Analysis of Art Museumsxe2x80x99 Visitor Behavior and Eye Movements for Mobile Guide App Design Over the past decade, the growing prevalence of smartphone has motivated museums to bring out the guide service in the form of a mobile app. However, not many museums are actively embracing cuttingedge technology. Therefore, this study aims at proposing a design blueprint of a visitorcentered art museum guide app that guarantees its usability. For integrated approach of quantitative and qualitative analysis, we conducted the eyetracking, survey, and indepth interview by selecting five art museum mobile apps. We then analyzed which apps are the most efficient by analyzing the number of page steps and the time through the required task of the mobile app, as well as the problem area for each app. Through the results of this experiment, it contributes to identifying and solving the existing problems of appaided exhibition services and provides insights into the digital strategies of the visitorcentered museum.

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.