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Understanding User eXperience aspects in Cultural Heritage interaction

Conference Paper · November 2018


DOI: 10.1145/3291533.3291580

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Understanding User eXperience aspects in Cultural Heritage
interaction
Markos Konstantakis John Aliprantis
Department of Cultural Technology and Communication Department of Cultural Technology and Communication
Mytilene, Greece Mytilene, Greece
mkonstadakis@aegean.gr jalip@aegean.gr

Alexandros Teneketzis George Caridakis


Department of Cultural Technology and Communication Department of Cultural Technology and Communication
Mytilene, Greece Mytilene, Greece
alexandrosteneketzis@gmail.com gcari@aegean.gr

ABSTRACT Human - Computer Interaction but at the same time it lacks a


In recent years, user experience has became a rather popular re- clear definition [23]. UX can be described as a multidimensional
search field for services or products development. To meet the high concept that covers all the research on designing, studying and
user expectations, designers tend towards bringing users into the evaluating the events that characterize user’s behavior during
design process on creating a new product or service, in an attempt his interac-tion with a service, a product or a system. UX is a
to understand and then satisfy efficiently users’ needs. The aim of consequence of a user’s internal state (behavior, expectations,
this paper is to analyze users’ requirements, propose methods to needs, motivation, etc.), the characteristics of the designed
enhance user modeling and describe the interaction process system or product (com-plexity, purpose, usability, functionality,
between users and Cultural Heritage applications and products, etc.) and the context (or the environment) within which the
giving the latest the opportunity to develop a strategic and imagi- interaction occurs (e.g. organi-zational/social setting,
native roadmap that will help them define their vision and a map for meaningfulness of the activity, voluntariness of use, etc.) [18].
User Experience has gained increased popularity in recent years,
the future of how they’re going to achieve it, in order to achieve
particularly due to the fact of the user-centered design, the tendency
exploitation and sustainability.. To this end, we try show the im-
to bring user into the design process on creating a service/product.
portance to incorporate new technologies to the whole lifecycle of
Understanding user needs and requirements is critical to the suc-
cultural data in order to elucidate how important is the use and re-
cess of interactive systems, with multiple benefits to be derived from
use of content destined to be "seen" to existing and new physical
users’ profile analysis, including increased productivity, en-hanced
and digital audiences, hence open to all possible platforms.
quality of work, reductions in support and training costs, and
improved user satisfaction [27]. It is also important though not to
CCS CONCEPTS
focus only on the service we intend to design, but take into
• Human-centered computing; • Human computer interac-
consideration the interaction method and the work environment that
tion → HCI design and evaluation methods; • HCI theory, hosts this interaction around.
con-cepts and models; In the following sections, we describe user experience
aspects, such as interaction and evaluation, and we focus on
KEYWORDS
Cultural Heritage applications. Furthermore, the semantic
User experience, user interfaces, cultural heritage, user
representation of user’s profile is being introduced, while also
require-ments,digital strategy, sustainability we analyze user’s interac-tion in 3D environments, regarding
ACM Reference Format: Virtual and Augmented Reality applications (VR/AR).
Markos Konstantakis, John Aliprantis, Alexandros Teneketzis, and George
Caridakis. 2018. Understanding User eXperience aspects in Cultural Heritage
2 RELATED WORK
interaction. In Proceedings of 22nd Pan-Hellenic Conference on Informatics
MultiMatch project [29] presents a detailed user requirement anal-
(PCI’18). ACM, Athens, ATH, Greece , 5 pages.
ysis which will provide input for the definition of the functional
1 INTRODUCTION specifications of the MultiMatch system prototype. One hundred
person-to-person interviews were conducted with domain experts in
User Experience (UX) is considered a rather intriguing research
order to collect their opinions and needs. The interviews were
field as a widely acceptable and universally recognized term in the conducted mainly in a face-to-face mode using a questionnaire, and
Permission to make digital or hard copies of part or all of this work for personal or backed-up by a set of scenarios and a vision document in order to
classroom use is granted without fee provided that copies are not made or give the respondents an idea of the proposed system functionality.
distributed for profit or commercial advantage and that copies bear this notice and
the full citation on the first page. Copyrights for third-party components of this work The final result was a subset of those requirements which seemed
must be honored. For all other uses, contact the owner/author(s). to represent the major needs of the user groups studied and which
PCI’18, Nov. 2018, Athens, Greece also matched the project vision.
© 2018 Copyright held by the owner/author(s).
PATHS [14] is exploring the use of "paths" or trails as a way of
PCI’18, Nov. 2018, Athens, Greece Konstantakis et al.

enabling users to navigate their way through large and complex


collections and the use of a range of visualization techniques to
enhance their experience of using digital libraries. A mixture of
methods was used to gather information about potential users of
the PATHS system and their requirements including an online
ques-tionnaire, face-to-face interviews with expert users and
workshops. In ToARist [33] a novel and functional tourism app
requirements analysis conducted through a synthesis of domain
analysis, tourist observation and semi-structured interviews.
Through four rounds of iterative development, users test and
refine the app. The final product evaluated by 20 participants,
who engage in a tourism task around a UK city. Users regard
the system as usable but find technical issues can disrupt AR.

3 CULTURAL USER EXPERIENCE


AND REQUIREMENTS ANALYSIS
User requirements research methods are great at producing data
and insights, while ongoing activities help get the right things done.
Notwithstanding some enthusiastic catalysts for progress, a lack of
understanding and a fear of change in the status quo from some,
has the potential to block ambition and hinder positive Figure 1: Usability and UX aspects.
developments in the future. Ongoing URS activities can make
everyone’s efforts more effective and valuable.
shown in the below figures, in which we summarize the
At every stage in the design process, different URS methods can keep
product- development efforts on the right track, in agreement with true relation between usability and user experience.
user needs and not imaginary ones. User research can be done at any
point in the design cycle. The evaluation of the cultural visitors’
experience is a crucial part. In recent decades, studies in cultural spaces
have been revolutionized by the change of direc-tion and the methods
used to study the cultural spaces themselves. There are various
methodologies available to support such research: qualitative,
quantitative, experimental, grounded theory and many others. The
choice of methodology to be used in every research project is based on Figure 2: Usability and UX relationship summary.
the scope and aspects of the research itself.
In addition, the choices of the methodology used must also be in ac-
cordance with the components that will be evaluated. To date, there 4 USER MODELING AND
are various evaluation methods available for museum educators, SEMANTIC REPRESENTATION
researchers and curators, such as formative evaluation, summative Cultural institutions are primarily about conservation and preser-
evaluation, and front-end evaluation [21]. vation of art and artefacts, which communicates a proprietorial and
Hassenzahl and Tractinsky suggest that user experience, in prohibitive sense of ownership. In contrast, several newer galleries
contrast with usability, put emphasis on positive human explicitly disavow this impression of private property, and insist on
factors (such as positive emotions) as an outcome of communality. Furthermore, they seek to convert their cultural
interaction with the system. In addition, they have identified heritage information in forms that can be displayed, exploited and
three primary aspects that distinguish between usability and highlighted widely. To achieve this, they opt to construct forms of
user experience [18], as illustrated in the Figure 1. structured data and linked them to the Semantic Web. Structured
According to Hassan [17], neither usability nor user experience data can benefit both the institution and the wider community by
alone can determine if the product meets user’s needs and goals or expanding the semantic web and establishing an institution as a
can guarantee good and satisfying user experience as well as win- trusted source of high quality data [28]. They have many drawbacks
ning user’s loyalty to keep using the product. They argue that these though, as the heterogeneity of cultural heritage data and the inter-
three classifications of the relationship between user experience connection of different sources around the world are considered
and usability (1) usability is a part of user experience, (2) usability is challenging.
a user experience measure, and (3) usability and user experience Ontologies are used to describe shared and common understanding of
complete each other, all can describe the relationship between the some domain that can be communicated between both people and
usability and user experience. In summary, usability can be seen as application systems [16]. In general, ontology can be defined as a
a subset of user experience and we consider it as the heart of user linguistic artifact that defines a shared vocabulary of basic concepts for
experience. Usability and user experience complete each other as
discourse about a piece of reality (subject domain) and
Understanding User eXperience aspects in Cultural Heritage interaction PCI’18, Nov. 2018, Athens, Greece

specifies what precisely those concepts mean [20]. CIDOC CRM is


the leading ontology on Cultural Heritage domain and museums that
facilitates the integration and exchange of heterogeneous cul-tural
heritage information [13], while also it has been the base for
extensions development in order to meet the needs of specialized
fields and tasks [30]. To make the most of this opportunity, key
questions need to be answered about what you’re trying to achieve
and the impact that you want to make.
Meanwhile, user profile and interests are considered crucial for a
constructive Cultural User eXperience (CUX). Cultural institutions
seek to filter the increasing amount of their data in order to display
the most appropriate, thus exploiting their CH information in the most
advantageous way for each of their visitors. An accurate rep-
resentation of a user’s interests, generally stored in some form of Figure 3: Usability and UX relationship framework.
user profile, is crucial to the performance of personalized search or
browsing agents [32]. A semantic representation of user’s profile and
two-dimensional input devices (mouse, touch screen) and output
needs could lead to more efficient and accurate user modeling
devices (monitors, tablets), has dominated the past decades and
methods, which then combined with the structured data of the CH
users are intimately familiar with the functionalities of these UI
institutions, would result to more complete and substantive person-
components. But recent years have seen the development of mod-
alized user experience. This strategic thinking needs to be shared
ern UIs adapted on spatial input in a physical three-dimensional
with staff and delivered through tangible actions and decisions. At
(3D) context, as classic input devices cannot support the interaction
the end of the day, this is a way to build a successful brand, to in 3D environments that state-of-the-art Mixed Reality (Augmented
translate art into stories and myth, in order to accumulate meaning and Virtual Reality - AR/VR) applications require.
through consumption by the audiences and succeed sustainability. 3D Interaction is a Human - Computer interaction (HCI) in which
user’s tasks are performed directly in a real or virtual 3D spatial
5 ADAPTATION AND PERSONALIZATION context [5]. Interfaces which allow 3D interaction can be gesture-
One of the major drawbacks that guides and applications face in based, motion-controlled, direct, controller-less, or natural, with all of
Cultural Heritage is the problem of overwhelming users with a vast them being characterized by the spatial input on a 3D en-vironment
amount of data, an issue that is known as information overload [4]. Classic devices like mouse and keyboard are now replaced by
[31]. With the extensive use of handheld mobile devices that feature sensors and devices that track user’s movement on 6 DOF (degrees
limited resources (small screen, low capacity battery) and at the of freedom, three position values (x, y, z) and three orientation
same time the integration of new technologies that increase the values (yaw, pitch, roll)) in real world, and translate these inputs to
available data for users, such as the Semantic Web, the information commands on the 3D UI. Users can communicate with the 3D
overload has escalated and new methods that filter data have been
environment via hand gestures, speech recognition, head
proposed. One of the most efficient ways to handle this issue is by
movements, tangible interfaces, or a combination of the above.
filtering information based on user profile and interests.
Although the 3D interaction seems to be much more demanding and
The use of personalization technologies has become very com-mon
difficult to learn for users, this scientific field is still at its in-fancy and
in cultural institutions, which provide users with personalized guides
new interfaces and interaction methods can be designed and
that enhance their cultural experience [25]. Personalization of
implemented to fully the potential of the 3D interaction and help
cultural heritage information requires a system that is able to extract
users get familiar with the new UI components.
the features that characterize each user, such as prior knowl-edge,
interests, purpose of visit and personal information, as well as 7 AUGMENTED REALITY AND 3D
contextual aspects, then adapt the available information to the above
INTERFACES IN CULTURE
aspects and deliver it in the most suitable way [1]. However, multiple
The increasing performance of computational and graphics hard-
issues like the cold start problem, the diversity of the vis-itors (each
ware on mobile devices on recent years have resulted in the incred-
user could be a unique persona) and the inefficiency of
ible growth of Augmented Reality applications, as modern smart-
personalization in case of a group of visitors, are still yet to be
phones are now equipped with multiple sensors like the depth
addressed effectively [22].
camera, which that can track the spatial movement and positioning
of user’s body (usually hands, fingers and feet), using this data for
6 USER INTERFACES AND 3D INTERACTION virtual object manipulations in the AR environment [2, 34]. Mobile
User interface (UI) is the layer through which users can commu- AR (MAR) applications present many advantages regarding the 3D
nicate with the computers. The UI layer translates user’s inputs and interaction, such as the absence of additional cumbersome devices
actions to equivalent and unique commands for the computer, which like head-mounted displays or gloves that may annoy users, and the
then displays the outputs / results in a way user can under-stand constant and easy swapping to the real world that facilitate a
and interact with them. User interfaces based on the tradi-tional collaborative interface, supporting an immersive viewing mode.
WIMP metaphor (windows, icons, menu, pointer), which uses While MAR is continuously showing us its great potential, current
PCI’18, Nov. 2018, Athens, Greece Konstantakis et al.

applications have still a long way in front to meet users’ increas-ing to enhance visitors’ experience during their interaction with cul-tural
demand for more intuitive interaction [9]. Multiple interaction institutes [10]. It remains to be seen if technology will be a valuable
modalities are needed to enhance user experience, with the com- part of cultural exhibitions enhancing user experience in order to
bination of gesture and speech recognition to be among the most connect the physical space with the digital world. However, another
powerful, efficient and natural way of communication [26]. As mo-bile factor that affects user experience besides the wide range and
devices become more powerful, methods like the above, which diversity of the cultural objects, is the cultural background and profile
enhance naturalism and deliver intuitive and effective interaction, are of the individual user. Each user has its own cultural char-acteristics,
promising for mobile devices as built-in sensors can be used without learns and interacts differently with a certain artifact and finally
resorting to additional devices or sensors, thus enabling the obtains a unique cultural experience. The interaction between
development of natural user interfaces (NUI) that would not obtrude different cultural objects and user’s cultural backgrounds defines the
the user experience and are natural to learn [24]. cultural user experience (CUX) as "The unique produced knowledge
Cultural Heritage (CH) is one of the scientific fields that have been widely and experience from different cultural identities" [11]. The first vital
influenced by the emergence of AR applications. AR tech-niques can be gist of CUX is understanding and consequently meet-ing the cultural
used to "animate" archaeological sites, "repair" statues and cultural heritage users need. Secondly, it will lead to the simplicity and
artifacts that have been damaged, "construct" monu-ments that have elegant attributes of a cultural product or system that creates
been lost over the years and give museums the ability to "talk" to their positive experience such as joy to own and to use [36]. The methods
visitor and present him additional informa-tion about their exhibits. of evaluating the UX are distinguished:
Cultural institutions have taken advantage of this rather new technology, - In terms of their emphasis: on usability assessment
designing and producing cultural applications that accompany their users methods and design methods.
during their visit. Typical examples are mobile applications that guide the - In terms of data they collect, analyze and present:
user in the museum, three-dimensional representations of monuments qualitative and quantitative.
and objects that have been damaged or deteriorated [35], and digital - As far as the place is concerned: in the lab, in the field and online.
storytelling that turns the museum tour into a narrative of a story tailored - In terms of user interaction time, in evaluations: expected use,
to the profile of each visitor [19]. These applications augment the users appreciation, experience in interaction, and time-based experience.
view with relevant cultural information without becoming the main focus User-experience research methods are great at producing data and
of her attention, which stays focused on what really matters, the real insights, while ongoing activities help get the right things done.
world and its buildings, monuments and landscapes [6]. Ongoing UX activities can make everyone’s efforts more effective
and valuable. At every stage in the design process, different UX
Interaction in MAR applications in CH align with the techniques methods can keep product-development efforts on the right track, in
exploited in other fields, thus enhancing user’s experience through agreement with true user needs and not imaginary ones. User
natural interaction. Many cultural applications display additional in- research can be done at any point in the design cycle [12].
formation or digitally reconstructed parts of cultural artifacts using
tablets or user’s mobile devices through the AR browser interface, 9 CONCLUSION - DISCUSSION
allowing user to interact with the 3d content by manipulating clas-sic
To sum up, new technologies are vital not only to enrich the
input devices like touch screen and keyboard [8]. Furthermore, cultural experience but also to the sustainability of cultural
touch less (or freehand) interaction requires additional equipment organisations. It has to be examined the new European digital
such as binocular see-through glasses or head mounted display to cultural policies and business policies of cultural organisations
display digital information but to provide additional services and data in order to develop digital strategy, increase the visibility, create
to users with minimum effort and using their own natural skills [6, 7]. online and physical communities, manage, edit and enhance
Finally, body tracking and gesture recognition can also be applied to cultural goods in a digital manner, as well as open and reusable
cultural AR applications by using depth cameras and sensors [3], content, and bring together experts from various fields of
while also new interactive methods (metaphors) can be learned cultural management in a participa-tory process.
easily and entertain users by imitating casual actions to interact with Last but not least, understanding User eXperience aspects,
the 3d content ("open window to the 3d world") [15]. muse-ums can fulfil another main principle, that of equity and
inclusion which asserts facilitating access to participants with
8 CULTURAL USER disadvantaged backgrounds and fewer opportunities compared
EXPERIENCE EVALUATION to their peers. With the user-experience research the museum’s
Cultural Heritage represents a worldwide resource of inestimable staff will have the op-portunity to engage with issues of limited
value, attracting millions of visitors every year to monuments, mu- accessibility and reflect upon them, as well as become more
seums and art exhibitions. It has been playing an increasingly im- active in contributing to society inclusiveness.
portant role in the cultural fabric of society; in the current rapidly
changing and globalized world, museum collections, ancient ruins, ACKNOWLEDGMENTS
and artifact exhibitions represent at the same time sources and The research work was supported by the Hellenic Foundation for
instruments of education that should be available to a wide range of Research and Innovation (HFRI) and the General Secretariat for
people. Indeed, achieving a wide fruition of a cultural space and its Research and Technology (GSRT) under the TRACCE: TRavelogue
objects that are effective and sustainable, is necessary in order with Augmented Cultural and Contemporary Experience project
Understanding User eXperience aspects in Cultural Heritage interaction PCI’18, Nov. 2018, Athens, Greece

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