=Paper= {{Paper |id=Vol-2091/paper3 |storemode=property |title="Ora sì ch'io son contenta: sembra fatto inver per me" Identifying User Requirements for Wearable Augmented Reality at Opera |pdfUrl=https://ceur-ws.org/Vol-2091/paper3.pdf |volume=Vol-2091 |authors=Barbara Balbi,Alessandra Marasco |dblpUrl=https://dblp.org/rec/conf/avi/BalbiM18 }} =="Ora sì ch'io son contenta: sembra fatto inver per me" Identifying User Requirements for Wearable Augmented Reality at Opera== https://ceur-ws.org/Vol-2091/paper3.pdf
Ora sì ch’io son contenta: sembra fatto inver per me - Identifying
 User Requirements for Wearable Augmented Reality at Opera
                                                         Barbara Balbi               Alessandra Marasco
                                                  Institute for Research on          Institute for Research on
                                                 Innovation and Services for        Innovation and Services for
                                                  Development (IRISS-CNR)            Development (IRISS-CNR)
                                                         Naples, Italy                      Naples, Italy
                                                     b.balbi@iriss.cnr.it             a.marasco@iriss.cnr.it
ABSTRACT                                                                             for hedonic are still limited [9]. Indeed, according to the review
The purpose of this study is to propose a User Experience (UX)                       by Diefenbach et al. [9], 33% on a total of 151 articles referred to
model to support the design of a wearable Augmented Reality (AR)                     hedonics within the background literature, but only once and not
application for Opera. To this end, it implements the UX approach                    as a central issue. Further, their review highlighted that hedonic
by Hassenzahl and Tractinsky [17] and User-Centered Design meth-                     is generally considered only as a part of UX frameworks/models.
ods within a People Action Context Technologies (PACT) analysis.                     Interestingly, hedonic is always addressed as resulting from the
The preliminary results identify users’ requirements relating to                     users’ experience of the product under evaluation (i.e. assessment of
People, Actions and Contexts for a visual AR interface at Opera.                     users’ perceived hedonic quality) and not as a foreground concept
The study contributes to generate useful knowledge to support                        per se that needs to be taken into account before and beyond the
the design of visual AR interfaces for predominantly hedonic con-                    instrumental [9]. Therefore, they highlight the need for more elabo-
texts, such as performative arts. Further, being among the first to                  rated approaches to design for hedonic. With specific regard to the
investigate UX for wearable AR at Opera, this study provides a                       design of digital applications for culture and heritage, it is stressed
foundation for the implementation of wearable digital applications                   that the successful implementation of AR requires an adequate
in this context.                                                                     understanding of requirements from a users’ point of view [28].
                                                                                     However, the literature highlights that research on UX methods in
KEYWORDS                                                                             this context is still limited [15, 28]. Further, hedonic is addressed as
                                                                                     a part of attributes in established models within the evaluation of
Augmented Reality, Visual Interfaces, User Experience, Hedonic,
                                                                                     the product. In particular, as in Hassenzahl and Tractinsky [17], the
Opera
                                                                                     hedonic aspects are identified as distinct from the pragmatic ones.
ACM Reference Format:                                                                   However, when digital applications are aimed at supporting cul-
Barbara Balbi and Alessandra Marasco. 2018. Ora sì ch’io son contenta: sembra        tural experiences, the interaction implies a resemiotization [27],
fatto inver per me - Identifying User Requirements for Wearable Augmented
                                                                                     in which the pragmatic aspects are to be consistent with the aes-
Reality at Opera. In Proceedings of 2nd Workshop on Advanced Visual Inter-
faces for Cultural Heritage (AVI-CH 2018). Vol. 2091. CEUR-WS.org, Article
                                                                                     thetic experience. Therefore, Hedonic cannot be limited to tools of
3. http://ceur-ws.org/Vol-2091/paper3.pdf, 4 pages.                                  pleasure and stimulation, but should be considered as a broader
                                                                                     concept, in which the hedonic experience itself lives through a new
1     INTRODUCTION                                                                   language. According to this perspective, new methods are required
                                                                                     to provide designers with an appropriate knowledge of users’ needs
Recently, the challenges associated to the use of AR for enhancing
                                                                                     and to produce results closer to users’ perspective in the context
the consumption of arts and cultural heritage have received an
                                                                                     under investigation.
increased attention [1, 7, 15, 28]. In this regard, performing arts
                                                                                        In this direction, this study contributes to identify a methodology
are a relevant case in point. The complexities involved with the
                                                                                     to design for the Hedonic based on an appropriate conceptual model
application of digital technologies in this context mostly derive
                                                                                     and users’ requirements, through a case study of wearable AR
from the predominant aesthetic and hedonic components of the
                                                                                     at Opera. In particular, it proposes a model in which the whole
users’ experience [2, 5], yielding relevant implications for the design
                                                                                     interaction design of visual interfaces is developed by integrating
of visual interfaces.
                                                                                     the Hedonic as a prerequisite. This is obtained by an in-depth
    This study aims to advance the design process of hedonic inter-
                                                                                     knowledge of users’ needs through UCD methods that inform every
active products, based on an exploratory research conducted in the
                                                                                     part of PACT analysis [3, 26] in order to achieve a virtuous circle
context of (Italian) Opera. In particular, the purpose of this study
                                                                                     where the HCI is enriched by the Hedonic and the Hedonic is
is to propose a UX model to support the design of a wearable AR
                                                                                     enriched by a satisfying AR interaction. In this way, this study
application for Opera.
                                                                                     contributes by developing the theoretical perspective of the Hedonic
    Despite the growing interest for hedonic quality in Human-
                                                                                     of interactive products for promoting effective design process and
Computer Interaction (HCI), studies providing knowledge to design
                                                                                     strategy.

AVI-CH 2018, May 29, 2018, Castiglione della Pescaia, Italy
© 2018 Copyright held by the owner/author(s).

                                                                                1
AVI-CH 2018, May 29, 2018, Castiglione della Pescaia, Italy                                        Barbara Balbi and Alessandra Marasco




                                                                        Figure 3: The elements considered for the design of Per-
                                                                        sonas.



                                                                        2   MATERIALS AND METHOD
Figure 1: Adaptation of Hassenzahl and Tractinsky [17]                  The study adopted an experiential approach based on Hassenzahl
approach to take into account the transmediality, multidi-              and Tractinsky [17] framework to take into account the Hedonic
mensionality and Hedonic in the experience of Opera.                    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 [27], its
                                                                        trans-medial transmission [8] in the AR application and the drivers
                                                                        of the experiential consumption of arts [5]. In particular, on the
                                                                        basis of these multidisciplinary elements, a synthetic analysis of 56
                                                                        references of Opera in several contexts (TV, cinema, radio, litera-
                                                                        ture, technology-based contexts) was performed, as exemplified in
                                                                        Fig.2:top. This approach resulted in the conceptual model depicted
                                                                        in Fig.2:bottom.
                                                                           Following this multidisciplinary analysis, qualitative methods,
                                                                        including online Survey, Ethnographic Analysis, Interviews [13, 24],
                                                                        have been used to design Personas [6]. Fig. 3 summarizes the el-
                                                                        ements 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 do-
                                                                        mains. A Design Thinking activity [4, 10–12] supplied design of
                                                                        the elements of the Actions and the Moments of use related to the
                                                                        functionalities of the interaction with AR application.
                                                                           In this way, the sessions of Design Thinking activity and Focus
                                                                        Groups have been supported by effective materials to provide a
                                                                        clearer picture of the context of interaction according with the
                                                                        multidisciplinary research mentioned above.
Figure 2: The dimensions of the experience at the Opera:
structural components (center), transmediality (middle cir-             3   PRELIMINARY FINDINGS AND DISCUSSION
cle), experiential drivers (outer circle). Fig. 2:top exemplifies       Based on this process and methods, a UX model aimed to support
the specific case of Rossini’s Cenerentola by Ponnelle (1980);          the design of the digital application at Opera has been created. In
Fig. 2:bottom summarizes the results of the synthetic anal-             particular, we present the preliminary results relating to the user
ysis of 56 different references of Opera in several contexts            requirements of the Persons, Activities and Context of use of the
(TV, cinema, radio, literature, technology-based contexts).             expected wearable AR application at the Opera. With regard to
                                                                        Persons, 7 Personas were identified and invited to participate to
                                                                    2
Ora sì ch’io son contenta                                                           AVI-CH 2018, May 29, 2018, Castiglione della Pescaia, Italy


                                                                             is in line with Kuflik et al. [20] that stressed the need to better
                                                                             link the pre-, during, and post- visit phases of the cultural heritage
                                                                             experience.
                                                                                Further, by assuming the Hedonic as a precondition through
                                                                             a multidisciplinary approach, an effective 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 sug-
                                                                             gests, 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 ele-
                                                                             ments of the interaction, since the latter are able to represent users’
                                                                             needs only if they are consistent with their hedonic demand. There-
                                                                             fore, it is important to share a sound conceptual model between
                                                                             users and designers, especially when designing visual interfaces
                                                                             related to performative arts experiences.
                                                                                As previous literature reports [17], "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
                                                                             [19], User-centered models [16], Interaction models [25], 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
Figure 4: Materials from Personas (top) and Design Thinking                  related to culture and heritage where the Hedonic is considered
sessions (bottom).                                                           as a metalanguage as we assume in this research. The literature
                                                                             reveals many perspectives that involve the “hedonistic” and “aes-
                                                                             thetic” dimensions [18], because it has been widely recognized in
                                                                             HCI that the analysis of the user experience should go beyond the
                                                                             instrumental [17]. Nevertheless, the main focus in UX studies on
                                                                             AR still remains usability [14, 22, 23]: the hedonic is not an intrinsic
                                                                             value, but it is evaluated post design [22] or by asking to users an
                                                                             imaginative and cognitive effort [24], or considered as a pleasure
                                                                             element [16].
                                                                                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, en-
                                                                             sures that the expectation towards an aesthetic experience remains
                                                                             firmly faithful to users’ requirements. In this way, the visual in-
                                                                             terface (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
Figure 5: Extra-contents desired by users in relation to the                 respond to thought.
phases of the experiential process of Opera.

                                                                             4    FUTURE STEPS
Focus Groups and Design Thinking sessions. One of the identified             The proposed model will be validated through the further stages of
Personas is depicted in Fig. 4:top.                                          experimental assessment in order to test the hedonic augmented re-
   In particular, results from Design Thinking sessions in pair be-          ality experience. In line with other studies on the impact of cultural
tween Personas and designers (Fig. 4:bottom for a snapshot) allowed          heritage experiences created with the new generation of wearable
to identify several Actions in terms of extra-contents desired by            devices on behavioral intentions to visit [7, 21], this research will
users. These include more information about text (libretto), plot,           also analyze the influence of the perceived visual appeal and emo-
characters and score; subtitles and voice-over; director’s marks; aug-       tional involvement of augmented Opera experience on the intention
mented scenography; games. Interestingly, the sessions allowed to            to visit, i.e. to attend the Opera. For this reason, a TAM question-
relate all the extra-contents to the phases of the process of cultural       naire will be used to evaluate the most pragmatic elements related
consumption at Opera as described in Fig. 5. Such an approach
                                                                         3
AVI-CH 2018, May 29, 2018, Castiglione della Pescaia, Italy                                                                       Barbara Balbi and Alessandra Marasco


to the acceptance of the AR application, in relation to the Hedo-                                   Education 94, 1 (2005), 103–120. https://doi.org/10.1002/j.2168-9830.2005.tb00832.
nic that potentially influence the intention to use the AR and to                                   x
                                                                                               [13] Jodi Forlizzi and Katja Battarbee. 2004. Understanding experience in interactive
attend the Opera. In this regard, a larger sample of individuals will                               systems. In Proceedings of the 5th conference on Designing interactive systems:
be selected to test the proposed model, including users and other                                   processes, practices, methods, and techniques (DIS 2004). ACM, 261–268. https:
                                                                                                    //doi.org/10.1145/1013115.1013152
stakeholders (e.g. Opera professionals) in order to assess its ability                         [14] Joe L Gabbard and J Edward Swan II. 2008. Usability engineering for augmented
to identify requirements across different scenarios at Opera and                                    reality: Employing user-based studies to inform design. IEEE Transactions on
cultural levels of users.                                                                           visualization and computer graphics 14, 3 (2008), 513–525. https://doi.org/10.
                                                                                                    1109/TVCG.2008.24
                                                                                               [15] Dai-In Han, M Claudia tom Dieck, and Timothy Jung. 2018. User Experience
ACKNOWLEDGMENTS                                                                                     Model for Augmented Reality Applications in Urban Heritage Tourism. Journal
                                                                                                    of Heritage Tourism 13, 1 (2018), 46–61. https://doi.org/10.1080/1743873X.2016.
The research described in this paper was supported by the Project                                   1251931
"Opera Lirica e Realtà Aumentata - opeRA" - Prog. n. F/050075/01/X32                           [16] Marc Hassenzahl. 2003. The thing and I: understanding the relationship between
- MISE - D.M. 1 Giugno 2016 "Horizon 2020 - PON 2014/2020".                                         user and product. In Funology. Springer, 31–42.
                                                                                               [17] Marc Hassenzahl and Noam Tractinsky. 2006. User Experience - A Research
                                                                                                    Agenda. Behaviour & Information Technology 25, 2 (2006), 91–97. https://doi.org/
REFERENCES                                                                                          10.1080/01449290500330331
 [1] Anastassia Angelopoulou, Daphne Economou, Vassiliki Bouki, Alexandra Psar-                [18] Martin G Helander. 2002. Hedonomics-affective human factors design. In Pro-
     rou, Li Jin, Chris Pritchard, and Frantzeska Kolyda. 2012. Mobile Augmented                    ceedings of the Human Factors and Ergonomics Society Annual Meeting, Vol. 46.
     Reality for Cultural Heritage. In Mobile Wireless Middleware, Operating Sys-                   SAGE Publications Sage CA: Los Angeles, CA, 978–982. https://doi.org/10.1177/
     tems, and Applications, Nalini Venkatasubramanian, Vladimir Getov, and Stephan                 154193120204601209
     Steglich (Eds.). Springer Berlin Heidelberg, Berlin, Heidelberg, 15–22. https:            [19] Vesa Jääskö and Tuuli Mattelmäki. 2003. Observing and probing. In Proceedings of
     //doi.org/10.1007/978-3-642-30607-5_2                                                          the 2003 international conference on Designing pleasurable products and interfaces.
 [2] Hasan Bakhshi and David Throsby. 2012. New Technologies in Cultural Institu-                   ACM, 126–131. https://doi.org/10.1145/782896.782927
     tions: Theory, Evidence and Policy Implications. International Journal of Cultural        [20] Tsvi Kuflik, Alan J Wecker, Joel Lanir, and Oliviero Stock. 2015. An integrative
     Policy 18, 2 (2012), 205–222. https://doi.org/10.1080/10286632.2011.587878                     framework for extending the boundaries of the museum visit experience: linking
 [3] David Benyon and Catriona Macaulay. 2002. Scenarios and the HCI-SE design                      the pre, during and post visit phases. Information Technology & Tourism 15, 1
     problem. Interacting with computers 14, 4 (2002), 397–405. https://doi.org/10.                 (2015), 17–47. https://doi.org/10.1007/s40558-014-0018-4
     1016/S0953-5438(02)00007-3                                                                [21] Alessandra Marasco, Piera Buonincontri, Mathilda van Niekerk, Marissa Or-
 [4] Tim Brown and Jocelyn Wyatt. 2010. Design thinking for social innovation.                      lowski, and Fevzi Okumus. 2018. Exploring the role of next-generation virtual
     Development Outreach 12, 1 (2010), 29–43. https://doi.org/10.1596/1020-797X_                   technologies in destination marketing. Journal of Destination Marketing & Man-
     12_1_29                                                                                        agement (2018). https://doi.org/10.1016/j.jdmm.2017.12.002
 [5] Mei Ki Chan, Wing Tung Au, Hong Kong Repertory Theatre, and Chung Ying The-               [22] Susanna Nilsson. 2010. Augmentation in the wild: user centered development
     atre Company. 2017. Developing and Validating a Theater Experience Scale.                      and evaluation of augmented reality applications. Ph.D. Dissertation. Linköping
     Empirical Studies of the Arts 35, 2 (2017), 169–193. https://doi.org/10.1177/                  University Electronic Press.
     0276237416662737                                                                          [23] Thomas Olsson, Pirita Ihamäki, Else Lagerstam, Leena Ventä-Olkkonen, and
 [6] Yen-ning Chang, Youn-kyung Lim, and Erik Stolterman. 2008. Personas: from                      Kaisa Väänänen-Vainio-Mattila. 2009. User expectations for mobile mixed reality
     theory to practices. In Proceedings of the 5th Nordic conference on Human-computer             services: an initial user study. In European Conference on Cognitive Ergonomics:
     interaction: building bridges (NordiCHI ’08). ACM, 439–442. https://doi.org/10.                Designing beyond the Product—Understanding Activity and User Experience in
     1145/1463160.1463214                                                                           Ubiquitous Environments. VTT Technical Research Centre of Finland, 19.
 [7] Namho Chung, Heejeong Han, and Youhee Joun. 2015. Tourists’ Intention to Visit            [24] Thomas Olsson and Markus Salo. 2011. Online user survey on current mobile
     a Destination: The Role of Augmented Reality (AR) Application for a Heritage                   augmented reality applications. In Mixed and Augmented Reality (ISMAR), 2011
     Site. Computers in Human Behavior 50 (2015), 588–599. https://doi.org/10.1016/j.               10th IEEE International Symposium on. IEEE, 75–84. https://doi.org/10.1109/
     chb.2015.02.068                                                                                ISMAR.2011.6092372
 [8] Marcia J. Citron. 2000. Opera on Screen. Yale University Press.                           [25] B Joseph Pine, James H Gilmore, et al. 1998. Welcome to the experience economy.
 [9] Sarah Diefenbach, Nina Kolb, and Marc Hassenzahl. 2014. The’Hedonic’ in                        Harvard business review 76 (1998), 97–105.
     Human-Computer Interaction: History, Contributions, and Future Research Di-               [26] Joakim Reinius. 2011. The PACT Analysis Framework. A case study of 1177. se.
     rections. In Proceedings of the 2014 conference on Designing Interactive Systems               (2011).
     (DIS 2014). ACM, 305–314. https://doi.org/10.1145/2598510.2598549                         [27] Maria Grazia Sindoni and Fabio Rossi. 2016. “Un nodo avviluppato”. Rossini’s La
[10] Kees Dorst. 2011. The core of ’design thinking’ and its application. Design studies            Cenerentola as a prototype of multimodal resemiotisation. Social Semiotics 26, 4
     32, 6 (2011), 521–532. https://doi.org/10.1016/j.destud.2011.07.006                            (2016), 385–403. https://doi.org/10.1080/10350330.2016.1189732
[11] Steven P Dow and Scott R Klemmer. 2011. The efficacy of prototyping under                 [28] M Claudia tom Dieck, Timothy Jung, and Dai-In Han. 2016. Mapping Re-
     time constraints. In Design Thinking. Springer, 111–128. https://doi.org/10.1007/              quirements for the Wearable Smart Glasses Augmented Reality Museum Ap-
     978-3-642-13757-0_7                                                                            plication. Journal of Hospitality and Tourism Technology 7, 3 (2016), 230–253.
[12] Clive L Dym, Alice M Agogino, Ozgur Eris, Daniel D Frey, and Larry J Leifer.                   https://doi.org/10.1108/JHTT-09-2015-0036
     2005. Engineering design thinking, teaching, and learning. Journal of Engineering




                                                                                           4