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EffectiveUI 
Brian O’Keefe Ph.D.! 
Lead User Experience Architect 
A UX and Product Design Studio
A Blended Space for Heritage Storytelling 
O’Keefe, B., Benyon, D., Chandwani, G., Menon, M., & Duke, R. 
Blended Spaces is an extension of mixed reality 
spaces, but at the level of physical place rather 
than product.
but, WHAT IS DIGITAL TOURISM? 
BLENDED SPACES… what?
DIGITAL TOURISM 
TRADITIONAL 
TOUR GUIDES 
WAYSIDES 
PAMPHLETS 
MIXED MEDIA 
AUDIO TOURS 
INSTALLATIONS 
WEBSITES 
EXPERIENCE 
AUGMENTED REALITY 
TRIP PLANNING 
EXPLORING
BLENDED SPACES 
WHAT ARE BLENDED SPACES? 
Blended Spaces are space where a physical space and a 
digital space have been carefully co-designed. 
! 
Blended Spaces is an extension of mixed reality spaces, 
but at the level of physical place rather than product. 
Benyon, D., Mival, O., Ayan, S. (2012). Designing Blended Spaces. Proc. BCHCI 2012. ACM Press (2012), 398-403.
MIXED REALITY SPECTRUM 
1. Milgram, P. and Kishino, F. A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems E77-D, 12 (1994).
MIT TANGIBLE MEDIA GROUP 
HIROSHI ISHI ICEBERG MODEL …giving physical form to digital information. 
Ishii, H., & Ullmer, B. Tangible Bits: towards seamless interfaces between people, bits, and atoms. Proc. CHI 1997, ACM Press (1997), 234-241.
however 
Blended Spaces are more than just mixing realities… 
! 
Blended Spaces have a coherence… their own properties.
CONCEPTUAL BLENDING 
http://markturner.org/blending.html 
The Riddle of the Buddhist Monk: 
1. Fauconnier, G. and Turner, M. The Way We Think. Basic Books, NY, USA, 2002. 
• Blending Theory is a theory of 
knowledge creation, coming 
originally from linguistics research. 
• It shows how we can see 
similarities, but also recognize the 
differences between the domains 
to understand a new experience. 
The Riddle of the Buddhist Monk:
PRESENCE 
International Society of Presence Research 
Presence is the sense of being in a place, of ‘being there’. 
Presence is often defined as the ‘illusion of non-mediation’. 
1. Benyon, D. Presence in Blended Spaces. Interacting with Computers, 24, 4 (2012), 219-226.
but, HOW DO YOU DESING FOR 
BLENDED SPACES?
BLENDED SPACES FRAMEWORK 
Fauconnier, G. and Turner, M. The Way We Think. Basic Books, NY, USA, 2002. 
! 
Imaz, M., & Benyon, D. Designing with Blends. MIT Press, MA, USA, 2006.
BEING IN SPACES 
• Spaces and places are media: environments in which 
we act and shape the media itself. 
• People engage in activities in spaces. They navigate 
through the physical and digital spaces. 
• People transition between the physical and the digital, 
giving them layers of experience. 
• Designers need to design for experience in blended 
spaces. 
• Another view of presence as “the intuitive, successful 
interaction within a medium” (not breaking the blend)
Okay… BUT SHOW ME!
BLENDED INTERACTIONS STUDIO PRESENTS 
MOBILE EXPERIENCES FOR TOURISM PROJECT 
When: Oct 2nd :: Where: GCVM Conference Center, Mumford NY :: Time: 3pm - 5pm
WHAT IS THIS PROJECT? 
The Mobile Experiences for Tourism Project is 
a NYSCA 2013 grant that will improve the 
tourism experience through innovation in 
technology, art, history, and culture. 
Total Award $106.000 
Started January 2013
CASE STUDY 
GENESEE COUNTRY VILLAGE MUSEUM
GENERAL VISITOR PROBLEMS 
[1] Guides, being volunteers, are not 
always present 
! 
[2] The village is large and easy to not 
know where to go 
! 
[3] You need more than one day to feel 
like you have seen the village. 
! 
[4] Not easy to figure out what some 
buildings are or what stories they hold. 
lost visitors
OUR VISITOR STRATEGY 
Create fun interactive experiences for School 
Children to inspire the adults to interact.
INTERACTION METHODS 
THEIR METHOD OUR METHOD 
• audio tours! 
• QR Codes! 
• Dial Up Services 
• Location - Based! 
• Geo Fences! 
• Scalable Systems! 
• Content Management System
BLENDING SPACES AT GCVM
PHYSICAL SPACES 
ONTOLOGY 
TOPOLOGY 
AGENCY 
VOLATILITY 
O’Keefe, B., Benyon, D. & Mival, O. A Blended Space for Tourism: Genesee Country Village & Museum. CHI 2013 Blend13 Workshop. ACM Press 2013. 
!
ONTOLOGY 
TOPOLOGY 
AGENCY 
VOLATILITY 
O’Keefe, B., Benyon, D. & Mival, O. A Blended Space for Tourism: Genesee Country Village & Museum. CHI 2013 Blend13 Workshop. ACM Press 2013. 
! 
DIGITAL SPACES
BLENDING SPACES AT GCVM
TRANSITION REFLECTIONS 
Black Smith 
Farm Shed 
House 
House School House 
Toll Booth 
TECHNOLOGY 
• Competing with Ambient Noises! 
• Notifications need to be handled with Care! 
• Goldie Locks of Geo- Fences! 
• Satellites move 
VISITORS 
• Visitors Interests! 
• Cognitive Model of GeoMaps ! 
• Allow for Flexibility (POI)! 
• Periscope Tourism
APPLYING BLENDED SPACES
ONTOLOGY 
Human Storytelling 
Heritage Storytelling 
HERITAGE STORYTELLING
STANDARD MAP 
Black Smith 
Farm Shed 
House 
House School House 
Toll Booth
HERITAGE STORYTELLING 
Sanctuary 
Search for clues 
Solve the Mystery 
Meet Alice 
Meet Mr 
Campbell 
Confront Ms Crabapple
TOPOLOGY 
NAVIGATION
AGENCY
AGENCY
3 characters x 4 seasons = 12 stories 
Twelve reasons to come back 
Fall Winter Spring Summer 
Marie 
Boughton 
Child Mystery Christmas Town Picnic Wedding Story 
Jeremiah Turnhill Beer Brewing Sledding Day Spring Fair 
4th 
Celebration 
Sam 
Turnhill Harvest Festival 
Winter 
Preparation Spring Planting Barn Raising 
VOLATILITY
MYSTERY OF THE MISSING CHILD 
SAMPLE
Go to the Blacksmith 
Black Smith
Go to the Keiffer’s House 
Keiffer’s House
EVALUATING BLENDED SPACES
ALLENDALE COLUMBIA SCHOOL 
17 fifth grade students were selected to be in groups averaging 2-3 students 
December 5th 2013 
Thanks Martha!
ONTOLOGY 
C: I would like to create my own historical tour. (88% Agree) 
D: I would have preferred a museum map instead of the interactive digital story. (88% Disagree) 
E: I would have preferred a human tour guide instead of the interactive story. (62% Disagree) 
H: If there were more stories, I would return to GCVM at least one more time. (100% Agree)
AGENCY 
Digital Characters added Mystery 
B: I thought the Digital Characters were strange and out of place (85% Disagree) 
D: The digital characters added mystery and made the entire trip interesting (88% Agree) 
H: I felt concerned for Jamie at a certain point (30% Agree) 
I: I would like to meet other digital characters throughout the site (88% Agree)
TOPOLOGY 
Students could easily navigate pioneer settlement with the information provided in the story 
C: I often felt lost (85% Disagree) 
D: I would have preferred a digital map to a mobile compass for navigation (75% Disagree) 
E: When I arrived at a location, I took my time to explore (43% Agree) 
H: I felt I was apart of the village (69% Agree)
IMPROVEMENT OPPORTUNITIES 
! 
(a) School students were mainly natural when taking the time to 
explore the POIs. 
! 
(b) The majority spent too much time looking at the mobile device 
moving from POI to POI 
(c) Students didn’t have much empathy towards the digital characters 
I would like to create my (88% Agree) own historical tour.
ONGOING RESEARCH 
Mobile Experiences for Tourism! 
Designed by 5th Graders, Created by 5th Graders, Evaluated by 5th Graders
SCHOOLCHILDREN MOBILE UX 
Rather than children being the consumers of mobile technologies, children 
will have the opportunity to design mobile experiences to curate heritage 
sites through geo-located storytelling.
SCHOOLCHILDREN WORKSHOPS 
COLLABORATE DESIGN 
RIT STUDENTS AND FACULTY 
AC STUDENTS AND FACULTY 
Site Visits, Student design, 
strategy, workshops, mobile 
development 
Leverage METP NYSCA 2013 project 
to enable students to build historical 
stories and learn mobile arts at GCVM 
Implement augmented reality, 
digital storytelling, deploying 
design hardware, prototyping 
EVALUATE 
PUBLIC SCHOOLS 
RELIVE IN CLASSROOM 
Relive experience, evaluate, 
learning, capture student visits, 
* public school determined by GCVM, 
SPRING SEMESTER 2014
COLLABORATION
INTERACTION DESIGN
MEDIA PRODUCTION
EVALUATION
FUTURE WORK 
EDUCATION Augmentations following the students back to the classroom?
FUTURE WORK 
EMBEDDED Changing GEO-Fences and Heritage Story by simply moving objects
FUTURE WORK 
EMBEDDED Changing GEO-Fences and Heritage Story by simply moving objects 
SUPPER!
BLENDED INTERACTIONS STUDIO 
THANK YOU!

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A Blended Space for Heritage Storytelling

  • 1. EffectiveUI Brian O’Keefe Ph.D.! Lead User Experience Architect A UX and Product Design Studio
  • 2. A Blended Space for Heritage Storytelling O’Keefe, B., Benyon, D., Chandwani, G., Menon, M., & Duke, R. Blended Spaces is an extension of mixed reality spaces, but at the level of physical place rather than product.
  • 3. but, WHAT IS DIGITAL TOURISM? BLENDED SPACES… what?
  • 4. DIGITAL TOURISM TRADITIONAL TOUR GUIDES WAYSIDES PAMPHLETS MIXED MEDIA AUDIO TOURS INSTALLATIONS WEBSITES EXPERIENCE AUGMENTED REALITY TRIP PLANNING EXPLORING
  • 5. BLENDED SPACES WHAT ARE BLENDED SPACES? Blended Spaces are space where a physical space and a digital space have been carefully co-designed. ! Blended Spaces is an extension of mixed reality spaces, but at the level of physical place rather than product. Benyon, D., Mival, O., Ayan, S. (2012). Designing Blended Spaces. Proc. BCHCI 2012. ACM Press (2012), 398-403.
  • 6. MIXED REALITY SPECTRUM 1. Milgram, P. and Kishino, F. A taxonomy of mixed reality visual displays. IEICE Transactions on Information and Systems E77-D, 12 (1994).
  • 7. MIT TANGIBLE MEDIA GROUP HIROSHI ISHI ICEBERG MODEL …giving physical form to digital information. Ishii, H., & Ullmer, B. Tangible Bits: towards seamless interfaces between people, bits, and atoms. Proc. CHI 1997, ACM Press (1997), 234-241.
  • 8. however Blended Spaces are more than just mixing realities… ! Blended Spaces have a coherence… their own properties.
  • 9. CONCEPTUAL BLENDING http://markturner.org/blending.html The Riddle of the Buddhist Monk: 1. Fauconnier, G. and Turner, M. The Way We Think. Basic Books, NY, USA, 2002. • Blending Theory is a theory of knowledge creation, coming originally from linguistics research. • It shows how we can see similarities, but also recognize the differences between the domains to understand a new experience. The Riddle of the Buddhist Monk:
  • 10. PRESENCE International Society of Presence Research Presence is the sense of being in a place, of ‘being there’. Presence is often defined as the ‘illusion of non-mediation’. 1. Benyon, D. Presence in Blended Spaces. Interacting with Computers, 24, 4 (2012), 219-226.
  • 11. but, HOW DO YOU DESING FOR BLENDED SPACES?
  • 12. BLENDED SPACES FRAMEWORK Fauconnier, G. and Turner, M. The Way We Think. Basic Books, NY, USA, 2002. ! Imaz, M., & Benyon, D. Designing with Blends. MIT Press, MA, USA, 2006.
  • 13. BEING IN SPACES • Spaces and places are media: environments in which we act and shape the media itself. • People engage in activities in spaces. They navigate through the physical and digital spaces. • People transition between the physical and the digital, giving them layers of experience. • Designers need to design for experience in blended spaces. • Another view of presence as “the intuitive, successful interaction within a medium” (not breaking the blend)
  • 15. BLENDED INTERACTIONS STUDIO PRESENTS MOBILE EXPERIENCES FOR TOURISM PROJECT When: Oct 2nd :: Where: GCVM Conference Center, Mumford NY :: Time: 3pm - 5pm
  • 16. WHAT IS THIS PROJECT? The Mobile Experiences for Tourism Project is a NYSCA 2013 grant that will improve the tourism experience through innovation in technology, art, history, and culture. Total Award $106.000 Started January 2013
  • 17. CASE STUDY GENESEE COUNTRY VILLAGE MUSEUM
  • 18.
  • 19. GENERAL VISITOR PROBLEMS [1] Guides, being volunteers, are not always present ! [2] The village is large and easy to not know where to go ! [3] You need more than one day to feel like you have seen the village. ! [4] Not easy to figure out what some buildings are or what stories they hold. lost visitors
  • 20. OUR VISITOR STRATEGY Create fun interactive experiences for School Children to inspire the adults to interact.
  • 21. INTERACTION METHODS THEIR METHOD OUR METHOD • audio tours! • QR Codes! • Dial Up Services • Location - Based! • Geo Fences! • Scalable Systems! • Content Management System
  • 23. PHYSICAL SPACES ONTOLOGY TOPOLOGY AGENCY VOLATILITY O’Keefe, B., Benyon, D. & Mival, O. A Blended Space for Tourism: Genesee Country Village & Museum. CHI 2013 Blend13 Workshop. ACM Press 2013. !
  • 24. ONTOLOGY TOPOLOGY AGENCY VOLATILITY O’Keefe, B., Benyon, D. & Mival, O. A Blended Space for Tourism: Genesee Country Village & Museum. CHI 2013 Blend13 Workshop. ACM Press 2013. ! DIGITAL SPACES
  • 26. TRANSITION REFLECTIONS Black Smith Farm Shed House House School House Toll Booth TECHNOLOGY • Competing with Ambient Noises! • Notifications need to be handled with Care! • Goldie Locks of Geo- Fences! • Satellites move VISITORS • Visitors Interests! • Cognitive Model of GeoMaps ! • Allow for Flexibility (POI)! • Periscope Tourism
  • 28. ONTOLOGY Human Storytelling Heritage Storytelling HERITAGE STORYTELLING
  • 29. STANDARD MAP Black Smith Farm Shed House House School House Toll Booth
  • 30. HERITAGE STORYTELLING Sanctuary Search for clues Solve the Mystery Meet Alice Meet Mr Campbell Confront Ms Crabapple
  • 34. 3 characters x 4 seasons = 12 stories Twelve reasons to come back Fall Winter Spring Summer Marie Boughton Child Mystery Christmas Town Picnic Wedding Story Jeremiah Turnhill Beer Brewing Sledding Day Spring Fair 4th Celebration Sam Turnhill Harvest Festival Winter Preparation Spring Planting Barn Raising VOLATILITY
  • 35. MYSTERY OF THE MISSING CHILD SAMPLE
  • 36. Go to the Blacksmith Black Smith
  • 37.
  • 38. Go to the Keiffer’s House Keiffer’s House
  • 39.
  • 40.
  • 41.
  • 43. ALLENDALE COLUMBIA SCHOOL 17 fifth grade students were selected to be in groups averaging 2-3 students December 5th 2013 Thanks Martha!
  • 44. ONTOLOGY C: I would like to create my own historical tour. (88% Agree) D: I would have preferred a museum map instead of the interactive digital story. (88% Disagree) E: I would have preferred a human tour guide instead of the interactive story. (62% Disagree) H: If there were more stories, I would return to GCVM at least one more time. (100% Agree)
  • 45. AGENCY Digital Characters added Mystery B: I thought the Digital Characters were strange and out of place (85% Disagree) D: The digital characters added mystery and made the entire trip interesting (88% Agree) H: I felt concerned for Jamie at a certain point (30% Agree) I: I would like to meet other digital characters throughout the site (88% Agree)
  • 46. TOPOLOGY Students could easily navigate pioneer settlement with the information provided in the story C: I often felt lost (85% Disagree) D: I would have preferred a digital map to a mobile compass for navigation (75% Disagree) E: When I arrived at a location, I took my time to explore (43% Agree) H: I felt I was apart of the village (69% Agree)
  • 47. IMPROVEMENT OPPORTUNITIES ! (a) School students were mainly natural when taking the time to explore the POIs. ! (b) The majority spent too much time looking at the mobile device moving from POI to POI (c) Students didn’t have much empathy towards the digital characters I would like to create my (88% Agree) own historical tour.
  • 48. ONGOING RESEARCH Mobile Experiences for Tourism! Designed by 5th Graders, Created by 5th Graders, Evaluated by 5th Graders
  • 49. SCHOOLCHILDREN MOBILE UX Rather than children being the consumers of mobile technologies, children will have the opportunity to design mobile experiences to curate heritage sites through geo-located storytelling.
  • 50. SCHOOLCHILDREN WORKSHOPS COLLABORATE DESIGN RIT STUDENTS AND FACULTY AC STUDENTS AND FACULTY Site Visits, Student design, strategy, workshops, mobile development Leverage METP NYSCA 2013 project to enable students to build historical stories and learn mobile arts at GCVM Implement augmented reality, digital storytelling, deploying design hardware, prototyping EVALUATE PUBLIC SCHOOLS RELIVE IN CLASSROOM Relive experience, evaluate, learning, capture student visits, * public school determined by GCVM, SPRING SEMESTER 2014
  • 54.
  • 56.
  • 57.
  • 58.
  • 59. FUTURE WORK EDUCATION Augmentations following the students back to the classroom?
  • 60. FUTURE WORK EMBEDDED Changing GEO-Fences and Heritage Story by simply moving objects
  • 61. FUTURE WORK EMBEDDED Changing GEO-Fences and Heritage Story by simply moving objects SUPPER!