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Enhancing Inclusive Experience in Museums: results from a field study
5 references·2 citing·22 second hop
Enhancing Inclusive Experience in Museums: results from a field study (2023)Enhancing Inclusive Experience in Museums…Supporting Spontaneous Museum Visits by Deaf People: An Augmented Reality Application and a Case Study (2021)Supporting Spontaneous Museum…Inclusive museum audio guides: ‘guided looking’ through audio description enhances memorability of artworks for sighted audiences (2021)Inclusive museum audio guides…Blind and Visually Impaired Visitors’ Experiences in Museums: Increasing Accessibility through Assistive Technologies (2020)Blind and Visually Impaired V…Inclusive Design for a Digital World: Designing with Accessibility in Mind (2019)Inclusive Design for a Digita…UX Design Guideline for Health Mobile Application to Improve Accessibility for the Visually Impaired (2016)UX Design Guideline for Healt…Empowering Independence for Visually Impaired Museum Visitors Through Enhanced Accessibility (2025)Empowering Independence for V…An empirical study of visitors' engagement with a museum robot guide and a mobile audio guide: a case study in South Korea (2025)An empirical study of visitor…School Field Trips: Assessing Their Long‐Term Impact (1997)Social Inclusion, the Museum and the Dynamics of Sectoral Change (2015)Museums and the Interpretation of Visual Culture (2020)Educational and accessible museums and cultural spaces (2023)Toward museum transformation: From mediation to social media-tion and fostering omni-visit experience (2023)Immersive Technologies (2024)Using thematic analysis in psychology (2006)Accessibility of European museums to visitors with visual impairments (2016)The SAGE Encyclopedia of Communication Research Methods (2017)Interactive humanoid robots for a science museum (2006)An Examination Of The Museum Experience Based On Pine And Gilmore's Experience Economy Realms (2015)A framework for constructing and evaluating the role of MR as a holographic virtual guide in museums (2021)Developer Assistance Tools for Creating Native Mobile Applications Accessible to Visually Impaired People (2018)Lessons and Reflections From an Extended Co-design Process Developing an mHealth App With and for Older Adults: Multiphase, Mixed Methods Study (2022)UsAge guidelines: Toward usable Saudi M-Government applications for elderly users (2022)Introduction to Special Issue on Accessibility (2021)Accessible Text Tools for People with Cognitive Impairments and Non-Native Readers: Challenges and Opportunities (2023)Guiding principles towards inclusive design: research notes for meaningful change (2023)Perspectives of Visually Impaired Visitors on Museums: Towards an Integrative and Multisensory Framework to Enhance the Museum Experience (2020)How can scents enhance the impact of guided museum tours? towards an impact approach for olfactory museology (2022)Enhancing museum accessibility for blind and low vision visitors through interactive multimodal tangible interfaces (2025)Interactive description to enhance accessibility and experience of deaf and hard-of-hearing individuals in museums (2023)
this work references cited by second hop

References

  • 2020Blind and Visually Impaired Visitors’ Experiences in Museums: Increasing Accessibility through Assistive Technologies63 cited
  • 2021Inclusive museum audio guides: ‘guided looking’ through audio description enhances memorability of artworks for sighted audiences63 cited
  • 2021Supporting Spontaneous Museum Visits by Deaf People: An Augmented Reality Application and a Case Study19 cited
  • 2016UX Design Guideline for Health Mobile Application to Improve Accessibility for the Visually Impaired18 cited
  • 2019Inclusive Design for a Digital World: Designing with Accessibility in Mind16 cited

Cited by

  • 2025Empowering Independence for Visually Impaired Museum Visitors Through Enhanced Accessibility2 cited
  • 2025An empirical study of visitors' engagement with a museum robot guide and a mobile audio guide: a case study in South Korea2 cited

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