Background: Osteopathic manipulative medicine texts and educators advocate a range of approaches for physical assessment and treatment, but little is known about their use by osteopathic physicians in the United States.
As digital cultural collections become increasingly sophisticated in their scope and functionality, there is a need to build an in-depth understanding concerning the information behaviors of users in this new domain. Research has demonstrated that many digital museum visitors are engaged in casual leisure during exploration of a collection, suggesting that they do not have an inherent information goal but rather seek new experiences or learning opportunities based on personal curiosity and moments of discovery. Consequently, understanding how to translate casual leisure contexts into meaningful interaction design may play a critical role in designing engaging digital collections. Our study reports on the user experience of a largely unexplored user interface design framework called
rich-prospect
, which was originally developed to enhance browsing and discovery for complex visual collections. We performed a mixed-method, within-subjects study (N=30) that simulated a casual leisure approach to information browsing and retrieval across three different rich-prospect interfaces for digital cultural heritage. Our results show that rich-prospect scores well in the hedonic facets of its user experience, whereas pragmatic aspects have room for improvement. Additionally, through our qualitative analysis of participant feedback, we derived salient themes relating to the exploratory browsing experience. We conclude with a series of design implications to better connect interactive elements with casual leisure contexts for digital cultural collections.
Since September 11, 2001, the United States has engaged in an extended period of military conflict, resulting in 4.1 million men and women serving in support of Operation Enduring Freedom, Operation Iraqi Freedom, and Operation New Dawn. Whereas not all servicemembers experience mental health issues, many have experienced difficulties with readjusting to the civilian world, often requiring mental health services both inside and outside of the Department of Veterans Affairs. Issues related to stigma and military culture contribute to barriers not only for veterans seeking treatment but for clinicians providing services who may lack experience with military culture. This article provides a framework to use military concepts in clinical sessions to further therapeutic engagement with the military/veteran client.
The novel coronavirus spurred a keen interest in digital technologies for museums as both cultural professionals and the public took notice of their uses and limitations throughout the confinement period. In this study, we investigated the use of digital technologies by museums during a period when in-person interaction was not possible. The aim of the study was to better understand the impact of the confinement period on the use of museum technologies in order to identify implications for future museum experience design. We compared museums across four countries – France, Japan, Luxembourg, and the United States – by conducting an international survey in three languages on the use of digital technologies during the early phase of the pandemic. Additionally, we analyzed the Facebook activity of museums in each country and conducted a series of interviews with digital museology professionals in academia and the private sector. We found that despite a flurry of online activities, especially during the early phase of the pandemic, museums confronted a number of internal and external challenges that were often incongruent with their ability to offer new forms of digital engagement. In general, digital solutions served only as a temporary substitute for the museum experience rather than as an opportunity to usher in a new digital paradigm for cultural mediation, and many cultural professionals cited a lack of digital training as a limiting factor in robust ICT implementation. We also argue that the most successful digital engagement came from those activities that promoted a sense of community or an invitation for self-expression by visitors. We conclude with a framework that describes a ‘virtuous circle of museum participation’, aiming to support public engagement with museums through the development of content that builds on the interconnectedness of on-site and online interactivity.
The original version of chapter 4 starting on p. 30 was revised. Inadvertently the funding institution was not mentioned in the original chapter. A footnote for the explanation was added on the first page of the chapter. The original chapter was corrected.
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