Interactive Remote Museum Visits for Older Adults: An Evaluation of Feelings of Presence, Social Closeness, Engagement, and Enjoyment in an Social Visit This paper explores whether older adults can remotely participate in museum visits with the help of virtual environments. We design and build a system that supports shared museum covisits between onsite visitors inside the museum and older adults from a care home. We make the experience more engaging by providing a meaningful story, connecting the objects in the museum. The aim of the study is to understand whether older adults are able to use such technology and to study the mediated sense of spatial presence, the experienced social closeness, and the level of participantsu0027 engagement and enjoyment in the visit. We discuss the relationship between these aspects and factors leading to a better remote experience for older adults. The results show that older adults enjoy and engage in remote visits, and that there is a positive correlation between enjoyment, engagement and social closeness.

Understanding Museum visitors experience through an Eyetracking study and a Living Lab approach Usercentered and participatory innovation practices like LivingLabs are nowadays increasingly been used to integrate, design and improve usersu0027 experience (UX) in different fields. These methods that had emerged from web and mobile design fields can contribute to the UX in several other fields. Museum visitors experience is a field that can benefit from them. The purpose of this paper is to contribute to the understanding of the museum visitorsu0027 experience through the use of tools from UX and usability studies. Among those techniques, field trials studies can help to better understand usersu0027 preferences as experience is tested in a real life setting. Exposition curators and managers can then use these understandings to improve visitorsu0027 experience. We present a study held at the Museum Aquarium of NancyMAN (France). In this study, were evaluated visitorsu0027 preferences among four different information supports in an exhibition module using a protocol that combines eyes tracking and an after use survey. Results show that interactive supports, as tablets and screens, even if not preferred by the majority of participants, once engaged with these supports, they interact longer time. Found evidence let us conclude that supports that are different and uncommon are preferred by most of the participants but, they donu0027t keep them engaged for a long time.