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into the artwork compared to the smartphone. On the
other hand, the smartphone is easier and more intu-
itive to use while interacting with the artwork com-
pared to the smart glasses. Based on the interview
conducted with an exhibition coordinator, the smart-
phone from a practical point of view seems to be more
suitable as a platform for a self-service guide due to
its intuitiveness, availability, and its interaction mech-
anism. Nonetheless, findings from the study have also
shown potential for the smart glasses. Several partic-
ipants who tried them out liked the fact that they did
not have to hold them up or experience the exhibition
through a secondary screen as was mentioned for the
smartphone. However, the smart glasses need more
technological advances to make them more comfort-
able to use in the museum. These advances include
expanding the field of view, making the user interface
less straining for the eyes to look at, and making the
smart glasses more comfortable to wear.
Future studies should investigate which designs
and interactions would work well on the smartphone
and which would fit the see-through screen of the
smart glasses. This study has focused on artworks that
were two-dimensional such as collages and paintings.
However, further studies should also consider three-
dimensional artworks like sculptures and physical ar-
chitectural models, and research how to deliver nar-
rative content for such objects. Furthermore, future
work should also investigate new ways of introducing
gamification using such augmented reality guides and
how to target different visitor groups, since it was ob-
served that gamification can be an effective way of in-
volving visitors into the artwork. Lastly, the study has
shown that both smartphones and smart glasses have
their strengths and weaknesses, which when devel-
oped appropriately will potentially enhance the mu-
seum experience of visitors.
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