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Designing for the Cooperative Use of Multi-user, Multi-device Museum Exhibits.

dc.contributor.authorLyons, Leilah Blakeneyen_US
dc.date.accessioned2009-02-05T19:36:47Z
dc.date.availableNO_RESTRICTIONen_US
dc.date.available2009-02-05T19:36:47Z
dc.date.issued2008en_US
dc.date.submitteden_US
dc.identifier.urihttps://hdl.handle.net/2027.42/61771
dc.description.abstractThis work explores software-based museum exhibits that allow groups of visitors to employ their own personal mobile devices as impromptu user interfaces to the exhibits. Personal devices commandeered into service in this fashion are dubbed Opportunistic User Interfaces (O-UIs). Because visitors usually prefer to engage in shared learning experiences, emphasis is placed on how to design software interfaces to support collaborative learning. To study the issue, a Design-Based Research approach was taken to construct an externally valid exemplar of this type of exhibit, while also conducting more traditional experiments on specific features of the O-UI design. Three analyses, of – (1) museums as a context, (2) existing computer-based museum exhibits, and (3) computer support of collaborative processes in both work and classroom contexts – produced guidelines that informed the design of the software-based exhibit created as a testbed for O-UI design. The exhibit was refined via extensive formative testing on a museum floor. The experimental phase of this work examined the impact of O-UI design on (1) the visual attention and (2) collaborative learning behaviors of visitors. Specifically, an O-UI design that did not display any graphical output (the “simple” condition) was contrasted against an O-UI design that displayed multi-element, dynamically animated graphics (the “complex” condition). The “complex” O-UIs promoted poor visual attention management, an effect known as the heads-down phenomenon, wherein visitors get so enmeshed with their O-UIs that they miss out on the shared context, to the detriment of group outcomes. Despite this shortcoming, the “complex” O-UIs better promoted goal awareness, on-task interactions between visitors, and equity in participation and performance. The tight output coupling (visitors see only one shared display) of the “simple” O-UI condition promoted emergent competition, and it encouraged some visitors (especially males) to become more engaged than others. Two design recommendations emerge: (1) incorporating devices with private displays (O-UIs with output) as interfaces to a single large display better promotes collaboration (especially equity), and (2) O-UIs with “complex” displays may be used in museum exhibits, but visitors would benefit from mechanisms to encourage them to direct their attention to the shared display periodically.en_US
dc.format.extent25594815 bytes
dc.format.extent1373 bytes
dc.format.mimetypeapplication/pdf
dc.format.mimetypetext/plain
dc.language.isoen_USen_US
dc.subjectComputer-Supported Collaborative Learningen_US
dc.subjectMuseum Exhibit Designen_US
dc.subjectUbiquitous Computingen_US
dc.subjectOpportunistic User Interfaceen_US
dc.subjectEducational Gameen_US
dc.subjectComplex Systems Simulationen_US
dc.titleDesigning for the Cooperative Use of Multi-user, Multi-device Museum Exhibits.en_US
dc.typeThesisen_US
dc.description.thesisdegreenamePhDen_US
dc.description.thesisdegreedisciplineComputer Science & Engineeringen_US
dc.description.thesisdegreegrantorUniversity of Michigan, Horace H. Rackham School of Graduate Studiesen_US
dc.contributor.committeememberSoloway, Ellioten_US
dc.contributor.committeememberAckerman, Mark Stevenen_US
dc.contributor.committeememberLaird, John E.en_US
dc.contributor.committeememberQuintana, Christopher Leeen_US
dc.subject.hlbsecondlevelComputer Scienceen_US
dc.subject.hlbtoplevelEngineeringen_US
dc.description.bitstreamurlhttp://deepblue.lib.umich.edu/bitstream/2027.42/61771/1/ltoth_1.pdf
dc.owningcollnameDissertations and Theses (Ph.D. and Master's)


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