a blended space for heritage storytelling
DESCRIPTION
Presented at the British 2014 HCI conference by Brian O’Keefe, lead experience architect This presentation explores the role of Blending Theory as a framework to aid in design decisions while deploying mobile experiences for heritage storytelling. Blending Theory provides a structured way of thinking about how digital and physical spaces can be brought together to create new experiences in blended spaces. In this presentation, we describe the development of an app that aims to enhance the visitor experience to a heritage destination in New York State. We show how the blended spaces framework was used to guide the development of the app and provide evaluation data that highlights the effective UX that resulted. Heritage stories and augmented digital characters are used to guide a visitor from one point of interest to another, providing an engaging user experience.TRANSCRIPT
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EffectiveUIBrian O’Keefe Ph.D.!Lead User Experience Architect
A UX and Product Design Studio
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A Blended Space for Heritage Storytelling
Blended Spaces is an extension of mixed reality spaces, but at the level of physical place rather than product.
O’Keefe, B., Benyon, D., Chandwani, G., Menon, M., & Duke, R.
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but, WHAT IS DIGITAL TOURISM?
BLENDED SPACES… what?
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DIGITAL TOURISM
PAMPHLETS
WAYSIDES
TOUR GUIDES
TRADITIONAL
AUDIO TOURS
INSTALLATIONS
WEBSITES
MIXED MEDIA
AUGMENTED REALITY
TRIP PLANNING
EXPLORING
EXPERIENCE
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WHAT ARE BLENDED SPACES?
Blended Spaces are space where a physical space and a digital space have been carefully co-designed.
!
Blended Spaces is an extension of mixed reality spaces, but at the level of physical place rather than product.
Benyon, D., Mival, O., Ayan, S. (2012). Designing Blended Spaces. Proc. BCHCI 2012. ACM Press (2012), 398-403.
BLENDED SPACES
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1. Milgram, P. and Kishino, F. A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems E77-D, 12 (1994).
MIXED REALITY SPECTRUM
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HIROSHI ISHI ICEBERG MODEL …giving physical form to digital information.
Ishii, H., & Ullmer, B. Tangible Bits: towards seamless interfaces between people, bits, and atoms. Proc. CHI 1997, ACM Press (1997), 234-241.
MIT TANGIBLE MEDIA GROUP
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Blended Spaces are more than just mixing realities…
!
Blended Spaces have a coherence… their own properties.
however
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CONCEPTUAL BLENDING
1. Fauconnier, G. and Turner, M. The Way We Think. Basic Books, NY, USA, 2002.
http://markturner.org/blending.htmlThe Riddle of the Buddhist Monk:
• Blending Theory is a theory of knowledge creation, coming originally from linguistics research.
• It shows how we can see similarities, but also recognize the differences between the domains to understand a new experience.
The Riddle of the Buddhist Monk:
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PRESENCE
International Society of Presence Research
Presence is the sense of being in a place, of ‘being there’.
Presence is often defined as the ‘illusion of non-mediation’.
1. Benyon, D. Presence in Blended Spaces. Interacting with Computers, 24, 4 (2012), 219-226.
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but, HOW DO YOU DESING FOR BLENDED SPACES?
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BLENDED SPACES FRAMEWORK
Fauconnier, G. and Turner, M. The Way We Think. Basic Books, NY, USA, 2002. !Imaz, M., & Benyon, D. Designing with Blends. MIT Press, MA, USA, 2006.
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• Spaces and places are media: environments in which we act and shape the media itself.
• People engage in activities in spaces. They navigate through the physical and digital spaces.
• People transition between the physical and the digital, giving them layers of experience.
• Designers need to design for experience in blended spaces.
• Another view of presence as “the intuitive, successful interaction within a medium” (not breaking the blend)
BEING IN SPACES
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Okay… BUT SHOW ME!
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MOBILE EXPERIENCES FOR TOURISM PROJECTWhen: Oct 2nd :: Where: GCVM Conference Center, Mumford NY :: Time: 3pm - 5pm
BLENDED INTERACTIONS STUDIO PRESENTS
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The Mobile Experiences for Tourism Project is
a NYSCA 2013 grant that will improve the
tourism experience through innovation in
technology, art, history, and culture.
WHAT IS THIS PROJECT?
Total Award $106.000 Started January 2013
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CASE STUDY
GENESEE COUNTRY VILLAGE MUSEUM
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GENERAL VISITOR PROBLEMS
[1] Guides, being volunteers, are not always present ![2] The village is large and easy to not know where to go ![3] You need more than one day to feel like you have seen the village. ![4] Not easy to figure out what some buildings are or what stories they hold.
lost visitors
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Create fun interactive experiences for School Children to inspire the adults to interact.
OUR VISITOR STRATEGY
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INTERACTION METHODS
THEIR METHOD OUR METHOD
• audio tours!• QR Codes!• Dial Up Services • Location - Based!
• Geo Fences!• Scalable Systems!• Content Management System
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BLENDING SPACES AT GCVM
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ONTOLOGY
TOPOLOGY
AGENCY
VOLATILITY
O’Keefe, B., Benyon, D. & Mival, O. A Blended Space for Tourism: Genesee Country Village & Museum. CHI 2013 Blend13 Workshop. ACM Press 2013. !
PHYSICAL SPACES
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ONTOLOGY
TOPOLOGY
AGENCY
VOLATILITY
O’Keefe, B., Benyon, D. & Mival, O. A Blended Space for Tourism: Genesee Country Village & Museum. CHI 2013 Blend13 Workshop. ACM Press 2013. !
DIGITAL SPACES
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BLENDING SPACES AT GCVM
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Black Smith
Farm Shed
House
Toll Booth
House School House
TRANSITION REFLECTIONS
• Competing with Ambient Noises!
• Notifications need to be handled with Care!
• Goldie Locks of Geo- Fences!
• Satellites move
• Visitors Interests!
• Cognitive Model of GeoMaps !
• Allow for Flexibility (POI)!
• Periscope Tourism
TECHNOLOGY
VISITORS
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APPLYING BLENDED SPACES
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ONTOLOGY
Human Storytelling
Heritage Storytelling
HERITAGE STORYTELLING
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STANDARD MAP
Black Smith
Farm Shed
House
Toll Booth
House School House
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Sanctuary
Search for clues
Solve the Mystery
Meet Alice
Meet Mr Campbell
HERITAGE STORYTELLING
Confront Ms Crabapple
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TOPOLOGYNAVIGATION
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AGENCY
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AGENCY
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Fall Winter Spring Summer
Marie Boughton
Child Mystery Christmas Town Picnic Wedding Story
Jeremiah Turnhill Beer Brewing Sledding Day Spring Fair4th
Celebration
Sam Turnhill Harvest Festival
Winter Preparation Spring Planting Barn Raising
Twelve reasons to come backx 4 seasons3 characters = 12 stories
VOLATILITY
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MYSTERY OF THE MISSING CHILD SAMPLE
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Go to the Blacksmith
Black Smith
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Go to the Keiffer’s HouseKeiffer’s House
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EVALUATING BLENDED SPACES
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ALLENDALE COLUMBIA SCHOOL17 fifth grade students were selected to be in groups averaging 2-3 students
December 5th 2013
Thanks Martha!
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ONTOLOGY
C: I would like to create my own historical tour. (88% Agree)
D: I would have preferred a museum map instead of the interactive digital story. (88% Disagree)
E: I would have preferred a human tour guide instead of the interactive story. (62% Disagree)
H: If there were more stories, I would return to GCVM at least one more time. (100% Agree)
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AGENCY
B: I thought the Digital Characters were strange and out of place (85% Disagree)
D: The digital characters added mystery and made the entire trip interesting (88% Agree)
H: I felt concerned for Jamie at a certain point (30% Agree)
I: I would like to meet other digital characters throughout the site (88% Agree)
Digital Characters added Mystery
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TOPOLOGY
C: I often felt lost (85% Disagree)
D: I would have preferred a digital map to a mobile compass for navigation (75% Disagree)
E: When I arrived at a location, I took my time to explore (43% Agree)
H: I felt I was apart of the village (69% Agree)
Students could easily navigate pioneer settlement with the information provided in the story
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IMPROVEMENT OPPORTUNITIES !
(a) School students were mainly natural when taking the time to explore the POIs.
!
(b) The majority spent too much time looking at the mobile device moving from POI to POI
(c) Students didn’t have much empathy towards the digital characters
I would like to create my own historical tour. (88% Agree)
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ONGOING RESEARCHMobile Experiences for Tourism!Designed by 5th Graders, Created by 5th Graders, Evaluated by 5th Graders
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Rather than children being the consumers of mobile technologies, children will have the opportunity to design mobile experiences to curate heritage sites through geo-located storytelling.
SCHOOLCHILDREN MOBILE UX
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RIT STUDENTS AND FACULTY
AC STUDENTS AND FACULTY
Site Visits, Student design, strategy, workshops, mobile development
COLLABORATE DESIGN
Leverage METP NYSCA 2013 project to enable students to build historical stories and learn mobile arts at GCVM
Implement augmented reality, digital storytelling, deploying design hardware, prototyping
EVALUATE
PUBLIC SCHOOLS
Relive experience, evaluate, learning, capture student visits, * public school determined by GCVM,
RELIVE IN CLASSROOM
SCHOOLCHILDREN WORKSHOPS
SPRING SEMESTER 2014
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COLLABORATION
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INTERACTION DESIGN
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MEDIA PRODUCTION
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EVALUATION
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FUTURE WORKEDUCATION Augmentations following the students back to the classroom?
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FUTURE WORKEMBEDDED Changing GEO-Fences and Heritage Story by simply moving objects
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FUTURE WORKEMBEDDED Changing GEO-Fences and Heritage Story by simply moving objects
SUPPER!
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THANK YOU!
BLENDED INTERACTIONS STUDIO