首页> 外文期刊>ACM Journal on Computing and Cultural Heritage >The Enthusiast, the Interested, the Sceptic, and the Cynic: Understanding User Experience and Perceived Value in Location-Based Cultural Heritage Games Through Qualitative and Sentiment Analysis
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The Enthusiast, the Interested, the Sceptic, and the Cynic: Understanding User Experience and Perceived Value in Location-Based Cultural Heritage Games Through Qualitative and Sentiment Analysis

机译:通过定性和情感分析了解基于位置的文化遗产游戏的用户体验和在基于位置的文化遗产游戏中了解用户体验和感知价值的爱好者

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We discuss the user study of a mobile cultural heritage game designed to stimulate reflection about a city's history. Aided by location-aware technology, the game fosters the serendipitous discovery of points of interest, historical images and stories, whilst players wander the city. This exploration differs from the typical precalculated path recommendations used by other location-based applications. It triggers reflection about the city's past that is as unique as its visitors. Ours is one of the first studies to attempt an understanding of the effects of serendipitous urban discovery and historic reflection-triggering technologies on user experience. We combined field trials with controlled experiments, analysing perceptions of the experience and value using responses expressed in open-ended questionnaire items. Using thematic coding and sentiment analysis, we observed types of emotional responses, indicating four potential profiles of their likelihood towards future technology adoption. Enthusiastic and Interested users appreciated the freedom of movement choice that created an autonomous experience that fostered a sense of personal accomplishment. The interface interactions of the game, designed to stimulate reflection, supported a feeling of connectedness to others. In contrast, Cynical and Sceptical users were less tolerant of perceived technological issues, requiring more perfection in functionality and design. These users are less likely to be the early adopters of serendipitous location-based apps. The game was developed as part of a large cultural informatics project but, unlike typical evaluations, we conducted this study midway through the project and not at its end. This approach (1) gave the team the possibility to take stock, pause, and reflect and (2) provided insight on future design improvements for increasing the perceived value of serendipitous urban discovery applications. Our results contribute towards a grounded understanding of user experience and help progress the development of cultural heritage applications that incorporate elements of reflection and/or place-based exploration into their functionalities.
机译:我们讨论了移动文化遗产游戏的用户学习,旨在刺激一个城市历史的反思。通过地点感知技术辅助,游戏促进了兴趣点,历史图像和故事的午集发现,虽然球员徘徊城市。此探索与其他基于位置的应用程序使用的典型预先计算的基础推荐不同。它触发了对这个城市过去的反思,它与访问者一样独特。我们是首批学习,以了解偶然城市发现和历史反思触发技术对用户体验的影响。我们将现场试验与受控实验合并,分析了在开放式调查问卷项目中表达的响应的经验和价值的看法。使用主题编码和情感分析,我们观察了情绪反应类型,表明其在未来技术采用中可能存在四种潜在的概况。热情和感兴趣的用户感谢运动选择自由,它创造了一种自治体验,促进了个人成就感。游戏的界面相互作用,旨在刺激反射,支持对他人的关联感。相比之下,愤世嫉俗的用户和持怀疑态度的耐受性耐受性较少,在功能和设计中需要更多的完美。这些用户不太可能成为Serentipity基于位置的应用的早期采用者。这场比赛是作为大型文化信息学项目的一部分开发的,但与典型评估不同,我们通过项目中途进行了这项研究,而不是结束。这种方法(1)使该团队能够取得股票,暂停和反思和(2)对未来的设计改进提供了洞察力,以提高偶然城市发现应用程序的感知价值。我们的成果促进了对用户体验的接地理解,并帮助进展发展文化遗产应用,这些应用程序将反思和/或基于地方的勘探元素纳入其功能。

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