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Cooltown User Studies Margaret Fleck, Marcos Frid, Tim Kindberg, Eamonn O’Brien-Strain, Rakhi Rajani and Mirjana Spasojevic Mobile Systems and Services Lab Hewlett-Packard Labs Reality Check: User Studies What works with ordinary users? What is their experience like? Research Focus: Cooltown User Studies Exploratorium – science museum Exploratorium mission Public exhibits space Educational activities, teachers programs Center for media and communication-“dissolve the walls of the building” NSF funded Electronic Guidebook project Investigate use of handhelds, wireless networks Increase level of engagement and help learning Pre-visit, during and post-visit interaction Expand Exploratorium’s educational mission Motivation Challenges Proposed functionalities Informer Content delivered to the user next to the exhibit Suggester/Guider Things to do while at the exhibit, things to see elsewhere Communicator Communication among family members, field trip groups Experience sharing, virtual graffiti Rememberer Help remember exhibits/phenomena, increase post-visit engagement Phase I Prototype hybrid Electronic Guidebook: Informer, Suggester, Rememberer Variety of technologies (handhelds, sensing,…) Diverse user population (staff, teachers, students, …) User tasks (browse, bookmark, treasure hunt, …) Measure interactions with physical virtual resources (web logs, observers, videos, ..) Qualitative evaluation (interviews, surveys) Infrastructure overview Electronic Guidebook Technologies Electronic Guidebook: User Experience User Experience: first step User Experience: top page, follow to information nuggets Remembering content: personal scrapbook press bookmark button to save web page capture experience and make it memorable Phase I experiments (Summer 2001) Phase I key findings Low-level generic Verified feasibility of basic components Beacons/barcodes acceptable for location sensing Wireless connectivity (802.11) Browser UI Web pages easily accessible Issues wit
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