2017
DOI: 10.1080/14606925.2017.1352875
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Adopting the Unknown through the Known Supporting user interaction of non-idiomatic technologies in exhibitions through known idioms of conventional technologies

Abstract: When designing for the next wave of technologies, a challenge is how to culturally appropriate the semantic idioms of new technology to users with little experiential knowledge about the technology. This is especially a challenge, when more and more attractions are becoming unmanned, with little possibility for guidance. In this paper, we hypothesise that non-idiomatic technologies can be supported by leveraging existing idiomatic knowledge on more conventional technologies and thus lower the participation bar… Show more

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Cited by 5 publications
(5 citation statements)
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References 7 publications
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“…Other mobile applications target tourism to assist exploration and guidance [40,41]. A myriad of smartphone services and systems focus on human-exhibition interaction [42], such as the markerless augmented reality application MovieMaker [43], which uses the exhibition as a backdrop to enable users to shoot a movie with digital augmented layers to enrich their visiting experience through explorative exhibitions.…”
Section: Mobile Exploration Systemsmentioning
confidence: 99%
See 1 more Smart Citation
“…Other mobile applications target tourism to assist exploration and guidance [40,41]. A myriad of smartphone services and systems focus on human-exhibition interaction [42], such as the markerless augmented reality application MovieMaker [43], which uses the exhibition as a backdrop to enable users to shoot a movie with digital augmented layers to enrich their visiting experience through explorative exhibitions.…”
Section: Mobile Exploration Systemsmentioning
confidence: 99%
“…The challenge of onboarding users, namely facilitating "the first use" of downloading an application and getting the users to understand and engage with it sufficiently to continue using rather than abandoning it, is an important consideration when designing mobile applications for exhibitions (e.g., [43,63,64]). The platform design of Aratag, namely the shell that multiple cultural institutions can share, includes the service design dimension of being usable across a multitude of different sites and attractions, with the same user interface standards, interaction modalities, and conventions for all users.…”
Section: Research Design Of Aratag In the Wildmentioning
confidence: 99%
“…The workshop was explorative and semi structured with prepared themes, while also being open to new themes. The workshop resulted in a mapping of how the NSO CEO, the chief of marketing, the chief of exhibition, and various researchers (PhD-student, assistant professor, and associate professor) reflected upon common activities, and assessed value of contributions (Selvadurai & Rosenstand, 2017;Vistisen, 2016;Vistisen, Østergaard, & Krishnasamy, 2017;Vistisen, Selvadurai, & Krishnasamy, In Press;Vistisen & Rosenstand, 2016).…”
Section: Workhop At North Sea Oceanariummentioning
confidence: 99%
“…In our experiments we worked with the aqua zoo 'North Sea Oceanarium' on a mobile augmented reality (AR) application design for smartphones (see Vistisen, Østergaard & Krishnasamy, 2017). The app was designed to be used throughout the entire exhibition, encouraging users to find seven locations to film short video clips of their families with live added AR animations of various aquatic elements (see figure 3).…”
Section: 2: By Re-designmentioning
confidence: 99%