The Guidebook, the Friend, and the Room: Visitor Experience in a Historic House

dc.creatorWoodruff, Allison
dc.creatorAoki, Paul M.
dc.creatorHurst, Amy
dc.creatorSzymanski, Margaret H.
dc.date2001-01-28
dc.date2001-02-02
dc.date.accessioned2026-07-07T03:16:54Z
dc.date.available2026-07-07T03:16:54Z
dc.descriptionIn this paper, we describe an electronic guidebook prototype and report on a study of its use in a historic house. Supported by mechanisms in the guidebook, visitors constructed experiences that had a high degree of interaction with three entities: the guidebook, their companions, and the house and its contents. For example, we found that most visitors played audio descriptions played through speakers (rather than using headphones or reading textual descriptions) to facilitate communication with their companions.
dc.identifierhttps://arxiv.org/abs/cs/0101035
dc.identifierhttp://arxiv.org/abs/cs/0101035
dc.identifierExtended Abstracts, ACM SIGCHI Conf. on Human Factors in Computing Systems, Seattle, WA, March 2001, 273-274. ACM Press.
dc.identifierdoi:10.1145/634067.634229
dc.identifier.urihttp://salesiana.dossiersoluciones.com/handle/123456789/30530
dc.subjectHuman-Computer Interaction
dc.subjectH.5.1; H.5.2; J.5
dc.titleThe Guidebook, the Friend, and the Room: Visitor Experience in a Historic House
dc.typetext

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