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

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.<br/>

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Publication Details

Journal
International Journal of Human-Computer Interaction
Published
2026-02-02
DOI
https://doi.org/10.1080/10447318.2026.2621279
Primary Topic
Mobile Learning in Education
Type
article
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article

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

Sanaz Fallahkhair, Ella Haig, Alaa Alkhafaji
International Journal of Human-Computer Interaction
Mobile Learning in Education
article

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

Sanaz Fallahkhair, Ella Haig, Alaa Alkhafaji
article en

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.<br/>

International Journal of Human-Computer Interaction
Mustansiriyah University (IQ), University of Portsmouth (GB), University of Brighton (GB)
Sustainable cities and communities
Openalex Percentile: Top 79%
Mobile Learning in Education
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General Requirements for Designing Smart and Ubiquitous Learning Environments for Outdoors Cultural Heritage — Sanaz Fallahkhair, Ella Haig, et al. · International Journal of Human-Computer Interaction (2026) | TGRS Research Map | TGRS