Pub Date : 2022-10-02DOI: 10.1080/13614568.2022.2150324
Jonathan Barbara, Mattia Bellini, Péter Kristóf Makai, D. Sampatakou, Shafaq Irshad, H. Koenitz
ABSTRACT The digital representation of our past has long been an important tool in the interpretation of cultural heritage in museums. The recent rise in the use of Augmented Reality (AR) has seen various approaches to adding dynamic information to existent artefacts. The challenge is even greater when uncertainty further complexifies the represented history. This paper presents a critical analysis of an AR installation in the Sacra Infermeria museum in Valletta, Malta. After a description of the AR configuration of the installation, we present a thematic analysis carried out from a multidisciplinary focus group of 11 researchers in the field of Interactive Digital Narratives (IDN), from three perspectives: the technological implementation of the AR experience, the historical accuracy, gamification and the influence of social media-centred design, and the representation of the complexity arising from the uncertainty of history. In the light of the results of the multidisciplinary focus group, we provide a list of recommendations and heuristics.
{"title":"The Sacra Infermeria—a focus group evaluation of an augmented reality cultural heritage experience","authors":"Jonathan Barbara, Mattia Bellini, Péter Kristóf Makai, D. Sampatakou, Shafaq Irshad, H. Koenitz","doi":"10.1080/13614568.2022.2150324","DOIUrl":"https://doi.org/10.1080/13614568.2022.2150324","url":null,"abstract":"ABSTRACT\u0000 The digital representation of our past has long been an important tool in the interpretation of cultural heritage in museums. The recent rise in the use of Augmented Reality (AR) has seen various approaches to adding dynamic information to existent artefacts. The challenge is even greater when uncertainty further complexifies the represented history. This paper presents a critical analysis of an AR installation in the Sacra Infermeria museum in Valletta, Malta. After a description of the AR configuration of the installation, we present a thematic analysis carried out from a multidisciplinary focus group of 11 researchers in the field of Interactive Digital Narratives (IDN), from three perspectives: the technological implementation of the AR experience, the historical accuracy, gamification and the influence of social media-centred design, and the representation of the complexity arising from the uncertainty of history. In the light of the results of the multidisciplinary focus group, we provide a list of recommendations and heuristics.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"28 1","pages":"143 - 171"},"PeriodicalIF":1.2,"publicationDate":"2022-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43542563","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-10-02DOI: 10.1080/13614568.2022.2150323
A. Perkis, K. Taveter
ABSTRACT This paper aims at providing an overview on IDNs that address complex issues to gain a better understanding what design decisions have been taken in those prototypes and applications and then to make the resulting knowledge available to practitioners for the representation of complex topics. In our work, complexity refers to a significant societal challenge or current complex phenomenon, such as global warming, globalisation, crime, colonialisation, and so forth. Complexity in this context has been defined as a problem that characterises the behaviour of a system whose components interact in multiple ways and that allows various ways of interpretation and validation of such interactions. The paper corresponds closely to the work undertaken by the COST action INDCOR, especially WG1: Design and development.
{"title":"Applications of complex narratives","authors":"A. Perkis, K. Taveter","doi":"10.1080/13614568.2022.2150323","DOIUrl":"https://doi.org/10.1080/13614568.2022.2150323","url":null,"abstract":"ABSTRACT This paper aims at providing an overview on IDNs that address complex issues to gain a better understanding what design decisions have been taken in those prototypes and applications and then to make the resulting knowledge available to practitioners for the representation of complex topics. In our work, complexity refers to a significant societal challenge or current complex phenomenon, such as global warming, globalisation, crime, colonialisation, and so forth. Complexity in this context has been defined as a problem that characterises the behaviour of a system whose components interact in multiple ways and that allows various ways of interpretation and validation of such interactions. The paper corresponds closely to the work undertaken by the COST action INDCOR, especially WG1: Design and development.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"28 1","pages":"97 - 111"},"PeriodicalIF":1.2,"publicationDate":"2022-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48774232","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-10-02DOI: 10.1080/13614568.2023.2175917
Lissa Holloway-Attaway, Jamie Fawcus
ABSTRACT In this article, we reflect on the design and implementation of an interactive transhistorical and transmedial web-based digital narrative audio experience, PATTER(n)INGS: Apt 3B, 2020 that we developed in 2020. This work is an immersive audio-only application, and it focuses on the complex, material living conditions during the COVID-19 pandemic. Drawing inspiration from PATTER(n)INGS and its complex, material audio and narrative design, we propose a model for creating the content and delivery for similar sound-based interactive digital narratives. Our proposed model focuses primarily on the creative process for designing such sound-based work. To construct our analytical model, the New Material/Spectral Morphology Design Model (or NM/SM Design Model), we draw on theoretical influences from critical posthumanism, feminist new materialism and non-human narrative that critique notions of stable subjectivity as sites for power and authority over semiotic meaning-making. We combine these views with foundational theoretical research in electroacoustic musical composition notation, and audio experimentation that complicate notions of sound, sound making, spatial perception, psychoacoustic phenomena, and listening practices. Together, this theoretical/compositional framework provides a unique method to consider how one can sustain and maximize sonic agents as core phenomena to create anti-cognitive worlds and stories.
{"title":"Making COVID dis-connections: designing intra-active and transdisciplinary sound-based narratives for phenomenal new material worlds","authors":"Lissa Holloway-Attaway, Jamie Fawcus","doi":"10.1080/13614568.2023.2175917","DOIUrl":"https://doi.org/10.1080/13614568.2023.2175917","url":null,"abstract":"ABSTRACT In this article, we reflect on the design and implementation of an interactive transhistorical and transmedial web-based digital narrative audio experience, PATTER(n)INGS: Apt 3B, 2020 that we developed in 2020. This work is an immersive audio-only application, and it focuses on the complex, material living conditions during the COVID-19 pandemic. Drawing inspiration from PATTER(n)INGS and its complex, material audio and narrative design, we propose a model for creating the content and delivery for similar sound-based interactive digital narratives. Our proposed model focuses primarily on the creative process for designing such sound-based work. To construct our analytical model, the New Material/Spectral Morphology Design Model (or NM/SM Design Model), we draw on theoretical influences from critical posthumanism, feminist new materialism and non-human narrative that critique notions of stable subjectivity as sites for power and authority over semiotic meaning-making. We combine these views with foundational theoretical research in electroacoustic musical composition notation, and audio experimentation that complicate notions of sound, sound making, spatial perception, psychoacoustic phenomena, and listening practices. Together, this theoretical/compositional framework provides a unique method to consider how one can sustain and maximize sonic agents as core phenomena to create anti-cognitive worlds and stories.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"28 1","pages":"112 - 142"},"PeriodicalIF":1.2,"publicationDate":"2022-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49341840","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-10-02DOI: 10.1080/13614568.2023.2173385
F. Nack
ABSTRACT This article introduces the NRHM special issue on Interactive Digital Narrative (IDN) and Complexity. It first shortly describes the field of IDN and why developments with respect to content, content and interaction focus on complexity issues. It finishes with a short outline of the five papers that form the body of the special issue.
{"title":"Interactive digital narrative (IDN)—a complexity case","authors":"F. Nack","doi":"10.1080/13614568.2023.2173385","DOIUrl":"https://doi.org/10.1080/13614568.2023.2173385","url":null,"abstract":"ABSTRACT This article introduces the NRHM special issue on Interactive Digital Narrative (IDN) and Complexity. It first shortly describes the field of IDN and why developments with respect to content, content and interaction focus on complexity issues. It finishes with a short outline of the five papers that form the body of the special issue.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"28 1","pages":"69 - 75"},"PeriodicalIF":1.2,"publicationDate":"2022-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47013735","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-04-03DOI: 10.1080/13614568.2022.2075942
Andreu Casero-Ripollés, J. Micó-Sanz
ABSTRACT Digital environment involves numerous transformations for the media system. One of them is the process that is reconfiguring the traditional media visibility parameters from mass communication era. To study it, we use, taking an innovative approach, hyperlinks as proxy to the media visibility. Our goal is to find out the destination of the hyperlinks aimed at the media in the context of the political conversation on Twitter generated around an event of public relevance: the negotiations on the formation of the Spanish Government. The methodology is based on machine learning in a big data sample of 127.3 million tweets. This will allow us to make new contributions to how media is restructuring its social visibility as a result of integrating into the digital. The results indicate the prominence of pure players and social media platforms in the linking practices of users. By contrast, legacy media places in a secondary position. Also, geopolitical context plays a key role in conditioning the use of hyperlinks by Twitter users. Finally, our data reveal that the media have a limited capacity to determine the hyperlink network.
{"title":"Hyperlinks and media visibility on Twitter in political events in Spain: new patterns in the digital information ecology","authors":"Andreu Casero-Ripollés, J. Micó-Sanz","doi":"10.1080/13614568.2022.2075942","DOIUrl":"https://doi.org/10.1080/13614568.2022.2075942","url":null,"abstract":"ABSTRACT Digital environment involves numerous transformations for the media system. One of them is the process that is reconfiguring the traditional media visibility parameters from mass communication era. To study it, we use, taking an innovative approach, hyperlinks as proxy to the media visibility. Our goal is to find out the destination of the hyperlinks aimed at the media in the context of the political conversation on Twitter generated around an event of public relevance: the negotiations on the formation of the Spanish Government. The methodology is based on machine learning in a big data sample of 127.3 million tweets. This will allow us to make new contributions to how media is restructuring its social visibility as a result of integrating into the digital. The results indicate the prominence of pure players and social media platforms in the linking practices of users. By contrast, legacy media places in a secondary position. Also, geopolitical context plays a key role in conditioning the use of hyperlinks by Twitter users. Finally, our data reveal that the media have a limited capacity to determine the hyperlink network.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"28 1","pages":"1 - 17"},"PeriodicalIF":1.2,"publicationDate":"2022-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41675392","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-04-03DOI: 10.1080/13614568.2022.2099583
Georg Pardi, Daniel Hienert, Yvonne Kammerer
ABSTRACT The present paper introduces a new methodological approach to capture and analyse the processing and use of text, images, and video content during web-search based learning on the free web. We asked 108 university students to search the web to learn about a natural science topic while recording their eye movements and navigation behaviour. Then, we used the ‘reading protocol’ software to automatically map participants’ fixations to text, images, and video content that they had fixated upon on any information resource retrieved. Moreover, we retraced words from participants’ post-search essays to words encountered in fixated text or in transcripts of viewed videos, in order to calculate the degree of overlap. Our results showed that the participants directed their attention significantly longer to text than to video or image resources. Nevertheless, multiple video resources were visited by the great majority of students, underlining the importance of videos in web-search based learning. Regarding the origin of learned concepts, more words included in the post-search essay could be retraced to fixated text than to words contained in transcripts of viewed videos. To conclude, we were able to retrace large parts of students’ acquired knowledge to retrieved information resources with our approach.
{"title":"Examining the use of text and video resources during web-search based learning—a new methodological approach","authors":"Georg Pardi, Daniel Hienert, Yvonne Kammerer","doi":"10.1080/13614568.2022.2099583","DOIUrl":"https://doi.org/10.1080/13614568.2022.2099583","url":null,"abstract":"ABSTRACT The present paper introduces a new methodological approach to capture and analyse the processing and use of text, images, and video content during web-search based learning on the free web. We asked 108 university students to search the web to learn about a natural science topic while recording their eye movements and navigation behaviour. Then, we used the ‘reading protocol’ software to automatically map participants’ fixations to text, images, and video content that they had fixated upon on any information resource retrieved. Moreover, we retraced words from participants’ post-search essays to words encountered in fixated text or in transcripts of viewed videos, in order to calculate the degree of overlap. Our results showed that the participants directed their attention significantly longer to text than to video or image resources. Nevertheless, multiple video resources were visited by the great majority of students, underlining the importance of videos in web-search based learning. Regarding the origin of learned concepts, more words included in the post-search essay could be retraced to fixated text than to words contained in transcripts of viewed videos. To conclude, we were able to retrace large parts of students’ acquired knowledge to retrieved information resources with our approach.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"28 1","pages":"39 - 67"},"PeriodicalIF":1.2,"publicationDate":"2022-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47151930","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2022-04-03DOI: 10.1080/13614568.2022.2092655
A. Lan, Ivandré Paraboni
ABSTRACT Moral Foundations Theory (MFT) has attracted a great deal of attention in Natural Language Processing (NLP) and social media analysis, including both applications that attempt to infer moral values inference from text, or otherwise use moral foundations information to perform another downstream task. In this work, we address the issue of moral foundations inference from text data according to two perspectives, hereby called text- and author-dependent classification, by presenting a number of experiments to compare traditional text classifiers with more recent approaches based on pre-trained language models in both English and Portuguese languages. Results suggest that moral foundations classification relies heavily on lexical information, and that different models may be more suitable to each task, and leave a number of opportunities for further research in the field.
{"title":"Text- and author-dependent moral foundations classification","authors":"A. Lan, Ivandré Paraboni","doi":"10.1080/13614568.2022.2092655","DOIUrl":"https://doi.org/10.1080/13614568.2022.2092655","url":null,"abstract":"ABSTRACT Moral Foundations Theory (MFT) has attracted a great deal of attention in Natural Language Processing (NLP) and social media analysis, including both applications that attempt to infer moral values inference from text, or otherwise use moral foundations information to perform another downstream task. In this work, we address the issue of moral foundations inference from text data according to two perspectives, hereby called text- and author-dependent classification, by presenting a number of experiments to compare traditional text classifiers with more recent approaches based on pre-trained language models in both English and Portuguese languages. Results suggest that moral foundations classification relies heavily on lexical information, and that different models may be more suitable to each task, and leave a number of opportunities for further research in the field.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"28 1","pages":"18 - 38"},"PeriodicalIF":1.2,"publicationDate":"2022-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44967530","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-02DOI: 10.1080/13614568.2022.2047800
Michael Flavin
ABSTRACT This paper analyses the online encyclopaedia Wikipedia using Michel Foucault’s (1926–1984) concept of heterotopia. In Foucault’s writings, heterotopias are both similar to and distinct from the conditions that give rise to them. The paper undertakes a case study of one entry on Wikipedia (the entry for the “Episteme”) focusing primarily on the main entry and the talk page. The methodology is content analysis with a directed approach: data were gathered in November–December 2020. The paper argues Wikipedia can usefully be analysed as a heterotopia because it exposes the contentious conditions of knowledge production, which is not standard practice for an encyclopaedia. The article adds to our understanding by applying the Foucauldian concept of heterotopia to a specific Wikipedia entry, highlighting how knowledge is produced out of dispute and subjective discourses.
{"title":"Wikipedia = Heterotopia","authors":"Michael Flavin","doi":"10.1080/13614568.2022.2047800","DOIUrl":"https://doi.org/10.1080/13614568.2022.2047800","url":null,"abstract":"ABSTRACT This paper analyses the online encyclopaedia Wikipedia using Michel Foucault’s (1926–1984) concept of heterotopia. In Foucault’s writings, heterotopias are both similar to and distinct from the conditions that give rise to them. The paper undertakes a case study of one entry on Wikipedia (the entry for the “Episteme”) focusing primarily on the main entry and the talk page. The methodology is content analysis with a directed approach: data were gathered in November–December 2020. The paper argues Wikipedia can usefully be analysed as a heterotopia because it exposes the contentious conditions of knowledge production, which is not standard practice for an encyclopaedia. The article adds to our understanding by applying the Foucauldian concept of heterotopia to a specific Wikipedia entry, highlighting how knowledge is produced out of dispute and subjective discourses.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"27 1","pages":"324 - 338"},"PeriodicalIF":1.2,"publicationDate":"2021-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47709888","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-02DOI: 10.1080/13614568.2021.2001581
Jason Freeman, Christen Buckley, Christina Triptow, Yiting Chai
ABSTRACT Entire journalistic empires have been built upon sensational headlines designed to elicit consumer attention and provide advertising partners with what they want most: eyeballs on content. Listicles are used widely for that purpose with little research addressing effective design and viewer perceptions of use. This study proposes the following questions: what are the psychological mechanisms behind a user’s experience with various listicle forms? How does the clickability and length of a listicle influence consumer responses? To answer these questions, a 2 × 2 between-subject experiment was conducted. Findings demonstrated that clickable listicles (vs. scrollable) provide users with greater control, which in turn positively predicted a variety of cognitive outcomes and emotional and attitudinal communicative outcomes. In addition, longer listicles led to greater frustration, which in turn negatively impacted these outcomes. Theoretical and practical implications are discussed.
{"title":"For the love of lists: identifying the effects of listicle type and length","authors":"Jason Freeman, Christen Buckley, Christina Triptow, Yiting Chai","doi":"10.1080/13614568.2021.2001581","DOIUrl":"https://doi.org/10.1080/13614568.2021.2001581","url":null,"abstract":"ABSTRACT Entire journalistic empires have been built upon sensational headlines designed to elicit consumer attention and provide advertising partners with what they want most: eyeballs on content. Listicles are used widely for that purpose with little research addressing effective design and viewer perceptions of use. This study proposes the following questions: what are the psychological mechanisms behind a user’s experience with various listicle forms? How does the clickability and length of a listicle influence consumer responses? To answer these questions, a 2 × 2 between-subject experiment was conducted. Findings demonstrated that clickable listicles (vs. scrollable) provide users with greater control, which in turn positively predicted a variety of cognitive outcomes and emotional and attitudinal communicative outcomes. In addition, longer listicles led to greater frustration, which in turn negatively impacted these outcomes. Theoretical and practical implications are discussed.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"27 1","pages":"301 - 323"},"PeriodicalIF":1.2,"publicationDate":"2021-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46347902","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2021-10-02DOI: 10.1080/13614568.2021.1998649
Duyen Lam, Thuong N. Hoang, Atul Sajjanhar, Feifei Chen
ABSTRACT The cultural heritage (CH) sector has always been looking for preeminent ways to improve visitors’ interactions with their collections through interactive technologies such as applications and websites. However, economic inequality between developed and developing countries hinders the effective and widespread deployment of interactive technologies; therefore, there is a lack of understanding about how visitors interact with such applications in developing countries. Our research aims to understand the current user experience (UX) practices with CH interactive technologies in developing and developed countries and discuss how to improve the interactive application design for museums’ user experience in developing countries. We conducted two field surveys to examine the current UX practices with audio guides and websites at national CH museums in Vietnam and Australia. Additionally, short interviews with interactive service providers and museum interactive service managers confirm the current UX practices and help to fill the UX gaps in developing countries. Our work complements the wealth of knowledge about designing good UX in developed countries and concludes that UX requirements are likely similar between developing and developed countries.
{"title":"User experience factors, a comparative study of cultural heritage interactive technologies in developing and developed countries","authors":"Duyen Lam, Thuong N. Hoang, Atul Sajjanhar, Feifei Chen","doi":"10.1080/13614568.2021.1998649","DOIUrl":"https://doi.org/10.1080/13614568.2021.1998649","url":null,"abstract":"ABSTRACT The cultural heritage (CH) sector has always been looking for preeminent ways to improve visitors’ interactions with their collections through interactive technologies such as applications and websites. However, economic inequality between developed and developing countries hinders the effective and widespread deployment of interactive technologies; therefore, there is a lack of understanding about how visitors interact with such applications in developing countries. Our research aims to understand the current user experience (UX) practices with CH interactive technologies in developing and developed countries and discuss how to improve the interactive application design for museums’ user experience in developing countries. We conducted two field surveys to examine the current UX practices with audio guides and websites at national CH museums in Vietnam and Australia. Additionally, short interviews with interactive service providers and museum interactive service managers confirm the current UX practices and help to fill the UX gaps in developing countries. Our work complements the wealth of knowledge about designing good UX in developed countries and concludes that UX requirements are likely similar between developing and developed countries.","PeriodicalId":54386,"journal":{"name":"New Review of Hypermedia and Multimedia","volume":"27 1","pages":"275 - 300"},"PeriodicalIF":1.2,"publicationDate":"2021-10-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42909465","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}