## 3 Methodology
### Research Model and Hypotheses  
Based on the ISO standards, three constructs are essential for usability evaluation, along with TAM constructs and the factor of perceived playfulness, which [PERSON] and [PERSON] proposed. This research builds a construct for integrating library data analysis into artwork usability evaluations, as seen in Figure 8. The research constructs include: (1) Perceived Playfulness, (2) Perceived Ease of Use, (3) Perceived Usefulness, (4) Satisfaction, and (5) Intention. \begin{table}
\begin{tabular}{l c c c c c} \hline \hline \multirow{2}{*}{**System Usability Scale**} & \multicolumn{2}{c}{**Strongly Agree**} & \multicolumn{2}{c}{**Strongly Disagree**} \\ \cline{2-5}  & **1** & **2** & **3** & **4** & **5** \\ \hline
1 I think I would like to use this product again. & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) \\
2 I think this product is not easy to operate. & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) \\
3 I think this product is easy to use. & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) \\
4 I need Tech Support that can help me to use this product. & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) \\
5 I consider that functions in this product are integrated well. & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) \\
6 I feel that there is too much inconsistency in this product. & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) \\
7 I think that most people get to know how to use this product & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) \\ quickly. & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) \\
8 I feel that this product is difficult to operate. & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) \\
9 I would have a sense of confidence while using this product. & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) \\
10 I need to learn a lot before I can effectively operate this product & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) & \(\Box\) \\ \hline \hline \end{tabular}
\end{table} 
Table 1: Usability scale questionnaire. (1) Perceived Playfulness  
Both internal and external factors may affect the intention to use information technology [36; 37]. The internal factor in this research is the sense of excitement and playfulness that comes from engaging with the operating system. The external factors are the goals or rewards that can be achieved by using the operating system [36; 38; 39]. 'Perceived playfulness' is positively related to the internal and external factors of user acceptance, as testified by related research on the Internet [35; 40], virtual stores [41], AR teaching systems [17; 42] and online games [36; 43]. Perceived playfulness in this research is defined as the joyful feeling that the user experiences during their interaction with the interactive artwork. We proposed that 'perceived playfulness' should help convey the theme of the artwork and increase user satisfaction. (2) Perceived Ease of Use  
In the TAM model, 'perceived ease of use' is positively and directly related to user intention. In this research, it refers to the easy and intuitive operation of the artwork. Related research, such as in online media or digital media [36; 44; 45], AR education applications [17], and so forth, has confirmed that 'perceived ease of use' is a key factor in user acceptance. This research further proposes that 'perceived ease of use' should include the ability to engage with the interactive artwork with a light heart. 'Perceived ease of use' should also increase the sense of joyfulness. 'Perceived ease of use' is positively related to perceived playfulness, according to related research [30; 36]. This research thus proposes that 'perceived ease of use' directly affects perceived playfulness, perceived usefulness, and user satisfaction. (3) Perceived Usefulness  
There are many diverse aspects of efficiency. For most multimedia and information systems, efficiency refers to tasks being completed quickly and with few mistakes.