Augmenting the Experience of a Museum Visit with a Geo-Located AR App for an Associated Archaeological Site

Part of the Springer Series on Cultural Computing book series (SSCC)


The experience and learning effect of visiting a museum associated with an archaeological site located nearby can be augmented by a location-based app designed to explore the site. In this chapter, we describe the design of such an app for a relatively small archaeological site called Thetford Priory in England. The design and development of the app was a multidisciplinary and inter-sectoral effort. A survey was conducted with 164 children aged 10–11 years old from five different schools to evaluate the usability and user experience of the app and the learning effect of deploying it. Results of the survey indicated that the enjoyability, ease-of-use, and understandability of the app were generally high, and that the users tended to download the app and recommend it to others. Overall, the main implication we can infer from the research study is that new mobile and interaction technology, when carefully designed, can be a powerful tool in enhancing and disseminating the value of cultural heritage and in utilising the complementarity of museums and their associated sites nearby.


Museum Archaeological site Augmented reality GPS location Thetford Priory User experience 



The author would like to thank the support of the Arts and Humanities Research Council, UK, and for the project team members of the project Representing Re-Formation 5 for co-designing the mobile geo-based AR app and collecting the evaluation data. Thanks also go to participating school children for their kind co-operation and sharing their experiences and ideas.


  1. Brown E (ed) (2010) Education in the wild: contextual and location-based mobile learning in action. A report from the STELLAR ARV workshop seriesGoogle Scholar
  2. Funke F, Reips UD (2012) Why semantic differentials in web-based research should be made from visual analogue scales and not from 5-point scales. Field Methods 24(3):310–327CrossRefGoogle Scholar
  3. Hagen P, Robertson T, Kan M, Sadler K (2005). Emerging research methods for understanding mobile technology use. In: Proceedings of the 17th Australia conference on computer-human interaction: citizens online: considerations for today and the future. Computer-Human interaction special interest group (CHISIG) of Australia, pp 1–10Google Scholar
  4. Healey M (2005) Linking research and teaching exploring disciplinary spaces and the role of inquiry-based learning. In: Reshaping the university: new relationships between research, scholarship and teaching, pp 67–78Google Scholar
  5. Jailani AK, Kusakabe S, Araki K (2015) Adaptive context-awareness model for cultural heritage information based on user needs. In: 2015 IIAI 4th International Congress on Advanced Applied Informatics (IIAI-AAI). IEEE, pp 339–342Google Scholar
  6. Karran AJ, Fairclough SH, Gilleade K (2015) A framework for psychophysiological classification within a cultural heritage context using interest. ACM Trans Comput-Hum Interact (TOCHI) 21(6):34CrossRefGoogle Scholar
  7. Law ELC, Abrahao S (2014) Interplay between user experience and system development (special issue editorial). Int J Hum Comput StudGoogle Scholar
  8. Law ELC, Bedall-Hill NL, Parry R, Richards A, Hawker M (2013) Representing and interpreting reformation in the wild. In: Proceedings of the 15th international conference on human-computer interaction with mobile devices and services. ACM, pp 570–575Google Scholar
  9. Mortara M, Catalano CE, Bellotti F, Fiucci G, Houry-Panchetti, M, Petridis P (2014) Learning cultural heritage by serious games. J Cult Herit 15(3):318–325Google Scholar
  10. Sharples M, Kukuluska-Hulme A (2010) Learning using mobile and hand-held devices in ALT Wiki.
  11. Vavoula G, Sharples M (2009) Meeting the challenges in evaluating mobile learning: a 3-level evaluation framework. Int J Mob Blended Learn 1(2):54–75CrossRefGoogle Scholar
  12. Vavoula G, Sharples M, Rudman P, Meek J, Lonsdale P (2009) Myartspace: design and evaluation of support for learning with multimedia phones between classrooms and museums. Comput Educ 53(2):286–299CrossRefGoogle Scholar
  13. Wishart J, Triggs P (2010) MuseumScouts: exploring how schools, museums and interactive technologies can work together to support learning. Comput Educ 54(3):669–678. ElsevierGoogle Scholar

Copyright information

© Springer International Publishing AG 2018

Authors and Affiliations

  1. 1.Department of InformaticsUniversity of LeicesterLeicesterUK

Personalised recommendations