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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Towards Evaluating the Impact of Recommender Systems on Visitor Experience in Physical Museums</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Simon M</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>hony[</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>M. Rom</string-name>
          <email>d.romanog@ucl.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Information Studies, University College London, Gower St, Bloomsbury</institution>
          ,
          <addr-line>London WC1E 6BT</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Recommender systems have been used in physical museums to improve visitor experience; yet to assess their impact empirically, researchers often rely on the user experience criteria alone. In this paper, we examine the multidimensionality of visitor experience, speci cally the components and factors that shape it. We present a framework that is built on existing bodies of knowledge about visitor experience and that serves as a starting point to further evaluate the transformations caused by the integration of recommender systems in museums. We then conclude that current approaches to testing the impact of recommender systems on visitor experience should be expanded beyond evaluations of user satisfaction level to include the demonstrated aspects of visitor experience. This research aims to contribute to a more in-depth understanding of the di erences between visitor and user experience types as well as to address the need for a more comprehensive set of guidelines to evaluate how recommender systems enhance visitor experience in physical museums.</p>
      </abstract>
      <kwd-group>
        <kwd>Visitor experience</kwd>
        <kwd>User experience</kwd>
        <kwd>Recommender system</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        A meaningful "visitor experience" (VX) in a physical museum is usually one
that resonates with personal worldviews, domain knowledge, past experiences
and situated physical contexts [
        <xref ref-type="bibr" rid="ref6 ref7">6,7</xref>
        ]. Recommender systems (RSs) aim to
enhance the VX and have gained a wide popularity in museums because they can
provide a more dynamic and personalised experience by presenting a subset of
items that re ect individuals' interests and needs [
        <xref ref-type="bibr" rid="ref11 ref13 ref3">3,11,13</xref>
        ]. Moreover, RSs can
support guidance and group visits, e.g., see CHIP (Cultural Heritage Information
Personalisation) [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. Up to now, the impact of RSs on VX has been evaluated
from the perspective of user experience (UX), which generally focuses on the
"user-product" interaction [
        <xref ref-type="bibr" rid="ref25 ref9">9,25</xref>
        ]. Although UX testing can o er appropriate
methodologies for examining an RS-augmented experience and user satisfaction
level, we propose that current approaches should be expanded to accommodate
the wider context of VX, which frames the interaction of the individual, the RS
itself and the physical museum space in which the visit takes place. We question
whether the impact of RSs on VX can be established through UX tests alone.
      </p>
      <p>In this paper, we examine VX-related concepts and suggest that an
acknowledgement of the di erences between UX and VX can contribute to gathering
more comprehensive and robust evidence about the ways RSs transform VX.
In Section 2, we present an analytical framework for VX that encompasses the
contexts that shape the museum experience, experience generators and VX
categories. In Section 3, acknowledging the multidimensionality of VX, we discuss
the limitations of available studies that attempt to enhance VX with RSs. We
also consider how the gap in the existing studies can be lled with an extended
evaluative framework that would dwell upon UX and VX criteria as well as reveal
the impact of RSs on VX.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Conceptualising Visitor Experience</title>
      <p>
        VX is often targeted when new digital technologies are introduced into the
museum setting. In this section, we survey literature that seeks to de ne and/or
contextualise VX. VX is multidimensional and complex because the concepts
that constitute VX are strongly intertwined and vary greatly depending on the
setting and personal characteristics of visitors. There have been a few attempts
to categorise VX components [
        <xref ref-type="bibr" rid="ref1 ref12 ref14 ref16 ref20 ref6 ref8">1,8,12,6,20,14,16</xref>
        ]. Among them, we have found
the Doering, Pekarik and Karns' categorisation to be exemplary because of their
extensive empirical tests and wide coverage of VX components [
        <xref ref-type="bibr" rid="ref20 ref6">6,20</xref>
        ]. Doering,
Pekarik and Karns identi ed four experience types:
{ Object experience is related to the material culture objects and their
associated characteristics;
{ Cognitive experience addresses an intellectual aspect of VX and refers to
knowledge, interpretations, interests and understanding;
{ Introspective experience alludes to fantasy, imagination, re ection and
memories;
{ Social experience refers to social interaction, such as spending time with
family and friends.
      </p>
      <p>
        These experience types exist on the same plane and tend to in uence each other.
For instance, researchers claim that there is often a negative association between
object and cognitive experiences because the emphasis can be placed either on
the object itself or on the description of that object [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ]. Thus, when
attempting to improve one aspect of VX, we can unintentionally manipulate other VX
components. This interdependency between the components of VX and the
concomitant propensity for unintended consequences is important to consider when
conducting VX-related evaluations.
      </p>
      <p>
        VX is driven by the peculiarities of a setting as well as the personal
characteristics of a visitor. Falk and Dierking [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] de ne VX as \a continually shifting
interaction among personal, sociocultural, and physical contexts". More
specifically, the visitor's motivations [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], expectations [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] and goals [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] have been
linked to the quality of VX. Motivations seem to be the most distant from the
VX in uence as they carry subjective and situational characteristics from the
Falk and Dierking's contexts [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], though goals have a tendency to change as the
VX develops [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Based on this, the peculiarities of personal, sociocultural and
physical contexts should be taken into consideration to have a more in-depth
understanding of VX in a given setting. For instance, researchers who developed
the adaptive guide HyperAudio had to reconsider the scope of functionality after
their empirical tests because, although based on extensive literature review and
conversations with curators, the visitors' needs in the targeted museum did not
fully match the proposed functionality [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
      </p>
      <p>
        Considering the concepts associated with VX, we have populated an
analytical framework for VX (see Fig. 1) based on the scholarship of those discussed
above. Packer [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] presented an early synthesis of theoretical frameworks and
      </p>
      <sec id="sec-2-1">
        <title>CONTEXTS THAT SHAPE MUSEUM EXPERIENCE</title>
        <p>by Falk and Dierking, 2012
personal context
e.g., age, gender, attitude, worldview,
interests, background knowledge,
past experiences
MUSEUM EXPERIENCE
sociocultural context
e.g., language, culture,
beliefs, community
motivations
by Packer and Ballantyne, 2002
learning and discovery,
SR passive enjoyment,
TO restoration,
RA social interaction,
EEN self-fulfilment
G
E
C
IEN expectations
R
EP by Sheng and Chen, 2012
EX easiness and fun,
cultural entertainment,
personal identification,
historical reminiscences,
escapism
initial /
emerging goals
by Corredor, 2006
physical context
e.g., architecture, spatial layout,
museum collection,
type of museum</p>
      </sec>
      <sec id="sec-2-2">
        <title>VISITOR EXPERIENCE (VX) CATEGORIES</title>
        <p>by Pekarik, Doering and Karns, 1999
object experience
material culture objects
and their associated characteristics
cognitive experience
gaining new knowledge, curiosity,
interest, clarity and understanding,
cognitive interpretations
introspective experience
reminiscence, reflection, imagination,
memories
social experience
interaction with other visitors,
spending time with companions,
spending time alone
Fig. 1. Analytical framework that demonstrates the origin and components associated
with visitor experience
showed the relations between situational characteristics, VX categories and
bene cial outcomes. We want to revisit and extend Packer's framework to
accommodate other ndings in the literature including the importance of personalised
experience. Until validated, we cannot con rm that our framework is exhaustive;
however, it does give some insights into available knowledge in the eld and the
concepts associated with VX. When new technologies are introduced to improve
VX, we need to make sure that the visitor is either accommodated on the same
level or their experience is improved.
3</p>
        <p>
          Evaluations of the Recommender System In uence on
Visitor Experience
With some insight into the VX categories and related components, we can now
examine and identify potential limitations of projects aimed at improving VX
with the RSs. When assessing RSs and similar personalised multimedia guides in
physical museums, researchers often rely on questionnaire-based surveys about
system usability, e.g., [
          <xref ref-type="bibr" rid="ref15 ref24 ref27">27,15,24</xref>
          ], and user satisfaction level, e.g., [
          <xref ref-type="bibr" rid="ref10 ref24">10,24</xref>
          ].
Although these studies are valuable for system performance evaluations [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ], they
capture little information about VX and its potential enhancement. For example,
SMARTMUSEUM, a mobile recommender system, was evaluated on a modi ed
System Usability Scale (SUS) [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] and was found easy to use [
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]. However, the
survey participants suggested integrating functionality that would support
tourplanning and navigation within museums. This suggests that the usability scale
can have certain limitations in indicating the required level of VX support.
Indeed, a poor system performance may impose a barrier to a positive VX, yet it is
not evident from available studies. Nevertheless, it can be misleading to assume
that user satisfaction level with the system can reveal the full impact on the VX.
        </p>
        <p>
          Following [
          <xref ref-type="bibr" rid="ref25">25</xref>
          ], UX evaluations are aimed at improving a product and thus
relevant studies revolve around the experiences caused by the product. If we
take a step further, we can analyse not only a new experience (UX) associated
with the RS but also the RS-driven changes in the original experience (VX).
This is important for understanding how RSs contribute to VX and ultimately
gathering strong evidence that the RSs' impact is positive. To evaluate the UX
with museum technologies, Pallud and Monod [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ] used six phenomenological
criteria related to VX. We believe that it is necessary to distinguish UX from VX,
acknowledging that VX focuses on the \visitor-context" interaction [
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] and that
UX refers to the \user-product" interaction [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Furthermore, it is not enough to
examine only one aspect of VX at a time because VX components interact and
are a ected by each other. For instance, a personalised guide recommendation
system, PGR, was aimed at mitigating information overload in the museum
setting [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. Although the PGR received positive feedback in the user satisfaction
level survey, the studies would have bene ted from more extensive evaluations
on how the resolution of the information overload issue with the PGR helped
visitors improve other aspects of their experience.
        </p>
        <p>
          There is clearly a lack of comprehensive evaluations of RSs and their in
uence that would entail both UX and VX criteria. Othman et al. [
          <xref ref-type="bibr" rid="ref16">16</xref>
          ] presented
two measurement scales, on UX and VX, and showed that multimedia guides
can have a positive impact on four identi ed VX components, i.e., Engagement,
Knowledge/Learning, Meaningful Experience, and Emotional Connection.
However, some prominent impact could only be seen on the Engagement component.
Similar studies need to be conducted with the RSs to show their actual in uence
on VX. Moreover, to collect some statistical evidence that VX is improved with
RSs, a comparative analysis should be based on two groups of visitors, those who
browse the museum collection with and without technologies, to establish the
objective e ectiveness of the system integration [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ]. This was also mentioned by
[
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] who agreed that their studies were limited by the self-reported perceptions
of the survey participants. In addition, Pallud and Monod [
          <xref ref-type="bibr" rid="ref19">19</xref>
          ] proposed that to
capture VX more fully, researchers need to conduct semi-structured interviews
rather than rely on the questionnaires alone. This reveals the scope of work that
needs to be done in order to have some strong evidence that VX is improved
with RSs.
        </p>
        <p>From the available set of evaluations, we can conclude that the
multidimensionality and mutual interrelatedness of the VX components is often ignored or
used interchangeably with UX. This poses a question about the actual impact of
RSs on VX. It is also important to present an expanded evaluative framework to
clarify the di erences between UX and VX. Moreover, the participants' feedback
should be collected from semi-structured interviews to explore potential changes
in the VX categories with the integration of RSs in a physical museum as well
as from questionnaires to show the in uence of RSs on the existing VX criteria.
4</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Discussion and Future Work</title>
      <p>
        This research paper aims to show the importance of discerning VX from UX in
physical museums and related limitations of available evaluations of the impact
of RSs on VX. It is challenging to understand VX and its transformations that
occur with the integration of RSs by focusing on UX criteria alone. This is
because the multidimensionality of VX includes factors not accounted for in the
"user-product" interaction. In addition, from a more technical perspective, the
distinction of UX and VX might also be bene cial. Considering that the user's
bene t can change depending on the UX criteria utilised in the RS algorithms
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], there is a potential discussion to be raised on how VX components can be
transferred into algorithms to provide more accurate and diverse
recommendations in a physical museum.
      </p>
      <p>
        The framework, presented in this paper (see Fig. 1), has been derived from
an extensive literature review and aims to capture the complexity of VX. Until
validated, the framework cannot be considered exhaustive. At the initial stage
towards evaluating the impact of RSs on VX, we will carry out a survey to
measure the prominence of VX categories before and after the RS prototype
is integrated in the museum setting. Following Pallud and Monod [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], we also
aim to conduct semi-structured interviews as a means of re ning the adequacy
of the proposed framework and expanding the scope of a digitally augmented
experience. Based on these studies, we hope to reveal the transformations that
occur when VX is exposed to the in uence of technology, and to present our
results in one extensive framework that would re ect a potential overlap of VX
and UX components when the RSs are integrated.
      </p>
    </sec>
  </body>
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