This document is a thesis report for an on-campus mobile guide app created by Xue Jiang for the University of Limerick. The report includes an introduction, description of the project idea and motivation, research questions, and background information. The project involves developing a mobile app to guide users around the walking trails and art trails on campus through their mobile device.
1.
1
Department of Computer Science and Information Systems
Thesis Report
On-Campus Mobile Guide
For walking trail and Art trail
Prepared by
Xue Jiang (Yuki), B.Sc.
Student ID 11086041
Department of Computer Science and Information Systems
University of Limerick
Prepared under the supervision of
Dr. Patrick Healy
Version 1.1
May 2013
2.
2
Table
of
Contents
Introduction
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
4
Project
Idea
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
4
Motivation
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
4
Structure
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
4
The
project
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
4
What
is
it?
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
4
Why
is
it
important?
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
4
Who
is
it
for?
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
4
Where
will
it
be
used?
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
4
How
will
it
be
made?
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
5
Research
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
5
Introduction
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
5
Research
questions
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
5
Background
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
5
Using
Mobile
Technology
for
guidance
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
5
Google
Map
in
the
campus
mobile
guide
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
6
Localization
and
guidance
for
indoor
and
outdoor
using
smart
phone
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
7
Background
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
7
Localization
and
guidance
for
indoor
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
8
Evaluation
criteria
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
8
How
to
do
the
guidance
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
9
Notification
system
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
10
Interact
with
users
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
10
Related
Projects
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
13
Harvard
Guide
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
13
Tree
Tour
in
Oregon
State
University
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
14
Ennis
Walking
Trails
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
16
MIT
campus
tour
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
17
Explorer
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
18
Prototypes
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
21
Technologies
involved
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
21
Plans
for
the
summer
semester
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
21
Conclusion
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
22
References
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
23
Appendix
-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐-‐
27
3.
3
Table
of
Figures
Figure
1
Evaluation
criteria
used
to
review
mobile
guide
projects(Kenteris
et
al.
2011)
........................................................................................................................................................
9
Figure
2
The
Babble
interface
from
Book
"Interaction
Design"
.................................
12
Figure
3
Harvard
University
App
Screenshot
1
.................................................................
13
Figure
4
Harvard
University
App
Screenshot
2
.................................................................
14
Figure
5
OSU
App
Screenshot
1
................................................................................................
15
Figure
6
OSU
App
Screenshot
2
................................................................................................
15
Figure
7Ennis
App
Screenshot
1
...............................................................................................
16
Figure
8
Ennis
App
Screenshot
2
..............................................................................................
17
Figure
9
MIT
App
Screenshot
1
.................................................................................................
17
Figure
10
MIT
App
Screenshot
2
..............................................................................................
18
Figure
11
Explorer
Screenshot
1
..............................................................................................
19
Figure
12
Explorer
Screenshot
2
..............................................................................................
19
Figure
13
Explorer
Screenshot
3
..............................................................................................
20
4.
4
Introduction
This
report
documents
my
research
and
development
of
my
final
year
project
about
mobile
guides
on
campus,
with
the
focus
on
walking
trail
and
art
trail.
Project
Idea
The
aim
of
this
project
is
to
investigate
the
information
on
campus
and
find
the
information
that
required
by
the
students,
staffs
and
visitors,
explore
the
technologies
involved
in
the
project,
and
then
build
up
the
mobile
guide
application
to
guide
users
on
campus
for
walking
trail
and
art
trail.
Motivation
Because
of
the
modern
lifestyle
highly
rely
on
the
smart
phone,
the
motivation
of
the
project
is
to
explore
the
technology
and
process
of
how
modern
lifestyle
corresponds
with
personal
smart
phone
device
and
make
good
use
of
the
information
on
campus,
in
order
to
self-‐guide
and
educate
visitors
in
both
indoor
and
outdoor
environment
for
walking
trail
and
art
trail.
Structure
The
project
main
consists
of
two
parts:
the
academic
research
and
the
design
&
develop
process.
The
project
What
is
it?
This
project
is
mainly
about
to
design
and
develop
a
mobile
guide
based
on
the
Android
system
for
visitors
to
explore
self-‐guided
walking
trail
and
art
trail
in
university.
Why
is
it
important?
This
project
will
investigate
and
explore
relation
between
modern
lifestyle
and
popular
smart
phones
(Android
platform
in
this
case),
how
they
correspond
with
each
other.
And
apply
these
techniques
and
process
on
mobile
guides
on
campus
to
guide
visitors.
Who
is
it
for?
This
project
is
mainly
designed
for
student,
staffs
on
campus,
visitors
and
alumni
who
wish
to
do
a
self-‐guided
walking
trail
or
art
trail.
Where
will
it
be
used?
This
application
is
designed
for
the
university
campus,
it
can
be
used
in
variety
of
places
on
and
around
campus,
for
instance
it
can
be
used
to
guide
people
5.
5
explore
walking
trails
on
campus,
show
them
around
art
gallery,
visit
some
sculptors
and
arboretum
around
campus,
guide
people
to
different
buildings
and
also
help
them
learn
more
about
the
campus.
How
will
it
be
made?
The
process
of
making
such
an
Android
mobile
application
mainly
consists
of
two
parts,
the
interface
design
and
the
implementation
(coding).
To
design
the
interface
Adobe
Photoshop
will
be
used;
Axure
or
other
prototype
tools12
will
be
required
for
prototyping
work.
To
implement
the
mobile
application,
Eclipse
platform
&
Android
SDK
will
be
used
with
some
supplementary
APIs
(e.g.,
Google
Map
API)
as
well.
Research
Introduction
The
literature
reviews
addressed
two
main
issues:
the
mobile
application
design
principles
for
the
mobile
guide
on
campus
and
the
related
technological
choices
during
the
design
process
on
this
area.
Research
questions
• How
to
promote
multi-‐dimensional
interactions
when
self-‐guiding
users
on
campus?
(Millard
et
al.
2008)
• What
problems
should
be
taken
into
consideration
on
both
the
app
design
process
and
develop
process?
(Kenteris
et
al.
2011)
• What
kind
of
positioning
technologies
and
map
technologies
should
be
used
to
apply
on
indoor
and
outdoor
guidance,
and
also
how
to
do
the
self-‐guidance?
(Hammadi
et
al.
2012)
Background
Using
Mobile
Technology
for
guidance
“Mobile
technology
presents
the
opportunity
to
support
educational
visits
by
providing
both
location-‐based
information
and
guidance
through
this
information
based
on
the
visitor’s
interests
and
needs.”
(Naismith
et
al.
2005)
In
their
project
Mobile
Guide
for
University
of
Birmingham’s
Botanic
Garden
1
http://www.fluidui.com/demos/
2
https://proto.io/en/signup/
6.
6
(Naismith
et
al.
2005),
they
put
in
multimedia
context
to
help
users
read,
listen,
see
and
explore
more
about
the
garden
tour.
They
addressed
that
the
two
ideas
of
user
interests
and
user
needs
are
very
important
in
mobile
guide
design.
It
is
very
common
that
many
of
the
interesting
sites
or
collections
on
the
campus
may
not
be
noticed
by
the
students,
staffs
or
visitors
on
campus,
though
there
are
lots
of
learning
opportunities
within
these
places.
To
avoid
this,
the
mobile
guide
can
make
a
good
use
of
this
information
to
guide
and
assist
visitors.
Many
universities
or
national
galleries
have
lots
of
art
collections
in
their
own
art
gallery,
to
connect
the
mobile
guide
with
social
media
(e.g.,
Facebook
or
Instagram,
etc)
will
be
able
to
enrich
the
multi-‐dimensional
interaction(Petrelli
and
Not
2005)
between
visitors
and
information
of
the
on-‐campus
art
collections
and
popular
visiting
places
through
this
platform.
Google
Map
in
the
campus
mobile
guide
(Kenteris
et
al.
2011)
argued
in
their
paper
that
the
map
usually
is
the
most
basic
and
essential
part
in
mobile
tour
guide,
most
of
the
similar
systems
use
map
as
their
central
part,
and
then
use
navigational
services
and
routing
services
based
on
the
map.
Among
those
systems
some
of
the
campus
maps
were
designed
like
an
infographic
to
show
information
around
campus,
this
kind
of
map
will
not
be
able
to
interact
with
users;
some
of
the
maps
were
based
on
Google
Map,
which
enable
the
users
to
search
and
explore
on
it.
Most
of
the
maps
that
connected
to
Google
map
in
the
mobile
guide
provide
the
overview
and
detail
zoom
levels
features,
the
paper
Designing
LoL@,
a
Mobile
Tourist
Guide
for
UMTS
presented
these
two
levels
by
giving
the
case
of
a
tourist
map
guide
in
the
city
of
Vienna:
include
an
overview
map
of
walking
tour
in
the
city,
and
related
sight-‐seeing
information
on
some
certain
view
point.
For
example,
the
tourists
would
have
a
prior
experience
by
accessing
sightseeing
information
from
the
mobile
guide
even
when
they
were
in
the
hotel,
and
during
visiting,
the
voice
routing
service
will
read
the
step-‐by-‐step
routing
instructions
so
the
tourists
can
concentrate
on
the
view/scenery,
they
are
also
capable
to
upload
photographs
retrieved
from
the
built-‐in
digital
camera
on
their
mobile
device
(Pospischil
et
al.
2002).
These
kind
of
features
can
be
applied
on
the
mobile
guide
on
campus
as
well,
use
Google
Map
on
campus
as
the
central
part,
highlight
some
popular
routes
for
visitors
to
do
a
pre-‐visit.
Add
those
features
that
can
guide
users,
educate
users
and
promote
interactions
between
users
and
POIs.
7.
7
Localization
and
guidance
for
indoor
and
outdoor
using
smart
phone
Background
The
positioning
technology
for
localization
can
roughly
be
divided
into
indoor
and
outdoor
two
kinds
of
technology.
Google
Map
is
being
used
in
most
mobile
apps
for
localization
or
positioning
along
with
GPS
to
improve
accuracy,
and
(Bolic
and
Donko
2012)
pointed
out
OpenStreetMap
as
an
alternative
of
Google
Map,
OpenStreetMap
maps
are
from
open
source
community,
though
it’s
not
as
common
as
Google
Map,
but
it
allow
offline
map
cache
and
customization.
Among
all
maps
in
nowadays’
mobile
guides,
there
are
raster-‐based
maps,
which
are
used
to
display
the
location
of
POIs;
another
one
is
GIS-‐based
vector
map,
which
is
used
for
routing
and
guidance
services.
If
concerned
about
the
outdoor
positioning
and
the
reliability
of
the
technology,
GPS
is
the
better
technology.
(Kenteris
et
al.
2011).“With
only
a
few
exceptions,
GPS
has
been
the
standard
choice
as
outdoor
positioning
technology.”
(Kenteris
et
al.
2011)
But
sometimes,
GPS
cannot
work
very
well
in
indoor
environment
and
urban
places,
Shang
argued
in
their
articles.
(Hammadi
et
al.
2012)
gave
an
introduction
about
those
common
technology
that
has
been
used
for
nowadays’
indoor
environment
guidance.
Most
of
those
are
listed
as
below:
• Global
Positioning
System
(GPS):
Based
on
the
global
satellite
positioning
system
(it
is
more
suitable
for
outdoor
environment
to
work
with
Google
Maps
or
OpenStreetMap
(OSM)),
suitable
for
outdoor
environment.
• Bluetooth:
Bluetooth
is
used
as
a
short-‐range
communication
technology,
with
good
accuracy
but
high
cost
to
deploy;
not
suitable
for
campus.
• Radio
Frequency
Identification
(RFID):
expensive
to
deploy,
not
suitable
for
campus
in
this
case
(Sieck
2012).
• Ultra
Wide
Band
(UWB):
it
is
accurate;
however
the
cost
is
so
high.
Not
suitable
for
campus
in
this
case
(Jianga
et
al.
2011).
• Near
Field
Communication
(NFC):
Compared
to
above,
may
be
a
suitable
technology
to
use
with
its
high
accuracy
and
low
cost
on
implement.
8.
8
Localization
and
guidance
for
indoor
For
indoor
environment,
(Hammadi
et
al.
2012)
also
mentioned
that
most
mobile
guide
systems
utilize
NFC
(Near
Field
Communication)
technology
and
QR
(Quick
Response)
Codes,
which
are
low
cost,
to
determine
the
location
as
well
as
to
provide
navigation.
Then
with
the
help
of
the
map
to
determine
the
destination,
calculate
shortest
path,
store
car
parking
location,
give
feedback
to
building
management,
enter
surveys
for
restaurants
and
coffee
shops,
find
nearest
toilet
and
make
donations(Saranyaraj
2013).
It
is
a
very
common
phenomenon
that
many
of
the
relatively
larger
national
galleries,
and
museums
may
lack
of
tour
guides
to
guide
and
assist
visitors,
way
finding
is
a
particular
challenge
(Tsai
and
Sung
2012).
In
some
of
the
museums,
“diverse
mobile
service
robots”
have
been
employed
as
tour
guides
to
show
the
visitors
around
in
the
exhibition
in
the
museums
and
galleries
(Stricker
et
al.
2012).
It
is
really
interesting
and
attractive,
however
they
cannot
hire
many
robots,
and
visitors
sometimes
tend
to
have
an
individual
or
self-‐guided
tour.
The
example
Tsai
and
Sung
gave
in
their
paper
that
the
American
Museum
of
Natural
History
designed
a
mobile
guide
Explorer
and
provide
the
feature
“My
Tours”
in
it,
this
enables
user
to
pick
their
own
points
of
interests
and
add
them
in
the
My
Tour,
and
the
app
will
then
show
user
the
direction
from
one
location
to
another.
Not
only
the
larger
galleries(Fevgas
et
al.
2011),
some
of
the
relatively
smaller
ones
may
also
need
this
kind
of
application
to
guide
visitors,
they
usually
do
not
have
a
tour
guide
because
they
don’t
have
a
large
number
of
visitors
occasionally
and
also
visitors
may
come
individually
and
they
may
visit
at
an
uncertain
time.
Using
the
mobile
guides
to
do
a
self-‐guided
tour
is
thus
becoming
necessary
and
getting
more
and
more
popular
in
recent
years.
Evaluation
criteria
(Kenteris
et
al.
2011)
Argued
in
their
survey
of
electronic
mobile
guides
for
application
designers
that
the
designers
should
consider
the
information
model
in
their
design,
the
types
of
input
and
output
modalities
and
how
the
unique
services
be
implemented;
technology
developers
should
consider
the
platform
they
choose
to
implement
(Android
platform
in
this
case),
the
type
of
network
infrastructure
(both
Wi-‐Fi
and
3G
in
this
case)
and
also
the
positioning
and
map
technologies(GPS
and
Google
Map
or
OpenStreetMap
for
this)
during
evaluation
criteria.
They
explain
their
idea
of
evaluation
criteria
in
the
figure
below:
9.
9
Figure
1
Evaluation
criteria
used
to
review
mobile
guide
projects(Kenteris
et
al.
2011)
Users
have
different
sensibility
of
recognition
the
navigation
on
the
map:
some
of
the
users
may
good
at
using
looking
at
map;
some
may
not.
To
avoid
the
problem,
additional
form
of
information
should
be
provided
to
help
users
to
find
their
way
when
they
are
unsure
about
certain
trails.
How
to
do
the
guidance
Navigation
is
also
very
important,
thus
design
additional
elements
for
the
POIs
on
the
map
may
help
visitors
find
the
right
position,
for
instance
add
the
audio
notification,
when
users
getting
close
to
the
points
of
the
interests,
the
notification
will
inform
and
attract
visitor
to
focus
on
some
certain
interest.
In
comparison
with
text
or
message
notification,
audio
notification
may
also
be
very
suitable
for
outdoor
environment,
since
(Naismith
et
al.
2005)
described
that
one
of
their
participants
complained
about
the
sunshine
is
so
bright
in
some
situations
that
the
user
would
not
be
able
to
see
the
screen
clearly,
in
this
case
audio
notification
would
help
to
avoid
the
problem.
(Taher
and
Cheverst
2011)
did
the
study
of
user
preference
for
fixed
display,
they
add
the
graphical
direction
arrows
on
fixed
displays
along
the
user’s
route,
and
most
of
users
prefer
the
way
they
did
this,
they
think
it
is
useful
because
they
need
things
on
the
map
to
reinforce
the
fact
that
they
were
going
right
way.
There
are
also
possibilities
to
document
the
traveling
experience
in
a
more
convenient
way.
(Abowd
et
al.
1997)
gave
an
example
of
a
user
driving
through
a
country
and
result
in
a
trail,
the
trail
will
be
upload
on
a
map
and
if
the
user
click
the
trail
on
the
map
the
revealed
image
will
show
up
to
document
this
driving
trail
memory.
This
is
not
suitable
for
this
project
since
most
of
the
POIs
are
not
reachable
by
driving
but
walking.
10.
10
Notification
system
Guided
by
the
mobile
guide,
when
the
visitors
arrive
at
certain
points,
the
notification
system
should
be
able
to
recognize
the
place
and
send
notification
regarding
the
place;
more
specific
and
related
information
about
the
interest
should
be
displayed
behind
it
(the
notification
may
include
the
building
detail,
points
of
interests
in
this
part
and
the
notes
left
by
other
visitors,
etc).
(Nair
et
al.
2006)
mentioned
the
idea
of
putting
into
the
fourth
dimension
into
the
location-‐
based
notification
system
(LBNS),
so
that
visitors
may
see,
hear,
touch
and
feel
when
they
arrived
some
certain
points,
visitors
have
the
option
to
pick
up
some
points
of
interests
which
they
preferred,
and
then
the
system
will
generate
a
route
for
visitor
to
walk
through.
The
option
of
clicking
certain
point
of
interest
enables
user
to
access
those
more
specific
information
about
the
POIs.
Interact
with
users
User
Interaction
in
Museum
Learning
Scenario
Bring
in
high
technology
to
help
promote
user
interaction
is
also
very
important.
Binyue
and
Yokoi
mentioned
in
their
paper
Promote
Visitor
Interactions
by
Smart
Devices
in
Museum
Learning
Scenario
(Binyue
and
Yokoi
2012)
about
interaction
between
visitors
and
those
museum
object
information
via
smart
devices.
The
embedded
RFID
in
collection
showcase
allows
visitors
to
get
information
onsite
via
smart
phone
or
other
mobile
devices,
which
visitors
outside
will
not
be
able
to
access
those
information.
And
by
providing
Wi-‐Fi
it
enables
visitors
to
access
more
related
background
knowledge
online
while
they
are
interested
in
some
art
objects
in
the
museum.
This
way
of
interactions
between
each
other
will
also
enrich
the
concept
of
the
objects
in
the
collection
and
promote
interacts
between
visitors
online
and
onsite,
when
onsite
visitors
visit
these
objects
they
are
able
to
share
those
information,
visual
knowledge
and
the
‘real’
experience
via
their
smart
devices
(e.g.,
smart
phones)
to
the
visitors
who
are
also
curious
in
the
collections
but
will
not
be
able
to
attend
physically.
After
the
visit,
the
smart
device
is
also
a
very
good
platform
for
visitors
to
ask
questions,
put
up
ideas,
photos
and
comments;
this
is
also
a
way
of
transfer
their
onsite
visual
knowledge
into
online
knowledge(Cheverst
et
al.
2000).
User
Interaction
in
Campus
Learning
Scenario
How
to
meet
the
requirement
of
users
is
always
very
important,
we
can
regard
11.
11
the
some
certain
type
of
group
people
as
certain
type
of
information
model,
(Kenteris
et
al.
2011).
The
alumnus
group
is
a
good
example
for
this,
analyzing
their
unique
requirements,
put
certain
type
of
information
they
really
need
during
their
re-‐visit
to
campus.
Some
applications
for
campus
need
to
take
information
models
into
consideration,
some
may
not.
(Nair
et
al.
2006)
also
argued
in
their
paper
that
they
are
more
focused
on
the
feeling
of
the
visitors,
they
put
specific
information
in
the
application
for
this
certain
group-‐alumni,
they
may
want
to
see
how
the
campus
has
changed
compared
to
before,
the
building
details,
use
multimedia
method
to
show
them
may
be
want
they
really
want,
things
like
slide
show
to
document
the
changes
of
a
place,
video
or
audio
to
tell
the
story
at
some
place
in
the
history
when
alumni
walk
by,
they
want
their
memory
to
be
re-‐called
at
that
moment.
When
alumni
walk
around
the
campus
the
system
shall
be
able
to
locate
the
current
position,
this
enables
the
system
to
play
a
slide
show
of
this
place,
tell
alumni
what
changes
have
been
made
in
this
place.
The
system
also
enables
the
alumni
to
leave
a
note
or
comment
and
review
other
alumni’s
notes
as
well.
Another
attractive
function
is
they
can
view
the
slide
show
of
the
place
it
is
the
way
of
“promoting
a
sense
of
time”
in
the
system.
Functions
like
document
routes
that
visitors
have
already
finished,
and
give
the
feedback
of
the
distance
and
time
on
the
map
may
be
another
feature
if
there
are
lots
of
options
for
visitors
to
choose
to
walk.
Visitors
shall
also
be
able
to
upload
images
of
their
interests
during
visit
or
post-‐visit(Kuflik
et
al.
2011),
these
can
be
part
of
their
memory
saved
on
the
system
which
can
be
re-‐accessed
by
themselves
or
others
who
want
to
do
a
pre-‐visit
through
the
mobile
phone.
The
Babble
Interface
(Rogers
et
al.
2011)3
gave
an
interesting
example
in
the
design
collaborative
technologies
chapter
of
the
book
to
support
awareness,
in
order
to
presenting
the
information
awareness,
the
book
displayed
a
communication
tool
called
Babble
shows
as
in
the
image
below,
the
numbers
of
the
babble
represent
the
number
of
the
participants
in
the
conversation,
the
more
active
a
participant
is
in
the
conversation,
the
closer
the
babbles
towards
to
the
center
of
the
circle.
3
In
pp.
128
of
the
book
12.
12
Figure
2
The
Babble
interface
from
Book
"Interaction
Design"
This
idea
can
be
applied
on
campus
guides
as
well,
The
points
of
interest
(POIs),
can
be
shown
as
many
small
circles
on
the
overview
level
of
the
map,
as
long
as
the
features
like
visitors
check-‐in,
leave
a
note,
comment,
upload
photographs
are
added
in
the
mobile
guide
system,
the
more
interaction
one
place
get
from
the
visitors,
the
more
popular
the
place
will
be,
and
the
system
can
use
a
red
circle
to
represent
the
popular
POIs,
use
green
or
other
colors
to
represent
the
less
popular
places.
It
is
much
easier
for
the
future
visitors
to
pick
the
point
of
interests
especially
when
the
visitors
may
only
have
limited
time
to
visit
the
campus,
they
may
prefer
to
pick
those
most
popular
places
to
go.
User
Interactions
in
Indoor
Environment
For
indoor
environment
such
as
art
gallery
on
campus,
some
collections
and
artifacts
may
have
significant
meaning
for
the
university,
these
collections
can
be
picked
out
from
many
other
collections
and
put
them
in
a
specific
category
such
as
“Highlight
art
trail
on
campus”,
multimedia
contents
can
be
added
into
the
system
as
well.
(Proctor
and
Burton
2004)
did
an
initial
evaluation
about
the
multimedia
tour
in
their
gallery:
“With
87
percent
saying
that
the
tour
improved
their
visit.
The
most
popular
types
of
content
were
interviews
with
artists
and
videos
of
artist
at
work,
and
audio
commentaries
accompanied
by
images.”
Casual
games
relevant
to
the
museum
collections
are
also
a
popular
way
for
promoting
interactions
between
art
collections
and
the
visitors.
It
also
plays
an
education
role
for
the
visitors
after
visiting
the
museum.
13.
13
Related
Projects
The
projects
examples
listed
below
are
all
about
mobile
guides,
some
of
them
are
mobile
campus
guides
which
is
relevant
to
this
project,
some
of
them
are
more
about
mobile
guides
for
exhibitions
in
museums,
mobile
guides
for
the
walking
trails
in
a
certain
city…
however,
Most
of
these
projects
have
really
good
user
interface
design
and
focused
on
promoting
user
interaction
during
the
visiting,
although
not
all
of
them
have
similar
idea
as
this
project,
their
ideas
and
designs
all
inspired
this
project
–mobile
guides
on
campus.
Harvard
Guide
Figure
3
Harvard
University
App
Screenshot
1
University
of
Harvard
developed
this
application
Harvard
Guide
for
visitors
to
explore
this
university’s
long
history
and
beautiful
campus;
the
home
screen
was
designed
with
the
image
of
the
main
gate
of
Harvard
University.
And
a
simple
guide
to
explain
the
button
function,
the
starting
points
similar
to
other
guiding
apps,
shown
as
a
list
menu
enable
users
to
pick
up
by
themselves,
after
user
click
in,
the
following
screen
show
the
direction
on
the
map
and
a
half
scree
size
image
of
the
points
of
interest,
once
user
finished
the
point,
there
will
be
a
sign
on
the
map
shown
that
user
have
done
this
point.
And
the
arrow
button
leads
user
to
go
to
next
step,
more
detailed
information
showed
behind
this
place.
14.
14
Figure
4
Harvard
University
App
Screenshot
2
• The
info
button
shows
the
general
description
of
the
stop;
• The
inside
and
out
button
shows
an
insider’s
view
of
Harvard,
this
is
a
really
good
feature
and
other
application
usually
do
not
this
function,
university
is
a
typical
place
that
some
of
the
area
may
not
open
to
the
public,
this
feature
is
very
useful
for
the
visitors
who
cannot
access
to
the
inside
area.
• The
Fast
facts
button
documents
the
interesting
facts
and
trivia
once
happened
in
this
place,
many
of
them
have
an
interesting
image
to
explain
the
moment
as
well,
it
calls
back
alumni’s
memory
and
help
new
students
learn
better
about
the
place.
• Innovation
also
for
documenting
big
events
once
happened
here,
help
user
to
understand
more
about
some
significance
place.
• History
is
there
to
tell
visitors
highlights
and
stories.
A
lot
of
videos
were
put
into
these
functions;
many
of
them
have
back
ground
music
help
users
to
have
a
nice
experience
of
the
certain
moment
and
certain
place.
Tree
Tour
in
Oregon
State
University
OSU
designed
and
developed
this
application
to
promote
the
awareness
of
the
variety
kind
of
trees
on
campus;
the
interface
is
clean
and
tidy
with
green,
white
and
grey
as
their
basic
three
colors,
very
close
to
nature
forest
color.
15.
15
Figure
5
OSU
App
Screenshot
1
The
tour
consists
of
two
separate
tours:
the
longer
one
MU
Grand
Tour
takes
45
minute
and
the
MU
short
Tour
15
minutes.
Once
visitor
start
the
tour,
the
detailed
information
such
as
10
stops,
797
ft.
distance
will
be
shown
on
the
screen,
the
app
lead
visitors
step
by
step,
two
buttons
Tour
and
Map
enable
user
to
switch
between
direction
to
get
to
the
points
of
interest
and
the
description
of
the
tree.
The
map
shows
an
overview
position
of
trees
with
number
and
stops
to
help
visitors
find
the
place.
Figure
6
OSU
App
Screenshot
2
The
main
menu
consists
of
three
parts,
the
Tree
Tour
which
is
mentioned
above
and
the
open
map,
displayed
a
sidelight
map
for
campus
with
small
tree
icons
located
in
it,
each
small
icons
enable
visitor
to
click
and
learn
more
since
they
all
connected
to
the
information
page.
16.
16
Reference
enables
visitors
to
search
and
learn
the
common
name
and
the
botanical
name
of
these
trees,
detailed
information
include
the
leaf
type
the
flower
information
and
whether
native
to
Oregon
or
not.
Ennis
Walking
Trails
Figure
7Ennis
App
Screenshot
1
The
town
of
Ennis
is
full
of
marvelous
public
sculptures
and
works
of
art.
This
application
contains
large
amount
of
information
about
Ennis
to
help
visitors
learn
and
explore
this
town.
This
walking
trail
guide
consists
of
four
historical
walking,
and
categorized
into
different
colors,
each
of
them
has
an
introduction
about
the
history
and
story
information
behind,
as
well
as
the
distance
and
time
it
will
need
to
finish
the
walking
trail.
17.
17
Figure
8
Ennis
App
Screenshot
2
Clicking
into
the
points
of
interest
may
be
able
to
see
the
number
of
interests
in
the
walking
trail,
users
can
choose
take
me
to
this
point
to
get
the
directions
to
the
place
through
GPS
map,
sharing
the
point
of
interest
to
friend
on
Facebook,
or
take
a
photo
to
send
by
email,
some
of
the
interest
have
audio
guide.
MIT
campus
tour
Figure
9
MIT
App
Screenshot
1
MIT
mobile
campus
guide
is
the
project
that
has
some
similar
ideas
to
this
project
especially
for
some
walking
trails
on
campus.
It
aims
to
let
visitors
have
a
nice
experience
and
learn
the
history
of
different
parts
on
MIT
campus;
the
information
includes
MIT’s
architecture,
artwork,
facilities
etc.
Self-‐guided
tour
18.
18
and
guided
tours
are
both
provide
on
the
home
screen,
guided
tours
connected
to
the
home
page
of
MIT
website,
include
information
about
the
pickup
points
on
campus
and
tour
guide
meet
up
time.
Self-‐guided
tour
enables
visitor
to
pick
up
starting
point,
the
app
will
include
some
recommend
points
to
show
visitors
and
step-‐by-‐step
guidance
to
guide
them.
Figure
10
MIT
App
Screenshot
2
Once
visitor
start
the
tour,
detail
information
will
be
shown
on
the
screen
step
by
step,
leading
visitors
the
direction
to
the
next
stop,
the
timeline
at
the
bottom
of
the
screen
shows
the
number
of
places
have
been
visited
and
there
is
a
button
in
the
middle
of
the
timeline
enable
user
to
switch
between
the
real
map
and
the
detailed
information.
Some
side
trips
are
also
shown
in
the
detailed
information,
visitors
can
have
their
own
flexible
walking
trails.
When
the
tour
ended,
the
last
screen
shows
visitor
the
campus
information,
enable
visitor
to
send
feedback
through
their
smart
phone,
and
also
help
visitors
to
find
a
place
to
eat.
Explorer
Tsai
and
Sung
(2012)
argues
in
their
article
Mobile
Applications
and
Museum
Visitation
that
way
finding
in
the
large
museum
is
a
particular
big
challenge
for
visitors,
many
visitors
these
years
have
the
tendency
to
plan
their
visit
before
they
arrive.
They
may
pick
up
some
points
if
those
POIs
really
attract
them,
but
the
problem
is
imagine
if
they
pick
up
two
points
and
they
are
not
sure
the
amount
of
time
they
will
spend
there,
and
the
way
they
will
get
from
one
exhibition
to
another
one,
what
can
they
do
except
ask
the
staffs
in
the
museum
or
find
the
way
by
themselves.
19.
19
They
gave
an
example
of
American
Museum
of
Natural
History,
in
order
to
help
visitors
solve
this
problem:
they
developed
a
mobile
application
explorer,
and
add
the
feature
“My
Tour”.
Figure
11
Explorer
Screenshot
1
The
interface
above
is
the
application
Explorer;
the
first
screen
contains
four
parts
of
information:
find
exhibition,
museum
tours,
food
&
shops
and
restroom
&
exit.
The
list
menus
under
the
popular
category
list
all
the
popular
exhibitions.
They
all
contain
the
feature
of
locating
current
place
and
then
sharing
to
friends,
add
the
bookmark
and
mark
as
visited.
The
interface
list
below
is
the
map
function.
All
the
exhibition
information
shows
by
different
floors,
the
infographic
tells
visitors
the
overview
location
of
in
the
museum.
Figure
12
Explorer
Screenshot
2
The
following
interface
shows
the
feature
“My
Tour”,
the
add
Exhibit
button
enables
visitors
to
add
their
preferred
exhibit
from
all
the
exhibits
in
the
museum,
in
this
way
visitors
build
up
their
personal
tour.
20.
20
This
feature
uses
location-‐aware
mobile
technologies
to
provide
turn-‐by-‐turn
instructions
between
two
points
within
the
museum,
allowing
visitors
to
design
their
own
visitation
routes.
Tsai
and
Sung
(2012)
Figure
13
Explorer
Screenshot
3
Although
the
Explorer
was
designed
for
the
museum,
many
of
the
design
ideas
still
inspired
this
project,
for
instance:
how
they
allocate
their
information
on
the
home
screen
to
meet
the
users’
requirement
is
quite
important,
they
add
a
category
named
‘popular’
to
list
all
the
popular
exhibits
enable
visitors
to
find
them
easily,
they
promoted
user
interaction
very
well
because
they
enable
visitors
to
build
their
own
tours.
Methodology/
User
studies
The
design
process
will
include
academic
research
of
previous
projects
and
relevant
articles,
scenarios,
building
tasks
and
the
first
design
prototype.
Many
iterations
of
the
design
are
necessary.
It
is
important
to
test
users
by
the
low
fidelity-‐prototype
and
get
feedback
from
them.
Try
to
understand
more
about
the
user,
make
the
design
character
attractive
to
users,
and
at
the
end
build
up
the
high-‐fidelity
prototype,
and
finish
the
final
design.
The
evaluation
methods
include
analysis,
observation,
interviews,
and
questionnaires;
a
video
camera
will
be
used
to
record
participants
so
that
it
is
enable
to
observe
the
user
reaction
when
they
interact
with
mobile
guide
on
campus.
21.
21
Prototypes
Low-‐fidelity
prototype—Interface
sketch
and
paper
prototype
Sketch
the
mobile
interface
after
the
initial
research
and
analyze,
get
the
user
feedback,
keep
sketching,
evaluate
and
revise
the
project.
High
Fidelity—Axure
and
Eclipse
After
the
user
evaluation,
the
prototype
is
revised
enough
for
users
to
use,
The
interface
of
the
application
will
be
designed
in
the
Adobe
Photoshop
and
mock
up
in
the
Axure.
Then
continue
to
do
user
valuation,
testing
and
iteration
until
get
a
satisfied
prototype.
After
the
prototype
is
highly
developed,
the
application
can
then
be
developed
in
Eclipse
with
Android
SDK
platform
accordingly
to
implement
features
implied
by
the
design
process.
Technologies
involved
To
design
and
develop
the
Android
mobile
app
as
described
above,
following
is
list
of
the
technologies/software
involved:
• Prototype
tools:
Adobe
Photoshop,
Axure,
etc
• Eclipse
with
Android
SDK:
Java
as
the
programming
language
• SQLite:
store
information
in
mobile
phone
• Google
Map
APIs:
outdoor
localization
• Web
Server:
store
images
etc
to
save
space
in
phone
Plans
for
the
summer
semester
See
appendix
22.
22
Conclusion
This
project
documents
the
design
process
and
implement
ideas
on
the
mobile
guide
on
campus,
explored
the
similar
projects
previously,
analyzed
the
good
features
to
promote
user
interaction,
the
literature
review
covered
the
information
for
application
design
process
and
technology
develop
process,
these
research
all
set
a
solid
foundation
for
future
work
on
this
project.
23.
23
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