Heritage sites are an important part of understanding our role in history. They have the potential to teach us important lessons, such as where we came from and subsequently, the people it has made us today. As members of a large, heritage-led, regeneration project, we are working with the Hafod-Morfa Copperworks, a heritage site in the Lower Swansea Valley where there is not much to see or hear. The few ruins at the site make it difficult to imagine what the site would have been like back in its heyday. Our goal at the site is to draw people together, not to view a finished piece of curated heritage, but rather, to start conversations about their memories and the significance of the site to them and to discover what they would like to see at the site in the future. The technology we are producing is about engaging with the local community and stakeholders as groups to provoke discussion. This contrasts with previous uses of mobile guides which only attempt to be tourist aids. In this article, we report on two prototype technologies we have developed to help accomplish this task. Throughout the article, we discuss how and why designing performative technologies could help encourage people to visit, socialise and communicate within the area. Our early results suggest that expressive performative technologies are good at gaining spectators' attention and encouraging an active engagement between performer and spectator.
Abstract.We introduce Audvert -a system that facilitates serendipitous discovery and navigation through spatial audio; used to navigate and discover points of interest in large, unfamiliar indoor environments. Our main aim was to create a lightweight spatial audio display that can convey a sense of a place without complex point and select interactions. We conducted a preliminary study comparing two audio types to see which best suited sound localization and a study of Audvert used in a real world scenario. Our findings suggest that long continuous audio performs better than short intermittent audio for sound localisation. We also discover a change in behaviour when using the system, with a large percentage of users wanting to visit newly discovered shops after using the system. We discuss the findings and draw research conclusions.Keywords: Non-visual Navigation, Wayfinding, Auditory Display IntroductionWhen a visitor enters a shopping mall for the first time, it is likely that they do not know where they are going. To maximize the available space in a mall, shops are often packed closely together, and depending on the specific layout of the shopping mall and the location of the visitor, it is also likely that not all shops are visible. All of these factors can make a large, unfamiliar indoor location a confusing place to be. Previous research on users' use of technology in unfamiliar places has shown that tourists often exhibit a wandering behaviour and then home in on serendipitous discoveries [1]. To aid such activities, maps (physical and digital) are sometimes used, although as mentioned by McGookin et. al [8], maps are not best suited to these kinds of activities due to changing contexts and the need to constantly refer to a map. We argue that tourist behaviour can be linked quite closely to visitor behaviour when in large and unfamiliar places such as shopping malls. It is easy to imagine a visitor to a shopping mall, wandering, homing in on anything of interest to them.In an effort to aid such visitors, we have developed a system that attempts to facilitate navigation (homing in) and serendipitous discovery (wandering) using only spatial audio. Audvert is a mobile application that attempts to give a user a sense of place. Conventional maps are good at summarising what points of interest are available to a user in the nearby environment, but Audvert attempts to give the user a sense
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When using a mobile device as a navigation aid, we are used to receiving computer-generated routes and directions. Remote guidance, however, remains an underexplored design space in mobile interaction design. In this paper, we introduce Director, a novel, remote guidance mechanism for the positioning of people in outdoor spaces using mobile devices. We conducted a study to test our novel positioning technique, testing its guiding accuracy and effect on Preferred Walking Speed (PWS). Our results suggest that Director offers users a fun and playful experience, and that our novel guidance technique is a very accurate remote mechanism.
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