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Development of Visual Display and Navigation for Small Screens Based on User Behaviour and Personalisation

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Development of Visual Display and Navigation for Small Screens Based on User Behaviour and Personalisation
Development of Visual Display and Navigation for Small Screens based on User Behaviour and Personalisation.

Mike Wilman, Southampton Solent University UK, mike.wilman@solent.ac.uk

Deborah Wilson, Winchester School of Art, University of Southampton & The Talking Walls UK, debs@goclearthinking.co.uk

Abstract

The intention of this paper is to present an application that is being developed for small screen devices in which a user can personalise content to suit their interests and learning preference. The Talking Walls® is an adaptable multimedia template application for heritage sites, museums or historical buildings. Users are able to visually explore and navigate where they are visiting via a mobile phone / handheld device, or a kiosk / DVD and online, learning about the history of a specific place / space / object, and how this has changed over time. This research explores the behavioral factors affecting how children and adults want to use hardware and software to navigate their way around content and the space. The KubeMatrix™ holds the information and material together as a content tool. This is a unique concept; it acts as a navigational tool, representing time and space, content and links in a 4-dimensional cube matrix structure, as the interface navigating through the content and enables the user to choose age range and content. Users are able to track their progress, with the KubeMatrix™ indicating the “areas” visited and the routes taken.

Keywords:

user-generated content; mobile devices; navigation; multimedia; heritage.

Introduction

The increasing competitiveness of the global tourism industry demands that heritage sites / museums continually seek to add value to attract visitors and the handheld / PDA tour would appear to be a major key in providing this added value. With examples such as the handheld multimedia tour at the Tate Modern and the Natural History Museum (BARRY



References: Aoki, P. M. and A. Woodruff (2000). Improving Electronic Guidebook Interfaces Using a Task-Oriented Design Approach. Museum and the Web 2000 Barry, A Braiterman, J. and M. Becker (2008) "Academic Review: Customer Experience and Mobile Marketing." Jared Research / iLoop Mobile Constantiou, I., Damsgaard, J Fordham, J. (2005). What is learning all about - why does it matter? HHA Seminar Hooft, M Kardes,. F (1999). Consumer Behaviour and Managerial Decision Making. Addison Wesley Longman Inc. Loader, J. (2006). Entertaining Mobile. Mobile Entertainment Markets - Opportunities and Forecasts 2006-2011, Juniper Research Masberg, B Miller, C. H. (2004). Digital Storytelling - a creator 's guide to interactive entertainment. Oxford, Focal Press, Elsevier. Moll, c. (2005) "Mobile Web Design: Methods to the Madness." Mobile Web Design, Moses, A Nielsen, J. (2000). Designing Web Usability. Indianapolis, New Riders Publishing Nielssen, B Petrecca, L. (2007) "Tech giants target older buyers — and their cash." USA TODAY Poria, Y., R PR Newswire (2007) "M:Metrics Study: 92.5 Million Active SMS Users Make Short Code-Based Mobile Marketing the Most Effective Platform for Mobile Advertisers." News and Information Ranchhod, A Sarker, S. & Wells, J. (2003). Understanding Mobile Handheld Device Use and Adoption,Communications of the ACM, Vol 46 No. 12 Wilson, D

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