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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>C. (2022). Supporting People with Visual Impairments in Cultural
Heritage: Survey and Future Research Directions. International Journal of Human-
Computer Interaction. https://doi.org/10.1080/10447318.2022.2098930</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Exploring the potential of enriching museum visit experience of blind visitors using advanced technologies</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Yael Avni</string-name>
          <email>yaeliv@gmail.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Alexandra Danial-Saad</string-name>
          <email>saadalexandra@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tsvi Kuflik</string-name>
          <email>tsvikak@is.haifa.ac.il</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>The Academic Arab College for Education in Israel</institution>
          ,
          <addr-line>22 HeHashmal St., Haifa</addr-line>
          ,
          <country country="IL">Israel</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>The University of Haifa</institution>
          ,
          <addr-line>199 Aba Khoushy Ave. Mount Carmel, Haifa</addr-line>
          ,
          <country country="IL">Israel</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <volume>8011</volume>
      <fpage>207</fpage>
      <lpage>213</lpage>
      <abstract>
        <p>With the advancements in technology, it has become possible to enhance the way people interact with museums and to create more inclusive, accessible, and equitable environments. However, the potential of these technologies has not been fully explored in the context of museums in general, and particularly for visitors with disabilities such as blind people. During a semester long course on "Advanced Technologies in Development and Rehabilitation", four multidisciplinary teams of students from the University of Haifa collaborated to develop prototypes of four series of interactive tangible objects aimed to enhance the museum visit experience for blind visitors, each with different interaction techniques, with the goal of making museum exhibits more accessible and engaging for individuals with visual impairments. A follow up research will evaluate the functionality and ease of use of the prototypes. The evaluation of the suggested concepts will follow User-Centered Design (UCD) research methods, including usability tests and satisfaction questionnaires. Based on the results of the tests, design guidelines will be development to inform the future development of tangible systems for museum that enhance the visit experience for blind visitors.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;interaction design</kwd>
        <kwd>museum accessibility</kwd>
        <kwd>accessibility for blind</kwd>
        <kwd>3D printing</kwd>
        <kwd>3D scanning 1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>Traditional museum exhibitions, often consisting of objects behind glass or hanging pictures, can
be unengaging and inaccessible for individuals who are blind or partially sighted. Encouraging
inclusivity within museums and galleries can lead to a more diverse audience, allowing a broader
range of visitors to fully engage with and gain value from the cultural offerings [1]. To ensure it,
museums should adopt universal guidelines such as the "Smithsonian Guidelines for Accessible
Exhibition Design" [2]. Accessible exhibitions can involve removing physical barriers, offering
guided tours or workshops, and providing scheduled accessible visits with audio guides [3,4,5].
Some museums focus on tactile art or provide tactile representations of specific pieces. With 3D
printing advancements, museums can create tactile replicas of artwork [6,7,8]. In recent years,
museums have started adopting innovative technologies to enhance accessibility for visually
impaired individuals. These technologies include touch sensors for improved tactile
reproductions, virtual haptic exploration, and audio guides utilizing smartphones, NFC, and hand
gestures [9,10,11]. However, Vaz et al. [12] found that despite these efforts, blind and visually
impaired individuals still face barriers and a lack of assistive technologies, leading to limited
participation in museums. To address this gap, students from the University of Haifa's
departments of informatics systems and occupational therapy worked on making the Hecht
Archeology Museum more accessible for blind visitors. They developed four different interaction
concepts and demonstrated them with blind volunteers. The next step is to convert these
prototypes into functional systems and evaluate them in a realistic setting. The study will include
0009-0005-3723-6150 (Y. Avni); 0000-0002-2904-8548 (A. Daniel-Saad); 0000-0003-0096-4240 (T. Kuflik)
© 2023 Copyright for this paper by its authors.</p>
      <p>Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).</p>
      <p>CEUR Workshop Proceedings (CEUR-WS.org)
usability tests, satisfaction assessments, and overall visitor feedback regarding the sense of
control, level of interest, and joy. The results will provide valuable insights and guidelines for
future development of such objects in a relevant context.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background and related work</title>
      <p>The design and development of tangible, interactive artifacts that enable rich and meaningful
experience for blind visitors is a challenging task. Such process requires multidisciplinary
approach that includes exhibition designers, curators, registrars, conservators, collections
managers, designers, editors, developers, educators, and other exhibition team members. Each of
these individuals offers insights into the exhibition medium. The process should be accompanied,
and the results evaluated by blind users themselves ("Nothing about us without us") to ensure
that the target audience will receive a solution that optimally matches their expectations for a
meaningful museum visit experience [13]. This collaborative approach is essential for developing
solutions that truly meet the needs of the target audience.</p>
      <sec id="sec-2-1">
        <title>2.1. Guidelines for museum accessibility for blind visitors</title>
        <p>The “Smithsonian Guidelines for Accessible Exhibition Design” offers museums a set of
guidelines as well as design tools to meet the world accessibility standard [2]. Guidelines specific
to accessibility for the blind are indicated below:
• “Exhibitions must make exhibit content accessible at multiple intellectual levels and
present it through more than one sensory channel”.
• “People with visual impairments need printed information in audio and tactile
formats”.
• “Select tactile objects so that they provide a coherent explanation of the
• exhibition topic. Touchable objects must be related to each other -by context and in
space to provide true access to exhibition content for people who have visual
impairments”.
• “Include touchable objects, such as models and reproductions, within the
• actual exhibition space. This allows people with visual impairments equal ac-cess to
the objects without having to separate from their friends or family who are not blind
or have low vision”.
• “Provide alternative forms of labels (e.g. Braille, audio, large print) within the
exhibition space”.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Principles in design tactile technologies for blind individuals</title>
        <p>A wide literature review conducted by Horton et al., identified five optimal device
characteristics that researchers should consider when developing assistive devices for blind to
address accessibility issues [14], as summarized in Table 1.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. New technologies and the 3D revolution</title>
        <p>New technologies such as 3D printing and 3D scanning, and programmable microcontrollers
can help make museums more accessible to blind visitors by creating tactile replicas of museum
objects. 3D printing can produce replicas (a tactile version) of exhibits allowing blind visitors to
experience and explore these objects through touch [8,15].</p>
        <p>The technologies of scanning and printing enables the creation of physical models with
intricate details and textures, making the experience more immersive and initiative for these
individuals. Additionally, audio descriptions or soundtrack can be added to those replicas to
enhance the experience for blind users. It can be done by integrating microcontrollers and
sensors. Cho emphasizes the importance of combination of several interfaces to allows more
efficient user–machine communication, which cannot be accomplished by means of a single
interaction mode alone [16]. It improves accessibility by providing blind individuals with more
control over their environment, making it easier for them to interact with tangible technology
and access information and resources.</p>
        <sec id="sec-2-3-1">
          <title>Description</title>
        </sec>
        <sec id="sec-2-3-2">
          <title>Providing both tactile and auditory feedback to the user is often most effective, especially for conveying complex information</title>
        </sec>
        <sec id="sec-2-3-3">
          <title>Utilizing simple and flexible platforms for a variety of different applications</title>
        </sec>
        <sec id="sec-2-3-4">
          <title>Using hardware platforms such as adapted touch screens or computers, when possible, as opposed to more expensive pin matrices and force feedback technologies</title>
        </sec>
        <sec id="sec-2-3-5">
          <title>Displaying new information rapidly and responsively</title>
        </sec>
        <sec id="sec-2-3-6">
          <title>Providing as many points of contact as possible and allowing the user to explore freely, ideally using both hands.</title>
        </sec>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. Related work</title>
        <p>Vaz et al. provides a comprehensive report that examines the integration of new technologies
in museums, specifically focusing on the experiences and expectations of blind and visually
impaired visitors [12]. The authors categorize their findings into five subsections: (1) Haptic
Devices for the Exploration of Virtual Copies, (2) Touch Replicas Digitally Augmented, (3)
Gesture-Based Interactive Tactile Reliefs, (4) Assistive Navigation for Self-Guided Tours, and (5)
Hybrid Solutions. One notable advancement in this field is the Museum in a Box, which is a small
Raspberry Pi-powered box with internet connectivity and integrated speakers. When a museum
object is placed on the box, it triggers an audio response. The Museum in a Box includes a
collection of postcards and 3D printed objects with NFC stickers attached [6]. Another example
of innovative technology for blind accessibility is TooTeko [17]. It incorporates a special ring that
allows users to "see" through NFC sensors embedded in tactile works. By touching different parts
of the surface, corresponding audio descriptions are played through a smartphone app. The
system consists of a high-tech ring, a tactile surface with NFC sensors, and a tablet or smartphone
app. TooTeko facilitates simultaneous exploration of an object with both hands while receiving
related audio content. The ORASIS project [9] takes a more inclusive approach by making both
physical exhibits and the museum space accessible to blind visitors. They enable blind individuals
to interact with exhibit replicas using gestures in an exhibition room. The prototype system
involves a smartphone or tablet application, a microcontroller, passive infrared sensors for
navigation assistance, a 3D replica created through scanning, and capacitive touch sensors on the
replica. Continuous tracking of the user's location and orientation allows for two interaction
modes: Navigation and Art Explanation. Other projects focus on addressing navigation challenges
and promoting independent museum visits. These initiatives employ accurate localization and
context-awareness to provide turn-by-turn guidance and detailed audio content when visitors
are near specific artworks, combining indoor navigation assistance with accessible audio content
for visual art [18].</p>
        <p>With the advancements in Information and Communications Technology, museums can better
fulfill accessibility guidelines by incorporating instrumented 3D printed replicas enhanced with
audio commentary. This study aims to focus on improving the experience of blind visitors by
utilizing these technologies to offer a more immersive and enriching museum experience.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Research goals &amp; question</title>
      <p>The proposed research is a design study that aims to evaluate different interac-tion approaches,
using improved versions of four prototypes, offering four dif-ferent interaction techniques with
the end users. The study findings could inform the development of more accessible and inclusive
museum experiences for blind visitors.</p>
      <p>The abstract research questions this proposal is aimed at addressing is: "How can advanced
technologies enrich the museum visit experience for blind visitors?"
To answer the above research questions, the following specific research ques-tions will be
addressed:
RQ1: Artifacts – How can we arrange number of artifacts in a way that will create a thematic
experience for blind visitors?
RQ2: System Activation: Tangible vs. Wireless – What activation technique work better to allow
sense of control for the blind users?
RQ3: Audio Control – what are the essential audio control features to additional-ly allow sense of
control for blind users?
RQ4: What are the guidelines that should be followed for designing a meaningful experience for
blind visitors?</p>
    </sec>
    <sec id="sec-4">
      <title>4. Method</title>
      <sec id="sec-4-1">
        <title>4.1. Participants</title>
        <p>This project will engage 24 blind users to evaluate the usability of the four prototypes. To
control the potential confounding or effects of the order in which the prototypes are presented, a
within-subjects counterbalanced comparison will be used [19]. They will be recruited with the
help of organizations in Israel are dedicated to assisting the visually impaired.
4.2. Tools</p>
        <p>Demographic questionnaire
A demographic questionnaire will be used. It will include questions related to age, gender, native
language, blindness from birth compared or blindness at late age, education, ethnicity,
occupation, habits of visiting exhibitions. By collecting this information, we might better
understand the target audience and ensure that the design meet their needs and preferences.
Additionally, the demographic data can help to identify patterns within the participant
population, which can be useful in drawing meaningful conclusions from the study results.</p>
        <p>Usability tests</p>
        <p>Usability is important stage in development as it can be a deciding factor in whether a user
enjoys or is frustrated by performing a task with a device [20].</p>
        <p>Nielsen offered various commonly approaches to evaluate usability. These methods include
usability testing, observation, thinking aloud, questionnaires, interviews, and focus groups [21].
Questionnaires are an effective means of finding subjective preferences and are easy to repeat
and compare, Interviews are effective in obtaining in-depth information about user experience.
A full usability test involves determining what will be measured, recruiting appropriate users,
having the users perform representative tasks, and collecting data to be analyzed. The test itself
may involve evaluating one or multiple concepts for comparison [22] (Ulrich &amp; Eppinger, 2003).</p>
        <p>The System Usability Scale (SUS) is a dependable and efficient tool for assessing usability [23].
It employs a 10-item questionnaire with five response choices ranging from "Strongly agree" to
"Strongly disagree." Developed by John Brooke in 1986, this scale enables the evaluation of
diverse products and services, such as hardware, software, mobile devices, websites, and
applications. Using both questionnaires give a holistic view of user satisfaction and can indicate
the success of implementing these technologies in future museum settings.</p>
        <p>User Evaluation of Satisfaction with Assistive Technology questionnaire (QUEST)
QUEST is used to evaluate a person’s or caregiver's satisfaction with an assistive technology
device and related services [24] and to gain an overall opinion, and ranking the prototypes from
best to worst. User satisfaction is scored on 12 short questions divided into two factors:
Satisfaction with Device (eight items, e.g., device durability) and Satisfaction with Service (four
items. e.g., efficiency of service). Each item is rated on a five-point scale from very satisfied (5) to
not satisfied at all (1). The final part of the questionnaire consists of a list of the 12 satisfaction
items of which a client is asked to select the three most important items in order of priority.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.3. Procedures</title>
        <p>The evaluation of the suggested concepts will follow UCD research methods [14] within a
within-subjects design. The participants will receive a general explanation on the study, and then
for each prototype a specific explanation of how to operate the system (for example: using NFC
scanning or pushbuttons). A camera will be positioned in the usability test area to record the
entire test sessions. The participants will be asked to use the prototype verbalize what they were
doing, thinking, and feeling as they are performing the tasks (thinking aloud) [21] Their behaviors
will be observed and recorded to identify design flaws that cause user errors or difficulties.
During these observations, the time required to complete a task, task completion rates, and
number and types of errors, will be recorded and later be coded. The within-subjects design will
allow for each participant to serve as their own control and be exposed to all levels of the
independent variable, which will minimize random noise and make it less likely that a real
difference that exists between conditions will stay undetected or be covered by random noise.
Figure 1-4: The four conceptcs developmet and enitialy testes with two blind users. Left to
right: Ancient armory, Writing, Mythology and religion, and the story of late Bronze Age
anthropomorphic sarcophagi.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.4. Results analysis</title>
        <sec id="sec-4-3-1">
          <title>Separately</title>
        </sec>
        <sec id="sec-4-3-2">
          <title>Different location on the map</title>
        </sec>
        <sec id="sec-4-3-3">
          <title>Linear order</title>
        </sec>
        <sec id="sec-4-3-4">
          <title>Each object should be scanned using RFID reader and tags</title>
        </sec>
        <sec id="sec-4-3-5">
          <title>A button located in front of the box should be pressed to hear explanation</title>
        </sec>
        <sec id="sec-4-3-6">
          <title>Taking exhibit out of its socket</title>
          <p>will activate a micro switch that
automatically plays an audio file</p>
        </sec>
        <sec id="sec-4-3-7">
          <title>Each object should be scanned using RFID reader and tags</title>
          <p>To assess the usability of the design, statistical analysis will be conducted on the quantitative
data that will be collected from user testing and answers of questionnaires. Descriptive statistics
will be used to summarize the data and identify any patterns or trends. Inferential statistics, such
as t-tests, will be used to compare the performance between blindness from birth compared to
blindness at late age. The results of the statistical analysis will then be interpreted in conjunction
with qualitative feedback to gain a comprehensive understanding of the design's strengths and
weaknesses.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Expected contributions</title>
      <p>When reviewing the literature in the context of making museum more accessible for blind
visitors, we typically see two types of studies: (A) An evaluation of a single project with blinds in
museums [6, 9, 11, 15, 17, 18, 25]. (B) Comprehensive reports on museums accessibility using
data analysis of Semi-structured interviews to create participants profiles, examine museum visit
habits, and suggest solutions to enhance their future museum experience [3, 12, 26, 27]. And yet,
recent review point there is a need for more research to foster blind and visually impaired
people’s engagement with cultural heritage [28]. The framework of this study offers a unique
opportunity to evaluate and compare the performance and satisfaction from the interaction with
four different working prototypes which are similar enough in terms of the amount and type of
information they make accessible but differ in the way they allow them to be manipulated and
interact. Such an opportunity is not common, and the ability to compare different elements of the
same interactions with the same participants can lead to better understanding of visitors' needs
and expectations and to the development of more precise guidelines that optimize knowledge
accessibility for blind visitors in the museum. The research could also contribute to the broader
field of accessible design and human-computer interaction devices and interfaces, by providing
valuable insights into the design and development of tangible systems for blind visitors.</p>
    </sec>
  </body>
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