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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>User-Centred Design to Support Exploration and Path Creation in Cultural Heritage Collections</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Alinari 24 ORE Florence</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>MDR Partners</institution>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>University of Sheffield</institution>
          ,
          <addr-line>Sheffield</addr-line>
          ,
          <country country="UK">United Kingdom</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>iSieve Technologies</institution>
          ,
          <country country="GR">Greece</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper, we present the results of the user requirements and interface design phase for a prototype system, designed to enhance interaction with cultural heritage collections online through means of a pathway metaphor. We present a single user interaction model that supports various work and information seeking tasks undertaken by both expert and non-expert users within the context of collection exploration and path creation. The user interaction model is shown to enable seamless movement between interaction modes, with the potential over time to encourage deeper engagement and learning.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Cultural Heritage</kwd>
        <kwd>Paths</kwd>
        <kwd>Information Access</kwd>
        <kwd>User Requirements</kwd>
        <kwd>Interaction Model</kwd>
        <kwd>Exploration</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>
        Large-scale projects for the digitisation of cultural heritage (CH)
have become commonplace in recent years, and yet complex
issues arise with regard to information access. Specialist metadata
and the often variable quantity and quality of object descriptions
make it difficult for users to navigate vast, structured and often
very scholarly collections. It is therefore difficult to locate
resources of interest, especially for those without advanced levels
of subject and domain knowledge [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. User experience online is
thus far removed from that of visiting a museum or gallery in
person, where guidance through a much smaller selection of
carefully curated objects is the norm, for example, via the medium
of visitor-friendly object labels, guide books, audio tours and
activity trails. Exhibit information is designed for general rather
than academic audiences, with additional materials tailored for
family groups and learners, amongst others.
      </p>
      <p>
        Guided tours and activity trails are commonplace offerings to aid
visitor orientation at physical cultural heritage sites, and offer a
Presented at EuroHCIR2012. Copyright © 2012 for the individual
papers by the papers' authors. Copying permitted only for private and
academic purposes. This volume is published and copyrighted by its
editors.
range of opportunities for immersive and more highly engaged
visitor experiences [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], often utilising technological solutions, and
even extending to the latest mobile devices [
        <xref ref-type="bibr" rid="ref14">15</xref>
        ]. They are though
much less in evidence online, despite the fact that the idea of
documents or other items linked together in the form of hypertext
trails is considerably older than the web itself [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ].
      </p>
      <p>
        Online paths and trails are seen as a means of aiding navigation,
exploration and learning [
        <xref ref-type="bibr" rid="ref9">10</xref>
        ] in general and educational online
environments, and there are many examples of research [
        <xref ref-type="bibr" rid="ref10">11</xref>
        ] [
        <xref ref-type="bibr" rid="ref11">12</xref>
        ]
[
        <xref ref-type="bibr" rid="ref12">13</xref>
        ] and commercial activity in offering tools to develop paths
from web pages (e.g. www.trailmeme.com) and social media
content (e.g. www.storify.com). However, very few examples are
domain-specific and/or pertain to digital library collections, and in
consequence, it is rare for all of the associated exploration,
authoring and use activities to be integrated within the same
space. Through our current research we therefore aim to exploit
opportunities to utilize paths to support diverse groups of users in
the complete cycle of information seeking, exploration, path
creation and interaction within CH digital collections, opening up
their use to more widespread educational and leisure audiences.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. RELATED WORK</title>
      <p>
        Research on information user behavior in CH digital collections is
scarce, especially when considering the needs on non-expert
users, i.e. those without detailed subject and domain knowledge.
Expert users regularly engage in both simple fact-finding and
more complex information gathering tasks, amongst others, with
the latter having multiple variations and components such as topic
searches, exploration, collecting/combining [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], all of which are
relevant to our current study. Similarly, non-expert users [
        <xref ref-type="bibr" rid="ref13">14</xref>
        ] also
engage in known-item searching and exploration. Visual
representations of artefacts are highly important in this context,
and the process of meaning-making through contextual
information and the derivation of personal inferences and
connections is also strongly evidenced [
        <xref ref-type="bibr" rid="ref13">14</xref>
        ].
      </p>
      <p>For known-item or fact-finding searches, some knowledge of the
metadata and collection structure is imperative, but such
knowledge is much less likely to be used effectively, if at all by
non-expert users than expert users [7]. In addition, information
retrieval tools in CH collections, and the web more generally, are
much less likely to effectively support the needs of users more in
more open-ended exploratory tasks.</p>
      <p>
        Exploratory search extends the idea of basic lookup into the areas
of learning and investigation, which in turn incorporate extended
information processing, evaluation and annotation [
        <xref ref-type="bibr" rid="ref8">9</xref>
        ]. Aligned
with these variations of exploratory search are the concepts of
serendipity [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], where the user encounters information that they
were not actively looking for, and berry-picking [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], which is an
extended, iterative and adaptive search process that also
incorporates the idea of collecting information objects as the
search progresses over time. Solutions for these more complex
user needs are yet to fully exploited, with greatest potential in
adaptive systems that take account of patterns of user behaviour
[
        <xref ref-type="bibr" rid="ref7">8</xref>
        ] [
        <xref ref-type="bibr" rid="ref8">9</xref>
        ], and the use of paths or trails as a means of capturing items
of interest [
        <xref ref-type="bibr" rid="ref10">11</xref>
        ].
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. METHODS</title>
      <p>
        In the absence of an existing system, extensive requirements
gathering [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] was conducted with potential users, as the first stage
in a user-centered design process. The goals of this research were
to:




      </p>
      <sec id="sec-3-1">
        <title>Develop a detailed understanding of the characteristics and needs of potential users across four primary domains: heritage, education, professional/commercial, and general/leisure.</title>
      </sec>
      <sec id="sec-3-2">
        <title>Explore the meanings and potential applications of the path metaphor in the context of digital CH.</title>
      </sec>
      <sec id="sec-3-3">
        <title>Gain an understanding of the path-creation process and the types of paths that might be created.</title>
      </sec>
      <sec id="sec-3-4">
        <title>Determine the current availability and functionality of</title>
        <p>path-creation tools in CH collections.</p>
        <p>In order to achieve these goals, mixed methods were employed,
gathering a variety of complementary qualitative and quantitative
data. First, an online user survey was used to collect data from 79
expert and non-expert users, comprising questions about their
personal and cultural participation characteristics, and information
behavior and use in the CH context. This was complemented by
in-depth semi-structured interviews conducted with 22 expert
users, which focused on exploring the meaning of the path
metaphor in CH environments, and understanding the process of
development and use of paths in this context.</p>
        <p>Secondary data was used to scrutinise the features of published
paths from various sources, to ascertain their core elements.
Similarly, a comparative analysis of general and cultural-heritage
specific systems offering path-creation functionality was
conducted, to identify common features and standard approaches
to the proposed core functionality. These findings were validated
via user participation in path-creation tasks, utilsing low- and
medium-fidelity techniques.</p>
        <p>Analysis of these various complementary data enabled the
development of detailed domain and role-specific information
user profiles; a user interaction model supporting four key modes
of interaction; and, use cases illustrating some of the primary user
interaction scenarios. From these we extrapolated detailed user
requirements, and in turn, interface designs and functionality for
the first PATHS prototype. The resulting system is intended to
support all elements of the interaction model, allowing users to
move seamlessly between modes of use.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. RESULTS</title>
      <p>Given the breadth and depth of data, this paper focuses on the
findings relating to paths and their uses in CH, and in turn, how
related user tasks are incorporated within a single user interaction
model, to be implemented in the prototype system.</p>
    </sec>
    <sec id="sec-5">
      <title>4.1 Existing Path Forms</title>
      <p>Analysis of existing paths and trails found that online and offline
paths both have similar characteristics. Nodes are the essential
building blocks of all paths, representing collection objects. Each
node has associated metadata and primary content (e.g.
descriptions, images) relating to the object. Connections between
nodes enable navigation through the path and often represent
meaningful relationships between objects. In the online
environment, additional features of paths included navigation
tools (e.g. path overviews and back/forward arrows), annotations
added by the path creator to give context and guidance for use,
and occasionally links to other related content, both within the
same collection, and/or in external web sites. These findings
largely support the initial vision for PATHS and can all be seen in
the first prototype design.</p>
      <p>In addition, it was found that most existing online paths are static
and pre-published by an author, linear in form, rather than a more
complex map or network structure, and standalone, without
interconnections with other paths. These findings fall somewhat short
of the PATHS vision, limiting the possibilities for exploration and
discovery, although for pragmatic reasons, they form the core
functionality of the first prototype, with more advanced variations
of paths coming later.</p>
    </sec>
    <sec id="sec-6">
      <title>4.2 The Path Metaphor in Cultural Heritage</title>
      <p>Interviews with potential expert users in the heritage, education
and professional domains found a strong affinity with the path
metaphor, revealing a range of different interpretations of what it
means in the CH context, and similarly about what form paths
might take, and how they could be employed in an online
environment to engage with key audiences. Eight interpretations
of the path metaphor emerged:</p>
      <sec id="sec-6-1">
        <title>Path as information literacy journey / learning process</title>
      </sec>
      <sec id="sec-6-2">
        <title>Path as transaction process</title>
        <p>
          The first three of these are closest to the idea of hypertext trails
[
          <xref ref-type="bibr" rid="ref3">3</xref>
          ], with trails defined by user interaction in 1 and 2, and trails
defined automatically, by the system in 3. Variations 4-6 are more
creative interpretations, all suggesting opportunities for guiding
the user into and through collections, encouraging exploration
and/or offering an immersive experience. In addition to
expertdefined routes, 5 also incorporates the idea of users being able to
see and follow “well-trodden paths” defined by the cumulative
interactions of other users, thus extending the opportunities for
utilizing search histories. Lastly, 7 and 8 are both process
oriented, although 7 is experiential, user-defined,
learningoriented, typified by trial and error and unique to the individual,
whilst 8 is a rigid process designed to escort all users consistently
through a standard process of pre-defined steps.
        </p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>4.3 Desired Characteristics of Paths</title>
      <p>Expected characteristics of paths were explored, and views
contrasted markedly with the existing path formats enabled by
1.
2.
3.
4.
5.
6.
7.
8.</p>
      <sec id="sec-7-1">
        <title>Path as search history</title>
      </sec>
      <sec id="sec-7-2">
        <title>Path as information seeking journey</title>
      </sec>
      <sec id="sec-7-3">
        <title>Path as linked metadata</title>
      </sec>
      <sec id="sec-7-4">
        <title>Path as a starting point or way in</title>
      </sec>
      <sec id="sec-7-5">
        <title>Path as a route through</title>
        <p>Path as augmented reality
path-creation tools currently available. Linearity is rarely seen as
the best option for maximizing the potential of paths as
exploration devices. Allied to this is the belief that starting and
end points for paths should be mutable rather than fixed, allowing
different users to explore a path in different ways according to
their preferences and needs.</p>
        <p>In the absence of linearity, some form of organization is still
required to aid the accessibility and navigation of the path. The
most popular option is for path content to be aligned to themes,
with other alternatives including date, location, narrative and
author, where the latter might present multi-layered paths offering
the differing perspectives of several path-creators on the same
topic. An over-arching conceptual framework for the path is also
desirable, in order to tie together the themes and other ideas.
As a way-finding or navigational aid, paths are seen to support
both guided and exploratory behavior, with the latter seen as the
more desirable goal for user interaction. Features that are needed
to enable way-finding include path overviews, navigational
context in the form of next/last and nearby nodes, branching
opportunities where paths converge and diverge, visualization,
e.g. in the form of timelines or maps, and some degree of object
level information at the node and overview display.</p>
        <p>Path content must be carefully selected or ‘curated’ by the
pathcreator, with the addition of context and interpretation so that the
objects within the path convey a narrative or meaning. Content
may be derived from one collection, but there are significant
benefits from including objects from diverse collections, along
with other materials from external web sites. It may also be
beneficial for interpretation of the path content to be extended by
user-generated content and/or annotations of various kinds.
Many of these characteristics are seen in existing path systems,
but limitations arise from the linearity that is commonplace.
Exploration and deeper levels of engagement within collections
requires more complex path structures, carefully curated content,
interpretation and narrative, and interconnectedness of paths and
other content within and outside of the system. The fact that most
of these more advanced characteristics are rare, and that linearity
prevails also suggests that these are complex issues yet to be
adequately resolved.</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>4.4 Potential Applications of Paths</title>
      <p>Many opportunities for the use of paths in CH were suggested.
Two major themes emerging from these are the use of paths to
achieve learning, and to support exploration and browsing. For
learning to occur there needs to be strong contextual information,
along with questions and other exercises to structure the learning
process. Exploration and browsing activities implicitly enable
meaning making and learning to take place, as users become more
familiar with a topic and select or interpret the objects they
encounter.</p>
      <p>Specific instances of learning activities that may be delivered via
paths are collection or subject familiarization, story-telling,
individual or collaborative inquiry-based learning utilising path
creation, modeling the research process, and comparative analysis
of differing view-points on a topic of interest.</p>
      <p>
        In addition to learning,, paths may also serve to deliver
entertainment and an enjoyable interaction experience for more
general audiences. In practical terms, paths may simply be used as
a means of introducing people to a collection and its stories, and
in due course, encouraging them to venture further in a more
independent fashion. Paths facilitate topic-based information
retrieval typified by the berry-picking mode of interaction [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ],
rather than known item searching. Furthermore, paths may be a
useful tool for personal information management in both formal
and informal research scenarios, enabling the user to record, reuse
and share their research activity, or helping them to organize their
ideas. Creativity is also encouraged, as user-generated paths
provide the means to repurpose CH objects into users’ own
narratives for private or public consumption.
      </p>
    </sec>
    <sec id="sec-9">
      <title>5. USER INTERACTIONS WITH PATHS</title>
      <p>By consolidating findings across the various data collection
methods, we were able to discern five core elements of interaction
with CH collections relating to activities that encompass creating,
using and sharing paths as a means of exploration and
engagement.</p>
      <p>Findings from the qualitative data collected via interviews and
path-creation tasks revealed a set of five core activities relating to
the creation, use and sharing of paths; developing a concept for a
path; collecting items in include in a path; creating a path from
items collected; communicating about paths found and about
paths created; and, consuming (following or exploring) paths
created by others. All elements of the model may be undertaken
by expert and non-expert users, in any sequence, and with varying
degrees of iteration, according to the user’s preferences and
behavioural traits.</p>
      <p>Initially, we expect users to begin by Consuming paths created by
others, using them as a means of exploration and familiarization
with the collection and the system. Collecting items of interest
when exploring a collection is a natural behaviour in
berrypicking mode, and is implicit in the process of creating a path, or
as a by-product of a user’s information seeking history. When the
path creation activity is purposeful, it is likely that an
overarching Concept is devised, which may come from activities
undertaken outside of the system, but also may be developed via a
process of exploration within the collection and any pre-existing
paths. The concept may also evolve alongside the collection and
path creation activities, through a process of iteration and
meaning-making. A path is Created once a number of appropriate
items have been collected, and this activity may include ordering
the items into a narrative, and adding contextual information
and/or metadata. In a web 2.0 environment, it is also important to
allow for Communication activities in support of the interaction
experience. These may include sharing paths that have been
created or discovered, both within and outside of the system (e.g.
via social media), commenting on and rating content, and adding
narrative to personal paths as a means of making meaning.
It is imperative in an adaptive web environment that systems do
not prescribe modes of interaction or enforce sequences of
activities. During the design of PATHS we have uncovered four
primary interaction modes, all of which are supported by the user
interaction model, but each with a somewhat different typical
interaction flow.</p>
      <p>Path consumers are the most passive users, and likely to be in the
majority. By using paths as a guided tour or means of simple
exploration of the collection and its content, we expect users to
become more interested in communicating their discoveries with
others and exploring further within the main collection. Over time
we would expect some of them to move onto collecting and
creating paths of their own, as they develop into more
independent and active users of the system.</p>
      <p>Path creators will likely be in a minority in the early stages, and
primarily expert users such as curators and educators, and perhaps
a few more independent non-expert users. In expert path-creation
mode we believe interaction will be purposeful and systematic,
with a goal of creating a path about a defined topic. Topics and
styles of paths may vary by domain, and we expect that educators
are more likely to adapt ideas from existing paths, whilst CH
experts will try to develop something novel, showcasing elements
of a collection or subject expertise. In contrast, non-expert path
creators are more likely to develop their concept as they explore
the collection, and their paths may be more idiosyncratic,
evolving over time, or in the education domain, may even be
directed in the task by an expert in a path facilitator role.
Path facilitators are most likely to be found within educational
settings, where inquiry-based learning is prevalent. These users
may not create paths themselves, but may curate a broad
collection of objects from which a group of non-expert users are
encouraged to create their own paths. (for instance, as a
homework project). Facilitators are more interested in enabling
deeper engagement with CH materials, and in fostering
communication and reflection on the activity and the content of
the paths created in this way.</p>
    </sec>
    <sec id="sec-10">
      <title>6. CONCLUSIONS</title>
      <p>We have presented the findings of our user requirements study on
the creation and use of paths as a means of aiding information
access and exploration in CH digital collections. It has been
shown that paths support many of the needs for exploratory
information behavior, and have applications for diverse users
across multiple domains. Users interactions with paths comprise
five core elements, integrated into a single user interaction model
and can be used in varying sequences, illustrated by four primary
modes of interaction.. An initial prototype has been developed
from the user interaction model, which is currently being
evaluated within a task-based user-centred evaluation setting.</p>
    </sec>
    <sec id="sec-11">
      <title>7. ACKNOWLEDGMENTS</title>
      <p>The research leading to these results has received funding from
the European Community’s Seventh Framework Programme
(FP7/2007-2013) under grant agreement no. 270082. We
acknowledge the contribution of all project partners involved in
PATHS (see: http://www.paths-project.eu).</p>
    </sec>
  </body>
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