue. Further, their review highlighted that hedonic
is generally considered only as a part of UX frameworks/models.
Interestingly, hedonic is always addressed as resulting from the
users’ experience of the product under evaluation (i.e. assessment of
users’ perceived hedonic quality) and not as a foreground concept
per se that needs to be taken into account before and beyond the
instrumental [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. Therefore, they highlight the need for more
elaborated approaches to design for hedonic. With specific regard to the
design of digital applications for culture and heritage, it is stressed
that the successful implementation of AR requires an adequate
understanding of requirements from a users’ point of view [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ].
However, the literature highlights that research on UX methods in
this context is still limited [
        <xref ref-type="bibr" rid="ref15 ref28">15, 28</xref>
        ]. Further, hedonic is addressed as
a part of attributes in established models within the evaluation of
the product. In particular, as in Hassenzahl and Tractinsky [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], the
hedonic aspects are identified as distinct from the pragmatic ones.
      </p>
      <p>
        However, when digital applications are aimed at supporting
cultural experiences, the interaction implies a resemiotization [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ],
in which the pragmatic aspects are to be consistent with the
aesthetic experience. Therefore, Hedonic cannot be limited to tools of
pleasure and stimulation, but should be considered as a broader
concept, in which the hedonic experience itself lives through a new
language. According to this perspective, new methods are required
to provide designers with an appropriate knowledge of users’ needs
and to produce results closer to users’ perspective in the context
under investigation.
      </p>
      <p>
        In this direction, this study contributes to identify a methodology
to design for the Hedonic based on an appropriate conceptual model
and users’ requirements, through a case study of wearable AR
at Opera. In particular, it proposes a model in which the whole
interaction design of visual interfaces is developed by integrating
the Hedonic as a prerequisite. This is obtained by an in-depth
knowledge of users’ needs through UCD methods that inform every
part of PACT analysis [
        <xref ref-type="bibr" rid="ref26 ref3">3, 26</xref>
        ] in order to achieve a virtuous circle
where the HCI is enriched by the Hedonic and the Hedonic is
enriched by a satisfying AR interaction. In this way, this study
contributes by developing the theoretical perspective of the Hedonic
of interactive products for promoting efective design process and
strategy.
      </p>
    </sec>
    <sec id="sec-2">
      <title>MATERIALS AND METHOD</title>
      <p>
        The study adopted an experiential approach based on Hassenzahl
and Tractinsky [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] framework to take into account the Hedonic
in the Opera experience (Fig. 1). Within this general perspective,
it was developed on the basis of a multidisciplinary research that
intertwined cultural, semiotic, communication and social domains,
in order to identify the structural components of Opera [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], its
trans-medial transmission [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] in the AR application and the drivers
of the experiential consumption of arts [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. In particular, on the
basis of these multidisciplinary elements, a synthetic analysis of 56
references of Opera in several contexts (TV, cinema, radio,
literature, technology-based contexts) was performed, as exemplified in
Fig.2:top. This approach resulted in the conceptual model depicted
in Fig.2:bottom.
      </p>
      <p>
        Following this multidisciplinary analysis, qualitative methods,
including online Survey, Ethnographic Analysis, Interviews [
        <xref ref-type="bibr" rid="ref13 ref24">13, 24</xref>
        ],
have been used to design Personas [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Fig. 3 summarizes the
elements considered for the design of Personas. Coherently with
the attributes identified in these Personas, a group of People was
involved in focus group and Design Thinking activity. The focus
group was fed by the structural components that were previously
identified in relation to the experience at the Opera, in accordance
with research in cultural, semiotic, communication and social
domains. A Design Thinking activity [
        <xref ref-type="bibr" rid="ref10 ref11 ref12 ref4">4, 10–12</xref>
        ] supplied design of
the elements of the Actions and the Moments of use related to the
functionalities of the interaction with AR application.
      </p>
      <p>In this way, the sessions of Design Thinking activity and Focus
Groups have been supported by efective materials to provide a
clearer picture of the context of interaction according with the
multidisciplinary research mentioned above.
3</p>
    </sec>
    <sec id="sec-3">
      <title>PRELIMINARY FINDINGS AND DISCUSSION</title>
      <p>Based on this process and methods, a UX model aimed to support
the design of the digital application at Opera has been created. In
particular, we present the preliminary results relating to the user
requirements of the Persons, Activities and Context of use of the
expected wearable AR application at the Opera. With regard to
Persons, 7 Personas were identified and invited to participate to</p>
      <p>Focus Groups and Design Thinking sessions. One of the identified
Personas is depicted in Fig. 4:top.</p>
      <p>
        In particular, results from Design Thinking sessions in pair
between Personas and designers (Fig. 4:bottom for a snapshot) allowed
to identify several Actions in terms of extra-contents desired by
users. These include more information about text (libretto), plot,
characters and score; subtitles and voice-over; director’s marks;
augmented scenography; games. Interestingly, the sessions allowed to
relate all the extra-contents to the phases of the process of cultural
consumption at Opera as described in Fig. 5. Such an approach
is in line with Kuflik et al . [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] that stressed the need to better
link the pre-, during, and post- visit phases of the cultural heritage
experience.
      </p>
      <p>Further, by assuming the Hedonic as a precondition through
a multidisciplinary approach, an efective conceptual model was
created to support the identification of the requirements of Persons,
Actions, Contexts and Context of use to design the visual interface
and the contents of the AR application for Opera. The study
suggests, in particular, that the fundamental experiential levers of the
hedonic experience (i.e. sensation, emotion, cognition) should be
amplified by making them fully consistent with the pragmatic
elements of the interaction, since the latter are able to represent users’
needs only if they are consistent with their hedonic demand.
Therefore, it is important to share a sound conceptual model between
users and designers, especially when designing visual interfaces
related to performative arts experiences.</p>
      <p>
        As previous literature reports [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], "State-of-the-art machinery
(graphics, sound, networks, miniaturization, etc.) allows for more
than mere functionality" (p. 6). In this sense the many available
approaches for UX analysis, including Product-centered models
[
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], User-centered models [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], Interaction models [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ], do not
consider the Hedonic as a prerequisite but either as an emotion
determined by the use of the interface or as an interactive metaphor.
In particular, to the best of our knowledge, there are no studies
related to culture and heritage where the Hedonic is considered
as a metalanguage as we assume in this research. The literature
reveals many perspectives that involve the “hedonistic” and
“aesthetic” dimensions [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], because it has been widely recognized in
HCI that the analysis of the user experience should go beyond the
instrumental [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Nevertheless, the main focus in UX studies on
AR still remains usability [
        <xref ref-type="bibr" rid="ref14 ref22 ref23">14, 22, 23</xref>
        ]: the hedonic is not an intrinsic
value, but it is evaluated post design [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ] or by asking to users an
imaginative and cognitive efort [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ], or considered as a pleasure
element [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ].
      </p>
      <p>The advantage of a multidisciplinary approach that acquires the
Hedonic of experience as an intrinsic value, keeping it consistent
until the end of the design process, as proposed in this study,
ensures that the expectation towards an aesthetic experience remains
ifrmly faithful to users’ requirements. In this way, the visual
interface (Technologies) will be designed for real users (Personas),
on consistent and lasting interactive metaphors, responding to the
hedonic experience (Actions and Contexts) in the same manner
that grammar and words in a linguistic system are vehicles that
respond to thought.
4</p>
    </sec>
    <sec id="sec-4">
      <title>FUTURE STEPS</title>
      <p>
        The proposed model will be validated through the further stages of
experimental assessment in order to test the hedonic augmented
reality experience. In line with other studies on the impact of cultural
heritage experiences created with the new generation of wearable
devices on behavioral intentions to visit [
        <xref ref-type="bibr" rid="ref21 ref7">7, 21</xref>
        ], this research will
also analyze the influence of the perceived visual appeal and
emotional involvement of augmented Opera experience on the intention
to visit, i.e. to attend the Opera. For this reason, a TAM
questionnaire will be used to evaluate the most pragmatic elements related
to the acceptance of the AR application, in relation to the
Hedonic that potentially influence the intention to use the AR and to
attend the Opera. In this regard, a larger sample of individuals will
be selected to test the proposed model, including users and other
stakeholders (e.g. Opera professionals) in order to assess its ability
to identify requirements across diferent scenarios at Opera and
cultural levels of users.
      </p>
    </sec>
    <sec id="sec-5">
      <title>ACKNOWLEDGMENTS</title>
      <p>The research described in this paper was supported by the Project
"Opera Lirica e Realtà Aumentata - opeRA" - Prog. n. F/050075/01/X32
- MISE - D.M. 1 Giugno 2016 "Horizon 2020 - PON 2014/2020".</p>
    </sec>
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