# Human-Centered Artificial Intelligence for Designing Accessible Cultural Heritage
## 3 Results
### Human Computer Interactions / Interaction Design
#### 3.1.2 Interaction on Cultural Heritage Websites  
Many prior works have investigated the potential of interactive applications to increase access to digital contents for people with disabilities. [PERSON] and [PERSON] (2016) review the design of 8 websites and how they present information for older adults [21], and tries to come up with a design of World War I museum for their town. They pay specific attention to the fact that the museum website is elderly friendly, as the visitors are mainly elderly. The key takeaways from their review analysis is that each website should: allow the user to change font size, allow the users to set favorite pages as a home page, to have a search function, allow users to bookmark options, and make fresh information easy to access. Finally, they consider relevant having an introduction video explaining the aim of the project, as well as to group information in three main categories (people, events, objects), and present this information with different background colors. The National Library of Finland's web portal has been analyzed in terms of accessibility and inclusiveness in a study by [PERSON] and [PERSON], 2015 [22]. For this aim, email interviews and surveys with professors and students working in the USA were conducted. A total of 11 students and 4 professors participated. The participants found that the fact that the website was in Finnish and not in English was perceived negatively. In addition, the lack of information about the artistic license confused the virtual visitor regarding whether the accessed materials can be used (and reproduced) for other purposes or not. The participants suggest to use creative commons licences for presented material. A study conducted by [PERSON] et al., 2018 with 3 autistic users explored usability and accessibility of avatar-based touchless gestural interfaces for autistic people. In this study, the participants could \"pick up\" 5 objects presented around them and thus consult information about the objects. For this the avatar is projected by a projector, and the \"touch\" is captured by a Microsoft Kinect sensor, both of them attached to a computer. The therapist in general noticed easy access for all of the three participants, while the third did not need any help [23]. FLIPPIN is a book like interface used in public spaces and museums for consulting contents [24]. Three different prototypes were evaluated; they allowed three different interaction techniques. One allowed only for linear consumption of contents and not giving any other choice to follow different paths, and the other two were interactive and one could choose different paths. The novelty and usability from interacting with a technology whose interaction is like \"any physical book\" provided a positive effect. The interactive ones arose user interest in contents. These kind of approaches have been used for other cultural heritage domains and not only in museums. One such example is the publication by [PERSON] et al., 2013 on how food producers bring closer to the customers the ethnographic knowledge about food production of their region. This includes extending (e-including) people involved in the process, in order to convey how the product was produced. The evaluation was conducted at an exposition event with producers. They all found it a good way to bring new audiences, although they still expressed concern about the sustainability of the tool [25]. A system studied by [PERSON] and [PERSON], 2011 [26] based on RFID tagging of exhibits in the museum allows the visitors to save and share remarks about the exhibits with the non-visitors. The remarks and information saved by the visitors can later be turned into microblogs on which non-visitors can find further information about the museum and presented exhibits. In this direction, the first system studying suited interaction paradigms for virtual visiting of museums were MINERVA [27] and MUD [28] projects.