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Alternative Design For An Interactive Exhibit Learning In Museums: How Does User Experience Differ Across Different Technologies-VR, Tangible, And Gesture

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This paper investigates three types of user interface: VR, Gesture-based, and Tangible. We examine how user experience differs across these different technologies, and explore the factors that underpin the differences. We conduct an empirical study, in which we create three different interactive exhibits that apply these technologies to deliver the same scientific content. The study uses a mixed-method approach to measure two factors. First, user experience is measured accorded to six dimensions of user experience: attractiveness, perspicuity, efficiency, dependability, simulation, and novelty. Second, attention holding power is measured by playing time. The study uses semi-structured interviews to explore the user experience and learning outcomes afforded by each interface. Thirty-one subjects took part the study. The results show that there are significantly different user experiences when using different types of interface. There are differences across five user experience dimensions; only novelty is relatively unchanged. Differences are found primarily between the VR and Gesture, and Tangible and Gesture conditions. No significant difference in holding power between the three types of interface was observed. The statistical analysis of results and interview data from participants suggest six aspects to focus on when choosing an alternative interface for a new interactive exhibit: novelty, user-friendliness, precision of the input device, task and device design, multi-modality of feedback, and quality of text in VR.

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DOI

10.23919/iLRN52045.2021.9459414

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