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by
Sharon Brosnan
0651869
Chapter 5: Conclusions............................................................................... 45
5.1 Future Work ........................................................................................................46
References.................................................................................................... 47
Appendices……….……………………………………………………………….50
Appendix A: Bibliography ........................................................................... 50
Appendix B: Informal Interview for Bunratty Folkpark 25/11/09.............. 54
Appendix C: Initial Personas and Scenarios............................................. 55
Appendix D: Final Personas and Scenarios.............................................. 60
1. Map and 3D Representations…………………………...….....………………60
2. Puzzle Tour Option….…………………..…………………..………………..65
3. Kids Section………….……………………………………...…..……………70
Appendix E: Storyboards ............................................................................ 74
1. Map and 3D Representations……...……...……..……………………………74
2. Puzzle Tour Option….…..……………………………………..……………..78
3. Kids Section…………..………………...….…………………………………84
Appendix F: Framing ................................................................................... 88
Appendix G: Initial Sketches in Photoshop............................................... 89
Appendix H: Walkthrough ........................................................................... 90
Appendix I: Post-It Prototyping .................................................................. 92
Appendix J: PowerPoint Prototyping......................................................... 94
Appendix L: Design Development ............................................................ 101
Appendix M: Aesthetic Concept Design .................................................. 102
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Abstract
This paper describes the design of an augmented reality navigational aid on a
smartphone for Bunratty Folk Park. Bunratty Folk Park is an open-air museum,
which exhibits life in mid-west Ireland in the 19th Century. The outdoor setting
presents new challenges in designing a navigational aid. It is important to keep thee
Folk Park in its natural state but there is also a need for visitors to get more
information in an innovative way, the smartphone technology allows for the enhanced
capabilities while leaving the Folk Park intact. Focusing on user interaction with a
handheld mobile device, this paper specifies, develops and prototypes a digital
interface for such a device.
Visitors to museums look for information on exhibitions when they are standing at
the objects. Relevant, customisable information should be available to the visitor
when they are at the Folk Park. A context aware mobile tour can provide this.
Augmented Reality is a context aware technology that overlays virtual information on
to video content in real time. Along with taking advantage of existing mobile
technology, it has potential to allow users to interact with objects or places in real
time in an enhanced way.
This paper develops a navigational aid based on augmented reality technologies
for a smartphone. The smartphone has been shown to be the ideal mobile device,
people are comfortable with their personal phones and smartphones have all the
technology required for an AR system. The aid gives the typical visitor of Bunratty
Folk Park a personalised, fun and informative experience. Through the options and
themes available on the navigational aid, the visitor is in control of information they
take in. The visitor can get the information they require on demand. Concept
methods of information provision, including interactive tours, puzzles, 3D
representations, and innovative map usage, have been developed to enhance the
visitors’ trip to Bunratty Folk Park. It is crucial to design the interface for the
navigational aid as user-centred as possible.
Details on the fundamental features of the navigational aid, along with a puzzle
game and kids feature were developed. A detailed description of the user interface
design process on a small screen, including related works, field research and the
iterative design cycles, are given. Using low fidelity methods and an augmented
1.1 Introduction
This paper develops an augmented reality mobile prototype for the navigation of
Bunratty Folk Park, focusing on the design of a useable interface for the user. The
goal of the research is to investigate if a context (location) aware system as a museum
guide would be useful in Bunratty Folk Park, and design a usable context aware
tourism guide for the typical visitor. This navigational aid has to be designed for the
Bunratty visitor to ensure a usable system. Using human centred design
methodologies, concept designs are developed and tested with users.
AR allows for extra information but the user can also focus on the museum
setting. It enhances the presentation of the exhibitions as well as the information
while opening doors for learning through entertainment. (Allen-Greil, 2009)
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iPhone: http://www.apple.com/iphone/
2
Android: http://www.android.com
3
Wikitude: http://www.wikitude.org
4
Layar: http://layar.com
1.6.1 Cyberguide
Abowd et al., (1997) discuss Cyberguide, a series of prototypes of a mobile context
aware tour that knows the users current location and history of past locations. The
long-term goal of the project was to develop a device that would know where the
tourist is, what they are looking at, and predict and answer questions about the
environment around them.
The paper discusses many relevant points to Augmented Reality navigation
systems, like communication, map support and information support. This paper is not
only good for ideas around context-aware systems, but it also goes through the design
process with a few prototypes of their system which is coming in very handy with my
prototyping.
1.6.2 HIPS
Broadbent and Mardi (1997) look at HIPS (Hyper-Interaction within Physical Space),
a handheld electronic tour guide for cities and museums. It aimed to support people in
their working and leisure activities. It offers contextually aware audio messages on
POIs and tours around cities and museums. It is a handheld system, with information
varying according to the user's location, preferences and to the information already
given.
This was to be built on a pen driven palmtop computer with a screen, headphones
and no keyboard; markerless tracking would locate the user with infrared, radio and
GPS.
It is essential that users test with the prototypes, this way it is the user, and not a
designer, who is assessing the aid. Users can come in to problems that were not
anticipated in the initial design. The behaviour of users can be unpredictable; their
use of the prototype can change the design. (Gould and Lewis, 1985) These issues
have to be address in the next iterative design cycle.
The iterative design process is valued because it is difficult to get the design of a
user interface right the first time. The cycle allows for evaluations of mistakes in the
designs and for them to be corrected. Early iterative cycles allow for cheap changes
these issues that can be implemented in to later iterative cycles, and eventually the
final product. (Gould and Lewis, 1985)
2.1.1 Sampling
The representative sample is the group of people who give insight in to usage of the
aid. When sampling at Bunratty Folk Park, the user profile was broad. Visitors often
have varied goals within the Folk Park. The aim of this project is to provide a
navigational aid to a smartphone user in order to enhance their visit, therefore the
sample of this project was visitors to Bunratty Folk Park. This broad representative
group allowed for the study of many visitors and allowed for the redefinition of user
2.1.3 Methods
2.1.3.1 Observations
Observations are a field analysis method that was performed on-site at Bunratty Folk
Park. Initially, they were non-obtrusive and naturalistic. This allowed for the
collection of information from the Folk Park without creating artificial situations.
Visitors were observed as they completed their goals, the details were captured with
photos and sketches. From here interviews were carried out with visitors of the Folk
Park.
During the observations it was noted that visitors mostly wander around Bunratty
Folk Park. Most visitors were very interested in visiting Bunratty Castle and the
Village Street but the rest took the visit in their ease. The visitors spent most of their
time in the houses (Weaver's Shed, Blacksmith's Forge etc.) dotted around the Folk
Park, wandering in and out of each, looking in each of the rooms and at most of the
objects. Although the houses are numbered for reference to the map there is no
“They definitely don't tell you everything about any of these cottages in [the map].
There's not enough room for it.”
The visitors mostly wander around the Folk Park, and use the map to get
information when they see something of interest. Only a handful of visitors used the
map. The Folk Park is laid out in a circle so navigation is easy for visitors who are
happy to stroll through from place to place with no specific path in mind. The visitors
who did not use the map do so because they felt it is lacking in all the required
information. These visitors want to be told the history of each place and object.
The visitors suggested that human tour guides and technological channels of
information would be beneficial. They put forward video reenactments on people
who lived there. A wish for more history on each building was mentioned several
times.
“Even if there was a tour guide, or a person at the houses to tell you stuff for more
information.”
“And don't ramble. No rambling. Just straight to the point. ‘I'm a hundred years
old. This family lived in me.’ ”
The objects and tools inside the house are sometimes a mystery to the visitor.
There were expressions of desire for more information on these.
“In the castle, there is literally so much stuff that you would want to just walk up to
something and ask it 'What are you?'”
Any information for the visitor should be straight to the point. Most visitors had
their mobile phone and would be open to using a mobile device for more information
on the Folk Park.
The people who visit Bunratty Folk Park do so mostly in groups. The visitors find
the group setting beneficial, as there is a social aspect when walking around. These
groups interacted within their groups and discussed the objects and houses during
their outing. This social interaction means they are open to sharing their experiences,
this has been implemented in to the design of the aid.
Scenarios were used to make sense of the fieldwork that was completed in
Bunratty Folk Park. (Jones and Marsden, 2006) Scenarios help understand how the
persona will interact with the system. To write an effective scenario it is vital to
understand the tasks supported by the navigational aid, and what is needed by the aid.
3.1.1 Personas
Considering the typical Bunratty Folk Park visitor, several persona characteristics
were developed. Five personas and scenarios were initially discussed before settling
on three. A couple, Tom and Nicola, a group of young adults, Eileen, Jack, Ben and
Kelly,!and the mother, Stacy and children, Jack and Jen were chosen as they were the
most relevant personas developed from the research.
The first five persona developed were simple and did not have much detail behind
them. These scenarios were based around observations and initial interviews in the
Folk Park their scenarios only dealt with navigation and maps (Appendix C). After
looking at the results of the field research it was decided that personas of Scenario C
and Scenario E were unnecessary, the concepts developed in each were integrated in
to the chosen scenarios.
The three selected personas were expanded upon. (See Appendix D) This
facilitated in the brainstorming of ideas for the full navigational aid. The scenarios
were especially fundamental in the design as they identified characteristics of using
the navigational aid that had not yet been considered; both problems and opportunities
were stumbled upon. The interaction between the persona and the aid is described in
detail. This support led to a good design layout for the storyboarding sessions.
3.2 Storyboards
Storyboards are used to visualise the interaction with the navigational aid.
Appendix E: Storyboards shows how were used with scenarios as a tool to visualise
how the aid will be used in a real context. The interaction between the personas and
the interface is more clearly understood through storyboarding. (Van der Lelie 2006)
Krebs (2005) describes scenarios as the plot to a film, while the storyboard is the
script. The storyboards help develop the scenario and communicate the design more
clearly. They are especially useful as they aid in the examination of the aid and in
defining the requirements of the aid.
In order to draw the storyboards, rough sketches of the aids structure was drawn out
with the concepts from the scenarios. The interface was roughly mapped out with
tweaks being made as the storyboards were being drawn out. Here the visual layout
was assessed. Buttons, functionality placement and dimensions were examined. (See
Appendix E for storyboards to scenarios 1-3)
Layouts of the interface in scenario one were mixed around, with small changes
taking place. The organisation of the functionalities was decided through design
guidelines and storyboarding. Iterative cycle prototyping sessions took to take place
to check if the interface worked well.
Camera View – Camera View gives the users a real time view of the world on their
smartphone. In Camera View, the AR capabilities are overlaid on to the screen.
Map View – Map View allows the user to see where there are located in Bunratty
Folk Park, along with it shows the location of various buildings, events, or restaurants
depending on what sub-setting the user is in.
List View – List View itemises the locations, events and restaurants and lays them out
in a detailed list.
3.3.2 Sub-Options
Within the main navigational aid (the Puzzle Tour is laid out differently) the sub-
menu is always available with the touch of a button. Visitors to the Folk Park
weighted the following three categories heavily. These are the paramount in a
visitor’s time to the Folk Park and so are at hand immediately. (See Figure 4-1)
Places – Places refers to the exhibits within Bunratty Folk Park. These include the
houses, Bunratty Castle, and the Village Street. In Camera View, when the user is in
close proximity to a ‘Place’ a marker appears on screen. When selected this marker
turns in to a pop-up that seems to float in on the screen. It gives information on the
architecture, place history and origin when selected. Within the Map View the users
location is indicated with an orange marker, while blue markers indicate the ‘Places’.
These markers are also selectable and give the information. In List View the ‘Places’
are organised alphabetically, and are also selectable.
Restaurants – The location of restaurants can be seen in Map view in relation to the
users own location. Here the user can select the marker indicating the restaurant and
get a pop up information on it. In list view, the user can read about the restaurant and
see the menu for the day. In Camera View, markers also point out where the
restaurants are and can give information and the menu the same as the “Text
Information” above.
3D Objects – this functionality allows the user to view objects that are represented by
3D rendered items. These objects may not exist any more, or the Folk Park may not
have access to them. Computer generated ones are viewed through the camera. The
aid recognises a marker, and overlaid on this marker is the 3D objects. The benefit
here of using the marker recognition system, as opposed to GPS location, is that the
camera can locate where the item should be precisely and give a 360o representation.
The user can move the camera around the marker and see the angle from every angle
through the camera view.
3D Placement of Buildings - the ability to view a house in its original setting. The
navigational aid knows where the camera is pointing and can cut the building and
show the building in its original setting. The smartphone has a GPS and compass
system, which can give the ability to view the building from different angles and get
the same effect. (See Figure 5-8 and 5-9)
3.3.4 Tours
Themed Tour – the navigational aid brings the user through the Folk Park based on
the users preference of ‘Agriculture’, ‘Services’, ‘Lifestyle’ or ‘Puzzles’, similar to
the Grouping of Buildings function.
Art – allows the user to draw on a picture that the camera takes. On the left of the
screen the user is given 10 colours to choose from. The user touches the screen to
draw on the picture. There is an ‘Eraser’ icon to clear the screen from any drawing
and a ‘Save’ icon to save the image to the smartphones library.
The navigational aid themes have been developed with the concept that forced
participation within the aid is unfavourable. (Simon, 2008) The user can choose to use
the aid as they go through the Folk Park but can also put the aid away with no
repercussions. The concept is that although some visitors will enjoy using the
navigational aid throughout their visit, it should be available for all visitors at any
time-if a visitor comes across Bunratty House and wants to know more about the
architecture, they should not be forced to take part in other features of the aid.
Another recommendation from Simon (2008) is that the user should be able to
comment on the application if they so wish. In the navigational aid a Contact section
has been added to the Main Menu for this reason. This feedback could help progress
the aid and can keep users content as they can voice their opinions on it.
Mental Models
To be an effective interface it has been designed on the mental model of the user.
The mental model is how the user interprets how the aid works. Mental models are
based on users previous experiences with similar interfaces, in this case mobile phone
application. (Tidwell, 2005) Concepts and language that are familiar to the user have
been used, and the layout has been kept in a logical order. This has been done as
most users can learn interfaces that are similar quickly. (Nielsen 2005)
Mental models are further revealed through the iterative cycles. During an
iterative cycle, each feature of the navigational aid is assessed; how the users view
them will influence the development of the aid. (Hussain et al., 2008)
Consistency
The navigational aid has been kept consistent and clear with the layout and
functions. The buttons are in the same place throughout the layout. The user should
not have to wonder if buttons, functions or words mean the same thing. (Nielson,
2005) Tidwell (2005) notes that there should be constancy across the interface as
users are less likely to make mistakes, and it helps them remember the layout.
Feedback
For the user to navigate through the system effectively immediate feedback is
fundamental. The user is to be kept informed of what is happening with the system.
(Nielsen, 2005) Each user action has to an instant system reaction so the user knows
what effect their actions have throughout. The reactions in the navigational aid are
visual, a colour or screen change or a pop-up appears when something is selected.
(Zwick et al., 2005)
Signs when navigating through the aid are clear in the interface, so the user has to
know where they are at all times. This is further tested in the iterative cycles.
(Tidwell, 2005)
User Control
The user should be able to navigate through and explore and interface without
repercussion. Exits for all maneuvers are marked clearly. (Tidwell, 2005) If a user
makes a mistake or navigates to a page a ‘Back’ button is available to them. Selecting
any of the functions will allow them to exit any maneuver they do.
To ensure that if the user’s goal changes their mind about their end goal they are
able to access different functions easily, the functions are available at all times to
them. (Tidwell, 2005)
These post-it prototypes were prepared to scale and allowed to get a feel for the
functionalities of the navigational aid. They are useful as they allowed for the quick
maneuvering of buttons and icons. Figures 5-2, 5-3 and 5-4 show an example of the
progression of the initial ‘Camera View’ concept. The 3D option is available to the
user-this functionality is visible and does not need to be changed. In order for the
user to be aware of where they are in the system, the ‘View’ and ‘Item’ functionality
had to be highlighted. In Figure 5-3 the ‘Camera’ icon and ‘Places’ icon are
highlighted, showing that the user is currently in those modes. Feedback of this type
is essential for the user to navigate through a system successfully. (Jones and
Marsden, 2006) The user will always know where they are in the aid through
feedback like this.
After studying Figure 5-2 it became clear that the user had no way to get back to
the Main Menu. This was resolved by adding a ‘Bunratty Folk Park’ button at the top
left. With the selection of this it is possible for the user to navigate to the Main Menu.
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Adobe Photoshop CS4: http://www.adobe.com/products/photoshop/photoshop/
These early prototypes were practical for self-checking, and reflecting if the user
interface layouts made sense. Once these concepts went through the trial run and
were fixed, they were ready for the next stage of prototyping, which was done using
PowerPoint.
In the testing, each participant has been to Bunratty Folk Park recently and knows
what to expect when visiting. The prototyping sessions were screen captured and the
audio was recorded for note-taking later. Participants were told about the project
background and what to expect during the session. They were instructed to talk aloud
when they were navigating through the prototype.
Tasks were read to them and they had to find solutions to each. These tasks
followed the route of Scenario 1. This allowed for the properties of the navigation to
seem fully functional without having to prototype the full navigational aid. (Zwick et
al., 2005)
The participants all navigated through the system quickly and easily. Their only
experience with a similar system is with mobile phones. They found that the
functionalities are unambiguous and the exits are understandable (See Figure 5-6).
The View options (Camera, List, Map) were swiftly understood.
The marker pop-ups were clear; each participant knew to select the marker for
more information on the place. The feedback in the aid works well; the participants
knew where they were in the system as the screen changing accordingly.
Figure 4-6 - PowerPoint Prototype: To exit Figure 4-7 - PowerPoint Prototype: All
the information pop-up all participants participants used the clock to set
understood that the ‘x’ would do this. the reminder.
The issues found in the PowerPoint prototyping session were taken into
consideration and modified for the next design session.
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FLARToolKit: http://www.libsrak.org/wiki/saqoosha/FLARToolKit/en
4.2.1 Wikitude
The Wikitude platform has been used to show how the navigational aspect of the aid
works. It has been built to show the points of interest, these markers can be selected
in and an information pop-up appears.
Wikitude is the most popular augmented reality browser for mobile devices. It
holds the most comprehensive AR features for developers and consumers.
(MobilizyGmbH, 2010)
Wikitude uses the ARML (augmented reality markup language) specification.
ARML allows developers to create content that is displayed on various mobile AR
browsers. ARML is based on KML (a widespread format that provides tags for
location-based applications) It uses the necessary information from the KML data and
allows the developer to add additional information and features to it. (Lechner and
Tripp, 2010) This data contains several attributes the geo-coordinates (longitude,
latitude, altitude), name, description, images, address and other information (Tripp et
al., 2010). It allowed for personalised icons and image to accompany the POI
information.
The points of interest appear on the Wikitude application. The application has its
own interface. When testing this with participants, the use of the Wikitude menus
was not evaluated. This research was only interested in their use of the POI markers
and information in Camera View. (See Appendix K for more Wikitude browser
screenshots)
The project was explained to the participants and they were told about the aid on
the smartphone. The participants’ chosen had no previous use with an AR system and
they were not told how to use it. When tested, they almost immediately understood
how the Wikitude version of the application worked. The participants saw the POI
Figure 4-12 – Wikitude Prototype Figure 4-13 – Wikitude Prototype List of Places
(Marker Selected)
5. Chapter 5: Conclusions
This paper has presented the design of an augmented reality navigational aid for
Bunratty Folk Park. With the AR now being an accessible technology, museums
should take advantage of the possibilities it holds. Visitors now crave a customised
experience and this navigational aid offers this to visitors. Through the research of
mobile guides and AR technology found in museums, it has been found that an AR
guide could work in Bunratty Folk Park.
This work focused on several aspects of design, using qualitative research methods,
designing for small screens and the iterative design process. Through the qualitative
research methods, the visitor profile was discovered with the navigational aid being
designed for them. The iterative design proved successful. Iterative cycles allowed
for early and continuous feedback and development from users. This was important,
as the design of the navigational aid has to be user-centred to be effective.
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Initial
1. What are the goals of your visit?
2. Tasks in pursuit of goals-How did you investigate places? Did you use the
map? Ask others questions? Did you look up the place before? Will you look
up the place after?
3. What did you find most interesting in the Folk Park? (points of interest)
Social Aspect
7. Did you find your visit sociable or an independent experience?
8. Did you keep in a group for the tour?
9. Did you get separated at all?
10. Do you think the ability to locate people missing from your group would be
handy?
Mobile Phone
11. Did you bring your mobile phone?
12. How often do you use your phone? For what purposes?
13. Would you prefer to use the map or an object, like your phone, that you could
simply download information for before coming here?
14. If you had an aid on your mobile phone during the visit, what would the
system have to do?
15. What is your skill at using mobile technology?
Navigation Scenario A
Persona
Mother, Stacey, taking two children to Bunratty Folk Park for the day.
Scenario
Stacey arrives at Bunratty Folk Park at 10.30am. She is out for a relaxing day out with
her two children. She has been here several years ago and knows that it can be a good
place for children to play and discover.
On her way to pay she notices a sign advertising a Navigational Aid for the
smartphone, but she does not think she will need it as she is only there so the children
can wander around.
She strolls through the Folk Park, with her children and wander in and out of the
houses. The children play with the tools and big objects outside, and chase after the
chickens. Stacey guides them slowly through the folk park.
When they make their way in to the village, they stop for dinner in Mac’s Pub.
Stacey overhears another family talking about how fun the kid’s attraction was before
their lunch. She asks the family when the event was on and they tell her that there
might be another one soon, but they’re not sure when.
Stacey wants to know when the show is on so her children can take part. It’s
getting late in the afternoon and she might not take them around the full park. She
thinks that this show might be a nice way to finish off the day.
She remembers then the application that she read about at the entrance. She takes
out her smartphone and searches online for ‘Bunratty Folk Park’. When she comes
across the website she doesn’t see any information about shows. She scrolls down the
main page and finds the ‘Download Navigational Aid’.
She waits for it to download. She opens it and navigates to the Main Menu. On the
screen a view from her camera comes up with several options at the bottom of the
screen. She scrolls her finger over the screen to see the alt-text. She finds events. A
list of special attractions for the day comes up with location and time. She sees that
the ‘Rodeo Bull for Kids’ is due to be in the Village Street in 25 minutes. She goes to
the map to locate where in the Village Street; there is a marker indicating that it will
be outside Sean O'Farrell's Drapery. She decides finish her lunch and wander around
Navigation Scenario B
Persona
Tom and Nicola, a couple from the US on a tour around Ireland.
Scenario
Before arriving in Ireland the couple were given the timetable for their future trip.
Tom and Nicola looked up the attractions that they would be visiting before going on
the trip to get background information on the places. When Tom is going through the
Bunratty Folk Park website he notices the link to the Navigational Aid. He sees how
large the Folk Park is and thinks that having a navigational aid on him could come in
handy during the visit. He has international roaming on his smartphone, so he decides
to download it.
When they arrive at the part, the couple is given a map to the grounds. Nicola
takes the map and they wander through the grounds reading up on the houses as they
go through the Folk Park. When they arrive at the Mountain Farmhouse, Nicola reads
the description on the map but wants more information. Tom realized that the
application he downloaded might have some more information.
He opens the application. It immediately opens in ‘Camera View’, he points the
smartphone at the farmhouse. A marker of indicating the house pops up on screen
seemingly floating in front of it. He selects the marker. The information on the house
comes on screen. There is a paragraph of information that Nicola finds very
interesting. She clicks on the ‘More Info’ button and it brings her to a webpage with
more history on the house. She wants to know what other houses are from a similar
area to this one. She notices that there is an option to view the houses from the same
era. When she clicks it she is taken to the map view. There are several colored
markers indicating which houses are grouped together. She sees that another house
along her path is from that era too. She makes a mental note of this. When she
finishes reading Tom puts the smartphone away and the couple makes their way to the
next house.
Navigation Scenario D
Persona
Four students are visiting Bunratty Folk Park for the first time.
Scenario
At the entrance Eileen noticed a ‘Navigational Aid’ available for download. She
thinks this is a very interesting application and decided to download it onto her
smartphone. She thinks that she might need it later.
Navigation Scenario E
Persona
Jane has been to Bunratty Folk Park twice recently. Today she is going to the Folk
Park with her niece to the Halloween festival. Jane, Eve and Jason are all looking
forward to a Halloween filled day. The children are all dressed up in their best
Halloween costume and are excited to be in Bunratty Folk Park.
Scenario
When Jane arrives at the Folk Park, she received a list of events that are going on
during the day. She has arrived early and many of the events won’t be until the
afternoon. Jane takes Eve and Jason through some of the park, there are many other
children dressed in costumes as well. While going through one house Eve asks for the
map. After 30 minutes Jane looks at her watch and notices that the events will be
starting soon. She looks for the map but realise Eve has taken it, and misplaced it.
Scenario:
When they arrive at the Folk Park, the couple decides to wander through the park.
They see that the Folk Park is big but they hope to visit everything and get some
lunch before having to get the bus out.
Tom takes out his phone when they enter the Folk Park. When he opens the
application he is taken to the home page. ‘Bunratty Folk Park’ is on the page with the
option to ‘Explore’ or go to ‘Tour’. Tom decides that he wants to ‘Explore’. He
selects this and is taken to the Camera View of his smartphone. On the top of the
screen there are 3 icons with their name underneath-camera, map, list. The camera is
highlighted out of these three. At the bottom of the screen is three more-’Places’,
‘Events’, and ‘Food’. In this menu the 'places' icon is highlighted. There is a compass
at the top right of the screen. With white dots around it. When Tom moves the phone
left and right these move too. Tom turns toward Loop Head House. One of the white
dots go to the ‘North’ bar of the compass… or in this case the direction that Tom is
looking in. Through the live video, a digital marker appears in from of the house.
Tom touches this marker and some detailed information comes up about how the
thatch roof was built and where the house was located.
Tom hears a beep. A green icon has appeared at the top left of the screen. It
highlights and fades down and repeats. This beep was activated to tell the Tom that
there is an extra feature available. Tom is curious to see what this does. He selects it,
and through the live camera feed the background to the house has changed. An image
of the original setting is placed behind the house in a 3D effect. Tom can see the
ocean and another house behind it. At the bottom of the screen it says Loop Head
Peninsula. Tom can scan his phone to the left and right to see a wider view of what
the area looked like. Tom likes this feature; it has given him a clearer vision of where
the house came from. Tom re-selects the green icon to get out of the 3D view. Tom
shows Nicola the feature on the smartphone-she likes it too.
Nicola goes in to the house and Tom follows her. He keeps the application open in
case there are other features like this inside the house. He likes exploring with the
smartphone as it gives him a sense of fun.
Scenario:
Before visiting the Folk Park, Stacy went on to the Bunratty Folk Park website to see
if there was any entertainment happening in there over the bank holiday weekend.
Stacy thinks it will be nice to take her kids out there for the day. When she enters the
site she is informed of the annual Halloween Festival.
While Stacy was visiting the website she comes across a Navigational Aid, she reads
that it has features that can supplement the visit, as well as a Kids section to it. She
downloads it when she decides that she is going to the Folk Park.
Stacy has taken her children out this Saturday to enjoy the Halloween Festival in
Bunratty Folk Park. She knows that it can be a good place for children to play and
discover. For Halloween the children are dressed up in costumes, there is many
events aimed at children and toward the end of the day there will be a costume
competition. The other events during the day include face painting, Celtic Halloween
display, animals (Spiders, Owls), Flour and Raisin Game, butter making and more.
At the reception of the Folk Park, Stacy reads about the rest of the events going
on. Stacy takes Jack and Jen through some of the Park, there are many other children
dressed in costumes as well. At Bunratty Castle the children start playing on the
canons, so Stacy decides to check out the Navigational Aid on her smartphone.
Main Menu development: The Sub-options are not needed in the Main Menu. It
was felt that they took away from the welcoming screen.
!
3D option Available Information Marker Selected