## 3 Results
### Hybrid Pre-/Post-Visit and On-Location  
#### 3.4.1 Case Study 10: \"Picasso AR\"  
VisitAR is a gamified augmented reality (AR) mobile application that brings Malaga's cultural history to life through interactive storytelling, challenges, and rewards. Centered around key landmarks such as the statue of [PERSON] in front of his birth house, the app allows users to interact with historical figures like [PERSON], explore Malaga through time, and support local businesses. It is designed for tourists, locals, students, and educators, transforming city exploration into an immersive, educational, and entertaining journey. Figure 14 illustrates three screenshots of the [PERSON] AR application, showcasing different stages of user interaction with the prototype.  
User Interactions  
When users approach a point of interest--like the [PERSON] statue--they use their smartphone camera to trigger an AR representation of [PERSON], who greets them and offers insights into his life and work. Users can ask the AR [PERSON] questions and receive AI-driven responses. Through the app's interactive map, users discover more locations, complete trivia, solve puzzles, and unlock time-travel overlays that reconstruct how buildings and plazas once looked. Each completed activity earns coins that can be redeemed at local shops and cafes, incentivizing exploration and repeat use. Leaderboards and daily challenges add a layer of friendly competition.  
Figure 14: Screenshots of the [PERSON] AR prototype showing different interface design.  
\begin{table}
\begin{tabular}{p{113.8 pt} p{113.8 pt} p{113.8 pt}} \hline \hline
**Evaluation Type** & **Method Used** & **Objectives/Focus** \\ \hline \multirow{4}{*}{\
\begin{tabular}{} \end{tabular} } & Personas & \multirow{2}{*}{To iteratively refine concepts through user feedback and improve design decisions in early development.} \\  & & & \\ \cline{1-1}  & & & \\ \hline \multirow{4}{*}{
\begin{tabular}{} \end{tabular} } & Expert Review & For Simulated Exhibition: \\  & For Museum: & 1. Ease of Task & \\ \cline{1-1}  & 1. System Usability Scale (SUS) & 2. Observations & \\ \cline{1-1}  & 2. EMOITVE Questionnaire 1  & 3. SUS & \multirow{2}{*}{To evaluate final product usability, emotional engagement, and overall satisfaction across different settings.} \\ \cline{1-1}  & 3. Net Promoter Score (NPS) & 4. NPS & \\ \hline \hline \end{tabular}  
* The EMOTIVE Questionnaire measures personal resonance, emotional connection, learning, intellectual stimulation, and social connectedness.  
\end{table}
Table 8: Formative and summative HCI evaluation methods used during the PLUGY project.  
Evaluation Method and Results  
Initial evaluation was conducted through pilot tests in Malaga with tourists, educators, and local families. Participants were observed while using the app in real urban settings, providing both behavioral data and feedback via short interviews and SUS questionnaires. Early feedback indicated high satisfaction, particularly for the AR dialogue with [PERSON] and the historical time-travel overlays. Businesses noted increased visibility from app users seeking rewards, and educators expressed enthusiasm for using the app in school excursions and digital history lessons.