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Technical Literacy and XR Adoption Barriers in Heritage Sector: Evidence from VAARHeT Validation

VAARHeT research reveals assumptions about technology adoption barriers often reflect designer uncertainties rather than actual user capabilities, with appropriate induction enabling diverse demographics to achieve productive XR use though interface complexity remains critical usability factor.

Published: by Dr Cordula Hansen, XYZ Technical Art Services
Funded by the European Union

Funded by the European Union

This project has received funding from the European Union. Views and opinions expressed are however those of the author(s) only and do not necessarily reflect those of the European Union. Neither the European Union nor the granting authority can be held responsible for them.

Grant agreement number: 101070521

Challenging Assumptions About Heritage Sector Technology Adoption Readiness

Cultural heritage institutions and XR technology providers frequently operate under assumptions that museum visitors and heritage professionals lack technical literacy for immersive technology adoption, with age demographics skewing toward older populations, professional backgrounds concentrated in arts and humanities rather than STEM disciplines, and institutional cultures emphasising historical preservation over technological innovation supposedly creating adoption resistance and capability gaps preventing successful XR deployment. The VAARHeT validation comprehensively tested these assumptions through participant recruitment deliberately targeting actual museum visitor demographic profiles rather than convenience sampling from young tech-savvy populations unrepresentative of heritage sector audiences, engaging 39 participants aged 25-75 (majority 30-50), predominantly female (59% matching museum visitor gender distribution), educated professionals with humanities or social science backgrounds, Latvian native speakers with English as foreign language, and technology experience profiles showing daily mobile phone use, approximately 50% prior chatbot interaction, approximately 50% previous VR device exposure, and one-third with AR application familiarity primarily through entertainment gaming rather than professional or educational contexts. This cohort deliberately reflected realistic heritage institution visitor populations rather than early technology adopters, enabling assessment of whether immersive XR applications could achieve acceptable usability and adoption with mainstream audiences representative of actual museum demographics versus requiring technical enthusiasm or gaming backgrounds that heritage contexts cannot assume as baseline visitor capabilities. Validation results demonstrated that appropriate induction and interface design enabled participants across age groups, gender identities, educational backgrounds, and prior technology experience levels to achieve productive use of voice-activated AR and VR applications, with task completion rates for core functionality ranging 64-100% across pilots indicating majority populations successfully operated applications without abandonment or fundamental blocking issues despite complexity substantially exceeding conventional museum technology including audio guides, touchscreen information kiosks, or mobile website navigation. The System Usability Scale assessment averaging 59% across participants fell below the 68% threshold generally considered acceptable for consumer applications, yet remained comfortably within ranges typical for complex professional tools during initial deployment before iterative refinement, demonstrating usability proved adequate for motivated users with appropriate support though requiring improvement for unsupervised mainstream adoption meeting consumer product quality expectations. These results challenge deficit-model assumptions that heritage sector populations cannot use immersive technology, revealing instead that technology adoption barriers often reflect interface design inadequacy, induction process insufficiency, or institutional support gaps rather than fundamental user incapability, shifting responsibility from users lacking technical literacy to developers failing to create appropriately accessible experiences and institutions inadequately supporting technology integration within operational workflows and visitor service delivery.

Interface Complexity as Primary Usability Barrier Rather Than User Capability

Detailed analysis of usability friction points, task completion difficulties, and participant feedback revealed that interface complexity rather than participant technical literacy limitations represented the dominant barrier to comfortable productive XR application use. Approximately 25% of AR avatar users required assistance placing 3D character representation in physical space through mobile AR, not because they lacked understanding of spatial concepts or device operation capability but because tap-to-place interaction pattern proved non-intuitive compared to established mobile application conventions users had internalised through years of smartphone use, highlighting how novel interaction paradigms create friction regardless of user technical capability when diverging from learned expectations without clear affordance communication. VR headset donning and adjustment required assistance for 13% of participants not due to physical inability or conceptual confusion but because Meta Quest 3 strap mechanisms, lens distance configuration, and fit optimisation proved unfamiliar compared to consumer eyewear or entertainment device conventions, indicating hardware industrial design failing to communicate adjustment procedures through self-evident affordances rather than users proving incapable of equipment operation with appropriate guidance. Bluetooth pairing for AR translation glasses requiring help from 32% of participants reflected protocol complexity and multi-step configuration process opacity rather than participant technological incompetence, with pairing conventions varying across device manufacturers creating inconsistent mental models that even technically proficient users find frustrating when attempting unfamiliar hardware combinations. The consistent pattern showed that when interfaces followed established conventions, provided clear affordances, offered immediate feedback confirming action success, and enabled easy error recovery, participants across demographic diversity achieved high success rates, whilst novel interaction patterns, obscure configuration requirements, ambiguous system state indication, and irreversible error consequences created friction affecting substantial user populations regardless of technical background or prior technology experience. Qualitative feedback emphasised this distinction, with participants noting "I understood what to do but couldn't figure out how to do it" rather than "I didn't understand what this was for", demonstrating conceptual comprehension whilst experiencing execution difficulty from interface design inadequacy. The approximately 50% of participants rating overall experience satisfaction at maximum 5 out of 5 versus 50% providing more modest 3-4 ratings showed polarised reception reflecting individual tolerance for interface complexity and friction rather than binary capability division between technically literate versus incapable populations, with some users navigating complexity through persistence and experimentation whilst others abandoned or experienced frustration from identical interface elements, suggesting personality factors, motivation levels, and contextual pressures influence technology adoption success beyond pure capability assessment. Interface complexity manifested across multiple dimensions including visual clutter from excessive information density competing for attention, navigation ambiguity from unclear menu hierarchies or missing breadcrumb orientation, interaction vocabulary mismatch where system terminology diverged from user mental models, feedback inadequacy leaving users uncertain whether actions succeeded or system processing occurred, and error recovery opacity where failures provided no guidance about corrective actions enabling task completion despite initial difficulties.

Progressive Disclosure and Induction Strategy for Heritage Technology Adoption

The validation evidence suggested that appropriate induction processes and progressive disclosure interface patterns could substantially improve adoption success across diverse user populations, transforming initial 59% System Usability Scale assessment toward 75-80% threshold representing good usability through refinement not requiring fundamental capability from users but rather better supporting capabilities users already possess. Current VAARHeT pilots required approximately 15-20 minute induction sessions explaining application concepts, demonstrating interaction patterns, walking through first-use procedures, and providing practice opportunities before participants attempted actual content access, consuming substantial test session duration that operational museum deployments could not sustain given visitor time constraints, throughput requirements, and staff availability limitations for providing individualised technical support. Heritage platform deployment requiring hour-long induction training before productive use proves commercially non-viable regardless of core functionality value, necessitating radical simplification enabling 5-minute quickstart tutorials or self-guided first-use experiences achieving basic productivity without staff intervention, with advanced capabilities progressively disclosed after initial comfort establishment rather than front-loading complete feature explanation overwhelming new users with information exceeding immediate task requirements. Progressive disclosure patterns should introduce minimal viable interaction subset enabling one or two core use cases during first session (for example, voice-activated content triggering in VR experience, or basic information query in AR avatar), with additional capabilities revealed through contextual prompting when user behaviour indicates readiness for expanded functionality, in-application tutorial overlays appearing when users approach advanced features providing just-in-time learning rather than comprehensive upfront training, and optional help resources available on-demand for users choosing deeper engagement without forcing complexity on casual users satisfied with basic functionality. The distinction between consumer self-service applications requiring zero induction and professional tools justifying structured training helped contextualise heritage XR positioning: museum visitor applications should target consumer usability standards enabling unsupervised use without staff support, whilst curator authoring tools for content creation may reasonably expect professional training investment given ongoing usage justifying learning curve amortisation, preventing inappropriate comparison between visitor-facing experiences requiring immediate intuitive comprehension and professional tools where users invest effort learning sophisticated capabilities providing sustained productivity benefits. Participant demographics analysis revealed age correlations proved weaker than anticipated, with several participants over 60 demonstrating excellent technology adoption matching or exceeding younger cohort members, whilst some participants under 40 struggled with novel interaction patterns despite presumably greater general technology exposure, reinforcing that chronological age serves as poor predictor of technology capability with factors including motivation, prior exposure to similar interaction paradigms, tolerance for ambiguity and experimentation, and contextual support availability proving more determinative of adoption success than demographic categories enabling lazy generalisation about which populations can versus cannot use immersive technologies.

Institutional Support Requirements and Deployment Ecosystem Considerations

Successful heritage XR adoption requires institutional ecosystem support extending beyond pure technical capability to encompass staff training, visitor assistance procedures, equipment maintenance, content update workflows, and troubleshooting protocols that isolated technology deployment without operational integration cannot sustain. Āraiši Ezerpils museum staff participating in VAARHeT validation received training covering application operation, common visitor questions and concerns, troubleshooting procedures for frequent issues including Bluetooth pairing failures and speech recognition difficulties, equipment cleaning and charging protocols between visitor sessions, and safety supervision ensuring visitors using VR headsets remained appropriately oriented and avoided collision with physical obstacles whilst immersed in virtual environments. This training investment enabled museum personnel to provide first-line support reducing dependency on XR Ireland technical team availability, though requiring ongoing knowledge maintenance through refresher sessions, documentation updates when application versions changed, and institutional knowledge transfer preventing single-person dependencies where individual staff departure eliminates organisational capability for technology operation and visitor support. Equipment management including device charging, firmware updates, damage inspection, hygiene maintenance between users, and secure storage preventing theft or vandalism represents non-trivial operational burden that museums must resource through dedicated staff time allocation, facility infrastructure including secure charging stations and storage cabinets, and budget provision for consumables including hygiene wipes, replacement cables, and eventual hardware refresh cycles when devices reach end-of-life or newer models offer substantial capability improvements. Content maintenance requiring periodic knowledge base updates for AR avatar ensuring information accuracy about museum facilities, events, and programmes, validation of historical content correctness in VR educational experiences when new archaeological evidence emerges, and translation database refinement improving minority language quality represents ongoing institutional commitment that initial deployment alone cannot satisfy, with technology adoption success depending on sustained engagement rather than one-time implementation followed by neglect leading to content staleness and system degradation. Visitor assistance procedures must accommodate technology failures, user difficulties, and accessibility accommodations including alternative experiences for visitors declining VR participation, assisted operation for visitors with disabilities, and graceful degradation when equipment malfunctions prevent full functionality delivery, requiring institutional resilience and flexibility that assumes technology will sometimes fail and preparedness for failure proves essential rather than aspirational perfection where any disruption creates operational crisis. These ecosystem requirements inform deployment planning: heritage institutions should assess not merely whether they can afford initial XR technology procurement but whether they can sustain ongoing operational support, staff capability maintenance, content currency, and equipment lifecycle management that successful adoption requires, with deployment decisions considering total cost of ownership across multi-year operational horizons rather than merely upfront investment creating incomplete commitment unsustainable without continued resourcing.

Design Recommendations for Heritage-Appropriate Interface Accessibility

The validation-derived insights inform specific interface design principles enabling heritage XR applications to achieve broader adoption across diverse user populations without requiring elevated technical literacy. Conventional interaction patterns following established mobile, desktop, or gaming conventions should be preferred over novel paradigms requiring learning when conventional approaches adequately serve functional requirements, reducing cognitive load from pattern recognition and enabling transfer of existing user knowledge rather than demanding acquisition of platform-specific interaction vocabulary that creates adoption friction. Clear visual affordances communicating interaction possibilities through recognisable symbols, intuitive spatial positioning, size and emphasis signalling importance, and familiar metaphors linking virtual interface elements to physical-world referents enable action discovery without extensive exploration or documentation consultation, with self-evident interface elements reducing induction time whilst preventing user frustration from inability to determine how to accomplish desired tasks. Immediate feedback confirming action success, processing status during wait periods, and error occurrence with recovery guidance maintains user awareness of system state preventing uncertainty about whether interactions registered, processing commenced, or failures occurred requiring alternative approaches. Generous error tolerance accepting imprecise interactions, forgiving minor mistakes, enabling easy action reversal, and preventing irreversible consequences from single incorrect operations accommodates diverse user interaction precision levels and reduces anxiety about "breaking" systems through experimentation that conservative users might avoid despite curiosity about features they never activate due to error consequence concerns. Text sising, contrast ratios, audio volume ranges, haptic feedback intensity, and sensory stimulus levels should offer adjustable parameters accommodating vision capabilities, hearing characteristics, and sensory processing preferences across user populations including elderly visitors with age-related capability changes, visitors with disabilities requiring assistive technology compatibility, and neurodivergent visitors who may experience sensory overload from default settings optimised for neurotypical users. These accessibility-first design principles benefit all users rather than merely accommodating minority populations requiring special consideration, with curb-cut effect demonstrating that features designed for specific accessibility needs often improve experience quality for mainstream users encountering temporary impairments, environmental constraints, or situational limitations that create functionally equivalent capability restrictions even when permanent disabilities absent.

Strategic Implications for Culturama Platform User Experience Investment

The finding that interface complexity rather than user capability represents primary adoption barrier fundamentally shapes Culturama Platform development priorities, concentrating investment on interaction design excellence and usability refinement rather than assuming target audiences cannot use sophisticated technology and therefore limiting platform capability to simplified feature sets. Heritage professionals and museum visitors demonstrate capability to master complex systems when sufficient value justifies learning investment and appropriate support enables initial adoption, with successful examples including professional collections management systems, GIS applications for archaeological site documentation, and photogrammetry workflows for 3D capture all requiring substantial technical sophistication yet achieving adoption through clear value propositions, comprehensive training programmes, and responsive vendor support addressing implementation barriers. Culturama should therefore pursue ambitious capability goals enabling sophisticated heritage digitisation, immersive experience authoring, and collaborative curation workflows serving professional heritage preservation requirements, whilst investing equally in interaction design, documentation quality, training programme development, and support infrastructure ensuring capabilities remain accessible despite sophistication. The 15-minute productivity threshold emerging from validation feedback establishes concrete target: visitors should achieve basic content access and navigation within 15 minutes of first use without staff assistance, curators should accomplish simple content authoring and publication within 15 minutes of training completion, and administrators should execute routine management tasks within 15 minutes of platform familiarisation, with advanced capabilities requiring longer learning curves acceptable for professional tools but baseline functionality demanding immediate accessibility. This threshold informs interface design decisions including onboarding flow structure, tutorial content scope, feature introduction pacing, and help system integration, preventing front-loading excessive information whilst ensuring users acquire sufficient knowledge for productive engagement without frustration from capability discovery difficulties. Usability testing investment throughout development cycles rather than only at completion enables iterative refinement informed by actual user interaction patterns, friction point identification, and comparative assessment across alternative interaction designs, treating usability as core platform quality metric requiring continuous measurement and improvement rather than post-development polish applied after architecture decisions made without user validation constraining subsequent refinement options within established technical frameworks.