History in Your Hand: Design Elements to Enhance Adoption of Mobile Multimedia Historical Tour.

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2017-05

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The purpose of this qualitative design case study was to determine the design elements that can lead to technology acceptance of a mobile multimedia tour at an informal historical site. Using rapid prototyping, a tour prototype was developed using a low-cost Website building platform. The tour was then tested with thirteen participants in two phases of testing. Methods of data collection included both surveys and interviews. The participants engaged in the study by taking the mobile multimedia tour at the historical site and completing a survey about their experience with the tour. Semi-structured interviews were conducted with eight of these participants. The tour was revised based on the findings from the initial data collection and the eight interview participants completed a survey on the revised tour. The Technology Acceptance Model (TAM) was used as a framework to examine factors that could affect acceptance of the mobile multimedia tour. The results of this study led to development of general design guidelines to enhance visitor engagement for mobile multimedia tours. Based on this study, to enhance adoption of mobile multimedia tours design should provide visitors with the ability to have fine control over their access to content, the type of content they want to access and the way they access the content. Opportunity for additional visual stimulation, by allowing images to be viewed in conjunction with the audio tour also increased participant satisfaction and intention to use the tour. This study has identified four variables for multimedia mobile tour design, control, stimulation, simplicity and reliability that can lead to adoption of the technology. It is hoped that these guidelines can be used to develop effective and engaging mobile multimedia tours for a variety of museum and leisure environments. The study has shown that it is possible to create an impactful multimedia tour experience at low-cost for leisure institutions.

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Museum Education, Mobile Devices, TAM, Informal Learning, Technology Adoption

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