Nothing Special   »   [go: up one dir, main page]

skip to main content
10.1145/3196709.3196786acmconferencesArticle/Chapter ViewAbstractPublication PagesdisConference Proceedingsconference-collections
research-article

Deepening Visitor Engagement with Museum Exhibits through Hand-crafted Visual Markers

Published: 08 June 2018 Publication History

Abstract

Visual markers, in particular QR codes, have become widely adopted in museums to enable low cost interactive applications. However, visitors often do not engage with them. In this paper we explore the application of visual makers that can be designed to be meaningful and that can be created by visitors themselves. We study both the use of these markers as labels for portraits that link to audio recordings and as a mechanism for visitors to contribute their own reflections to the exhibition by drawing a marker and linking an audio comment. Our findings show visitors appreciated the use of the aesthetic markers and engaged with them at three levels -- physical placement, aesthetic content and digital content. We suggest that these different levels need to be considered in the design of future visiting systems, which make use of such markers, to ensure they are mutually supporting in shaping the experience.

References

[1]
Ahern, S., Davis, M., Eckles, D., King, S., Naaman, M., Nair, R., ... & Yang, J. 2006. Zonetag: Designing context-aware mobile media capture to increase participation. InProceedings of the Pervasive Image Capture and Sharing, 8th Int. Conf. on Ubiquitous Computing, California, .
[2]
Artcodes website. Retrieved December 2017 from http://www.artcodes.co.uk/
[3]
Atkinson, R. 2013. Museum Practice: How are museums using mobile, from Museums Association. Retrieved December 2017 from https://www.museumsassociation.org/museumpractice/mobile-in-museums-2013/15102013-mobilesurvey-2013-results
[4]
BeQRious. Fort Wayne Art Museum Uses QR Codes To Educate Visitors. Retrieved December 2017 from http://beqrioustracker.com/fort-wayne-art-museumuses-qr-codes-to-educate-visitors/
[5]
BeQRious. Museum Urk First Dutch Museum to use New Media. Retrieved December 2017 from http://beqrioustracker.com/museum-urk-first-dutchmuseum-to-use-new-media/
[6]
Blippar website. Retrieved December 2017 from https://blippar.com/en/
[7]
Boy Scouts of America. Boy Scouts of America Takes Center Stage in Nation's Capital to Celebrate 100th Anniversary. Retrieved December 2017 from http://www.prnewswire.com/news-releases/boy-scoutsof-america-takes-center-stage-in-nations-capital-tocelebrate-100th-anniversary-99133979.html
[8]
Braun, V. and Clarke, V. 2006. Using thematic analysis in psychology. Qualitative Research in Psychology, 3 (2). pp. 77--101. ISSN 1478-0887
[9]
Ceipidor, U. B., Medaglia, C. M., Perrone, A., De Marsico, M., and Di Romano, G. 2009. A museum mobile game for children using QR-codes. In Proceedings of the 8th International Conference on Interaction Design and Children (IDC '09), 282--283 http://dl.acm.org/citation.cfm?doid=1551788.1551857
[10]
Ciolfi, L. and McLoughlin, M. 2011. Challenges for the technological augmentation of open-air museums: Bridging buildings, artefacts and activities. Nordisk Museologi, (1), 15.
[11]
Cosley, D., Baxter, J., Lee, S., Alson, B., Nomura, S., Adams, P., Gay, G. 2009. A Tag in the Hand: Supporting Semantic, Social, and Spatial Navigation in Museums. In Proceedings of the 27th International Conference on Human Factors in Computing Systems (CHI'09), 1953--1962.
[12]
Cosley, D., Lewenstein, J., Herman, A., Holloway, J., Baxter, J., Nomura, S., ... & Gay, G. 2008. ArtLinks: fostering social awareness and reflection in museums. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '08), 403--412.
[13]
Costanza, E. Huang, J. 2009. Designable visual markers. In Proceedings of the SIGCHI conference on Human Factors in Computing Systems (CHI '09).
[14]
Ferris, K., Bannon, L., Ciolfi, L., Gallagher, P., Hall, T., & Lennon, M. 2004. Shaping experiences in the hunt museum: a design case study. In Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques (pp. 205214). ACM.
[15]
Gray, S., Ross, C., Hudson-Smith, A., Warwick, C., and Terras, M. 2012. Enhancing Museum Narratives with the QRator Project: a Tasmanian devil, a Platypus and a Dead Man in a Box. In Proc. Museums and the Web (MW 2012).
[16]
Higashino, S., Nishi, S., & Sakamoto, R. 2016. ARTTag: aesthetic fiducial markers based on circle pairs. In ACM SIGGRAPH 2016 Posters (p. 38). ACM.
[17]
Huang, W., & Mow, W. H. 2013. PiCode: 2D barcode with embedded picture and ViCode: 3D barcode with embedded video. InProceedings of the 19th annual international conference on Mobile computing & networking (pp. 139--142). ACM.
[18]
Imperial War Museum. Social Interpretation. Retrieved December 2017 from http://blogs.iwm.org.uk/social-interpretation/
[19]
Kidd, J. 2014. Museums in the New Mediascape: Transmedia, Participation. Ethics. New York: Routledge.
[20]
Kuflik, T., Rokeah, O., Salman, S. 2014. The Treasure Hunt Game Generator -- a system and its application at the Hecht Museum. MW2014: Museums and the Web 2014. Available online: http://mw2014.museumsandtheweb.com/paper/thetreasure-hunt-game-generator-a-system-and-itsapplication-at-the-hecht-museum/
[21]
Meese, R., Ali, S., Thorne, E. C. et al. 2013. From codes to patterns: designing interactive decoration for tableware. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '13), 931--940 http://dl.acm.org/citation.cfm?id=2466119
[22]
Mikalef, K. and Chorianopoulos, K. 2011. Game playing in the field: Effects of interactivity on learning and museum experience. In Proceedings of the DEG workshop on Involving End Users and Domain Experts in the Design of Educational Games.
[23]
Ng, K. H., & Shaikh, S. P. 2016. Design of a mobile garden guide based on Artcodes. In User Science and Engineering (i-USEr), 2016 4th International Conference on (pp. 23--28). IEEE.
[24]
Ross, Claire Bailey. 2012. What does success look like for museum QR code usage? Retrieved December 2017 from: https://claireyross.wordpress.com/tag/qr-codes/
[25]
Russo, A., Watkins, J., Kelly, L., & Chan, S. 2008. Participatory communication with social media. Curator: The Museum Journal, 51(1), 21--31
[26]
Schultz, M. K. 2013. A case study on the appropriateness of using quick response (QR) codes in libraries and museums. Library & Information Science Research, 35(3), 207--215.
[27]
Simon, N. 2013. The Participatory Museum. Museums 2.0, 2010.
[28]
Speed, C and McDonald, J. 2013. TOTeM (Tales of Things and Electronic Memory). Retrieved December 2017 from: http://www.omnimuseum.org/id21.html
[29]
Tales of Things. Retrieved December 2017 from http://talesofthings.com
[30]
Tanenbaum, Joshua G., et al. 2013. "Democratizing technology: pleasure, utility and expressiveness in DIY and maker practice." Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM.
[31]
Taylor, N. 2014. Supporting community participation in interactive exhibits. In Proceedings of The International Symposium on Pervasive Displays (p. 74). ACM.
[32]
Thom-Santelli, J., Cosley, D., & Gay, G. (2010). What do you know?: experts, novices and territoriality in collaborative systems. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '10), 1685--1694.
[33]
Thorn, E. C., Rennick-Egglestone, S., Koleva, B., Preston, W., Benford, S., Quinn, A., & Mortier, R. 2016. Exploring large-scale interactive public illustrations. In Proceedings of the 2016 ACM Conference on Designing Interactive Systems (pp. 1727). ACM.
[34]
Trant, J., & Wyman, B. 2006. Investigating social tagging and folksonomy in art museums with steve. museum. In Collaborative Web Tagging Workshop at WWW2006, Edinburgh, Scotland.
[35]
Von Appen, K., Kennedy, B., & Spadaccini, J. 2006. Community sites & emerging sociable technologies. In Museums and the Web (pp. 197--206).
[36]
Vuforia website. Retrieved December 2017 from https://www.vuforia.com/
[37]
Wein, L. 2014. Visual recognition in museum guide apps: do visitors want it? In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '14), 635--638. http://dl.acm.org/citation.cfm?doid=2556288.2557270
[38]
Weilenmann, A., Hillman, T., & Jungselius, B. 2013. Instagram at the museum. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (CHI '13), 1843.
[39]
Whitehead, C. 2012. Interpreting art in museums and galleries. Routledge,
[40]
Zhe Yang, Yuting Bao, Chuhao Luo, et al. 2016. ARTcode: preserve art and code in any image. In Proceedings of the 2016 ACM International Joint Conference on Pervasive and Ubiquitous Computing (UbiComp '16), 904--915.

Cited By

View all
  • (2024)The limits of learning engagement and academic leadership within the higher education digitalization process ‐ analysis by using PLS SEMPLOS ONE10.1371/journal.pone.030607919:11(e0306079)Online publication date: 5-Nov-2024
  • (2023)Meaningful Communication of Museum Artifacts through the Integration of Digital Features into Physical Replicas2023 International Conference on Sustaining Heritage: Innovative and Digital Approaches (ICSH)10.1109/ICSH57060.2023.10482825(64-70)Online publication date: 18-Jun-2023
  • (2023)Analysis of the visual cognition form on the digital exhibit labels to improve user experience: A case study of interpretative exhibitions in museumsThe Design Journal10.1080/14606925.2023.229518727:2(347-367)Online publication date: 19-Dec-2023
  • Show More Cited By

Index Terms

  1. Deepening Visitor Engagement with Museum Exhibits through Hand-crafted Visual Markers

    Recommendations

    Comments

    Please enable JavaScript to view thecomments powered by Disqus.

    Information & Contributors

    Information

    Published In

    cover image ACM Conferences
    DIS '18: Proceedings of the 2018 Designing Interactive Systems Conference
    June 2018
    1418 pages
    ISBN:9781450351980
    DOI:10.1145/3196709
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Sponsors

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 08 June 2018

    Permissions

    Request permissions for this article.

    Check for updates

    Badges

    • Honorable Mention

    Author Tags

    1. galleries
    2. mobile interaction
    3. museums
    4. visitor interpretation
    5. visual markers

    Qualifiers

    • Research-article

    Funding Sources

    Conference

    DIS '18
    Sponsor:

    Acceptance Rates

    DIS '18 Paper Acceptance Rate 107 of 487 submissions, 22%;
    Overall Acceptance Rate 1,158 of 4,684 submissions, 25%

    Upcoming Conference

    DIS '25
    Designing Interactive Systems Conference
    July 5 - 9, 2025
    Funchal , Portugal

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)97
    • Downloads (Last 6 weeks)10
    Reflects downloads up to 06 Feb 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)The limits of learning engagement and academic leadership within the higher education digitalization process ‐ analysis by using PLS SEMPLOS ONE10.1371/journal.pone.030607919:11(e0306079)Online publication date: 5-Nov-2024
    • (2023)Meaningful Communication of Museum Artifacts through the Integration of Digital Features into Physical Replicas2023 International Conference on Sustaining Heritage: Innovative and Digital Approaches (ICSH)10.1109/ICSH57060.2023.10482825(64-70)Online publication date: 18-Jun-2023
    • (2023)Analysis of the visual cognition form on the digital exhibit labels to improve user experience: A case study of interpretative exhibitions in museumsThe Design Journal10.1080/14606925.2023.229518727:2(347-367)Online publication date: 19-Dec-2023
    • (2022)Reviewing Literature on Museum Service QualityHandbook of Research on Museum Management in the Digital Era10.4018/978-1-7998-9656-2.ch003(37-55)Online publication date: 25-Mar-2022
    • (2022)Exploring engagement in value creation – a multi-stakeholder perspective in the museum contextMuseum Management and Curatorship10.1080/09647775.2022.215891038:1(92-109)Online publication date: 19-Dec-2022
    • (2021)Rediscovering Herb Lane: Application of Design Thinking to Enhance Visitor Experience in a Traditional MarketSustainability10.3390/su1307403313:7(4033)Online publication date: 5-Apr-2021
    • (2021)Playing Games with TitoJournal on Computing and Cultural Heritage 10.1145/344662014:2(1-26)Online publication date: 29-May-2021
    • (2021)Supporting child–group interactions with hands-off museum exhibitInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2020.10024027:COnline publication date: 1-Mar-2021
    • (2020)Automatic Museum Audio GuideSensors10.3390/s2003077920:3(779)Online publication date: 31-Jan-2020
    • (2020)Participatory Memory MakingProceedings of the 2020 ACM Designing Interactive Systems Conference10.1145/3357236.3395441(785-797)Online publication date: 3-Jul-2020
    • Show More Cited By

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media