<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>A.: Blind and Visually Impaired Visitors' Experiences in
Museums: Increasing Accessibility through Assistive Technologies. The International
Journal of the Inclusive Museum</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>SMARTIE: Smart Museum for All using a Range of Technologies for Inclusive Experience</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Alexandra Danial-Saad</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <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>Julia Sheidin</string-name>
          <email>sheidin.julia@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>Braude College of Engineering Karmiel</institution>
          ,
          <addr-line>51 Snunit St., P.O. Box 78, Karmiel 21982</addr-line>
          ,
          <country country="IL">Israel</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>The University of Haifa</institution>
          ,
          <addr-line>Abba Khoushy Ave 199, Haifa, 3498838</addr-line>
          ,
          <country country="IL">Israel</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2001</year>
      </pub-date>
      <volume>753</volume>
      <issue>4</issue>
      <fpage>164</fpage>
      <lpage>173</lpage>
      <abstract>
        <p>Visiting museums is challenging for people with disabilities for various obvious reasons. This explains why only 7% of museum visitors have disabilities. 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. Assistive technologies can create a better experience, potentially bringing the user closer to previously inaccessible artifacts and sites and enabling them to function independently and with dignity. Well-adapted technology may contribute to the visitors' varied needs, thereby encouraging participation, self-esteem, and quality of experience. However, it is still a gap and a hard-to-solve one, especially concerning the need for a holistic understanding of the process. We propose a model intended to address this long-standing issue suggesting a holistic framework and tailoring guidelines (for specific disabilities), for adapting and integrating innovative technologies into existing museum infrastructures (which are diverse as well). The model adapts and integrates state-of-the-art approaches such as User-Centered design, the International Classification of Functioning, Disability and Health framework, and the Matching Person and Technology model into one coherent model aimed at improving the visit experience for people with disabilities.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Cultural heritage</kwd>
        <kwd>Museum visit experience</kwd>
        <kwd>Inclusive design</kwd>
        <kwd>Technology innovation</kwd>
        <kwd>Inclusive Museum</kwd>
        <kwd>Human-Centered Computing</kwd>
        <kwd>Accessibility systems and tools</kwd>
        <kwd>User-centered design</kwd>
        <kwd>1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Museums serve as pivotal hubs of cultural life and learning. Therefore, they not only preserve
and exhibit artifacts and artworks from various epochs and regions but also act as spaces where
individuals can immerse themselves in a rich tapestry of human civilization, knowledge,
enjoyment, reflection, and artistic expression [29]. Through museums, people can learn and
explore the world through objects, collections, and social interaction. This drives the purpose
and approach that the museum should be relevant to all the visitors' needs and emphasize
visitor-centered choices, including their intellectual, social, and emotional access to museum
collections and successful experiences. Museums are responsible for ensuring that their spaces
and content are accessible, providing inclusive experiences. Additionally, they should operate
and communicate with the participation of the community [27]. The term inclusive suggests that
no one should be excluded from experiencing the benefits of the museum, i.e., that the whole
world—and every citizen in it—should be involved in and able to experience its exhibitions [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]
[28]. Despite these goals, only 7% of museum visitors have disabilities [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        Accessibility in museums involves criteria that highlight a holistic and inclusive approach,
considering not just the museum's physical environment but also the broader experience of all
visitors [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Accessibility considerations listed in the Smithsonian Guidelines for Accessible
      </p>
      <p>
        Design include but are not limited to, public spaces, furniture, color usage, language and label
design, text choices, interactive elements, and circulation routes. In recent years, much attention
has been paid to accessible tourism, especially for the following audiences: visually impaired
individuals, individuals with motor limitations, hearing impairments, and individuals with
cognitive and developmental disabilities [18] [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Adapting existing museums for accessibility
standards often introduces aesthetic challenges and requires significant changes, particularly in
entrance areas and within the building's interior. In addition, in recent years, accessibility has
also focused on integrating innovative technologies to enhance experiences for visitors with
disabilities. Therefore, it is very important to consider accessibility in the development and
deployment of new technologies in museums [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. This helps create a more authentic experience,
potentially bringing the user closer to previously inaccessible artifacts and sites [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
      </p>
      <p>So far, despite a significant amount of research dedicated to developing and implementing
guidelines for making museums more accessible, traditional accessibility guidelines do not fully
address the unique intricacies of design and interaction inherent to museum visits. Furthermore,
they do not account for the rapid advancement of technologies, including those related to
accessibility, which renders existing guidelines outdated and rigid. Hence, the focus of our
proposed study is not on specific technologies that have proven to be effective or ineffective in
enhancing accessibility. Rather, our aim is to establish a comprehensive model that will
recommend tailored guidelines for specific disabilities, with the goal of adapting, integrating, and
innovating technologies into current museum infrastructures while minimizing the need for
extensive modifications to existing facilities.</p>
    </sec>
    <sec id="sec-2">
      <title>2. A Case Study - Supporting Blind and Low-Vision Visitors in Museums</title>
      <p>
        To enhance museum accessibility for visitors with visual impairments, specifically those who are
blind or have low vision (BLV), a recent study developed and implemented four Interactive
Tangible User Interfaces (ITUIs). This initiative was undertaken as part of a multidisciplinary
graduate course, wherein students from the information systems department and the
department of occupational therapy at the University of Haifa collaborated with museum staff at
a local museum [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Through this collaborative process, the multidisciplinary team of students
aimed to create more inclusive museum experiences for visitors with varying levels of visual
ability inspired by the work of Umanski and Avni [25], Vaz et al. [26] and Cavazos et al. [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        The development followed three stages: developing an initial conceptual prototype, refining
the prototype, and final experimental system. The process followed User-Centered Design (UCD)
that involves continuous engagement with users, utilizing investigative methods like surveys
and interviews for direct insights and feedback, along with generative techniques like
brainstorming to address identified needs. The process unfolds in four phases: (1) Understand
the context of use, (2) Specify user requirements, (3) Design solution, (4) Evaluate against
requirements, within each iteration (see Fig. 1). The team refines the design through further
iterations based on feedback until it meets users' needs and expectations [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] [23].
      </p>
      <p>Fig. 1: Four distinct phases of the UCD.</p>
      <p>
        To understand the context, students engaged in various activities: conversations with
museum staff, blindfolded exploration methods, shadowing BLV visitors during museum visits,
and literature reviews. User requirements were specified through rapid prototyping, including
video prototypes with cardboard models. Concepts were refined based on feedback from
museum staff, team members, and two BLV volunteers. Teams explored different interaction
techniques, focusing on aspects like 3D print resolution, interface activation methods, and audio
playback. In the design solution phase, teams created semi-working prototypes with 3D-printed
replicas, recorded audio files, and core programming code. The evaluation stage included two
preliminary rounds before final testing. The first evaluation, using the Wizard of Oz method [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]
[19], assessed user comprehension with two BLV volunteers. Prototypes were then refined
based on feedback. Following a demonstration and proof of concept, all four ITUIs were
redesigned for evaluation in a realistic setting. Feedback from the two BLV users during the
evaluation sessions informed the final iteration, which was further refined to facilitate user
testing in a more extensive study.
      </p>
      <p>
        The study addressed a critical gap in museum accessibility by developing affordable and
effective ITUIs for artifact representation tailored to BLV visitors following User-Centered
Design. The primary objective of the study was to compare usability, effectiveness, and user
preferences among the different ITUI designs, ultimately aiming to improve accessibility in
museum settings for BLV visitors. It involved 30 BLV participants testing three ITUI prototypes
(one prototype was excluded following a pilot study): Autoplay, Pushbuttons, and RFID scanning.
Employing a within-subjects design, each session lasted approximately 90 minutes and included
a pre-interview, structured exploration of each ITUI, and post-exploration questionnaires. The
researchers used various evaluation methods, including usability questionnaires (SUS) [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ],
satisfaction ratings, preference assessments, and video recordings of interactions.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Motivation – Limitation of Current Approaches</title>
      <p>
        While UCD is a widely adopted approach in product and service development, aiming to create
solutions that align closely with user needs and preferences, its application in addressing the
needs of users with disabilities often reveals limitations. The traditional UCD model [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ],[
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] often
falls short in providing a comprehensive framework for accessibility, particularly for populations
with specific sensory or cognitive requirements. One of the primary limitations of UCD in this
context is its heavy reliance on direct user input. While valuable, this approach may not fully
capture the complex needs of users with disabilities. Users may struggle to articulate their needs
comprehensively, especially when confronted with novel technologies or potential solutions
they haven't yet encountered. This can lead to a focus on immediate, apparent needs at the
expense of long-term functionality or innovative solutions that could significantly improve their
experience. For example, one of the observations that emerged from the case study is the need
to consult with a remedial teaching expert when editing the texts to create a better
understanding between the artifact the users are holding and the explanation they are hearing.
Most of the participants were so focused on giving feedback on the quality of the 3D-printed
exhibits that they did not address the content and its comprehension.
      </p>
      <p>Another limitation is the fact that Inclusive design may not be fully suitable in this case due
to the diverse spectrum of visual impairments among BLV visitors, ranging from total blindness
to various degrees of low vision. This diversity makes it challenging to create a single solution
that works equally well for all users. Additionally, BLV individuals have varied skill sets and
experiences, such as the ability to read Braille or the duration of their visual impairment, which
significantly impacts how they interact with and perceive tactile interfaces. It's practically
impossible to include representatives of every type of visual impairment in the design process,
potentially leading to overlooking crucial needs or preferences of certain subgroups.</p>
      <p>By relying only on UCD or guidelines such as the Smithsonian Guidelines for Accessible
Exhibition Design, the design teams may also lack the in-depth knowledge needed to fully
understand the nuances of different visual impairments and their effects on user interaction.
This lack of expertise can result in well-intentioned but ineffective solutions. Attempts to create
a one-size-fits-all solution may end up working well for some BLV users but failing others,
potentially excluding certain groups from the museum experience. The complexity of balancing
the needs of different types of visual impairments, which may require conflicting design
approaches, further complicates the inclusive design process. In this context, a more targeted
approach focusing on specific subgroups of BLV visitors or creating modular solutions that can
be adapted to different needs might be more effective than a broad inclusive design strategy.</p>
      <p>The UCD process also tends to emphasize accessibility compliance, which, while important,
can sometimes overshadow the exploration of more innovative solutions that could enhance
user experience beyond basic standards. This compliance-focused approach may not sufficiently
consider the varied environments and contexts in which users with disabilities interact with
products or services, nor does it typically incorporate comprehensive medical or functional
assessments that could provide crucial insights. Within the context of the study, the students
who worked on the development of the ITUIs focused solely on technologies in the museum
setting. Familiarity with other environments and products where adaptation for the blind is
required can greatly contribute to a more holistic solution and better understanding, such as:
minimum size of 3D printed exhibits, preferred textured, textures positioning, tangible features
that promote independent use, etc.</p>
      <p>Furthermore, traditional UCD methods may struggle to effectively prototype and test designs
for users with certain disabilities. Standard techniques might not be suitable or might provide
incomplete or inaccurate feedback, leading to potential misunderstandings or missed
opportunities for improvement. For example, Braille height and size, push-button positioning,
unclear introduction explanation, etc. The interplay between designed products and the various
assistive technologies used by people with disabilities is another area that may not receive
adequate attention in typical UCD processes.</p>
      <p>Lastly, UCD often focuses on current capabilities and limitations, potentially overlooking how
a user's condition might change over time or how adaptive technologies might evolve. This
shortterm perspective can result in designs that quickly become outdated or ineffective as users'
needs change or new technologies emerge. To address these limitations, incorporating more
comprehensive frameworks, for example, from the fields of occupational therapy or adaptation
of assistive technologies, can significantly enhance the UCD process. By integrating such
frameworks, there is a need to develop a model that offers a recommended set of guidelines for
designing visit experiences for people with disabilities, as well as tailoring guidelines for
individual disabilities.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Smart Museum for All using a Range of Technology for Inclusive</title>
    </sec>
    <sec id="sec-5">
      <title>Experience</title>
      <p>The SMARTIE model represents an innovative, multidisciplinary approach synthesizing
cuttingedge design principles from human-computer interaction with accessibility guidelines. This
integrated framework is specifically engineered to guide the development of novel assistive
technologies aimed at enhancing museum experiences for visitors with disabilities. The core
concept is the fact that the visitor is at the center of the process – this is common to both
disciplines. The overarching framework is the idea of User-Centered Design. By positioning the
visitor at the epicenter of the design process, SMARTIE ensures that the resulting assistive
technologies are not only technologically advanced but also inherently responsive to the diverse
needs and preferences of users with disabilities.</p>
      <p>The model's multidisciplinary nature allows for a holistic approach to accessibility in museum
settings, potentially addressing the limitations of traditional UCD methods discussed earlier. By
integrating expertise from various fields, SMARTIE may offer a more comprehensive framework
for developing assistive technologies that go beyond immediate user feedback, incorporating
insights from specialists in areas such as occupational therapy frameworks and models.</p>
      <sec id="sec-5-1">
        <title>4.1. Incorporating Users with Disabilities into the Design Process</title>
        <p>The SMARTIE model presents a novel approach to mitigating the limitations inherent in
traditional user-centered design methodologies, particularly in the context of accessibility for
individuals with complex or diverse needs. It acknowledges a significant epistemological
challenge: the potential inability of users, especially when confronted with innovative
technologies, to fully articulate or comprehend their own needs and preferences. This cognitive
limitation can substantially impact the accuracy and comprehensiveness of requirement
definitions in the design process. To address this methodological constraint, SMARTIE
incorporates the International Classification of Functioning, Disability, and Health (ICF)
framework [17]. It serves as a robust, multidimensional tool for analyzing human functioning
and disability within specific contextual environments. The ICF framework, as depicted in Figure
3 (left), delineates the complex interrelationships among five key dimensions: (1) Body functions
and structures, (2) Activities, (3) Participation, (4) Environmental factors, and (5) Personal
factors. The figure illustrates the bidirectional influences among these dimensions,
demonstrating how specific body structures and functions impact museum visit activities, while
environmental and personal factors modulate participation in the museum experience. By
integrating this multifaceted approach, SMARTIE enhances its capacity to anticipate and address
latent user needs that may not be immediately discernible through direct user feedback alone.
This framework facilitates a more nuanced understanding of the "context of use" by analyzing
user functioning and disability within the specific scenario of a museum visit.</p>
        <p>The application of the ICF within SMARTIE involves a systematic mapping of various
dimensions of user functioning, encompassing motor, cognitive, and sensory domains.
Concurrently, environmental factors that either impede or facilitate participation in
museumrelated activities are subjected to close examination. Through the definition and analysis of
specific body functions that influence user engagement, designers can develop more accurate
predictive models of how disabilities affect engagement and participation in museum
environments. This integrated approach enables SMARTIE to bridge the gap between
userexpressed needs and the broader contextual factors of disability and functionality. The in-depth
analysis informed by the ICF framework guides the development of targeted technological
interventions, resulting in more comprehensive and efficacious assistive technologies for
enhancing museum accessibility. In essence, SMARTIE's incorporation of the ICF framework
elevates the design process beyond the limitations of immediate user feedback, providing a
structured methodology to anticipate and address the complex needs of users with disabilities
in museum environments. This approach promises more inclusive and effective solutions that
consider the multifaceted nature of disability and its impact on museum experiences, thereby
advancing the field of accessible design in cultural institutions.</p>
      </sec>
      <sec id="sec-5-2">
        <title>4.2. Matching Inclusive Solutions Based on MPT Model</title>
        <p>To further enhance the efficacy of assistive technology selection in museum contexts, the
SMARTIE model incorporates the Matching Person and Technology (MPT) model developed by
Scherer [21]. MPT offers a complementary framework to the ICF, providing guidelines for
selecting technologies that optimally align with individual users' needs, preferences, and the
specific context of museum visits.</p>
        <p>The MPT model is predicated on two fundamental principles, as illustrated in Figure 3 (right):
A focus on triadic interaction: The model emphasizes the dynamic interplay between
environmental factors, user characteristics, and technological attributes. In the context of
museum accessibility, this interaction manifests in the relationship between visitors with visual
impairments (in the specific case study) or various disabilities (in the broader application of the
model), the assistive technologies employed, and the museum environment itself.</p>
        <p>A holistic and collaborative approach: It advocates for a comprehensive and participatory
process in technology adaptation. This process is designed to facilitate collaboration between
professionals (e.g., museum staff, accessibility experts, designers) and users (disabled visitors)
to ascertain the user's needs within their respective environments. It involves a thorough
assessment of technological features and their alignment with the intended user's requirements.</p>
        <p>The implementation of MPT within the SMARTIE serves to refine the selection and adaptation
of assistive technologies in museum settings. By applying a comprehensive assessment of
technological features and their congruence with user needs, professionals can make more
informed decisions regarding the most appropriate technologies, training strategies, and
additional support necessary for optimal use within the museum environment. It is crucial to
note the distinction between the specific case study, which focused on visitors with visual
impairments, and the broader application of MPT, which encompasses all types of disabilities.
This differentiation allows for both targeted interventions in specific contexts and the
development of more universally accessible museum experiences. The integration of MPT into
SMARTIE enhances its capacity to address individual variability in technology needs and
preferences. By considering the unique characteristics of each visitor, their specific impairments,
and the museum's environmental factors, the model facilitates a more personalized and effective
approach to assistive technology implementation in cultural institutions. SMARTIE strength lies
in its synergistic integration of UCD, ICF, and MPT. These frameworks interact and complement
each other within SMARTIE. By combining them, SMARTIE addresses not just the technical
aspects of accessibility, but also the personal, social, and environmental factors that affect a
visitor's museum experience. This integrated approach allows for more nuanced, personalized,
and effective accessibility solutions in museum settings.</p>
      </sec>
      <sec id="sec-5-3">
        <title>4.3. Design Solutions</title>
        <p>This holistic approach, combining the ICF's comprehensive understanding of disability with the
MPT's focus on technology matching, positions SMARTIE as a robust and nuanced framework for
advancing accessibility in museum environments. It acknowledges the complexity of
humantechnology interactions and the diversity of user needs, thereby promoting more inclusive and
engaging museum experiences for visitors with a wide range of abilities. However, it is crucial to
recognize that while existing models in the domain of technology-supported accessibility
provide foundational frameworks, they often lack the granularity required for specific
technological applications, particularly in the context of smart museums. The SMARTIE model
(see Fig. 1) addresses this limitation by proposing a more detailed and comprehensive
framework specifically tailored to designing accessible smart museum experiences.</p>
        <p>The SMARTIE model's innovative approach lies in its synthesis of established methodologies
and its application to the unique challenges presented by smart museum environments. By
adopting a user-centered design methodology and drawing upon recognized models of human
functioning and technology matching, SMARTIE ensures that solutions are empathetically
aligned with visitor needs and preferences. Its distinguishing feature is its ability to bridge the
gap between general accessibility principles and the specific requirements of smart museum
technologies. It achieves this by:
1. Integrating the comprehensive disability understanding provided by the ICF with the
technology-matching focus of the MPT model.
2. Applying the integrated concepts specifically to the museum context, addressing the unique
challenges and opportunities presented by advanced technologies in cultural institutions.
3. Providing a more granular framework that allows for precise mapping of user needs to
technological solutions within the museum environment.
4. Emphasizing the dynamic interaction between visitors, technologies, and the museum
space, acknowledging the complex ecosystem of a smart museum.</p>
        <p>By creating this detailed and comprehensive model, SMARTIE offers museum professionals,
designers, and technologists a more nuanced tool for conceptualizing, and implementing
accessible smart museum solutions. Not only it enhances the potential for creating more
inclusive museum experiences but also advances the field of accessibility in cultural institutions
by providing a framework that is both theoretically grounded and practically applicable.</p>
      </sec>
      <sec id="sec-5-4">
        <title>4.4. SMARTIE Development</title>
        <p>To develop the SMARITE model, the following steps will be undertaken:</p>
        <p>
          Gather relevant data from multiple sources to define the model: a systematic review using a
meta-analysis to map technology-supported accessible museums in the health and information
systems domains. Searches will use a combination of keywords such as "smart museums",
"museum accessibility", "information and communication technology in museum", "assistive
technology in museums", and "inclusive museum experience". We will identify, evaluate, and
summarize the findings of relevant individual studies, thereby making the available evidence
more accessible for developing the SMARTIE model[
          <xref ref-type="bibr" rid="ref14">14</xref>
          ].
        </p>
        <p>
          Develop the model architecture and components: To develop the model, we will use a
multidisciplinary approach that involves technological and clinical expertise as well as input
from primary users, aligning with the ethos of "Nothing about us without us," [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. We will focus
on multidisciplinary groups to recognize the necessity of incorporating diverse perspectives to
ensure that the designed solutions are not only technically sound but also empathetically aligned
with the needs and experiences of the end-users, particularly those with disabilities.
        </p>
        <p>Implement the model: To implement the model by constructing and designing three
technology solutions for real-life test cases of users with hearing, motor, and cognitive
disabilities, using the focus on harnessing the capabilities of mobile devices, leveraging the
interconnectedness offered by the Internet of Things (IoT), and utilizing the creative potential of
3D printing technologies. These technologies will be instrumental in transforming conventional
museum spaces into 'smart museums' for the benefit of visitors with disabilities, with a minimal
impact on the museum itself.</p>
        <p>To implement each one of the models, for each one of the disabilities, user requirements need
to be defined first. To define user requirements, we will employ the co-design methodology [20]
with each type of impaired user. This approach will ensure that potential visitors are not merely
sources of requirements, but active co-designers, allowing us to capture diverse motivations,
behaviors, aptitudes, visiting styles, and technology preferences.</p>
      </sec>
      <sec id="sec-5-5">
        <title>4.5. SMARTIE Evaluation and Refinement</title>
        <p>Next, the upcoming steps will involve the iterative evaluation of the new model through two
different aspects: (1) usability, satisfaction, and implementation testing to assess the inclusive
experiences in smart museums, and (2) the use of the person-environment fit model to assess
environment implementation.</p>
        <p>As a result, prototypes developed following the SMARTIE model's recommendation will be
evaluated iteratively against the requirements and with real stakeholders. In evaluating the
product's suitability for the initial definition, we consider not only the fundamental need (such
as the ability to physically interact with an exhibit for individuals with visual impairment) but
also the user's ability to use the product independently, as well as whether they would need
assistance from a companion. Our primary objective is to facilitate independent visits and
enjoyment of the museum for individuals with disabilities. This may increase the percentage of
visitors with diverse disability types who spend more time interacting with exhibits.</p>
        <p>Evaluation results will allow us to refine the model to support the transformation of existing
museum spaces into 'smart' settings that benefit visitors with disabilities while preserving their
usage by conventional visitors. By bringing together the perspectives of exhibition designers,
curators, experts in the field of development and accessibility, conservators, collections
managers, designers, editors, developers, educators, and users, we will explore the optimal ways
to create holistic and empathetic accessibility to museums model.</p>
      </sec>
      <sec id="sec-5-6">
        <title>4.6. SMARTIE Application in Museum Accessibility</title>
        <p>
          The SMARTIE model facilitates the development and implementation of tailored technological
solutions to accommodate a diverse range of disabilities in museum environments. This
approach enables a more nuanced and effective adaptation of museum experiences to meet the
specific needs of various visitor groups. The model's application can be illustrated through
examples across different disability contexts: (1) Visual Impairments: we will examine how the
SMARTIE model allows us to improve the interactive tangible user interfaces (ITUIs) we
developed to enhance museum experiences for visually impaired visitors [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. (2) Mobility
Impairments: the SMARTIE model proposes comprehensive adjustments that extend beyond
basic accessibility measures. For instance, it recommends more extensive adaptations than
simply aligning the height of paintings with visitors' eye level [22]. By using the ICF perspective,
the SMARTIE model will identify physical barriers in museum layouts and exhibit designs and
select appropriate mobility aids or virtual reality solutions for inaccessible areas by MPT
application. It also collaborates with mobility-impaired visitors to design accessible paths and
interactive exhibits based on the UCD approach. (3) Cognitive Impairments: the SMARTIE model
informs the development of multi-faceted accessibility solutions for visitors with cognitive
impairments. SMARTIE uses the ICF perspective to understand how cognitive functions affect
learning and engagement with museum content. These lead to the development of simplified
guides, interactive games, or augmented reality experiences tailored to cognitive abilities based
on application of MPT and UCD approach to create clear, simplified language, engaging, and
adaptable exhibit information, and provide tailored audio descriptions.
        </p>
        <p>The implementation of SMARTIE across these diverse disability contexts demonstrates its
versatility and effectiveness in addressing a wide range of accessibility challenges in museum
settings. However, it is important to note that the model's development is an iterative process.
Following the real-life test cases involving various types of disabilities, the next phase of research
will focus on refining the model based on lessons learned during different implementation
cycles. This iterative approach ensures that SMARTIE continues to evolve, incorporating
practical insights and emerging best practices in museum accessibility. Then, SMATIE will be
used for different additional disabilities, such as Autism Spectrum Disorders (ASD), hearing
impairments, and others, to provide a comprehensive impact on museum accessibility, visitor
experience, and overall inclusivity.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>5. Conclusions and Future Work</title>
      <p>Considerable research efforts have been invested in developing and implementing guidelines for
designing accessible museums. At the heart of this study is a fundamental assumption that
traditional accessibility guidelines do not fully address the unique design and interaction
intricacies that are intrinsic to museum visits. Nor do they consider the rapid evolution of
technologies (including accessibility technologies) that make prevailing guidelines outdated and
inflexible. For example, the rapid rise of analytic tools based on artificial intelligence and
machine language provides access to previously too costly or insufficiently robust ways.
Accessible mobile devices also play an important role in accessibility to settings that were
previously difficult to customize. The novelty of the proposed model lies in its integration of
analytical methods from the fields of Information and Communication Technology, the Internet
of Things, and 3D printing technologies with the key principles of inclusive disability
participatory design. The goal is not to focus on specific technologies that have been effective
(or ineffective) in technology-supported accessibility; rather, it is to identify a comprehensive
model in which successive technical developments can be evaluated prior to their adoption.</p>
      <p>
        Future work will focus on applying the model in various real-life cases of different disabilities,
for further improvement of the model. Furthermore, a future step may be to consider how these
results can help individuals with disabilities interact with other visitors in order to understand
how all types of visitors (disabled and not) can co-exist and interact in the museum space (e.g.
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ][
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. In addition, SMARTIE could be applied across various museum contexts. Its principles
can be adapted to enhance accessibility in various tourist attractions, such as Historical sites and
monuments, Natural parks and wildlife reserves, and more. By adapting SMARTIE's integrated
approach of UCD, ICF, and MPT to these diverse contexts, a wide range of tourist attractions can
become more inclusive and accessible to visitors with disabilities. While SMARTIE offers a
comprehensive approach to museum accessibility, its implementation across various museum
contexts presents several practical challenges, such as (1) Diverse Museum Types (Art Museums,
Science Museums, Historical Sites); (2) Resource Constraints; (3) Technological Integration; and
(4) Legal and Ethical Considerations and more. Finally, further empirical research is needed to
rigorously validate the SMARTIE model, providing comprehensive evidence of its effectiveness
and guiding future refinements.
      </p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          [1]
          <string-name>
            <surname>Avni</surname>
            ,
            <given-names>Y.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Danial-Saad</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          and
          <string-name>
            <surname>Kuflik</surname>
          </string-name>
          , T.:
          <article-title>Exploring the potential of enriching museum visit experience of blind visitors using advanced technologies</article-title>
          .
          <source>Proceedings of AMID 2023 - Workshop</source>
          on Accessibility and
          <article-title>Multimodal Interaction Design Approaches in Museums for People with Impairments, (</article-title>
          <year>2023</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          [2]
          <string-name>
            <surname>Bastien</surname>
            ,
            <given-names>J. M. C.</given-names>
          </string-name>
          (
          <year>2010</year>
          ).
          <article-title>Usability testing: A review of some methodological and technical aspects of the method</article-title>
          .
          <source>International Journal of Medical Informatics</source>
          ,
          <volume>79</volume>
          (
          <issue>4</issue>
          ),
          <fpage>e18</fpage>
          -
          <lpage>e23</lpage>
          . https://doi.org/10.1016/j.ijmedinf.
          <year>2008</year>
          .
          <volume>12</volume>
          .004
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          [3]
          <string-name>
            <surname>Bienvenu</surname>
            ,
            <given-names>B.</given-names>
          </string-name>
          <string-name>
            <surname>Museums</surname>
          </string-name>
          and ADA@
          <volume>25</volume>
          :
          <article-title>Progress and looking ahead</article-title>
          .
          <source>Museum</source>
          ,
          <volume>94</volume>
          (
          <issue>5</issue>
          ), pp.
          <fpage>29</fpage>
          -
          <lpage>34</lpage>
          . (
          <year>2015</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          [4]
          <string-name>
            <surname>Borg</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lindstrom</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Larsen</surname>
          </string-name>
          , S.: “
          <article-title>Assistive technology in developing countries: a review from the perspective of the convention on the rights of persons with disabilities”, Prosthetics and Orthotics International</article-title>
          , Vol.
          <year>35No</year>
          . 1, pp.
          <fpage>20</fpage>
          -
          <lpage>29</lpage>
          , (
          <year>2011</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          [5]
          <string-name>
            <surname>Braden</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          :
          <article-title>Welcoming all visitors: Museums, accessibility, and visitors with disabilities</article-title>
          . University of Michigan Working Papers in Museum Studies (
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          [6]
          <string-name>
            <surname>Brooke</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>1995</year>
          ).
          <article-title>SUS - A quick and dirty usability scale</article-title>
          .
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          [7]
          <string-name>
            <surname>Case</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          (
          <year>2013</year>
          ).
          <article-title>Tools for User-Centred Design</article-title>
          .
          <source>Advanced Engineering Forum</source>
          ,
          <volume>10</volume>
          ,
          <fpage>28</fpage>
          -
          <lpage>33</lpage>
          . https://doi.org/10.4028/www.scientific.
          <source>net/AEF.10.28</source>
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          [8]
          <string-name>
            <given-names>Cavazos</given-names>
            <surname>Quero</surname>
          </string-name>
          ,
          <string-name>
            <given-names>L.</given-names>
            ,
            <surname>Iranzo</surname>
          </string-name>
          <string-name>
            <surname>Bartolomé</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            ,
            <surname>Lee</surname>
          </string-name>
          ,
          <string-name>
            <surname>S.</surname>
          </string-name>
          , Han,
          <string-name>
            <given-names>E.</given-names>
            ,
            <surname>Kim</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            , &amp;
            <surname>Cho</surname>
          </string-name>
          ,
          <string-name>
            <surname>J.</surname>
          </string-name>
          <article-title>An Interactive Multimodal Guide to Improve Art Accessibility for Blind People</article-title>
          .
          <source>Proceedings of the 20th International ACM SIGACCESS Conference on Computers and Accessibility</source>
          , pp.
          <fpage>346</fpage>
          -
          <lpage>348</lpage>
          , (
          <year>2018</year>
          ). https://doi.org/10.1145/3234695.3241033
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          [9]
          <string-name>
            <surname>Charlton</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>1998</year>
          ).
          <article-title>Nothing about Us without Us: Disability, Oppression and Empowerment</article-title>
          . University of California Press. https://doi.org/10.1525/9780520925441
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          [10]
          <string-name>
            <surname>Ciaccheri</surname>
            <given-names>M.C.</given-names>
          </string-name>
          <year>2022</year>
          .
          <article-title>Museum Accessibility by Design. A Systemic Approach to Organizational Change</article-title>
          . American Alliance of Museums
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          [11]
          <string-name>
            <given-names>Garcia</given-names>
            <surname>Carrizosa</surname>
          </string-name>
          ,
          <string-name>
            <given-names>H.</given-names>
            ,
            <surname>Sheehy</surname>
          </string-name>
          ,
          <string-name>
            <given-names>K.</given-names>
            ,
            <surname>Rix</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            ,
            <surname>Seale</surname>
          </string-name>
          ,
          <string-name>
            <given-names>J.</given-names>
            ,
            <surname>Hayhoe</surname>
          </string-name>
          ,
          <string-name>
            <surname>S.</surname>
          </string-name>
          :
          <article-title>Designing technologies for museums: accessibility and participation issues</article-title>
          .
          <source>Journal of enabling technologies</source>
          ,
          <volume>14</volume>
          (
          <issue>1</issue>
          ), pp.
          <fpage>31</fpage>
          -
          <lpage>39</lpage>
          , (
          <year>2020</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          [12]
          <string-name>
            <surname>Gissen</surname>
            <given-names>D.</given-names>
          </string-name>
          <year>2022</year>
          .
          <article-title>The Architecture of Disability: Buildings, Cities and Landscapes Beyond Access</article-title>
          . University of Minnesota Press.
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          [13]
          <string-name>
            <surname>González-Herrera</surname>
            ,
            <given-names>A. I.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Díaz-Herrera</surname>
            ,
            <given-names>A. B.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hernández-Dionis</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Pérez-Jorge</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          :
          <article-title>Educational and accessible museums and cultural spaces</article-title>
          .
          <source>Humanities and Social Sciences Communications</source>
          ,
          <volume>10</volume>
          (
          <issue>1</issue>
          ), pp.
          <fpage>1</fpage>
          -
          <lpage>8</lpage>
          , (
          <year>2023</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          [14]
          <string-name>
            <surname>Gopalakrishnan</surname>
            <given-names>S</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Ganeshkumar</surname>
            <given-names>P</given-names>
          </string-name>
          .
          <article-title>Systematic reviews and meta-analysis: Understanding the best evidence in primary healthcare</article-title>
          .
          <source>J Fam Med Prim care</source>
          .
          <year>2013</year>
          ;2: pp.
          <fpage>9</fpage>
          -
          <lpage>14</lpage>
          . Available: https://doi.org/10.4103/
          <fpage>2249</fpage>
          -
          <lpage>4863</lpage>
          .
          <fpage>109934</fpage>
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          [15]
          <string-name>
            <surname>Green</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Wei-Haas</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          (
          <year>1985</year>
          ).
          <article-title>The Rapid Development of User Interfaces: Experience with the Wizard of OZ Method</article-title>
          .
          <source>Proceedings of the Human Factors Society Annual Meeting</source>
          ,
          <volume>29</volume>
          (
          <issue>5</issue>
          ),
          <fpage>470</fpage>
          -
          <lpage>474</lpage>
          . https://doi.org/10.1177/154193128502900515
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          [16]
          <string-name>
            <surname>Horton</surname>
            ,
            <given-names>E. L.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Renganathan</surname>
            ,
            <given-names>R.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Toth</surname>
            ,
            <given-names>B. N.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Cohen</surname>
            ,
            <given-names>A. J.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bajcsy</surname>
            ,
            <given-names>A. V.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Bateman</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Jennings</surname>
            ,
            <given-names>M. C.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Khattar</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Kuo</surname>
            ,
            <given-names>R. S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lee</surname>
            ,
            <given-names>F. A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lim</surname>
            ,
            <given-names>M. K.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Migasiuk</surname>
            ,
            <given-names>L. W.</given-names>
          </string-name>
          , Zhang,
          <string-name>
            <given-names>A.</given-names>
            ,
            <surname>Zhao</surname>
          </string-name>
          ,
          <string-name>
            <given-names>O. K.</given-names>
            and
            <surname>Oliveira</surname>
          </string-name>
          ,
          <string-name>
            <surname>M. A.</surname>
          </string-name>
          (
          <year>2017</year>
          ).
          <article-title>A review of principles in design and usability testing of tactile technology for individuals with visual impairments</article-title>
          .
          <source>Assistive Technology</source>
          ,
          <volume>29</volume>
          (
          <issue>1</issue>
          ), pp.
          <fpage>28</fpage>
          -
          <lpage>36</lpage>
          . https://doi.org/10.1080/10400435.
          <year>2016</year>
          .1176083
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>