General Requirements for Designing Smart and Ubiquitous Learning Environments for Outdoors Cultural Heritage

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Abstract

This paper presents the development of general requirements (GRs) for designing smart and ubiquitous learning environments (S-ULEs) based on mobile and wearable technologies (smart eyeglasses). A novel set of nine general requirements is introduced in this paper. The socio-cognitive engineering methodology within the user-centered design approach was used. This research followed a mixed methods approach utilizing focus group, questionnaire, and interview techniques. Scenario-based design was used to depict the context of use for such technology. Two narrative scenarios were developed based on the GRs, which helped extracting design solution elements to guide the design of a proof-of-concept, SmartC. An evaluation study with experts of human-computer interaction was conducted to capture any usability problems in SmartC before conducting an user study. Experts found no major issues within the interaction design. However, a few issues were highlighted. Additionally, a SWOT analysis was carried out, which is outlined in this paper.
Original languageEnglish
Number of pages29
JournalInternational Journal of Human-Computer Interaction
DOIs
Publication statusPublished - 2 Feb 2026

Bibliographical note

Publisher Copyright:
© 2026 Taylor & Francis Group, LLC.

Keywords

  • Ubiquitous learning.
  • Mobile and wearable application design.
  • User requirements.
  • Usability evaluation
  • Cultural heritage

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