User Experience Research, Experience Design, and Evaluation Methods for Museum Mixed Reality Experience

2021 ◽  
Vol 14 (4) ◽  
pp. 1-28
Author(s):  
Ji Hyun Yi ◽  
Hae Sun Kim

Wearable Mixed Reality (MR) technology is a tool that gives people a new enhanced experience that they have not encountered before. This study shows the process of designing new museum experiences while considering how this technology changes previous museum experiences, what those experiences are, and what people should feel through these experiences. This process was systematically conducted according to the UX design process of analysis, synthesis, and evaluation. In the analysis step, six types of museum artifact viewing experiences were defined: knowing, restoring, exploring, expanded scale, encountering, and sharing experience through research and user surveys related to the museum experience. In addition, through research analysis related to MR technology, presence, flow, and natural interaction were defined as three essential factors that users should feel in the MR experience. In the synthesis stage, optimized wearable MR experiences were designed and implemented by applying the necessary experience types and essential factors according to the characteristics of each artifact. In the evaluation stage, user experience evaluations such as user experience tests for essential factors in the MR experience, User Experience Questionnaire (UEQ) tests for interaction products, and the Visual Aesthetics of Websites Inventory (VisAWI) test for visual experiences from various perspectives were conducted on the developed results. Through these evaluations, users gave positive scores to the design results based on the experience types and essential factors defined in this study. When applying new media technologies such as wearable MR technology, improved technology implementation is important, but an understanding of the applied field must first be obtained, and user analysis must first be thoroughly conducted. This study will be a guide to the systematic development process to be followed when applying wearable MR technology to other fields.

2021 ◽  
pp. 107-123
Author(s):  
Jakub Kłeczek

The paper aims to answer the question – to what extent is the current reflection on user experience design in performing arts still valid? The text discusses the concept of post-digital performance (Causey); and the phenomenon of user experience design in the face of new media dramaturgy (Eckersall, Grehan, Scheer). From the perspective of these concepts and phenomena, I describe two works (To Like or Not to Like by Interrobang and Karen by Blast Theory). The text complements the discussion on performance artists’ approaches to media technologies. In this paper, I describe the changes in designing the relationships of performers and users (individualization and personalization) and the contexts of everyday media practices in artists’ strategies.


Leonardo ◽  
2005 ◽  
Vol 38 (3) ◽  
pp. 213-218
Author(s):  
Antoinette LaFarge ◽  
Robert Allen

The authors discuss what they term “media commedia”: performance works melding comedic performance traditions with new media technologies. They focus on The Roman Forum Project, a series of mixed-reality performance projects they produced whose subject is contemporary American politics and media as seen through the eyes of ancient Romans. They discuss the developing relationship between the Internet and public discourse; their use of avatars to explore the boundaries between performance and identity; their use of the Internet as an improvisational space; and the mise en abyme effects of working with mixed realities (including text-based virtual worlds).


Author(s):  
Sedef Erdoǧan Ford ◽  

With the advent of new digital media technologies offering immersive virtual environments have emerged new modes of architectural representation. How, in turn, can these technologies shape the less visible, and visual, aspects of architectural production? This paper considers such digital, immersive technologies as Mixed, Virtual, and Augmented Reality within the historical and theoretical context of digital media to better understand their function in charting a frontier for the three dimensional representation of architecture. I propose the notion of the hypermodel, a “hypertext version” of digital models that contains and “opens up” to more than the physical parts of a building. Hyper model is a connector of digital space and the physical world— represented via multiple forms of media—revealing the temporal expanse and informational depth of the virtual beyond the bounds of an architectural artifact. In this sense, the new medium also hints at and allows for novel collaborative methods. The new language of design and communication at work in the mixed reality medium is itself interconnected — it reflects and reinforces the inter-disciplinary and inter-media nature of architectural production today.


Author(s):  
Jesse Schotter

Hieroglyphs have persisted for so long in the Western imagination because of the malleability of their metaphorical meanings. Emblems of readability and unreadability, universality and difference, writing and film, writing and digital media, hieroglyphs serve to encompass many of the central tensions in understandings of race, nation, language and media in the twentieth century. For Pound and Lindsay, they served as inspirations for a more direct and universal form of writing; for Woolf, as a way of treating the new medium of film and our perceptions of the world as a kind of language. For Conrad and Welles, they embodied the hybridity of writing or the images of film; for al-Hakim and Mahfouz, the persistence of links between ancient Pharaonic civilisation and a newly independent Egypt. For Joyce, hieroglyphs symbolised the origin point for the world’s cultures and nations; for Pynchon, the connection between digital code and the novel. In their modernist interpretations and applications, hieroglyphs bring together writing and new media technologies, language and the material world, and all the nations and languages of the globe....


2016 ◽  
Vol 12 (2-3) ◽  
Author(s):  
Wyke Stommel ◽  
Fleur Van der Houwen

In this article, we examine problem presentations in e-mail and chat counseling. Previous studies of online counseling have found that the medium (e.g., chat, email) impacts the unfolding interaction. However, the implications for counseling are unclear. We focus on problem presentations and use conversation analysis to compare 15 chat and 22 e-mail interactions from the same counseling program. We find that in e-mail counseling, counselors open up the interactional space to discuss various issues, whereas in chat, counselors restrict problem presentations and give the client less space to elaborate. We also find that in e-mail counseling, clients use narratives to present their problem and orient to its seriousness and legitimacy, while in chat counseling, they construct problem presentations using a symptom or a diagnosis. Furthermore, in email counseling, clients close their problem presentations stating completeness, while in chat counseling, counselors treat clients’ problem presentations as incomplete. Our findings shed light on how the medium has implications for counseling.


Author(s):  
Christo Sims

In New York City in 2009, a new kind of public school opened its doors to its inaugural class of middle schoolers. Conceived by a team of game designers and progressive educational reformers and backed by prominent philanthropic foundations, it promised to reinvent the classroom for the digital age. This book documents the life of the school from its planning stages to the graduation of its first eighth-grade class. It is the account of how this “school for digital kids,” heralded as a model of tech-driven educational reform, reverted to a more conventional type of schooling with rote learning, an emphasis on discipline, and traditional hierarchies of authority. Troubling gender and racialized class divisions also emerged. The book shows how the philanthropic possibilities of new media technologies are repeatedly idealized even though actual interventions routinely fall short of the desired outcomes. It traces the complex processes by which idealistic tech-reform perennially takes root, unsettles the worlds into which it intervenes, and eventually stabilizes in ways that remake and extend many of the social predicaments reformers hope to fix. It offers a nuanced look at the roles that powerful elites, experts, the media, and the intended beneficiaries of reform—in this case, the students and their parents—play in perpetuating the cycle. The book offers a timely examination of techno-philanthropism and the yearnings and dilemmas it seeks to address, revealing what failed interventions do manage to accomplish—and for whom.


Author(s):  
Matylda Szewczyk

The article presents a reflection on the experience of prenatal ultrasound and on the nature of cultural beings, it creates. It exploits chosen ethnographic and cultural descriptions of prenatal ultrasounds in different cultures, as well as documentary and artistic reflections on medical imagery and new media technologies. It discusses different ways of defining the role of ultrasound in prenatal care and the cultural contexts build around it. Although the prenatal ultrasounds often function in the space of enormous tensions (although they are also supposed to give pleasure), it seems they will accompany us further in the future. It is worthwhile to find some new ways of describing them and to invent new cultural practices to deal with them.


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