in our HCI laboratory. In this way, the evaluation of
the user experience is used to improve the system
under development.
Next, we describe three system evaluation
experiments performed on three different groups of
people, using the same evaluation survey. We have
followed the CIF (Common Industry Format for
Usability Reports) standard defined by the ISO/IEC
DTR 9126-4. These groups of people have been
defined according to the following parameters: age,
technology expertise and general public. After the
experiment description we expose the collected data
and the results of this analysis.
We finish the paper with some conclusions and
final remarks as well as future actions.
As a conclusion of our work, we show that the
use of PDAs in art museums may improve users’
experience and increase the overall satisfaction of
different visitors. This research also revels that it is
necessary to make an additional effort to turn the
software client for PDA into a real good tool rather
than an obstacle between the visitor and the
exhibition.
Some of the conclusions extracted from this
work will be applied in the definition of a new
system.
2 THE USE OF NEW
TECNOLOGIES IN ART
MUSEUMS
People related to museums and libraries were
focused on using electronic technology for more
than 20 years. It started with electronic libraries and
was enforced with the introduction of Web
technologies. Web technologies offered new
opportunities to open up the walls of the museum to
the world (Schweibenz, 1999), an opinion shared by
several researchers in the field (Dolgos, 1999), (Falk
and Dierking, 1992, (Jackson, 1998), (McKenzie,
1998).
A pioneer on this line was The Museum
Educational Site Licensing Project. This project was
from running January 1, 1995 until June 30, 1997. It
was jointly launched by the Getty Art History
Information Program and MUSE Educational
Media. They were supported by the Association of
Art Museum Directors, the American Association of
Museums, and the Coalition for Networked
Information. The goals of the project were the
availability of museum images and related
information delivered over computer networks for
educational use and to show the value of digital
media in the study of art and culture.
Another important initiative was the Art Museum
Image Consortium. (AMICO)
1
It was also a not-for-
profit organization composed by 23 North American
art museums that was founded in October 1997 and
dissolved on June 2005. The aim of this consortium
enabled the educational use of museum multimedia.
Nearer to our days, the Virtual Museum of
Canada
2
, launched in 2001, has an average of
500,000 visits a month to its half-million images
(Green, 2004).
Latest online examples are the MIA
(Minneapolis Institute of Arts)
3
and the Online
Archive of California, known as OAC
4
. The last one,
brings together historical materials from a variety of
California institutions, including museums,
historical societies, and archives. Over 120,000
images; 50,000 pages of documents, letters, and oral
histories; and 8,000 guides to collections are
available.
Currently, a new step in communication and
mobile technology seem to be leading the future of
art galleries and museums applications to mobile
applications. Mobile devices are becoming very
common among people. Such devices are light and
easy to use; these features combined with a
decreasing price and a growing processing power
turns these devices into a powerful tool to develop
m-applications.
Indoor and outdoor exhibitions may take
advantage of mobile technology giving visitors the
experience of new feelings about pieces. Augmented
eality applications may be implemented providing
multimedia extra information to the user.
Information that is really difficult to present
otherwise.
A study involving a comparative evaluation of
different platforms for augmenting museums and art
galleries was presented as a part of (Baber, 2001).
Prototypes of the application were developed for
three different devices: a HMD (Head Mounted
Display), a PDA and a Tablet. The results of the
experience exposed that:
• Effectiveness performance was higher in
HMD and PDA than in Tablets.
• Best attitude rating was obtained by PDA
and HMD.
In broad terms, PDA tended to outperform the
other prototypes.
(Bristow, 2002) proposed two contextually-
aware mobile systems; one suited to the indoor
environment; and other one to the outside
environment. The first one was based on IR
technology; and the second one was implemented
applying GPS technologies.
An interesting approach was presented in
(Ciavarella and Paternò, 2003) where infrared
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