Using Context-‐Aware Digital Technology to Enhance and Enrich ...

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1 School of Science and Technology, Middlesex University, London, NW4 4BT, ... exploratory research and development project was carried out at Middlesex ...
Using  Context-­‐Aware  Digital  Technology  to  Enhance  and  Enrich   Visitor  Experience  in  Exhibition  Spaces       Ashley  J.  Wheat1,  Simon  Attfield1,  Rui  Loureiro1,  Ian  Fusco-­‐Fagg2     1  School  of  Science  and  Technology,  Middlesex  University,  London,  NW4  4BT,  UK.     2  Dijit.net    www.dijit.net      

In  a  world  where  ubiquitous  and  pervasive  computing  are  ever  more  commonplace,  and   digital  technology  has  become  interwoven  in  to  all  aspects  of  our  lives,  mobile  technologies   which  are  context-­‐aware  may  offer  new  opportunities  for  enhancing  and  enriching  the   experience  of  visitors  to  museums  and  art  galleries.  To  explore  some  of  these  possibilities,  an   exploratory  research  and  development  project  was  carried  out  at  Middlesex  University  in   2011/12,  in  which  a  context-­‐aware  mobile  system  for  museums  and  art  galleries  was   developed  and  tested  in  a  live  exhibition  environment.  The  system,  called  Mimir,  consists  of  a   client-­‐side  smartphone  application  which  uses  QR  codes  to  provide  location  information,  and   a  server-­‐side  content  management  system  which  allows  exhibitors  to  upload  and  edit  exhibit   data.  We  describe  the  system  and  report  two  small-­‐scale  user-­‐evaluation  studies  with  artists   and  visitors.  Motivated  by  a  review  of  similar  systems  and  our  results,  we  conclude  that   systems  like  Mimir  have  potential  to  significantly  enhance  and  enrich  the  experience  of   visitors  to  exhibition  spaces.  Further  development  of  the  project  is  proposed,  aimed  at   developing  a  more  inclusive  and  engaging  exhibition  environment.      

1.  INTRODUCTION         In   a   digital   age   of   ubiquitous   and   pervasive   computing,   where   technology   is   playing   an   increasingly   important   role   in   our   lives,   institutions   such   as   museums,   art   galleries   and   exhibitions   can   take   advantage   of   mobile,   location   aware   technologies   to   create   more   informative  and  exciting  experiences  for  visitors.  In  a  world  where  information  is  often  at  our   fingertips,   relying   on   methods   for   delivering   information   such   as   tour   guides,   printed   brochures   and   pre-­‐recorded   audio   guides   may   miss   significant   opportunities   for   enhancing   visitor   engagement   with   art   and   cultural   heritage.   By   offering   limited   information   via   rigid   media,   sometimes   constricting   visitors   to   predetermined   routes   (Huang,   et   al.,   2008),   such   public  spaces  may  discourage  exploration  and  also  exclude  an  emerging  digital  generation.           There   has   been   a   movement   towards   technology   as   a   means   of   making   museum   exhibits   and   exhibition   spaces   more   engaging   and   interactive   (Meisner,   et   al.,   2007).   The   museum   of   the   twenty-­‐first   century   may   no   longer   be   a   place   where   we   simply   observe   objects   on   display,   but   an   environment   that   promotes   an   increasingly   engaged,   educational   and   intellectual   experience   whilst   also   providing   enjoyment   (Mason,   2011).   Digital   technology,  and  increasingly  mobile  technology,  can  play  a  prominent  role  in  this  (Macedonia,   2003).        Context-­‐aware   systems   are   able   to   leverage   information   about   their   situation,   including  physical  location,  in  order  to  affect  processing  or  user-­‐experience  in  some  way.  By   developing   and   evaluating   a   new   context-­‐aware   mobile   system,   the   project   reported   in   this   paper   sought   to   explore   the   use   of   such   systems   from   the   perspectives   of   both   producers   and   consumers,  as  a  means  for  providing  new  ways  of  making  a  visit  to  an  exhibition  space  a  more  

engaging   and   enriching   experience,   and   to   provide   insights   into   fruitful   areas   for   further   research.               The   Mimir   system   consists   of   two   parts.   The   first   is   a   client-­‐side   mobile   application   called   Middlesex   Exhibitions,   which   has   an   integrated   QR   code   reader.   A   QR   code   is   a   two-­‐ dimensional  matrix  barcode,  which  can  encode  a  reference  including  a  URL.  Using  the  app,  a   user   can   capture   a   QR   code   and   be   presented   with   rich   multimedia   content   relating   to   an   artefact  and  a  number  of  social  network  capabilities  for  communicating  with  friends  about  the   artefact.  The  second  part  is  a  dedicated  content  management  system  on  which  the  content  is   stored.  An  associated  content  management  interface  allows  artists  and  exhibitors  to  upload,   author  and  edit  content  dynamically  from  any  computer  with  internet  access.       Two  user  evaluations  were  conducted  at  exhibitions  with  real  users.  In  the  first,  twelve   student   artists   were   asked   to   use   the   system   in   a   public   exhibition   of   their   work.   In   the   second,  a  group  of  volunteers  used  the  app  whilst  viewing  a  gallery  of  student  work.       The  structure  of  the  rest  of  this  paper  is  as  follows:  in  the  section  2  we  briefly  review   background   literature   on   the   use   of   context-­‐aware   systems   in   museums   and   gallery   spaces   and   its   impact   on   user-­‐experience.   In   section   3   we   describe   the   system   architecture   of   Mimir.   In   sections   4   and   5   we   report   the   two   user   evaluations.   Finally,   in   section   6   we   discuss   our   findings  and  implications  for  further  work.      

2.  RELATED  WORK    

 

Over  a  number  of  years  there  has  been  an  increase  in  the  use  of  mobile  guides  within   museums   and   gallery   spaces,   with   context-­‐aware   systems   attracting   many   researchers’   interest  (Yu,  et  al.,  2008).  For  example,  in  a  project  carried  out  by  Shin  et  al.  (2010)  a  context-­‐ aware  augmented  reality  smartphone  application  was  proposed  which  supported  intelligent   guidance   around   exhibition   spaces.   Using   an   embedded   compass   and   accelerometer   the   system   provided   onscreen   navigation   between   exhibits.   The   system   also   allowed   users   to   generate  and  share  content  about  artefacts  through  object  tagging  and  the  content  ‘mashups’   using   a   combination   of   augmented   reality   and   context-­‐awareness.   Users   could   author   content   which  would  then  be  rendered  onscreen  over  the  real  world,  merging  the  physical  and  virtual.   Following  a  demonstration  of  their  system,  Shin,  et  al.  concluded  that  user  engagement  during   museum  tours  was  improved,  although  this  was  not  supported  by  empirical  data.         In   their   iMuseum   project,   Yu   et   al.   (2008)   proposed   a   context-­‐aware   intelligent   museum   system   intended   to   address   the   limited   scalability   of   existing   systems.   The   system   provided   users   with   artefact   information   on   handheld   devices   using   RFID   tags   to   provide   location   information.   iMuseum   provided   scalability   by   defining   sharable   context   vocabularies   which   enabled   third   parties   to   develop   their   own   context-­‐aware   applications   or   context   providers  which  could  then  be  plugged  into  the  system.       In   an   evaluation   of   iMuseum,   users   were   given   a   PDA   equipped   with   RFID   detection   to   act   as   an   interactive   tour   guide.   The   system   accessed   a   background   computer   hosting   a   context   server   and   context-­‐aware   applications.   An   application   called   iGuide   played   multimedia  information  about  an  artefact  on  display  on  a  visitor’s  PDA.  An  application  called   iRecommender  application  suggested  relevant  exhibits  or  relics  to  a  visitor  according  to  the   items  they  have  been  viewing  in  their  visit.     Users   were   asked   to   complete   a   questionnaire   following   the   use   of   iGuide   and   iRecommender.   The   results   showed   that   users   were   satisfied   with   the   multimedia   content   provided   by   iGuide,   but   some   had   complaints   about   the   performance   of   the   RFID   detection   of   relics.  They  also  found  recommendations  provided  by  iRecommender  interesting  and  useful,  

however   the   user-­‐interface   could   have   been   more   intuitive.   All   of   the   participants   indicated   that  they  would  use  the  system  again.       Although  these  studies  are  encouraging  for  the  use  of  context-­‐aware  mobile  systems  in   museums   and   gallery   spaces   and   point   to   the   possibility   of   enhancing   user   engagement,   evidence  is  nevertheless  a  little  sparse.  In  this  project  we  aimed  to  begin  addressing  this  gap   by   carrying   out   user   evaluations   of   the   Mimir   system   from   a   number   of   different   user   perspectives.  Artists  are  stakeholders  in  the  exhibition  experience  as  well  as  visitors  and  so   we  aimed  to  explore  the  experience  of  using  such  systems  from  the  perspective  of  the  visitor   and  that  of  the  artist.        

3.  SYSTEM     Mimir   consists   of   two   main   elements   (see   figure   1):   A   native,   client-­‐side   iPhone   application  (Middlesex  Exhibitions)  and  a  remote  content  server.        

Figure  1.  Mimir  system  architecture.     3.1  Client-­‐side  iPhone  application.       The   Middlesex   Exhibitions   mobile   application   runs   on   an   iOS   device   (3G   or   above)   and   consists  of  an  integrated  QR  code  scanner  and  browser.  By  capturing  a  QR  code  located  near  a   corresponding  artefact,  the  application  fetches  the  relevant  exhibit  information  inf  the  form  of   an   ‘article’   from   a   remote   server,   which   is   then   rendered   within   an   integrated   browser.   Users   can   also   browse   articles   about   exhibits   without   the   need   to   capture   a   QR   code.   This   can   be   done  without  being  in  the  gallery  space  at  all,  allowing  the  user  to  preview  an  exhibition  or   view  information  on  exhibits  they  may  have  missed.            

3.2  Remote  content  server.       All  multimedia  exhibit  information  is  stored  on  a  remote  content  server.  Each  exhibitor   or   artist   can   access   and   update   information   about   their   own   work   on   the   content   server   through   an   integrated   content   management   interface.   By   accessing   this   interface   remotely   over   the   internet,   exhibitors   can   create   and   edit   exhibit   articles   on-­‐the-­‐fly.   Articles   (see   figure   2)  can  include  multimedia  content  such  as  images  and  links  to  videos  that  the  exhibitors  have   put  on  to  YouTube  (http://www.youtube.com).  The  user  interface  of  the  content  system  is  in   keeping  with  many  familiar  websites  and  online  tools,  and  uses  a  WYSIWYG  (what-­‐you-­‐see-­‐is-­‐ what-­‐you-­‐get)  editor  to  support  easy  article  creation.       Users   with   administrative   rights,   such   as   exhibition   managers   or   curators,   also   have   read  and  write  access  to  all  articles  within  an  exhibition,  and  can  oversee  the  information  that   is   available.   Exhibition   administrators   can   also   access   built   in   reporting   tools   to   view   the   number   of   hits   or   views   made   on   each   exhibit,   and   accompanying   times   collected   by   the   content   server   from   anonymous,   unique   device   IDs   sent   from   visitors’   devices.   This   allows   exhibition   curators   insight   into   the   behaviour   of   visitors   to   their   exhibition   whilst   using   the   system.   We   anticipate   that   this   could   also   provide   a   basis   for   a   future   personalised   recommender  system.      

                Figure  2.  Example  screenshots  of  a  Mimir  article  on  Apple  iPhone.      

 

    4.  EVALUATION  1    

 

In  evaluating  Mimir  we  were  interested  not  only  in  eliciting  the  experience  of  gallery   visitors,  but  of  also  understanding  the  experience  of  artists.  Twelve  students  from  the  MA  Fine   Art   programme   at   Middlesex   University   were   recruited   in   advance   of   a   public   exhibition   of   their  work.  Each  was  given  an  account  on  the  content  server  and  asked  to  upload  content  that   they  would  like  visitors  to  be  able  to  access  about  each  of  their  pieces  of  work.  The  students   then  printed  an  automatically  generated  QR  code  specific  to  each  piece  and  placed  it  beside  

the   work   in   the   exhibition   space.   Each   student   was   then   loaned   an   Apple   iPod   Touch   with   the   Middlesex   Exhibitions   application   installed   and   on   which   they   could   scan   their   own   QR   codes   and  explore  information  about  fellow  students’  work.         After  the  show,  two  focus  groups  were  held  with  the  twelve  volunteers  in  which  they   were  encouraged  to  share  their  experiences  of  using  the  system  both  as  artists  and  as  viewers   of   their   colleagues   art.   Rather   than   structure   the   focus   groups   around   a   set   of   pre-­‐defined   questions,   a   more   open   approach   was   taken   based   on   simply   finding   out   “what   happened?”   Following   Gaver   et   al.   (2007),   this   evaluation   focused   on   exploring   the   potentially   ludic,   playful   and   serendipitous   aspects   of   interaction.   The   focus   groups   were   audio   recorded   and   the  recordings  were  later  transcribed.  The  transcripts  were  then  coded  using  open  coding  and   axial  coding  (Stebbins,  2001)  in  order  to  identify  the  main  themes  and  concepts  discussed.       Many   of   the   students   felt   that   the   system   offered   a   practical   solution   to   the   problem   of   accessing  information  in  the  exhibition  space.  They  discussed  this  in  terms  of  enlarging  on  the   physical  space  of  the  exhibition.  As  one  student  remarked,  the  system  provided,  “...a  contained   virtual   space,   acting   as   an   extension   to   the   physical   gallery”.   They   also   noted   that   such   a   system  might  attract  new  audiences  to  exhibitions  who  wouldn’t  normally  attend,  and  that  it   might  provide  a  new  level  of  access  to  the  art  on  show.  Accessibility  and  flexibility  were  key   properties  of  the  system  as  experienced  by  the  students.  They  noted  that  the  system  offered   mobility,  ease  and  freedom  in  exploring  exhibit  information.  As  artists  it    offered  them  much   more  flexibility  on  the  type  of  information  they  could  make  available  to  people  who  viewed   their  work  and  the  ways  in  which  they  might  choose  to  portray  that  information.      

5.  EVALUATION  2       For   the   second   evaluation   we   were   interested   in   exploring   the   reaction   of   exhibition   visitors.   We   also   used   some   findings   from   the   first   evaluation   to   provide   a   more   structured   evaluation   format   based   around   some   specific   aspects   of   user-­‐experience.   These   aspects   where   engagement   and   usability.   Engagement   is   an   aspect   of   user-­‐experience   that   has   been   the  subject  of  increasing  research  interest  in  recent  years,  and  has  been  deconstructed  into  a   number   of   dimensions   or   facts   (c.f.   O’Brian   &   Toms,   2008;     Lalmas   et   al.,   2011).   Of   those   dimensions,   we   focused   in   particular   on   Endurability   (The   likelihood   of   remembering   an   experience  and  willingness  to  repeat  it)  and  Focused  Attention  (attention  to  the  exclusion  of   other  things).             Content   was   uploaded   and   QR   codes   created   and   displayed   beside   exhibits   in   an   exhibition   of   student   art   which   was   an   adjunct   to   the   North   London   Higher   Education   Fair   held  at  Middlesex  University  in  March  2012.  Seven  volunteers  were  recruited  and  each  given   an   Apple   iPod   Touch   installed   with   the   Middlesex   Exhibitions   application.   They   were   then   asked  to  explore  the  exhibits  on  display  and  to  capture  QR  codes  to  access  further  information   where  they  felt  inclined  to  do  so.  Following  this,  participants  were  asked  to  complete  a  short   questionnaire  consisting  of  a  number  of  Likert  scale  questions,  each  probing  for  an  aspect  of   Endurability,  Focused  Attention  or  Usability.   The   results   of   the   questionnaire   are   shown   in   table   1.   Here   we   show   the   aggregated   frequency   of   responses   for   questions   according   to   the   three   dimensions.   Aggregation   was   possible  since  in  all  cases  since  the  Likert  statement  corresponded  with  a  positive  assessment   of   the   system.   For   example,   one   Usability   item   asked   for   agreement   with,   “The   Middlesex   Exhibitions   app   was   easy   to   use”;   an   Endurability   item   asked   for   agreement   with   the   statement  “I  am  more  likely  to  view  information  using  the  app  rather  than  a  regular  guide”;   and   a   Focused   Attention   item   asked   for   agreement   with   the   statement,   “The   multimedia   content  is  more  exciting  and  engaging  than  regular  guides”.    

   

    Figure  3.  Visitors  using  the  Middlesex  Exhibitions  mobile  app  in  a  live  exhibition.     Although   the   number   of   participants   was   relatively   low,   the   results   in   table   1   demonstrate   a   strong   trend   towards   positive   responses.   The   mode   response   for   Usability   items   was   Strongly   Agree,   for   Endurability   items   its   was   Agree,   and   for   Focused   Attention   it   is   Agree.  We  conducted  a  one  sample  chi  squared  goodness  of  fit  analysis  for  each  of  the  three   factors  as  an  indicative  exercise  (we  consider  that  more  participants  would  be  required  for  a   definitive   result).   The   analysis   compared   the   results   with   a   hypothesised   distribution   in   which   responses   are   equally   distributed   across   the   five   options   (strongly   disagree   to   strongly   agree).   In   each   case   the   one-­‐tailed   p   values   were   highly   significant   in   the   positive   direction   (p   <  0.01).                         Response  

Usability  

Endurability  

Focused  Attention  

Strongly  Disagree  

0  

0  

0  

Disagree  

0  

1  

1  

Neutral  

1  

6  

3  

Agree  

5  

18  

9  

Strongly  Agree  

8  

10  

8  

Mode  

Strongly  agree  

Agree  

Agree  

  Table  1.  Aggregated  response  frequencies  for  the  three  dimensions  of  user  experience  assessed:   Usability,  Endurability  and  Focused  Attention.        

 

6.  CONCLUSIONS     We   see   our   evaluation   of   Mimir   as   encouraging.   The   study   with   student   artists   provided   insights   into   the   positive   opportunities   provided   by   the   system   from   an   artist’s   perspective.   Some   of   these   were   quite   practical,   such   as   making   information   available   and   attracting  new  audiences.  The  system  was  also  seen  as  offering  a  virtual  ‘space’  to  extend  on   the  physical  gallery  space.  This  is  perhaps  an  encouraging  indication  of  how  Mimir  was  seen   as  providing  a  resource  for  expression  and  communication.  A  space  can  shaped  and  filled;  it   presents  an  opportunity.     The  artists  also  spoke  positively  about  the  flexibility  offered  by  Mimir  to  the  consumer.   In   addition   to   extending   the   physical   space,   we   are   keen   on   the   idea   of   Mimir   dissolving   physical   and   temporal   constraints   of   the   gallery   environment.   Articles   can   be   viewed   at   the   exhibit   or   at   other   locations;   they   can   be   previewed   or   reviewed   at   a   different   times   and   different   places.   This   may   offer   the   consumer   of   art   an   opportunity   to   develop   more   on   going   relationships  with  art  works,  which  extend  either  side  of  relatively  fleeting  encounters  within   an   exhibition   space.   This,   combined   with   flexibility   in   the   form   of   content,   may   allow   consumers  the  time  and  richness  of  experience  to  be  become  more  engaged,  acquainted  and   affected  by  the  art  that  they  encounter.             The  second  study  focused  exclusively  on  exhibition  visitors,  probing  for  their  reaction   in  terms  of  usability  and  engagement.  Once  again  the  results  were  positive.  The  questionnaire   results  showed  that  our  participants  found  Mimir  easy  to  use  and  engaging.  In  particular  they   were   keen   to   use   the   system   and   found   the   content   exciting.   Although   this   was   a   relatively   small   evaluation,   and   notwithstanding   any   possible   confounding   experimenter   effects   (we   didn’t   perform   a   controlled   comparison   with   an   alternative   system   for   example)   the   results   were  overwhelmingly  positive.           From   this   exploratory   study   a   number   of   questions   are   raised.   It   is   apparent   that   digital  systems  such  as  Mimir  can  offer  a  practical  solution  in  presenting  relevant,  multimedia   rich   artefact   information   to   exhibition   visitors.   Users   can   become   engaged   with   the   content   they  have  to  offer  and  may  want  to  use  the  systems  again.  However,  something  which  we,  and   to   the   knowledge   of   the   authors,   have   not   considered   is   the   effect   of   such   devices   on   engagement   with   the   art   or   exhibit   itself.   If   a   system   is   to   improve   visitor   engagement   with   items   on   display,   it   must   compliment   or   become   part   of   the   exhibit   itself,   dissolving   the   physical  boundary  between  an  artefact  and  the  information  about  it.  Moreover,  if  a  visitor  is   using   such   a   system   to   access   additional   information   about   an   item   on   display,   it   may   be   assumed   that   their   attention   is   split   between   the   artefact   and   the   system.   The   system   may   create  a  mediating  channel,  which  actually  detracts  from  the  art  itself.         In  future  work  we  intend  to  explore  this  question  further  and  also  the  idea  of  context   aware   digital   solutions   as   providing   an   experience   which   integrates   more   closely   with   experience  of  the  art  itself.  The  model  of  digital  guide  as  mediating  the  art  experience  could  be   replaced   with   the   idea   of   interaction   as   a   necessary   part   of   the   art   experience,   or   even   of   user   interaction  making  a  contribution  to  the  art.  With  this  in  mind  we  plan  to  work  more  closely   with  artists  and  also  musicians  in  order  to  develop  experiences,  which  are  as  much  part  of  the   art  rather  as  an  informative  adjunct  to  it.       A   visit   to   a   museum   can   be   a   social   experience,   shared   with   family   or   friends   (Bell,   2002).  Although  there  have  been  some  moves  towards  using  digital  technology  in  addressing   this  social  context  through  techniques  such  as  object  tagging  (e.g.  Cosley  et  al.,  2009)  there  is   more  that  can  be  done  in  this  area.  Where  this  is  a  social  dimension  to  a  visit  to  a  gallery  or   exhibition   mobile,   context-­‐aware   systems   might   take   this   into   consideration   in   the   services  

offered.   For   example,   a   system   might   take   inspiration   from   Walden’s   Paths   (Furuta,   et   al.,   1997)   by   allowing   visitors   to   create   and   share   ‘paths’   through   exhibition   spaces   tagged   by   their  preferences.  We  propose  to  explore  this  further  in  our  future  research.       We   conclude   almost   where   we   started   with   the   idea   that   context-­‐aware   devices   can   enhance   an   enrich   experiences   in   the   art   gallery.   Lots   of   opportunities   exist   and   may   be   explored,   although   these   opportunities   should   be   firmly   predicted   and   shaped   by   the   emerging  impressions  and  interests  of  stakeholders  in  the  art  gallery  experience.                    

ACKNOWLEDGEMENTS    

We  would  like  to  extend  our  gratitude  to  Keith  Piper,  Reader  in  Fine  Art  at  Middlesex   University,   for   his   kind   help   in   helping   us   to   set   up   the   studies   reported   here,   and   also   Middlesex  University  MA  Fine  Art  class  of  2012  for  taking  part  as  participants.                                                              

 

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