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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Museum App to Trigger Users' Re ection</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>K. Kontiza</string-name>
          <email>Kalliopi.Kontiza@ng-london.org.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>O. Loboda</string-name>
          <email>olga.loboda.13@ucl.ac.uk</email>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>L. Deladiennee</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>S. Castagnos</string-name>
          <email>sylvain.castagnos@loria.fr</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Y. Naudet</string-name>
          <email>yannick.naudetg@list.lu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Luxembourg Institute of Science and Technology (LIST)</institution>
          ,
          <country country="LU">Luxembourg</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>The National Gallery</institution>
          ,
          <addr-line>London</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Univ. of Lorraine - CNRS - LORIA</institution>
          ,
          <addr-line>Nancy</addr-line>
          ,
          <country country="FR">France</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>University College London (UCL)</institution>
          ,
          <addr-line>London</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>This paper introduces a mobile museum guide that has been designed for the National Gallery in London with the special goal of triggering re ection of the visitor. We also present the results obtained from a rst experiment. The underlying postulate is that visitors are more prone to re ection and more interested by the collection in a museum if they can discover it through other facets than those highlighted solely in the museum, and if this discovery is personalised for each of them. The smart guide includes means to personalise a visit by modelling the user preferences and behaviour, and builds recommendations for stories or groups of paintings based on the user pro le and re ective topics.</p>
      </abstract>
      <kwd-group>
        <kwd>Mobile Guide Re ective Topics Recommender Systems</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Even though 2018 has been declared the European Year of Cultural Heritage,
many empirical studies show that the technological revolutions of the last 2
decades have upset visitor expectations in museums. In [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], only 63% of
respondents saw art and design museums as culture. The main mentioned motivations
for visiting a museum were to have fun, to experience and learn new things,
to feel inspired and to interact with others. If the will of visitors to deepen
their knowledge of art is not new [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], their wish to no longer be mere spectators
seems much more recent [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Among the tracks and strategies mentioned in the
report, mobile guides and cross-platform services are cited, especially for the
educational opportunities that the experiences they generate provide among
diverse audiences. Helal et al. showed that visitors expect from multimedia guides
to get access to additional information and learn more about artists and exhibits
[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Mann and Tung even pointed out that most of visitors felt that they explored
the museum more when using a mobile guide [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In the same study, the
authors highlighted the expectations as regards the guide to render the visit more
entertaining and to provide personalised routing instructions in the museum.
      </p>
      <p>
        To address these issues, recommender systems are becoming more and more
prevalent in museums to personalise the visitor experience by providing
interesting suggestions at the right moment, in the right order and through the
appropriate interaction. As an example, Aroyo et al. introduce semantically driven
recommendations for museums and semi-automatic generation of personalised
museum visits based on visitors' model [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. They propose to detect user
preferences and compute from these preferences a personalised visit optimised by
walking distance and art objects each visitor perceives as interesting. Osche et
al. extend the number of dimensions to be consider in the visitor model, such
as the crowd tolerance, the distance tolerance, or the technological intrusiveness
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Zheng et al. investigate ways to provide location-aware recommendation by
exploiting the WiFi logs [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ].
      </p>
      <p>
        Although recommender systems have been exploited to provide personalised
experiences to museum visitors, they mainly focus on precision and user
satisfaction [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. None of them has so far addressed the question of the re ection this
experience can trigger on users.
3
      </p>
    </sec>
    <sec id="sec-2">
      <title>The CrossCult App for the National Gallery</title>
      <p>Pilot 1 takes place in the National Gallery (NG) in London, a large
multithematic venue. The developed application is expected to engage users and
encourage them to re ect on the information presented and the diverse works of
art in the collection. This serves two purposes: (i) development of personalised
gallery experiences based on user preferences, and (ii) self-discovery of the
collection through three main re ection topics: `Materials', `Historical Events' and
`Social Connections' will reveal the interconnections at play. We provide here a
quick overview of the Pilot 1 smart museum guide mobile app screens. After the
user installs the app for the rst time, she is presented with a short sideshow
detailing the app main features. After logging, the user lands on the home page
which provides access to di erent features.</p>
      <p>An initial pro ling step has been included (Fig. 1), so as to o er users the
ability either to prepare or to tailor a visit; the user is initially invited to ll-in a
form with questions about: (i) their general interests, (ii) their tolerances to
different factors that might impact his/her visit experience (e.g. to the crowd). The
second step of the pro ling is delivered as a carousel of images, inspired by the
UX of the famous Tinder app, where the user can swipe her way through a stack
of pictures depicting paintings from the collection indicating their preferences;
if the user likes a painting (swipe right) or not (swipe left).</p>
      <p>The set of paintings presented to the user is curated to be representative
of the NG collection diversity and is used to build a rst a priori pro le. The
carousel of paintings constitutes a main element of the pro ling screens (Fig. 1,
left). When users choose to like, dislike or favour a painting shown in the carousel,
their user pro le is updated in the background with captured interests and
preferences extracted from the painting meta-data. Once the user has lled in enough
of the pro le data, personalised recommendations are computed, delivering
suggestions for groups of paintings to visit. When selected by the user for a visit,
paintings from the chosen group are available on the map; however the route
was not displayed at the time of experiments.</p>
      <p>To help the visitor get a grasp of the Gallery size, the app includes a digital
map of the di erent oors (Fig. 2, top right and bottom left). From the map,
the user indicates her current position which is then used to generate routes to
the di erent paintings of the collection. The map can be used to locate paintings
within the gallery and ask for routing information. The app displays a picture of
the painting along with core information such as the painting title, its production
date and its author (bottom row). By clicking an information icon, the user can
access more detailed information about the work of art and a textual description
is available to provide some narrative storytelling about the painting itself. In
visit mode, this description is complemented by extra narratives that are related
to the selected re ective topic.</p>
      <p>By clicking on a room on the map, the user receives a list of all the paintings
currently on display, presented as a grid of pictures (Fig. 2, bottom right).
Clicking on a picture leads to the paintings details. This layout is reused
throughout the entire app when it comes to displaying \groups" of paintings.
Currently managed groups are paintings from the same room, paintings from</p>
    </sec>
    <sec id="sec-3">
      <title>User study</title>
      <sec id="sec-3-1">
        <title>Data Collection and Evaluation Methodology</title>
        <p>We have designed a series of controlled user experiments involving participants
observation and post-experiment questionnaires, set around the di erent aspects
of the app that needed to be tested and evaluated. Here, we were interested in (1)
determining the extent to which the users are satis ed with the recommended
groups of paintings, with recommendations given only by explicit pro ling and
(2) to begin to understand more about how and if the app stimulates re ections
resulting from discovery of art via the group recommendations.</p>
        <p>We grouped under this user study two small-sized experiments conducted
out of the museum, using only the mobile app, to gather rst feedback about
usability and user experience, following the same experimental protocol. In total,
35 participants (valid questionnaires, all students, 20% postgraduate, 80%
undergraduate, with one-third male and two-third female) were collectively given a
short 15-20 minute introduction to the project. They were then asked to imagine
they would start a visit at the National Gallery and think about the objective of
their visit and what they would expect from it. During the second experiment, 4
participants were then engaged in a round table discussion for 30 minutes.
Additionally, they were also shown around to the National Gallery and performed
a physical visit following the recommended group of paintings. The purpose of
visiting the museum was to evaluate the user experience while following the
recommendation during the physical visit and see whether it in uences re ection
more than with only access to digital content brought by the App. All
participants were then asked to complete the post-experiment questionnaire.</p>
        <p>
          The post-experiment questionnaire we used took into account the notions of
ease of use, user satisfaction and learnability of the app. We used a Likert scale
to determine if users agreed or disagreed with statements associated to main
constructs of the analysis. We also asked a number of open-ended questions to
gather more details related to the perceptions of the user towards the app and
understand where the value of the app lies. The items in the questionnaire were
adapted from the user acceptance of technology model (UTAUT) [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] and
supplemented with questionnaire items common to the approach of evaluating
technology such as the USE questionnaire [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. The questionnaire was divided into
four sections and asked the participants about their: (1) basic demographic data
(e.g. age group, gender, educational attainment, residential status and
nationality), data useful for the pro ler and recommender systems (e.g. command of
the English language, involvement in and knowledge of Art, use of recommender
systems in everyday life), visiting preferences (e.g. frequency of museums visits,
use of audio guides, objectives and motivations) and mobile habits (use of
mobile apps, use of museum mobile apps, self-reported map reading abilities); (2)
general thoughts about the app (whether they recommend the app and why);
(3) overall user experience, the ease of learning, features assessment and learning
outcomes and (4) nal thoughts.
        </p>
        <p>
          In order to begin to understand more about how and if the primary app
stimulates re ections and to evaluate the re ection triggers, a set of questions
from section (3) of the questionnaire have been designed and categorised
using Blooms taxonomy and its revised version [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. In particular, the taxonomy
describes 6 levels for high-level cognitive processes that are hierarchically
structured from lower (memory) to higher (creativity). According to Daudelin [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ],
re ection could also be treated as an upper level learning process. Finally,
trackers were also implemented to capture the users interactions with the app.
4.2
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>Results</title>
        <p>Generally, the participants recognised the value of the App and had a positive
perception about it (90%). The testers mainly liked the user experience with
the recommendations, with 74% of respondents slightly /strongly agreeing and
agreeing that they were satis ed with the group of paintings recommended to
them and 69% of users slightly /strongly agreeing and agreeing with the
statement [Each painting in the recommended group was relevant regarding my
interests]. With respect to the personalisation of the content during the museum
visit, one of the key motivations for using the app was associated with the
discovery and exploration of the collection in a free, user personalised way, i.e. not
choreographed by the curator; a few users found the personalised content
delivery mechanisms to be a more time e cient approach: \you dont have to spend
your time nding what you want ". The perceived value of the recommendations
received a mixed responses, especially during the early experiments. One likely
explanation for this is that this experiment occurred early on and purposely used
a very small sample of paintings to determine e ciency of the recommender. At
the same time, this highlights the need to evaluate with a more qualitative
approach the perception of the recommendation system. Answers representative
of those who found the recommendation process likeable were \I liked that the
paintings matched my preferences after a while " and \It recommends to you few
masterpieces ", showing the user's appreciation that it integrated lesser known
works as well as the well-known masterpieces. Some users perceived a value in
the recommendation system because it streamlined the process of discovering
and viewing an interesting painting.</p>
        <p>
          Concerning re ection, we consider four constructs that stimulate and
contribute to re ection processes in our pilots, including in uences from our prior
learning processes [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ], our personal experiences [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ], our emotional responses [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]
to both the app and its content as well as our personal interpretation of the
content based on a users world view [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ]. Re ection involves linking a current
personal experience to acquire information and knowledge for new or existing
learning and is driven by the process of combing cognitive and emotional
information from di erent sources. It is a process that occurs when we act upon
di erent information to synthesise and evaluate it. In order though to begin
to understand more about how and if the primary app stimulates re ections
and to evaluate the re ection triggers, the participants were asked the questions
presented in Figure 3 and expressed their agreement or disagreement with the
statements using a 6 point Likert scale, to trigger their re ection in regards to
the outcome of the Recommender System and the feature of the recommended
group of paintings in the App.
        </p>
        <p>Both the diversity and coherence of the recommended group of paintings
was understood by the participants with 20 out of 35 and and 22 out of 35
slightly/strongly and agreed with [The paintings in the recommended group are
all part of a coherent whole] and [The paintings in the recommended group
were diverse] respectively. In terms of the question related to the users memory
processes 26 out 35 of participants slightly/strongly and agreed with the
statement [The paintings in the recommended group were new] having quite
successfully monitored that the Recommender System was updating the recommended
group of paintings in the app according to their interaction. The participants
were able to provide the following evaluations related with the recommended
group of paintings: 28 out 35 of participants slightly /strongly and agreed with
the statements that [Each painting in the recommended group was according
to my visit objectives] and 24 out of 35 participants slightly /strongly with the
self-observation statement that [I reached my objectives following the app rec.].</p>
        <p>For the two higher level processes of `create' and `apply' information in new
situations almost half of the participants provided a title for the recommended
group of their choice, with di erent levels of creativity and details. Almost half
of the participants matched the recommended group of paintings with the one
of the two categories that were given to them; `Materials and Techniques' and
`Social Connections'. When asked to provide an explanation for their choice
some of the comments that describe the re ection process of the testers were
\Techniques probably, because I was able to nd the kind of art I was interested
in without having to roam around", \I really don't understand these categories
(...)", although almost half of the participants just answered that they did not
know. Finally one participant re ected on his previous knowledge (\A selection
by William Hogarth that I didn't know about before"), when asked [Which
painting did you discover today that was recommended to you].
5</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusion and Perspectives</title>
      <p>Due to the maturity of the app, we have been mainly concerned with evaluating
the interactions that we believe will trigger the process of re ection more so than
the re ections themselves. So far, we attempted to trigger re ection through the
following user interactions with the app: (1) a reaction to art through likes
of painting in the carousel, (2) personalised recommendations that stimulate
interest in the artworks and their topics and (3) engaging with the paintings,
group of paintings and stories descriptions. A promising number of participants
were able to remember, consider, examine, compare and reason as a response
to discover content and narratives, which is the underlying re ection purpose of
Pilot 1. These preliminary results are encouraging to further investigate whether
visitors are more prone to re ection and more interested by the collection in a
museum if they can discover it through other facets than those highlighted solely
in the museum and if this discovery is personalised for each of them.</p>
      <p>In the next stage of the evaluation it is evident that there is a need to focus
on the evaluation of the app to understand in more depth how it stimulates
the process of re ection from the perspective of the recommender system. The
results will now feed into how we re ne the evaluation protocol for the next</p>
      <p>Kontiza et al.
phase, which will appraise the interactions that contribute to re ection and to
qualitatively evaluate the form of re ection that is stimulated by the app in
order to further investigate and analyse the users perceptions of the app and its
ability to encourage them to think.</p>
    </sec>
    <sec id="sec-5">
      <title>Acknowledgement</title>
      <p>This project has received funding from the European Union's Horizon 2020
research and innovation program under grant agreement No 693150.</p>
    </sec>
  </body>
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