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  • quick temporary adjustments specific to current kiosk content
  • unobtrusive to the exterior of the kiosk design
  • requires no finger pressure

disadvantages

  • user has to re-enter all preferences from kiosk to kiosk
  • no alternative to touchscreen interaction
  • layout may be confusing for users picking up after someone has adjusted preferences
  • users may require assistance to indicate preferences

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  • customizable interface for different user needs, for example:
    • large, easy to target buttons for users with limited mobility
    • gestural touch input and audio feedback for blind users
  • customizable for different interaction, for example:
    • page flipping
    • rotating globe
    • going through timeline
  • unobtrusive to the kiosk design
  • requires no finger pressure
  • mobile
  • users only indicate preferences once, for example:
    • turn on audio descriptions once
    • plug-in headphones and adjust volume once

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  • fixed layout, interaction may not be ideal for every user or exhibit
  • complications in pairing devices?
  • requires finger pressure

3. Portable preferences via token

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  • device instantly responds to users needs
  • entire kiosk interface could be customized depending on user needs, for example:
    • high contrast, larger inputs and text
    • gestural touch input and audio feedback for blind users
  • kiosks could maintain more of their unique interactions
  • unobtrusive to kiosk design
  • requires no finger pressure
  • users only indicate preferences once, for example:
    • when buying their ticket in the museum
    • when buying their ticket online

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  • could be confused as sole kiosk interaction
  • may be difficult for users with limited mobility to comfortably reach
  • requires finger pressure
  • user has to repeat some actions from kiosk to kiosk, for example
    • turn on on audio-descriptions
    • plug in headphones and adjust volume

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  • displays of the diversity of humanness - encourages articulating and use of preferences
  • device instantly responds to users needs, preferences follow user as they move through kiosk, attracting others through playfulness 
  • users only indicate preferences once
  • requires no finger pressure

disadvantages

  • users would be required to plug-in headphones from kiosk to kiosk
  • lack of tactile feedback
  • maybe be difficult for users with limited mobility

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