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Cultural heritage and mobile technologies: Towards a design framework

Conference Paper · September 2012


DOI: 10.1109/VSMM.2012.6365914

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Cultural Heritage and Mobile Technologies
Towards a 'esign )ramework

Davide Spallazzo
INDACO department (Industrial Design, Arts, Communication and Fashion)
Politecnico di Milano
Milan, Italy
davide.spallazzo@polimi.it

Abstract—The paper presents the results of a research aimed at


providing designers and developers with tools able to guide a II. MOBILE TECHNOLOGY AND CULTURAL HERITAGE
conscious design of cultural mobile experiences, fully exploiting The access to cultural heritage resources is a large-scale
the potentials of mobile technologies, with clear objectives and the phenomenon, which relates a great variety of cultural
awareness of the means to achieve them. The research fits into the institutions with a very diversified and broad audience,
field of mobile interpretation for GLAMs with a particular focus
increasing the complexity of the relationship between the
on mobile gaming and how it can foster learning, socialization
cultural product and its public. Cultural institutions are facing a
and engagement. The paper describes the context in which the
research is grafted, the methodology, the insights and proposes mass phenomenon [1] characterized by an audience that is very
and discusses a design framework. far from that of the first museums, made by noble or upper
middle-class connoisseurs who possessed the knowledge
Keywords—cultural heritage; mobile technology; design necessary to fully understand the exhibited objects [2]. The
framework; cultural learning; social engagement contemporary visiting model often rests on passive contents’
consumption [3], and it’s unable to fulfill the objectives of
I. INTRODUCTION education and enjoyment fixed by ICOM for museums [4]. The
audience is changing, it’s becoming more diverse and
The paper addresses the relation between mobile technology consequently different expectations are arousing: someone is
and cultural heritage from a design perspective, describing the just curious, solicited by broad cultural interests, and looking
results of a research aimed at providing designers and for serious contents with a light mediation in order to approach
developers with tools able to guide a conscious design of the topics in a facilitated manner [3]; others are eager to enter a
cultural mobile experiences, fully exploiting the potentials of constructive dialogue with contents and the institutions [5] and
mobile technologies with clear objectives and the awareness of to play an active rather than passive role in their visits [6] while
the means to achieve them. The research fits into the wide a part of the audience is expecting to be engaged in discussing,
discussion about mobile interpretation for GLAMs and cultural sharing and, eventually, creating contents [7].
institutions at large with three main filters: learning,
socialization and engagement. The assumption from which the A. Mobile Interpretation
research starts is indeed that a designed use of mobile
technology during the visit to museums, cities and cultural Digital technologies and mobile technologies in particular
institutions can foster both learning and social engagement. The are often pointed as a driver to achieve new visiting models [6],
main research questions here addressed are then: which [8] but their employment in cultural heritage field is anything
mechanics of interaction are enabled by mobile technologies but unproblematic. The introduction of digital technologies in
and how they can be exploited to design a mobile experience? museums and cultural institutions, indeed, finds often curators
Which are the main factors to consider while designing a and education directors neither prepared nor equipped
mobile experience and, finally, what could be a general technically and culturally [9] and consequently unable to design
framework to support the design of a mobile experience and and realize autonomously a digital experience [8] or simply to
what process could be followed to optimize its design? Desk direct their development. Despite the very long tradition of
research and case studies are the main methods employed to mobile interpretation in museums and the new potentials
answer the questions above and the result is a structured design offered by smartphones and tablets [10], the current visit
framework aimed at supporting designers and developers in models often relies on that enabled by audio guides, be it a
taking into account critical issues in developing a mobile guided tour or a free choice tour, soundtracks and soundbites in
cultural experience. Two pilot projects, one completed and one the definition of Proctor [11]. Museums and cultural
ongoing, have been developed in order to test the usefulness institutions, in order to meet visitors’ need, must deal with basic
and efficacy of the proposed framework. The paper describes expectations of today, such as connectivity and portability [5]
the context in which the research is grafted, the methodology, together with the integration with social networks. The
and presents and discusses the achieved results with a particular technological evolution in cultural heritage field is therefore no
focus on the resulting design framework and process. more related to the technical development in itself, but rather to

978-1-4673-2565-3/12/$31.00 ©2012 IEEE 109


portability and ubiquitous web access, that link what happen in main design framework and a process successively tested
the exhibition space with what happens outside, letting visitors through two pilot projects. The following section focuses
connect with objects, ideas, people, places and institutions [6]. briefly on the first insights gained by literature review.
Furthermore the deployment of digital interpretations for
museums has been quite completely outsourced [5] and its IV. LEARNING APPROACHES AND SOCIALITY
evolution has been a technological implementation of
traditional visiting models [11]. What follows is very often a A. Mobile Cultural Learning Approaches
poor user experience [8] and mobile technologies are not fully
exploited, because employed in ways similar to those of the Addressing the vast and varied literature about learning in
first days of mobile interpretation [12]. What still lacks is a fair museums and cultural institution is a complex task [18] and
vision of mobile technologies for what they are, tools which can matching it with that referring to mobile learning (m-learning)
help to create a better relation with visitors [13], to enhance the is even more complex. The aim is indeed to find out main
learning experience [14], to connect users with other users and common approaches between the two domains in order to
to provide new opportunities to engage them in novel ways structure the design framework and to sensitize designer about
[15]. The discussion about mobile interpretation is therefore no learning issues. A matching between the two fields can be done
longer about technologies themselves [6] but about the according to the broad learning theories they refer to, but this
practices they enable [16] and how these practices could be choice presents some weaknesses. A classification based upon
integrated in the field, to enhance the visitor experience [13]. the pedagogic paradigms indeed doesn’t allow a clear
The discussion must be therefore shifted from technology itself placement of the projects because the categories are not well
towards the design of the mobile experience as a whole. distinct [19] and furthermore pedagogy in mobile learning
projects is not stable, and little design changes can shift the
project from a paradigm to another [19]. To overcome these
III. METHODOLOGY AND STEPS limitations broader and more flexible categories, able to
In order to achieve the stated goal, that is to propose a encompass different learning paradigms and describe an
methodology able to support designers, developers as well as attitude, more than specific behaviors, are proposed. Three
curators, in designing mobile cultural experiences, the research main approaches based on the possible aim of the project
has been characterized by desk research, case studies and (learning, be engaged and socialize) are therefore proposed. The
practice-based research, plus a continuous movement back and focused approach encompasses projects mainly aimed at
forth between the three methods. The main domains the providing visitors with a quantifiable learning experience. The
research deals with are mobile interpretation, cultural learning projects that fit in this category are usually based on a teacher-
and sociality in cultural institution: the first domain has been learner model, in which the institution gives visitors focused
studied in order to get a clear image of the state of the art in the and precise information. Drill and feedback activities [20] are
field, while the other two domain have been analyzed in order commonly employed to deliver information, test the results of
to point out models of cultural mobile learning and models of the learning process and give feedback, but the common mobile
sociality that can be fostered during the visit through mobile multimedia tours can easily fit in this class as well. The
technology. The three domains are approached from a design immersive approach instead describes projects mainly focused
perspective, which means that the study is conducted to support in providing visitors/learners with engaging and totalizing
and inform the design framework. The outcomes are therefore experiences, in which they play an active role. Compared to the
the definition of the characteristics and potentialities of front- focused approach there’s a shift from a teacher-centered to a
end mobile devices, a broad classification of cultural learning learner-centered model: the institution does not give visitors
approaches with mobile technology and the identification of ready information but rather a set of tools to construct a
models of sociality and levels of social engagement achievable personal meaning. Participatory simulations are a typical
during the visit. This phase resulted also in the definition of a example of immersive approach but also augmented reality
filter to read and map several applications of mobile technology games, role-playing experiences and other projects heavily
within museums and cultural institutions, aimed at clustering based on a narrative background can be encompassed in this
such a various phenomenon and at identifying trends and approach. The last category, collaborative approach,
growing sectors. About 40 projects developed between 2000 encompasses projects that attach importance to socialization
and 2012, involving mobile technology to enhance the visit among visitors, providing them with experiences, tools and
experience, have been analyzed and mobile gaming has been conditions to foster dialogue and collaboration. The learning
identified as a fast growing sector that suits particularly well process is a social activity in which every participant shares his
with the defined aims of active visitors engagement, learning or her knowledge or skills toward a common goal, as suggested
and socialization. A new phase of desk research has then by the collaborative learning theory. Examples of collaborative
allowed to gain insights about mobile gaming field, and to approach are group mobile games or multimedia tours
identify further tools to analyze the meaningful cases and to specifically addressed to families.
face a deep instrumental study of fourteen cases, selected by
time and activity [17]. This study was mainly aimed at B. Social Engagement and Models of Sociality
understanding which game mechanics and dynamics have been Learning is one of the critical issues to be considered while
employed, at identify the main features that could inform the designing a mobile cultural experience, but social issues need to
design framework and which could be a design process to be be carefully considered too. According to Paulette McManus,
followed. The results of case studies, as well as the insights and indeed, the social aspect of a cultural experience is not simply
prior findings of literature review converged in the creation of a

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an adding pleasure but it’s a source of satisfaction at the very always present, followed by curatorial and broad design
heart of the experience [21] and people’s behavior in museums competences. From the documentation produced by developers
is dependent on the social context of the visit and on the nature and researchers who took part in the projects it results that for
of the group [22]. Very often the idea of spending few hours quite all the applications, the first aim was to create an
with a good company is a key motivation for the visit in itself educational experience able to amuse their target audience,
[23], [24] but must be understood what are the models of social typically teenagers and families with children. Most of the
appropriation of the exhibit space. Debenedetti addresses this analyzed experiences take place indoor, usually within a
issue proposing a dynamic between the two polarities of museum, while only few relate to the urban space and only one
affiliation and anonymity, creating four different modes of to an open-air archaeological park. The result is not surprising
social appropriation of museum space [23]. He adds to the two because museums are traditionally places of election for mobile
traditional and static models of personal vs. shared visit two interpretation and offer a limited and constrained space for
dynamic ones, which presuppose a movement from one experimentation. Most of the projects are indeed pilot
condition to another. In the separated visit, indeed, experiences that need a careful design and set up and the urban
accompanied visitors decide to freely move from a social to a space could be too wide to be monitored or controlled. Quite all
personal experience and vice versa, using verbal or physical the projects provide a mobile experience that starts and ends
barriers to social interaction when needed; on the contrary the within the temporal limits of the visit: the result is quite
not-alone model is animated by the pursuit of social interaction unexpected especially for those projects heavily relying on a
by a single visitor who seeks to overcome his or her anonymity constructivist approach, that suggests to provide visitors with
[23]. This framework results very useful in sensitizing designer time to prepare the learning experience and time to reflect about
about social configuration during the visit but it doesn’t it [26]. Looking at the contents, it results that all the projects
describe the level of visitors’ social engagement. The me-to-we described present contents referred to the collection, being them
process proposed by Nina Simon describes the level of social objects and exhibits exposed in the museums or points of
engagement through five steps [7] that start with the interaction interest scattered in the city. Some others provide visitors also
of visitors with contents and ends with indirect and direct social with contents related to the case (e. g. the museum building or
relations between visitors. The process is structured as a the city as a whole) fostering knowledge deeply about the case
continuum in which every step needs the previous one but it’s and broadly among the exhibits [14]. The projects with a strong
not mandatory to reach every time the last step: not every narrative structure very often provide visitors also with more
visitor is indeed interested in socializing directly and not every intangible contents that relate to the history of a place, or to the
institution aims at being a space for social aggregation [7]. The daily life of historical figures or to famous legends. Looking at
three approaches of mobile cultural learning as well as the the level of deepening of contents, roughly defined for
models of sociality and the levels of social engagement are part beginners, amateurs and experts it can be noticed that all the
of the design framework but are also useful tools for case projects propose very basic contents, suitable for children or
studies, whose results are briefly described in the next section. teenagers or people without any knowledge of the subject. This
result is in line with the targets identified by the different
V. INSIGHTS FROM CASE STUDIES projects but can be also explained with the choice of a game
approach: games mechanics, indeed, very hardly allow to go
Following the categories proposed by Stake [25] the cases deep into contents, using basic information easy to be read or
analyzed during the research can be considered instrumental, retrieved. This remark opens to important challenges for
because the aim of the study is to gain insights into issues designers and developers who want to engage visitors in a game
related to mobile gaming, learning and sociality, helping to experience but not simplifying contents. The last criterion used
structure the general framework. The analysis aimed at about contents tries to understand who are the creators of
understanding what mechanics of interaction and game contents: experts and curators, users or both. This criterion is
dynamics are employed and how are they applied, how the useful in the light of the progressive shifting in contents’
mechanics and the dynamics are influenced by theoretical creation from experts to users [7] that are getting more and
approaches and how they actively stimulate learning and social more involved by the institutions in the creative process.
engagement. To answer these questions, multiple case study Looking at the analyzed projects it emerges that quite all the
seemed more suitable in order to find similarity and differences applications are structured around contents edited by curators or
between the units of analysis. For the study, fourteen cases have experts and very few propose contents edited by users together
been studied and the selection has been made by time and with experts with a user-centered approach. This result is in line
activity [25]: it considers projects developed between 2000 and with the idea of Silverman [27] that maintains that curators’
2012, which employ mobile technology and gaming activities voice must provide an excellent and well-researched
to enhance the experience of visit. interpretation and that visitors’ voice is in addition to and not
instead of the main exhibit message.
A. Remarks from Case Studies
A first remark emerging from case studies is that B. Learning and Sociality Issues
universities and research centers are the most active in the field; Analyzing the cases from the point of view of learning, it
cultural institutions are not always involved in the project emerges that the focused approach is dominant, followed by the
development; private societies and foundations have a immersive and by the collaborative approach. This means that
prominent role. Looking instead at the competences expressed several experiences are strictly aimed at making visitors learn
in the design teams, it results that technological skills are something about the exhibits and the game mechanics are

111
usually employed to make people notice some details and verify museums and cities, because the objects to be discovered can
they have gotten the key message. Other projects attach less easily coincide with museum exhibits or points of interest in the
importance to the acquisition of specific notions and are aimed city and the game mechanics are employed to stimulate interest
at involving visitors in simulations: users play roles and are and to verify the acquisition of knowledge. Story is the last
called to act as if they were pilgrims in the middle ages, or analyzed issue: form the analysis it emerges that half of the
detectives looking for clues, ghost hunters or characters of projects are based upon a strong background history while the
mystery stories. Very often these experiences include game other half is structured as a sequence of targets to be
mechanics common to the focused approach: what changes is accomplished. Background history is usually employed to give
that they haven’t an end in themselves but are fully integrated contextual information to visitors and when the application is
into a plot. Regarding sociality issues it results that most of the not developed to obtain specific and quantifiable learning
cases enable a fusion visit: in this cluster there are the projects outcomes. Conversely the projects structured as series of targets
based upon a role-playing game and those addressed to usually have a more defined learning aim and the sequential
families. The separated visit is allowed by those experiences steps give visitors new knowledge and verify its acquisition
designed to guarantee an high level of personalization together through game mechanics.
with a constant sense of social presence: visitors play alone or
in small groups but in continuous contact (direct or indirect) D. Insights about Mobile Gaming
with other singles or groups, collaborating or competing with Summarizing the results described above, two main positive
them. Solitary visit is the model of sociality usually enabled by aspects of mobile gaming can be listed: first is the ability to
audio guides and in this analysis it collects all those projects stimulate visitors’ active involvement as advocated by the latest
that support solo games: this model is not highly represented cultural learning theories [31], [32] and that, in particular, role
and from this result it can be inferred that the game structure playing and competition are great stimuli for involvement;
can someway overcome the limitation usually linked to the second is that gaming can foster high levels of social
audio guides. The pursuit of social engagement is allowed only engagement. On the contrary it results that game mechanics can
by one project which rewards players with points if they get in someway limit the target audience to teenagers and families
contact with other players or groups of players, stimulating with children: this limitation has a strong influence on the level
information sharing and new social relationships. Regarding of deepening of contents, usually very basic and aimed at
instead the levels of social engagement enabled by the projects conveying few clear notions. Game dynamics seem also to
is emerges that level five, direct social engagement, is by far the constrain the mobile experience to the visit itself: despite the
most represented. This result is consistent with the result wide discussion about pervasive games [33] is indeed true that
regarding the models of sociality, because all the projects that one of the defining characteristics of game is liminality both in
enable a fusion visit necessarily allow also direct social terms of time and space, the famous magic circle of Huizinga
relations. [28]. Liminality of play could also limit social and collaborative
activities to people that already know each other, making in this
C. Game Mechanics and Rules way difficult to get in contact with strangers unless the
Looking at the defining traits of game it results that less experience is carefully designed.
than half of the projects proposes a solo game, an experience
played by a sole visitor while the other half is structured as a VI. DESIGN FRAMEWORK AND PROCESS
team game and, among them, the majority is a role-playing
experience: every visitor/player within a group embodies a The remarks discussed above together with the prior
character with particular gifts and duties and needs to findings of literature review converged in the definition of a
collaborate with others in order to complete tasks and missions. design framework, a methodology/tool to support designers in
Collaboration is never employed as the only conflict model but developing mobile cultural experiences. If in literature, indeed,
only associated with competition: in other words the most we can easily find several pilot projects describing innovative
common conflict model is a competition among groups within mobile applications for museums and cultural institutions,
whom members collaborate. Competition is without there’s a need to reflect on the mobile experience as a whole
collaboration when only one visitor plays the game and it can and on how to design working and useful mobile experiences.
be against other players/visitors or against the system. What The attempt here described is not completely new in cultural
emerges is that competition is employed in every project as a field: Nancy Proctor [11], for example, lists six guiding
means to stimulate visitors’ engagement: competition is indeed questions developers have to ask themselves in order to design
pointed by several authors as a defining characteristic of game a meaningful mobile experience and to reflect on its five basic
[28–30] and the only cooperation is not seen as a sufficient features: audience, contents, space, narrative model and
stimulus for the game experience. Looking at the game rules technology. What seem to lack in this proposal to be a meta-
that govern the experiences it results that the majority of them design tool are the interconnections among the units and a
are based upon treasure hunt and similar models (scavenger process to be followed in order to optimize the process of
hunt, geocaching), some are based upon the urban adventure decision-making. A design process is indeed a sequence of
game model and only few employ a card game model. Urban decisions to be taken, in which every choice necessarily affect
adventure games are mainly treasure hunts and counting them the others and the question-like model suggested by Proctor
together it results that this model is definitively paramount. This [11] may support the design activity. The framework here
result indicates that curators and developers are closely tied to a proposed incorporates Proctor’s questions, framing them into a
tour model with stops [11]: treasure hunts indeed well suit with wider structure that adds features and organize them in a

112
sequential process (Fig.1). The four steps are those of a with contents that is informed mainly by the constraints, the
common design process: brief and analysis (analytic phase), learning approaches and sociality issues. The decisions taken in
concept/design (creative/synthetic phase), implementation and the analytic phase indeed, guide the choice of the mechanics of
evaluation plus some iteration through a recursive process of interaction (Fig. 2), here intended as single interactions user-
corrections and tests. The four steps process is therefore a contents and user-user, allowed by mobile technology. They
transposition in the mobile field of the widely diffused design should be thought of as the basic bricks on which the models or
process but it is also grounded in the analysis of the cases. This dynamics of interaction are constructed, using the same bricks
process of creative interpretation of requirements and or composing them: different mechanics can indeed be
constraints into a story, models of interaction and finally into a employed within the same mobile experience. This phase is half
scenario is the focus of the framework here discussed, that aims analytic, because most of the choices follow the decision made
at giving developers a supporting tool for the design process. in the analytic phase, but also half creative because developers
can decide to modify them or add new ones, join together
A. Analytic Phase several mechanics and so on. An example is the mechanic
The first step, the analytic phase, is aimed at retrieving all consumption of contents, which provides users with information
the information that could be useful for the development of the received passively, or the mechanic question which allows
project and to take all the necessary decisions in order to users to ask questions in real time to other visitors, to curators
structure the experience. Compared to the common design or to the web, activating wiki and crowdsourcing dynamics.
process it encompasses the brief and the research: it captures Other dynamics are instead aimed at stimulating higher level of
indeed an aim as input and supports developers to detail the social engagement such as serendipity, which employs mobile
brief, namely the requirements and needs, and to retrieve all the devices to alert users of possible buddies (contents/users)
necessary data, that is the research. In the framework the nearby or the mechanic smart mob, which collects people at the
analytic phase is structured in five main units as shown in Fig. same time at the same place in order to provide them with
1: constraints, learning approach, sociality, relationship and learning activities. It must be clarified that the mechanics here
contents. The unit constraints helps developers reason about presented (fig. 2) are those derived from case studies and
those choices partially due to exogenous factors such as the literature during the research and the list isn’t absolutely closed:
target audience, where and when the experience should take designers and developers can freely decide to add new ones or
place and which technological device and platform will be modify them. The list of mechanics, indeed, mustn’t be
used. The cluster relationship instead stimulates reflection intended as a strict catalogue from which to draw but as a way
about the criteria to be used to match users with contents and to reason about interaction and to stimulate the generation of
other users (namely profile, position in the space, random, etc.) new models.
but also ask developers to decide if these relationships will be
based upon homophily (similarity) or the contrary on C. Creative Phase
heterophily (diversity). The unit contents asks developers to The insights deriving from the analytic phase as well as the
decide what kind of the contents will be provided, at what level chosen mechanics of interaction are the inputs of the
of deepening and from whom they will be edited, from experts, creative/synthetic phase which has the duty to interpret these
form users or from both. The last two units address learning data and transform them into models of interaction and story
and sociality issues and are based on the theoretical models and, finally, into a feasible scenario. It consists of three main
described in IV. units organized in two consecutive steps (Fig. 1), the models or
dynamic of interaction with contents/people and the story,
B. Half Analytic-Half Creative: Mechanics of Interaction which together converge within the scenario. The first unit,
An intermediate step between the analytic phase and the models of interaction, collects data from the analytic phase and
creative phase is the definition of the mechanics of interaction the mechanics of interaction and merges them with rules,
configuration and conflict in order to define how people behave
during the mobile supported cultural visit. In particular
designers have to decide if the experience will be based on a
tour model, be it free or guided, on a game model, choosing
among the existing game genres, or to create a new model. It
must be decided also how people is configured during the
experience, if in group with roles or not, or as a single user, and
what kind of conflict will be proposed: collaboration, in the
case of a tour for example, competition for a single user game
or collaboration plus competition for teams that compete one
against the others. The second unit defines what kind of story
will govern the experience integrating contents with the models
of interaction; it asks developers to decide if the experience will
be structured as a sequence of units of information (soundbites
in the definition of Proctor [11]) or as a structured story
referring for example to existing genres. This phase can be
defined creative because all the steps described are somehow
Figure 1. Schematic view of the design framework grounded in a detailed and coherent analysis of the aims, needs,

113
Museo Achille Castiglioni, a small but reputable institution
which conserves a vast amount of documentation about the
famed Italian architect and designer and promotes the
knowledge of his work. LfAC (Looking for Achille Castiglioni)
is a mobile location-aware display of contents, which guides
users to discover the works of Castiglioni in downtown Milan,
providing them with digitized archival materials and
descriptions, in the right place where the work is or was. LfAC
is a working bi-lingual mobile experience and user tests has
highlighted good results in terms of learning and enjoyment
[35]. The second pilot project has reached the form of scenario
and hasn’t been still deployed. It’s being developed in
collaboration with Museo Glauco Lombardi of Parma, an
institution that collects and shows artworks mainly regarding
Maria Luigia, second wife of Napoleon, and Duchess of Parma
after the Restoration. The aim of the mobile experience is
twofold: to provide families with and engaging and learning
activity within the museum and to valorize the heritage of the
Duchess across the city. Two scenarios are being implemented:
the first is an indoor role-playing experience addressed to
families and the second is a walking multimedia tour in
downtown Parma, based on letters written by Maria Luigia
during her dukedom.

VII. REMARKS AND CONCLUSIONS


It’s not easy to validate or verify a design process, but it
seems it’s worth to present some remarks emerged during the
employment of the described framework, despite limited to
only three mobile cultural experiences. A first question about
Figure 2. Mechanics of interaction arranged for level of social engagement the general design framework is whether it takes into account
all the aspects related to the design of a mobile experience or
constraints but they are creatively interpreted in order to not, in other words if it is sufficient to deal with the complexity
generate a new mobile experience. If the results of the analytic of a project. In the light of the experience matured during the
phase could be somehow considered quite independent from development of the pilot projects, the framework didn’t show
who conducts the analysis, the creative phase relies on the evident deficiencies that could affect the project development.
personal choices of developers and requires skills that are On the contrary the implementation of LfAC has highlighted
typical of designers, for example to build the scenario. It’s a some redundancies: the early definition of an off-the-shelf
mock-up of the experience, which describes it in order to get platform [35] has indeed guided several choices, depriving
feedback and inform the implementation of the system. some units of meaning and developers of freedom of choice.
Scenario is here intended in the meaning proposed by Carroll This result suggests that the framework can be fully exploited
[34], a story which envisions and documents typical and only if the technological constraints are not so strict and if the
significant user activities. Scenario building is the last activity technological system is defined ad hoc. Another remark is that
of the creative phase, whose result, the story/storyboard, feeds the frameworks’ units and, in particular, those encompassed
the following phases which translate it into a prototype and, within the analytic group cannot be considered alone, without
through an iterative process of test and correction, into the moving back and forth among them. They are indeed strictly
working mobile application. interrelated and every unit is affected and affects the others,
requiring a process of continuous revision of the choices in
D. Using the Framework order to keep an overall consistency. This means that, within a
The framework briefly described above has been employed single phase, there isn’t a mandatory sequence to be followed (a
to develop three mobile experiences within two pilot projects, part from starting from constraints) and that every unit must be
one completed and one developed till the end of the creative intended as a question to be answered and the answers must be
phase. The aim of the projects was to test the usefulness and compared with those of the other units. The design framework
efficacy of the framework in supporting the design of mobile is indeed a tool to make designers aware of their possible
cultural experiences and to verify its ability to be applied to choices and of what they imply and to support them in the
very diverse contexts. The description of the two pilot projects process of decision-making. The general design framework,
is beyond the aim of this paper, which wants to focus mainly on therefore, mustn’t be considered as a sequence of strict design
the design framework, but it’s useful to briefly contextualize guidelines or recommendations but rather as a way to sensitize
them in order to better understand the final remarks. The first designer about the critical issues of a mobile experience. This
pilot project has been developed in collaboration with Studio choice is in line with the design sensitivities proposed by
Hindmarsh et al. who provide a list of design actions useful to

114
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specifying that they are means to sensitize designers and not dialogue and learning” in The manual of museum learning, B. Lord, Ed.
Playmounth: Altamira Press, 2007, pp. 107–133.
tightly defined guidelines [36]. The authors remark indeed that
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Figure 3. Design framework. Detailed view of the analytic and creative phase.

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