User Testing a Hypermedia Tour Guide
IEEE Pervasive Computing
The Electronic Guidebook: A Study of User Experiences Using Mobile Web Content in a Museum Setting
WMTE '02 Proceedings IEEE International Workshop on Wireless and Mobile Technologies in Education
Musex: A System for Supporting Children's Collaborative Learning in a Museum with PDAs
WMTE '04 Proceedings of the 2nd IEEE International Workshop on Wireless and Mobile Technologies in Education (WMTE'04)
Mystery in the museum: collaborative learning activities using handheld devices
Proceedings of the 7th international conference on Human computer interaction with mobile devices & services
Multi-User Mobile Applications and a Public Display: Novel Ways for Social Interaction
PERCOM '06 Proceedings of the Fourth Annual IEEE International Conference on Pervasive Computing and Communications
Mystery at the museum: a collaborative game for museum education
CSCL '05 Proceedings of th 2005 conference on Computer support for collaborative learning: learning 2005: the next 10 years!
PEACH - Intelligent Interfaces for Museum Visits (Cognitive Technologies)
PEACH - Intelligent Interfaces for Museum Visits (Cognitive Technologies)
An application of tangible interfaces in collaborative learning environments
ACM SIGGRAPH 2002 conference abstracts and applications
Using a mobile phone as a "Wii-like" controller for playing games on a large public display
International Journal of Computer Games Technology - Joint International Conference on Cyber Games and Interactive Entertainment 2006
Proceedings of the 9th international conference on Human computer interaction with mobile devices and services
Wii all play: the console game as a computational meeting place
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Building Interactive Systems: Principles for Human-Computer Interaction
Building Interactive Systems: Principles for Human-Computer Interaction
"Playing with" museum exhibits: designing educational games mediated by mobile technology
Proceedings of the 8th International Conference on Interaction Design and Children
An exploratory study on senior citizens' perceptions of the Nintendo Wii: the case of Singapore
Proceedings of the 3rd International Convention on Rehabilitation Engineering & Assistive Technology
Designing opportunistic user interfaces to support a collaborative museum exhibit
CSCL'09 Proceedings of the 9th international conference on Computer supported collaborative learning - Volume 1
WMUTE '10 Proceedings of the 2010 6th IEEE International Conference on Wireless, Mobile, and Ubiquitous Technologies in Education
A logical framework for multi-device user interfaces
Proceedings of the 4th ACM SIGCHI symposium on Engineering interactive computing systems
I see you there!: developing identity-preserving embodied interaction for museum exhibits
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Feel the burn: exploring design parameters for effortful interaction for educational games
Proceedings of the 12th International Conference on Interaction Design and Children
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New mobile device features and the growing proportion of visitors carrying mobiles allow the range of museum exhibit design possibilities to be expanded. In particular, we see opportunities for using mobiles to help exhibits scale up to support variable-sized groups of visitors, and to support collaborative visitor-visitor interactions. Because exhibit use is generally one-time-only, any interfaces created for these purposes must be easily learnable, or visitors may not use the exhibit at all. To guide the design of learnable mobile interfaces, we chose to employ the Consistency design principle. Consistency was originally applied to desktop UIs, so we extended the definition to cover three new categories of consistency relevant to ubiquitous computing: Within-Device Consistency, Across-Device Consistency and Within-Context Consistency. We experimentally contrasted designs created from these categories. The results show small differences in learnability, but illustrate that even for one-off situations learnability may not be as important as usability.