History in Your Hand: Design Elements to Enhance Adoption of Mobile Multimedia Historical Tour.
Date
2017-05
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Abstract
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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