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DOI 10.1007/s12008-017-0414-z
ORIGINAL PAPER
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Then, nowadays, museums need to combine the educa- to learn and use a system. Since VR exhibits aim to be
tional purpose with the capability to involve their visitors immediate and easy to use, enjoyable and educative, these
through emotions. In order to achieve these goals and over- applications represent a typical case study that needs to be
come the old principles of traditional museology, a great addressed through a UCD approach.
support has been provided by modern technologies, such There is a large quantity of researches in literature that
as Virtual Reality (VR), Augmented Reality (AR) and Web have demonstrated the effectiveness of the UCD approach in
applications, that have been spreading in the last decades and many application fields such as industrial and civil design,
have been efficiently applied especially in the entertainment mobile and web application development, software develop-
field thanks to their feature to intensify the human senso- ment, healthcare technology, etc. Other researches are also
rial experience. This union has involved the development related to systems and applications that can be efficiently
of a large number of instruments and systems that allow used in museums [15–17], but there are not works concerning
users to enjoy a culturally vivid and attractive experience. specifically the UCD of VR museum exhibits. Therefore, this
There are many examples of such systems that have been effi- paper represents a first attempt to describe a UCD approach
ciently applied to the museum field: projection systems that carried out for the development of VR exhibits for archaeo-
could turn any surface into an interactive visual experience; logical museums that rely on off-the-shelf technologies.
multi-touch displays; devices for gesture based experiences,
e.g., Microsoft Kinect and the Leap Motion Controller; Head
Mounted Displays (HMDs) or 3D displays that turn the visit 3 VR museum exhibit design
into an immersive and fun experience; low-cost and simple
desktop devices that involve kids and their parents to create The development process of a VR museum exhibit has to
onsite, real-life replicas of exhibits [8–13]. Even if all these be carried out in accordance to the recommendations (ISO
systems are appealing and really appreciated by their users, 13407 [18]) for a UCD project which design stages are
many devices present some limitations or weaknesses due to depicted in Fig. 1.
their expensive installation or maintenance costs, the large
volume of work, or a poor user-system interaction caused by
an incomplete maturity of that specific technology in museum
applications. On the basis of these considerations, and tak-
ing into account that 90% of museums are small-sized and
with low budgets, there is an unmet need in the development
and design of more affordable virtual museum systems. To
this end, the paper describes a user-centered design (UCD)
approach for the development of a VR exhibit for the inter-
active exploitation of archaeological artefacts. In particular,
this approach has been carried out for the development of
an interactive virtual exhibit hosted at the “Museum of the Fig. 1 Design stages of an UCD approach for the development of a
VR museum exhibit
Bruttians and the Sea” of Cetraro (Italy). Furthermore, the
paper provides technical guidelines and pragmatic advices
that support engineers to put into practice the UCD approach. Prior to the design phase, it is fundamental to take into
account the requirements that are often specified by museum
directors and are generally related to budget reasons. In fact
2 UCD for VR museum exhibit the great majority of museums are small-sized and most of
them are public-owned, with less than 10,000 visitors per
The UCD is a project approach that puts the intended users annum. As a consequence, these museums can rely on a
at the centre of its design and development. In particular, the very low budget if compared to private institutions or large
product end-users, both expert and naïve, participate to the museums that have more than 50,000 visitors per annum.
different design stages in order to support decision making Furthermore, with a share of 1.2 %, ‘museums, libraries and
and to interactively explore design spaces [14]. The result of zoological gardens’ is the category with one of the lowest
employing this approach is a product that offers a more effi- private expenditure at EU level [19]. Then the economic
cient, satisfying, and user-friendly experience. So the UCD concerns severely affect the development and modernisation
approach should be adopted by engineers whenever there is plans that, in the era of “experience economy” [2], all the
the need to design a system that supports its intended users’ museums have to be competitive and to attract more visitors.
existing beliefs, attitudes, and behaviours, rather than requir- The following graph (Fig. 2) depicts the connection between
ing users to adapt their attitudes and behaviours in order the economic value of a certain product and the competitive
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To sum up, the optimum viewing distances have to be The VR exhibition should allow users to engage into an
taken into account to create an effective immersion and educational and fun experience. In particular, as requested
stereoscopic experience of the VR exhibit. Therefore, the by the museum director, the virtual system should permit its
adoption of a touch-screen for the visualization and inter- visitors to experience two different 3D scenarios that realis-
action of the virtual exhibit (Fig. 3b) should be avoided. tically reproduce:
Nevertheless, if a simple information system is required, the
second solution (Fig. 3b) offers a more compact design easier
– a tomb belonging to the necropoli of Treselle discovered
to implement too.
in the territory of Cetraro. The visitors should be able
A further consideration is that the touch-screen remote
to visit the virtual tomb, with its Bruttian burials, and
control for the interaction with the VR exhibit could be a
visualize and manipulate its contents, such as bronze and
handheld device, i.e., tablet, or fixed in a specific position. In
iron weapons (bronze belts, spearheads, javelin), pottery,
particular, the first solution can be adopted when there is an
drinking cups (skyphoi, kylikes, bowls, cups) and eating
operator that stands over the system and gives the controls
dishes (plates, paterae);
to the visitors that want to enjoy the virtual exhibit. Instead,
– an underwater archaeological deposit, located 20 km
the second solution, that sets the control device in a prede-
away from Cetraro, a few meters from the shore 2/4 m
fined and fixed position, can be employed when the system
deep. The residual deposit consists of some remains and
is intended for unattended operation and, since the console
fragments of amphorae of the MGS V and VI types, dat-
cannot be moved, it is possible to increase the screen size of
ing back to the middle of the III century BC.
the touchscreen in order to enhance its legibility.
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The design process started with the firm belief that, since
the VR exhibit will be used by a large variety and differ-
Fig. 4 Device positioning driven by ergonomic design ent types of users (such as tourists and museum curators,
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Fig. 6 Final virtual prototype According to the CW standards and recommendations [30]
a group of 6 evaluators (2 user interface designers, 2 soft-
ware developers, 1 archaeologist and 1 museum curator)
performed an UI inspection going through a set of tasks
technologically experienced people, persons of different age, and evaluating UI understandability and ease of learning.
etc.), according to the requirements detailed in Sect. 5.1, the Standard questions [30] have been adopted during the action
user interfaces (UIs) should clearly communicate its purpose, sequences that have been performed for each task from the
so that users with no experience with technological devices perspective of the “typical” users of the product. The inputs
should be able to understand immediately what they should to the walkthrough have been:
do. For this reason, the UI design process was firstly focused
on the development of minimalistic design of UIs to make
the layout and graphic features of the VR exhibit as simple as – The users, i.e., visitors, scholars and art lovers, do not
possible. To achieve this goal, issues concerning graphic ele- have background experience or technical knowledge
ments have been prioritized, such as colours and dimensions about the system and virtual reality system. Users do
of the buttons and controls. The layout of the menus has been not have also any knowledge of the interfaces and of the
designed to include all the elements for a simple navigation, tasks. We consider that users have a good experience with
i.e. where the user is in the system, how to go forward or indirect input devices (mouse and trackball), but also with
back, how select a different source of information, etc. In direct ones, such as touch-screen, due to the enormous
the composition of the graphical elements as a whole, UIs diffusion of smart-phones.
should provide the users all the essential features to manip- – The tasks. According to the Wharton’s [31] recommen-
ulate virtual objects, but also to get access to a database of dations we start with simple tasks and move to more
media contents, such as images, texts and sounds, so that the complex ones for a total of 4–5 tasks for each session
interaction could also have an educational value. This kind where the more complex tasks involve multiple features.
of approach allowed us to define a first low-fidelity prototype – The correct action sequence for each task to verify that
(paper prototyping) of the UIs. users always can achieve the requested task and never got
Prior to proceed with the development of a fully opera- lost.
tional software for the management of the VR exhibit, the first
UI prototypes should be submitted to an user-centered evalu- The results of the UI design and CW analyses was a “three
ation in order to drive and refine their design. The evaluation level” user interface. In the first level there is the “home
has been performed by means of a usability study. Among the screen” (Fig. 7) where visitors can choose the preferred lan-
different usability inspection methods, the Cognitive Walk- guage, but most important, he/she can select the experience.
through (CW) [26] method could be more convenient than Once the user has selected the desired option, he/she accesses
others for three main reasons: to the second level.
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Fig. 9 The third UI level for the visualization and manipulation of the
artefacts belonging to the tomb of Treselle (a) or to the underwater
environment (b)
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