Watching the Watchers: Visibility and Mobility in Visitor Experiences
Patrick Brundell, Stefan Rennick-Egglestone and Paul Tennent
Abstract. Mobile devices are increasingly being used to enhance visitor experi- ences in museums, galleries and in other public spaces. We describe some of the strategies which parents used to manage their childrens experiences with a tablet application in a theme park and some problems that arose as a result. We argue that the same problems of visibility which face group visitors are similar to those ex- perienced by researchers attempting to evaluate such systems in the wild. We offer some design solutions through the use of recording system states and events, and using them as a resource for visitors and researchers.
Experiences from a Real-Time Mobile Collaborative Writing System in an Art Gallery
Matthias Korn, Anna Maria Polli and Clemens Nylandsted Klokmose
Abstract. We present first experiences from Local Area Artworks, a system en- abling collaborative art interpretation on-site, deployed during an exhibition in a local art gallery. Through the system, we explore ways to re-connect people to local places by making use of their personal mobile devices as interfaces to the shared physical space. With a collocated collaborative writing system in the semi-public space of a gallery, we encourage local art discussions and provide a platform for the public to actively participate in interpretations of individual artworks. In this paper, we focus on the experiences of small groups of strangers or acquaintances experiencing the exhibition together.
Supporting Collaborative Use of a Mobile Museum Guide for Small Groups of Visitors
Alan Wecker, Joel Lanir and Tsvi Kuflik
Abstract. Visitors often come to museums in small groups of family and friends, yet mobile museum guides are usually designed to support only a single visitor. We examine the use of mobile shared displays such as projectors and tablets to sup- port small groups in the museum context. Our analysis is based on observations of actual museum visitors using both a single, shared display and individual devices to receive information on the museum exhibits. We discuss the possible alterna- tives and configurations of using different devices, and list the important points that stemmed from our observations.
Bursting the Mobile Bubble
Sus Lundgren and Olof Torgersson
Abstract. Bursting the Mobile Bubble is a design programme aiming at design- ing collaborative, co-located experiences using mobile devices. In our research we have chosen to explore this field via games and gameplay design, since games open up the design space and allow for design solutions that may seem unusual at first but soon become mainstream. The issues we have found to be interesting arise from combining several connected devices: the division of private vs. public information and interaction; how to design for a co-located awareness, and how to support the design for connected devices.
The Ethical Implications of the Technological Surveillance of Art
Abstract. Every night, traditional Irish musicians gather in sessions at pubs and other public spaces to play tunes together. Each public space has its own tradition and history: i.e., context, players, repertoire, styles, etc. Moreover this tradition is temporally situated; for examples, tunes go in and out of fashion. Yet, tunes themselves are mobile, they travel from session to session via recordings, players, and the Internet. Based on a 2-year long ethnography of Irish traditional musicians, I am developing TuneTracker, a system to record and track the tunes played in a session. In this position paper, I will ask of the ethical implications of surveilling tradition. I argue that focusing on the traditional, artistic genre demands a different set of questions regarding creativity, ethos, ownership, and power relations.
Ambient Awareness of Classroom Activities
Tarmo Toikkanen and Anna Keune
Abstract. Ambient information displays are backchannels that are designed to work in the periphery of attention. We present a prototype ’Ambire’ that com- bined features from classroom management systems, screen sharing applications, and ambient information displays. Ambire is an open-source web-based tool for streaming the content of students 1:1 devices onto a large screen. All screens ro- tate slowly in Ambire. The rotation may be stopped, paused, forwarded or tracked back. We posit that a solution such as Ambire will provide qualitative benefits to classroom activities in terms of increased peer learning, sharing, collaboration, and community spirit, and be in stark contrast to ordinary teacher- controlled classroom management systems.