Enhancing Quality of Experience in Public Collections
A visit to a public collection is potentially one of the most effective and entertaining ways of knowledge acquisition open to the viewing public. Such collections are nevertheless coming under increased pressure, due to competition from alternative forms of ‘edutainment’ and ‘digital convergence’, to improve the Quality of Experience given to visitors. This paper reports on the convergence of elements of pervasive and adaptive computing, in the construction and implementation of an interactive museum exhibit, which uses fuzzy inference from user behaviour to personalise the exhibit’s behavioural response. We describe a usability experiment which shows that the technological enrichment of conventional environments and artefacts, together with intelligent decision-making, can have a positive impact on Quality of Experience.
KeywordsMembership Function User Experience Fuzzy Inference System User Behaviour Intelligent Decision
Unable to display preview. Download preview PDF.
- 2.Beauregard, R., Younkin, A., Corriveau, P., Doherty, R., Salskov, E.: User Experience Assessment. Intel Technology Journal 11(1) (2007)Google Scholar
- 3.Bhusate, A., Pitt, J.: Pervasive Adaptation for Enhancing Quality of Experience. In: 2nd Perada Workshop on Pervasive Adaptation, AISB 2009 Convention, Edinburgh (2009)Google Scholar
- 4.Bhusate, A.: Intelligent Communication Technologies for Interactive Museum Exhibits. Ph.D. Thesis, Imperial College London (2010)Google Scholar
- 5.Bryman, A.: Social Research Methods, OUP (2008)Google Scholar
- 6.Corrie, B., Wong, H., Zimmerman, T., Marsh, S., Patrick, A., Singer, J., Emond, B., Noöl, S.: Towards quality of experience in advanced collaborative environments. In: Third Annual Workshop on Advanced Collaborative Environments (2003)Google Scholar
- 8.Forlizzi, J., Battarbee, K.: Understanding experience in interactive systems. In: DIS 2004: Proceedings of the 5th Conference on Designing Interactive Systems, pp. 261–268. ACM (2004)Google Scholar
- 9.Hall, T., Bannon, L.: Designing ubiquitous computing to enhance childrens interaction in museums. In: Proceedings of the 2005 Conference on Interaction Design and Children, pp. 62–69. ACM (2005)Google Scholar
- 11.Pitt, J., Bhusate, A.: Privacy in Pervasive and Affective Computing Environments. In: Portela, I., Cruz-Cunha, M. (eds.) Information Communication Technology Law, Protection and Access Rights: Global Approaches and Issues, pp. 168–187. IGI Global (2010)Google Scholar
- 12.Robson, C.: Real World Research: A Resource for Social Scientists and Practitioner-Researchers. Blackwell (2003)Google Scholar
- 13.Rubinoff, R.: How to Quantify the User Experience (2004) (accessed October 23, 2010), http://www.sitepoint.com/print/quantify-user-experience
- 14.Yang, Z., Cai, S., Zhou, Z., Zhou, N.: Development and validation of an instrument to measure user perceived service quality of information presenting web portals. Information and Management 42(4), 575–589 (2005)Google Scholar