Visualize Your Spatial Experience (VYSE):
A Method and a Case Study in an Exhibition Center
Petri Saarinen, Timo Partala, Kaisa Väänänen-Vainio-Mattila
Tampere University of Technology
Human-Centered Technology
P.O.Box 589
FI-33101 Tampere, Finland
firstname.lastname@tut.fi
ABSTRACT
When designing ubiquitous technology applications for an
existing physical environment using a user-centered design
process, an important challenge is to understand how the
target space is experienced by its users. In this paper, we
propose Visualize Your Spatial Experience (VYSE), a
method for studying spatial experiences. VYSE leans on
visual methods such as coloring and drawing on a map by
the users of the space. In addition, interviews are used to
elicit details of the user experiences. VYSE was tested in a
study of spatial and navigation experiences of exhibition
center visitors (N = 14). With the method, it was possible to
capture variations in the visitors’ experiences systematically
in relation to the different locations of the target
environment. The results showed that exhibits and physical
properties of the space were the two most prominent factors
affecting the exhibition experiences.
Author Keywords
Spatial experience; navigation; exhibition; design
ACM Classification Keywords
H.5.2 [Information Interfaces and Presentation]: User
interfaces – User-centered design.
General Terms
Human Factors; Design.
INTRODUCTION
Increasingly, ubiquitous computing applications have been
developed for environments such as homes, workplaces,
and different environments for the general public such as
visitor centers and exhibitions [8, 10, 19]. In many cases,
ubiquitous applications are developed specifically for these
kinds of environments and they form an integral part of the
environment.
Current methods used in the different phases of the standard
user-centered design process do not fully accommodate for
the new demands created by ubiquitous computing. The
user experience of ubiquitous technology tailored for a
specific environment cannot be fully designed or studied
without understanding the effects of the physical context for
which the system is designed. There is a need for new
methods, which give developers and researchers tools for
systematically understanding the effects of context in
different stages of the design process.
The need for developing a new method arose in the Smart
Space for Personal Guidance (SPAGU) research project,
whose purpose is to integrate new kind of navigation and
guidance technology to a large exhibition center with five
different exhibitions. The project was lacking a deeper
understanding of the exhibition visitors and their spatial
experiences related to the target environment including the
needs related to navigation and guidance. In order to gather
the information needed at this stage, many options were
considered. Observational methods such as the contextual
inquiry [2] are useful methods, but especially in the context
of a large space, these methods are very time-consuming.
Using interview and survey methods [e.g. 16], it is difficult
to link the visitors’ experiences to the exact locations and
objects, to which they are related. Finally, there are
cognitive methods for reconstructing the users’ mental
models of the environment [14, 21], but they do not
typically focus on the participants’ spatial experiences.
Consequently, a new method was developed, which would
better answer to the needs of the current project. The aim of
the new method was twofold. On one hand, the aim was to
develop a method, which would help the exhibition
organizers to understand, which parts of their exhibitions
the visitors visit and what their experiences in different
areas are like. On the other hand, we aimed at developing a
method, which could be used successfully as part of the
user-centered design process for ubiquitous technology and
even as a research method, thus also benefitting a larger
audience beyond the scope of the current project. For both
usage types there was a common goal: By using visual
methods and engaging activities, we tried to make the
method itself stimulating and fun for the participants in
order to gain richer and more accurate results. When the
method was ready, a user study with 14 participants was
conducted to test the feasibility of the method.
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