Listen reader: an electronically augmented paper-based book
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Creating Experiences with Wearable Computing
IEEE Pervasive Computing
Tailored audio augmented environments for museums
Proceedings of the 9th international conference on Intelligent user interfaces
Shaping experiences in the hunt museum: a design case study
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Designing ubiquitous computing to enhance children's interaction in museums
Proceedings of the 2005 conference on Interaction design and children
The use of abstraction and motion in the design of social interfaces
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
Learning from interactive museum installations about interaction design for public settings
OZCHI '06 Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments
Interaction paradigms in technology-enhanced social spaces: a case study in museums
DPPI '07 Proceedings of the 2007 conference on Designing pleasurable products and interfaces
Mixed-reality learning in the art museum context
MM '08 Proceedings of the 16th ACM international conference on Multimedia
Edutainment'07 Proceedings of the 2nd international conference on Technologies for e-learning and digital entertainment
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Interactive installations for museums are a particular kind of interactive systems, the design of which has been the subject of several research studies. However, the aspects of a rich, cultural experience are easily overlooked in a technologically driven system design and there are few studies that actually compare the role of different interaction styles (such as touching versus walking) on the museums visitor's experience. We present our experience of designing a cultural interactive multimedia exhibition, comprised of four sensor-based interactive installations, and two non-interactive installations. Our results were organized around usability problems detected, social interaction issues and differences between interaction styles, and suggest that the most enjoyable installations are those which facilitate collaborative activities as well as those making a creative use of sensor-based technology.