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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Swiping in the Wild: An Evaluation in the Wild of a Storytelling App for Children</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Vito Santacesaria Swipe Story srl Bari</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
          <xref ref-type="aff" rid="aff5">5</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Italy santacesaria@ai</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
          <xref ref-type="aff" rid="aff3">3</xref>
          <xref ref-type="aff" rid="aff4">4</xref>
          <xref ref-type="aff" rid="aff5">5</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Claudio Mattutino Department of Computer Science, University of Turin Torino</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Cristina Gena Department of Computer Science, University of Turin Torino</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Elena Quiri Archaeologist</institution>
          ,
          <addr-line>independent researcher Torino</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Giovanni Forlastro Department of Computer Science, University of Turin Torino</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff4">
          <label>4</label>
          <institution>Giuliano De Felice Department of Humanities. Literature, Cultural Heritage, Educ. Sciences, University of Foggia</institution>
          ,
          <addr-line>Italy Foggia</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff5">
          <label>5</label>
          <institution>Rita Auriemma Department of Cultural Heritage, University of Salento Lecce</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2018</year>
      </pub-date>
      <volume>2091</volume>
      <abstract>
        <p>In this paper we report the preliminary results of an evaluation in the wild of a storytelling app, the Lions of Time, presenting an archeological story, based on the swipe story approach. A swipe story is a digital story that, with a simple and immediate gesture (namely the swipe) and a language based on drawings, images, words, games, sounds, movies and emotions, is able to start the young user to a new path of knowledge. We performed an evaluation in the wild the day the swipe story was launched at the 2017 Turin International Book Fair. Preliminary results are encouraging, especially regarding the children engagement in the fruition of the story and its related games.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Human-centered computing → Empirical studies in HCI;
• Applied computing → Arts and humanities;
Storytelling, swipe story, child-computer interaction
1</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>
        Since always, telling stories is a warm and friendly habit, but
also a powerful tool to communicate, inform and teach. It’s the
easiest and the most immediate way to transfer knowledge [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>
        According to story theorists like Bruner [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], stories provide a
framework for making sense of events and their meaning [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. For
Paolini and Di Blas [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], digital storytelling is emerging as the most
relevant way to deliver content in the digital age. They define a
digital story as a combination of visual communication (slideshows,
videos or animations) with audio. They claim that today digital
stories are one of the best way for engaging users across several
devices: from tablets to desktops, from smartphones to even phones,
for audio only. Diferent narratives styles can be used and diferent
situations can be envisioned, including immersive storytelling or
augmented-reality storytelling.
      </p>
      <p>
        According to Springer et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] people process and retain
information in narrative structures and stories are fundamental for
the creation of meaning. For Springer et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], the pedagogical
dimensions of storytelling could be summarized as follows:
humanistic, cross-disciplinary, cross-cultural, multisensory, multimodal,
constructivist, learning directed.
      </p>
      <p>
        The connections between digital storytelling and education have
been also highlighted by Tyner [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. According to Tyner, digital
storytelling ofers the advantages of an experiential approach to
learning while combining oral and alphabetic literacies with those
intrinsic to the new multimedia.
      </p>
      <p>
        In cultural heritage access, storytelling has been applied to virtual
tours in exhibitions [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], museums [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] and historical locations [
        <xref ref-type="bibr" rid="ref4 ref7">4, 7</xref>
        ],
and also in the educational archeology field. Garzotto and Paolini
[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] carried out a project with pupils combining several plugged and
unplugged activities whose result was an interactive multimedia
narrative providing multiple reading paths and delivered as Web
Site, podcast and CD-ROM.
      </p>
      <p>
        On the side of pedagogical game-play, Ardito et al. [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] proposed
games to support young students learning history at an
archaeological site by making use of advantages provided by multimedia
technology. They implemented two games on a large multi-touch
screen, to support young students learning about archaeological
parks during school visits. Students were encouraged to collaborate
to solve the proposed challenges, but they can also play against
each other.
      </p>
      <p>In this paper we report the preliminary results of an evaluation
in the wild of a storytelling app (developed by three of the authors
of the current paper) presenting an archeological story, based on the
swipe story approach. We performed an evaluation in the wild the
day the swipe story The Lions of Time was firstly presented to the
public, during the 2017 Turin International Book Fair. Preliminary
results are encouraging especially regarding the children
involvement in the fruition of the story and its related games. This paper is
organized as follows: Section 2 presents the swipe story approach,
Section 3 introduce the app The Lions of Time and presents the
evaluation in the wild, and Section 4 concludes the paper.
2</p>
    </sec>
    <sec id="sec-3">
      <title>BACKGROUND</title>
      <p>A swipe story is a digital story that, with a simple and immediate
gesture (namely the swipe) and a immediate language based on
drawings, images, words, games, sounds, movies and emotions, is
able to start the young user to a new path of living and stimulating
knowledge. It enables an innovative storytelling able to:
• Welcome and initiate the user to a new path of knowledge,
such as visiting a museum;
• Make the path of knowledge alive and stimulating, making
the user interact with the elements that surround her and
increasing her emotional involvement;
• Enhance the user experience favoring the consolidation of
the knowledge acquired through in-depth studies,
educational activities and games.</p>
      <p>Realizing a swipe story means constructing a main narrative
around a plot and developing it through a succession of events.
Then the story develops with a series of scenes (frames) that make
up a sort of tape. The user can move from one scene to another
with the simple gesture of "swipe", which can trigger:
• Transitions over time (e.g. seasons or eras that follow each
other on the same place);
• Transitions of space, with the crossing of places in spatial
continuity.</p>
      <p>To enrich the emotional dimension, transitions are characterized
by a parallax efect (3D-simulated) in which the diferent levels of
the design are made to move at diferent speeds and give depth to
the scene.</p>
      <p>The creation of the story is based on visual sketches (the scenes
are not 3D reconstruction but real drawings), which go forward as
tapes, and after that dialogues and audio come up. Digital
storytelling is spread over several levels:
• A level of narrative that allows the development of the
emotional dimension, involving the user (by means of post-it
and comics);
• A level of deepening able to propose scientific contents of
greater detail and articulation (cards, images, films),
developing the informative and playful dimension.</p>
      <p>The types of points of interest (see Figure 1) are continuously
improved with the activation of new user experiences. Currently
in these points of interest are available:
• In-depth information (multiple sheets can be browsed on the
two dimensions of a matrix with text, images and audio);
• Curiosity (two-sided sheet, question/answer type,
suggestion/solution, etc.);
• Animated movies and clips;
• Games of association and correspondence.
3
3.1</p>
    </sec>
    <sec id="sec-4">
      <title>EXPERIMENTING IN THE WILD</title>
    </sec>
    <sec id="sec-5">
      <title>The story under evaluation</title>
      <p>
        "I Leoni del Tempo - Archeostorie del Friuli Venezia Giulia - The Lions
of Time - Archeo-stories of Friuli Venezia Giulia1" is a trans-media
editorial project promoted by ERPAC (Regional Institution for the
Cultural Heritage of the Autonomous Region of Friuli Venezia
Giulia, Cataloging, Training and Research Service)2. The swipe story is
realized throughout a tablet and smartphone app, freely available
in Google Play and App store markets. This swipe story supports
an illustrated novel [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], and digital storytelling has been applied
with the aim to bring the young audiences closer to the knowledge
of the cultural heritage of Friuli Venezia Giulia, the Italian region
situated further to the North East. To make the regional patrimony
known to young generations, a series of illustrated, animated and
interactive stories have been created, with which to follow the
adventures of the Lions of Time (see Figures 1 and 2).
      </p>
      <p>The story takes the user to discover the archaeological sites of
Friuli Venezia Giulia, where the present is intertwined with the past,
reality with imagination. Swipe after swipe, the user is walking
in space-time in the company of the three characters (Eleonora,
Leonardo, and Ruggero) between reconstructions of places, cities
(Pradis and Aquileia) and ancient monuments, on the light wings
1http://www.swipe-story.com/app/ileonideltempo
2http://www.ipac.regione.fvg.it/
Swiping in the wild
of fantasy. The version of the swipe story under evaluation ofers
the user two stories, with illustrations, audio, comics and games,
dedicated to Pradis and Aquileia. But in the future versions, the
three characters will be in Cividale, Trieste, Udine, Zuglio and in
other places in the Friuli Venezia Giulia region, which very rich in
history, as all the Italian regions are.
3.2</p>
    </sec>
    <sec id="sec-6">
      <title>The evaluation</title>
      <p>During the 2017 Turin International Book Fair 3, Le Muse
Archaeological Association 4 organized a public event at the Fruili Venezia
Giulia stand, for presenting to the public the swipe story "The Lions
of Time".</p>
      <p>For collecting an initial and spontaneous feedback from real
users, we invited to the event a group of families having children
in the 7-9 age range. The children who participated at the event
were 12, 5 females and 7 males. 9 of them have extensively played
the swipe story, and we have based our main observations on their
interactions. For the trial, we had 7 Android-based tablets and 2
Android-based smartphones.</p>
      <p>
        We left the children free to interact with the swipe-story, giving
as little instructions as possible, telling them only that they were
there for the launch of a new app for children, and they would be
the first to try it. In this way, we could follow the evaluation in the
wild approach, according to which empirical studies are carried out
in situ and participants are free to use the evaluated application
without constraints and for their own situated purposes, while their
activities are logged unobtrusively [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. In fact we were there in
4 observing them, and one of us video-recorded the children and
their interactions for further post hoc analysis.
      </p>
      <p>In general, we observed that, probably due to their young age,
the children tended to listen and pay attention to the narrative voice
of the story, from one scene to another, and they run towards the
games at the end. Only 2 of them clicked on the question marks on
the screens and on the symbols, through which are opened further
information about points of interest (Figure 1), providing more
historical-pedagogical information. These last ones were realized
in very long texts that replace the animated and sound narration
with a static caption, breaking somehow the narrative rhythm.</p>
      <p>Re-analyzing the video we noticed that the children have no
problem with the swipe-based progress of the story, also because a
hand-shaped afordance suggested them how to go ahead. We have
noticed that 3 of them followed the story with limited interaction,
while on the contrary, 3 others continually tapped on the screen to
move the story forward more quickly, and 2 others instead swept
continuously to proceed faster.</p>
      <p>It seemed that those children felt the need to interact more than
they should with the story, but continuously touched to keep the
tape going faster and get there first, not so much to read. Most of
them spent a lot of time interacting with games at the end of the
narration (realized with the aim of developing knowledge or other
skills), spending a lot of time on the memory and the puzzle games,
less with the game for discovering how a city was made in ancient
times, which was perhaps even less easy, because the afordances
did not suggest the right actions to be taken. They all seemed to
3http://www.salonelibro.it/it/chi-siamo/storia/edizione-2017.html
4http://www.lemusestudio.it/home.html
be very engaged in this last part of interaction with the app. On
average, they spent 15/20 minutes (including 5/10 with the true
story) to interact with the app and then get fed up
4</p>
    </sec>
    <sec id="sec-7">
      <title>CONCLUSION</title>
      <p>This limited and initial evaluation in the wild showed how the
mobile app has been specially developed in order to win the attention
of the little ones. The children, despite being very young, have not
had any problem in the immediate use of the story, a sign that the
digital natives are used to using new technologies not only to play,
but also to communicate and above all to learn.</p>
      <p>In the short period of use they managed to quickly learn what
the app showed, even if with important and culturally advanced
contents, without getting bored or learning dificulties.</p>
      <p>As future improvement, we should think of a series of images
with comics and/or narrating voice also for the in-depth analysis
provided when clicking on question marks, in order to improve the
level of the engagement proposed by the app.</p>
      <p>Another improvement could be that of expanding the quantity
of games proposed at the end, also linking them to moments of
didactical learning and deepening, and introducing gamification
mechanisms to increase the children involvement.</p>
      <p>As long-term goal of the project, the ambition is to bring the
application of the swipe story methodology to every possible
application context even beyond the management of resources and
cultural heritage. The current challenge is to imagine the ways
in which a better ability to narrate can create value for
individuals, businesses and society as a whole. In the future we want to
continue to spread and enrich knowledge, bringing the narrative
methodology of the swipe story in the most diverse social contexts.</p>
    </sec>
    <sec id="sec-8">
      <title>ACKNOWLEDGMENTS</title>
      <p>"I Leoni del Tempo - Archeostorie del Friuli Venezia Giulia" is a
trans-media editorial project promoted by ERPAC (Regional
Institution for the Cultural Heritage of the Autonomous Region of
Friuli Venezia Giulia, Cataloging, Training and Research Service),
edited by Rita Auriemma, Valeria Cipollone, Michelina Villotta,
Paola Maggi, Renata Merlatti, Matteo Romandini. The publishing
system supports illustrated novel, developed by Red Whale
(Katia Centomo and Evelina Poggi; text by Flavia Barelli; pictures by
Arianna Rea and Simone Paoloni) and published by FORUM 2017
Editrice Universitaria Udinese, and digital storytelling by Swipe
Story s.r.l. (edd. Giuliano De Felice and Vito Santacesaria). The
event at 2017 Turin International Book Fair was organised by Le
Muse Archaeological Association.</p>
    </sec>
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