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Bridging the Gap: Using Mobile Augmented Reality to Reconnect Museum Artifacts at Lofotr Viking Museum in Norway with Their Original Contexts Cover

Bridging the Gap: Using Mobile Augmented Reality to Reconnect Museum Artifacts at Lofotr Viking Museum in Norway with Their Original Contexts

Open Access
|Apr 2026

Full Article

1. Introduction

A recurring challenge in archaeology-oriented museums is that artefacts are often experienced apart from the places where they were deposited, found, and used. When objects are relocated into exhibitions, especially in centralised or indoor settings, visitors may struggle to connect material culture to landscape, practice, and spatial relations. Even when museums are located near the original site, the surrounding archaeological traces can be difficult to perceive, fragmented, or absent, making “context” hard to imagine.

At the Lofotr Viking Museum, this problem is tangible. The museum stands at Borg in Lofoten, where extensive Iron Age and Viking Age remains were excavated (see Figure 1). Yet many structural traces (e.g., house foundations, postholes, burial features) are not readily visible in the terrain, and the reconstructed Viking chieftain’s house is positioned adjacent to, rather than directly on, the original footprint. The museum therefore operates as a hybrid interpretive environment: visitors encounter (1) indoor exhibition narratives and artefacts; (2) reconstructed architecture; and (3) an outdoor landscape where archaeological evidence is largely invisible.

Figure 1

Situates the Lofotr Viking Museum in Norway and shows the museum grounds and the area (in red) covered by the AR simulation (Map: Ole-Andreas Sagmo).

Mobile augmented reality (AR) offers a potential response by enabling digital reconstructions and interpretive content to be experienced in relation to physical space. In heritage settings, mobile AR has been used to visualise absent buildings, guide visitors through landscapes, and provide situated narratives (e.g., Anay et al. 2023; Marto & Sousa 2018; Panou et al. 2018; Varinlioglu & Halici 2019). Yet an important empirical gap remains: many heritage AR projects claim to “reconnect artefacts with context,” but fewer studies examine whether visitors actually understand and internalise object–place relationships, particularly in hybrid settings where physical reconstructions and digital overlays coexist and may be visually confusable.

This article addresses that gap through a case study at Lofotr Viking Museum. It reports on the development and iterative refinement of a prototype mobile AR application that anchors reconstructed buildings to their archaeological footprints and embeds selected museum artefacts as interactive 3D objects in historically informed locations. The study is guided by two research questions:

RQ1: How can a technical link be established between the archaeological remains at Borg (including the original Viking chieftain’s house footprint and related structures) and the objects displayed in the indoor exhibition and reconstructed Viking chieftain’s house?

RQ2: How can this link enhance users’ understanding of and engagement with relationships among artefacts, their original contexts, and their subsequent relocation into museum settings?

Results from two in-situ test rounds are reported, combining brief surveys and go-along observation. The contribution is twofold: (1) empirical evidence on factors that strengthen or weaken object–place comprehension in mobile AR within a hybrid museum environment, and (2) transferable design implications for reducing interpretive ambiguity where physical reconstructions, archaeological absence, and digital overlays intersect.

2. Background and Related Work

Augmented Reality (AR), and more broadly Extended Reality (XR), have become established approaches for cultural heritage dissemination, enabling digital overlays, reconstructions, and interactive narratives to be experienced in situ at archaeological sites and within museum environments. Research consistently indicates that AR can support engagement and learning by situating interpretation spatially and by making absent or no longer visible contexts perceptible (Bekele et al. 2018; Boboc et al. 2022; Sylaiou et al. 2010). At the same time, recurring challenges are reported, including usability barriers, tracking instability, and visitor confusion when physical and digital layers are difficult to distinguish.

Early research on situated and mobile AR established the basic feasibility of delivering contextual information and reconstruction content through location- and movement-aware devices (Höllerer, Feiner & Pavlik 1999; Vlahakis et al. 2001). Over the following decade, this line of work developed into more mature location-based and situated applications in which navigation and bodily movement are used as interaction principles that trigger content and support place-based meaning-making (Rubino et al. 2015; Galatis et al. 2016). Building on this trajectory, three strands of prior research are particularly relevant for the present study.

(1) Situated and location-based heritage experiences. Prior research shows that spatial anchoring can support learning and engagement by aligning interpretive content with place and bodily movement. Early work on situated simulations and location-based media has shown to enhance experiential understanding by embedding narrative cues directly in the landscape (Liestøl 2009; Liestøl & Rasmussen 2010; Liestøl 2021). However, empirical outcomes vary, and comprehension depends strongly on narrative scaffolding and interaction design rather than on spatial alignment alone.

(2) Hybrid interpretive environments. Many heritage sites combine physical reconstructions, preserved remains, and digital interpretation. In such hybrid environments, visitors must interpret multiple representational layers simultaneously. Prior research highlights that misalignment, low visual differentiation, and unclear interaction logic can reduce trust and undermine meaning-making, particularly when reconstructions are perceived as evidential claims rather than speculative visualizations (Bekele et al. 2018; Boboc et al. 2022; Liestøl & Hadjidaki 2019). These issues become especially pronounced when physical reconstructions are located close to their original archaeological footprints, where even minor tracking errors can have disproportionate interpretive consequences.

(3) Indirect and hybrid AR approaches. Within the development of mobile AR, Jason Wither, Yun-Ta Tsai & Ronald Azuma (2011) introduced the concept of indirect AR, describing place-related augmentations that are not directly overlaid onto the live camera view. Many heritage applications combine indirect and direct AR elements, and such hybrid approaches are particularly relevant when the interpretive aim is not photorealistic overlay precision but the communication of spatial relations and contextual narratives. Research using indirect and hybrid AR has demonstrated how spatial anchoring and narrative cues can support interpretation, while also revealing limitations in users’ ability to clearly distinguish between physical, reconstructed, and digital elements (Sierra et al. 2024).

Against this background, a recurring challenge in mobile AR for heritage lies in the hybridity of real-world use conditions. Users must simultaneously interpret the present-day landscape, physical reconstructions, and digitally reconstructed elements that may be visually similar or imperfectly aligned. While heritage AR is frequently framed as a means to reconnect museum artefacts with their original contexts, relatively few studies empirically examine whether visitors actually comprehend and internalize object–place relationships in hybrid on-site settings.

The present study addresses this gap through a case study at the Lofotr Viking Museum at Borg. By evaluating object–place legibility across two iterations of a mobile AR prototype using short surveys and in-situ observation, the study contributes (1) empirically grounded evidence on factors that strengthen or weaken visitors’ comprehension of object–place relations in mobile AR, and (2) transferable insights into how interpretive ambiguity emerges, and can be reduced, during real-world use.

3. Case and Prototype: Re-placing Objects at Borg

3.1. The Borg Site: Archaeological Context and Interpretive Challenges

The Lofotr Viking Museum is located at Borg in Lofoten, on the site of an extensive Iron Age and Viking Age settlement. While key archaeological discoveries at Borg led to the establishment of the museum in the mid-1990s, much of the original cultural landscape is no longer directly visible to visitors. Structural remains such as house foundations, postholes, and burial mounds are largely absent or difficult to discern in the terrain, limiting visitors’ ability to perceive how artefacts relate spatially to their original settings.

To compensate for this loss of visible context, the museum combines indoor exhibitions with reconstructed architecture in the surrounding landscape. The reconstructed Viking chieftain’s house provides a strong experiential anchor; however, its placement adjacent to, rather than directly on, the original footprint introduces a spatial displacement that can complicate interpretation. Visitors may encounter the reconstructed building as if it were “the” original, while the original footprint and related archaeological traces remain difficult to perceive. This creates an interpretive tension between visible reconstruction and largely invisible archaeology.

Previous AR studies in comparable heritage settings indicate that users often struggle to understand how virtual reconstructions relate to physical remains when multiple representational layers coexist (Bernardini et al. 2012; Sierra et al. 2024). At Borg, this challenge is amplified by the close proximity of physical reconstructions to the original archaeological remains, creating conditions in which digital overlays must compete simultaneously with both visible structures and absent contexts.

In this hybrid environment, the relationships between artefacts, their original locations, and their subsequent reconstruction become difficult to apprehend without additional interpretive support. The present study, therefore, examines whether a site-wide mobile AR narrative can help users more clearly perceive object–place relationships at Borg, where physical reconstruction, archaeological absence, and digital simulation intersect.

3.2. Mobile AR and the Reconnection of Objects and Landscapes

Mobile AR uses smartphones or tablets to overlay digital layers, such as 3D models, text, audio, and video, onto the live camera view, guided by device sensors including GPS. Unlike static or viewpoint-fixed implementations often described as indirect AR (Wither, Tsai & Azuma 2011: 815), mobile AR supports dynamic, spatially aligned interaction in which bodily movement through the environment corresponds directly to movement within the simulation. In this study, the term mobile AR is used to emphasise real-time, sensor-driven synchronisation between user movement and digital content, rather than fixed or panoramic viewpoints.

At the Lofotr Viking Museum, this approach is implemented through a mobile AR prototype that enables visitors to explore reconstructed buildings anchored to their archaeological footprints in the terrain. SitSim Core, developed as part of the SitSimLab project (Liestøl n.d.), places 3D models of Viking and early medieval buildings at full scale in historically informed locations. As visitors move through the landscape, digital structures appear in relation to their physical surroundings, allowing to explore spatial relationships that are no longer legible in the present-day terrain.

The prototype also digitally re-places selected museum artefacts within these reconstructed environments. Artefacts are presented as interactive 3D objects that can be enlarged, rotated, and examined in detail, enabling users to consider their material characteristics and their relationships to architecture and activity areas. In this way, objects encountered indoors in the exhibition are recontextualised within plausible outdoor settings of use.

Interaction is structured through spatially anchored points in the landscape that function as hypertext links, activating audio, short texts, video, and interactive objects within a first-person camera view. The system further supports switching between alternative architectural reconstructions for selected features, such as roof materials or pitch angles. Rather than presenting a single authoritative model, these alternatives are intended to communicate archaeological uncertainty and ongoing scholarly debate.

Through this combination of movement-based interaction, spatial anchoring, and multimodal narrative cues, mobile AR reconnects fragmented archaeological traces with museum artefacts by situating interpretation directly in the landscape. Instead of treating reconstructions as detached visualisations, the prototype integrates scale, proximity, and bodily movement as interpretive resources, allowing visitors to encounter objects and structures in relation to their original locations.

Figures 2, 3, 4 illustrate how the architectural reconstructions were iteratively refined across different prototype versions. In the first version, Viking Age and medieval buildings were presented with limited visual differentiation, which several participants described as showing little seasonal variation and therefore making temporal change difficult to interpret. In the second version, adjustments to lighting and a shift in seasonal setting from summer to winter were introduced to more clearly emphasise temporal change.

Figure 2

Screenshot from Unity Technologies showing the smaller Viking house (left) and the 11th-century chieftain’s house (right) (version 1) (Unity Technologies 2023).

Figure 3

Screenshot from Unity of the 12th-century medieval house, used in the first test drive (version 1).

Figure 4

The medieval house used in the second test run, adjusted for season and time of day to create a smoother transition between the Viking Age and the early Middle Ages (version 2).

4. Method

4.1. Research approach: iterative design and in-situ evaluation

The study adopts a media design approach focused on the iterative development, testing, and refinement of a mobile AR prototype in a real-world museum setting. Rather than treating the prototype as a final product, media design frames it as a research instrument through which interpretive challenges and design decisions can be examined empirically.

From a methodological perspective, media design aligns with design science research, which emphasises the creation and evaluation of artefacts intended to address practical problems while simultaneously generating knowledge (Hevner et al. 2004). Within media and communication studies, Anders Fagerjord (2012) conceptualises media design as a scientific research method in which the systematic development and refinement of media artefacts constitute a form of scholarly inquiry. By treating design processes as analytical resources rather than merely production activities, his framework integrates theoretical reflection, critical evaluation, and experimental practice, positioning media artefacts, understood as concrete, produced media objects that can be analysed, tested, and reflected upon within the research process, such as a mobile AR prototype in the present study – as epistemic instruments in media research.

Also, within this tradition, Liestøl (2013) demonstrates how experimental prototypes, particularly mobile AR, can function as research instruments for exploring new forms of spatial narration and embodied interpretation. Central to this approach is iterative prototyping combined with testing in authentic contexts, enabling systematic refinement based on user interaction. Lars Nyre (2014) similarly conceptualises media design as a research method grounded in the development, testing, and evaluation of experimental media prototypes, with attention to both technological innovation and societal relevance.

While Liestøl, Fagerjord, and Nyre all conceptualise design as a mode of inquiry rather than mere production, the present study extends this tradition by embedding design experimentation within a museological and archaeological framework. This framework foregrounds empirical in-situ user testing, ethical transparency, and the analysis of embodied audience experience in heritage environments.

In this study, the approach is operationalised through four iterative stages: (1) creation of digital media linking museum artefacts to their original archaeological contexts; (2) in-situ user testing to assess usability and interpretive clarity; (3) identification of errors, ambiguities, and misunderstandings; and (4) modification of content, interface, and spatial alignment based on empirical findings. Two test rounds conducted under differing conditions enabled iterative comparison and supported the systematic refinement of the prototype, as illustrated in Figure 5.

Figure 5

The iterative media design cycle is commonly illustrated as a circular model. Here, it is presented as a four-stage process consisting of creation, testing, error filtering, and modification. In practice, however, the process is often more chaotic, with stages that overlap or occur simultaneously.

4.2. Participants and Demographics

Two in-situ test rounds were conducted at the Lofotr Viking Museum, involving a total of 31 participants (January 2025: n = 12; September 2025: n = 19). Participants were recruited on site through convenience sampling and included both museum visitors and staff with varying degrees of familiarity with the museum and its landscape. The study aimed to gather formative feedback to inform iterative design development rather than to produce statistically generalisable results.

Participation was voluntary and based on informed consent. No personally identifying information was collected or reported. Age was recorded in both test rounds, while educational background was recorded in the second round only.

Participants in the first test round ranged in age from 20 to 89 years, with the largest groups in the 40–49 and 60–69 age categories. The second test round primarily included participants aged 20–44 years, with a smaller number aged 45–69 years. Educational backgrounds in the second round spanned a broad range, including high school education (n = 6), bachelor’s degree (n = 7), master’s degree (n = 3), doctoral degree (n = 1), and other relevant educational or professional backgrounds (n = 2). No participants reported primary school as their highest completed education. Age distributions across test rounds are presented in Table 1.

Table 1

Participant demographics across test rounds.

AGE RANGETEST ROUND 1 (JAN 2025, n = 12)TEST ROUND 2 (SEP 2025, n = 19)
Below 1400
14–1900
20–2926
30–39/30–44210
40–4930
45–5902
50–5910
60–6931
70–7900
80+10

4.3. Procedure

Each test followed a predefined route through the museum grounds, beginning at the museum building and continuing through reconstructed structures and archaeologically relevant outdoor areas. Participants used the mobile AR prototype in situ under authentic environmental conditions, including snow and low temperatures in January and bright sunlight in September.

During the experience, participants encountered reconstructed buildings and spatially anchored digital content designed to illustrate relationships between exhibition objects and their original locations. After completing the route, participants filled out a post-use survey. Throughout the experience, go-along observation was conducted to capture navigation behaviour, interaction patterns, and moments of hesitation or confusion that might not be evident from survey responses alone.

4.4. Survey instrument

The post-use survey was designed to collect formative feedback on usability and interpretive clarity, with particular emphasis on participants’ understanding of object–place relationships. Responses were recorded using five-point Likert scales ranging from strong disagreement to strong agreement, supplemented by optional open-ended comments (Tanujaya et al. 2022).

The first test round employed 15 Likert-scale items, while the second round expanded the instrument to 30 items and four open-ended questions. Selected items were retained across rounds to enable comparison between iterations. A central item repeated in both rounds addressed the core research aim:

“The app effectively demonstrates the connection between the objects in the museum’s exhibition and their original location on the museum grounds.”

In addition, the first test round included an item assessing the perceived interpretive importance of object–place relationships, while the second round revised the wording to focus more explicitly on participants’ understanding after using the prototype. This revision reflected changes to the design and a shift from assessing general attitudes to evaluating experiential outcomes.

Survey data were analysed descriptively by examining distributions across response categories. Open-ended responses were reviewed in relation to quantitative patterns to identify recurring usability and interpretation issues. Comparison across test rounds made it possible to assess the impact of specific design modifications, including the introduction of explicit audio cues and the replacement of manually modelled objects with photogrammetric scans.

The full survey instruments included additional items addressing usability, engagement, authenticity, and learning outcomes; Table 2 presents selected items most directly related to the study’s research questions.

Table 2

Selected survey items used in the two test rounds (five-point Likert scale).

TEST ROUNDSSURVEY ITEMS
Test round 1 (January 2025)
  • – I understood the relationship between the artefacts presented in the application and their original archaeological locations.

  • – The tablet-based AR application was easy to use and contributed to a positive overall experience.

  • – The combination of camera view and map view supported my orientation and understanding of the site.

Test round 2 (September 2025)
  • – It was easy to understand how to use the simulation without additional guidance.

  • – I understood that the three digital artefacts (brooches, glass goblet, and gold foil figure) correspond to objects displayed in the museum exhibition.

  • – The physical reconstruction of the Viking chieftain’s house did not interfere with my experience of the AR simulation.

4.5. Observation

Observation was conducted during both test runs to capture aspects of user behaviour that could not be reliably inferred from self-reported survey data alone. A go-along approach was employed (Tjora 2021), in which participants were accompanied as they interacted with the prototype in situ. This approach enabled close attention to navigation behaviour, interaction with interface elements, and moments of hesitation or confusion as they emerged during use.

Observation notes were subsequently condensed into analytic categories focusing on:

  1. navigation and movement patterns,

  2. interaction with menus, toggles, and spatially anchored links, and

  3. instances of interpretive uncertainty, such as difficulties distinguishing between physical reconstructions and digital elements.

These categories were used to contextualise survey responses and to guide design revisions between prototype iterations.

5. Results

The results are organised around two main evaluation targets: usability and interaction clarity, and object–place comprehension. Patterns observed across both test rounds are reported, along with relevant changes introduced between prototype versions.

5.1. Usability and interaction clarity

Across both rounds, participants generally understood the basic premise of walking through the landscape to activate content, but several interaction issues recurred:

  • Gesture expectations vs. implemented controls. Participants frequently attempted pinch-to-zoom and other common touchscreen gestures, indicating a mismatch between expected interaction conventions and the prototype’s button-based controls. This led to repeated trial-and-error and occasional requests for guidance.

  • Visibility constraints in outdoor conditions. Bright sunlight during the September round reduced screen legibility and made subtle visual differences difficult to perceive. Conversely, the January round introduced physical constraints (snow, cold) that affected handling and movement (see Figures 6 and 7).

  • Ambiguity in architectural toggles. The prototype included a toggle for alternative roof reconstructions. While exterior differences were visible, interior changes were often difficult to detect due to limited contrast and lighting. This created uncertainty about whether the toggle had produced meaningful change, particularly under glare.

Figure 6

Participants in the January test braving deep snow to use the prototype app. The poles mark the roof-bearing posts of the original Viking chieftain’s house, with the reconstructed house in the background (Photo: Elin Tinuviel Torbergsen).

Figure 7

The second test run in September, carried out in bright, intense sunlight (Photo: Kjersti Robertsen).

These issues were reflected in observation and participant comments, and they informed revisions between test rounds, including clearer prompts and adjustments to presentation.

5.2. Object–place comprehension: what improved and why

The prototype’s central goal was to help users connect indoor exhibition artefacts to outdoor archaeological contexts. In both rounds, participants interacted with selected artefacts presented as rotaTable 3D models (e.g., an oval brooch, a glass goblet, and a gold foil figure) placed within reconstructed environments intended to reflect plausible contexts of use.

In the first test round, several participants expressed uncertainty about how the digital objects related to the physical exhibition. Observation suggested that spatial placement and 3D inspectability alone did not reliably communicate the intended connection. Users could engage with objects as “interesting digital items” without necessarily mapping them to the museum’s displayed artefacts.

Between the two test rounds, targeted audio cues were introduced to explicitly connect the digital models to their indoor exhibition counterparts and to clarify why the objects appeared in their respective locations.

In the second test round, after these changes, participants more frequently reported that the experience clarified the relationship between exhibition objects and their original locations. In other words, explicit narrative linking improved object–place comprehension more than additional detail or spatial realism alone.

Table 3 presents responses to two survey items used in the first and second test rounds. In the first test round, the item assessed the perceived importance of understanding the relationship between exhibition objects and their archaeological site. In the second test round, the item assessed participants’ understanding that the digital objects encountered on site corresponded to artefacts displayed in the museum exhibition.

Table 3

Responses to survey items assessing object–place understanding across test rounds.

RESPONSE CATEGORYTEST ROUND 1 (n = 12)TEST ROUND 2 (n = 19)
Strongly/Completely agree411
Agree65
Neutral12
Disagree11
Strongly/Completely disagree00

5.3. Hybridity as a source of confusion: physical vs. digital structures

A persistent challenge involved the physical reconstructed Viking chieftain’s house, which stands adjacent to the original footprint. In both rounds, participants encountered a situation where the physical structure and a digitally reconstructed structure existed in close proximity.

  • Round 1 observation: Participants frequently paused and looked for guidance when encountering the physical reconstructed house alongside the digital overlay. Instructions to “ignore the physical building” were not effective; the physical structure functioned as a dominant interpretive anchor that the digital layer had to compete with.

  • Round 2 observation: Audio prompts helped, but confusion remained. Some feedback suggested that the experience would benefit from a clearly marked orientation element that acknowledges the physical reconstruction rather than treating it as noise.

These observations are summarised in Table 4.

Table 4

Main obstacles observed during the test runs.

OBSTACLESTEST RUN 1: OBSERVATIONTEST RUN 2: OBSERVATION
The physical vs. the digital Viking chieftain’s house“Participants paused and appeared confused when encountering the physical Viking chieftain’s house alongside its digital counterpart, looking to me for guidance.”“The audio instructed users to ignore the physical structure, but feedback recommended adding a ghost-like, clearly marked version as an orientation aid.”
Roof-bearing posts in the digital interior (Viking chieftain’s house)“Participants did not recognise the differences in post placement when using the filter function, causing them to pause.”“The filter improved, but the transition between roof-bearing posts remained unclear. Strong sunlight reduced screen visibility, making the dark interior nearly indiscernible.”

5.4. Spatial misalignment and interpretive disruption

Minor misalignment occurred due to GPS drift of approximately one metre in some areas (see Figure 8). While users often tolerated small discrepancies in open terrain, misalignment became more disruptive where space was constrained or where digital elements appeared to “compete” with physical structures. In the interior context, for example, misaligned posts could appear to obstruct movement or draw attention away from interpretive content.

Figure 8

Relationship between the AR on the iPad and the real environment. The screen shows the short side of the Viking chieftain’s house and, to the left, part of the smaller Viking house. The simulation is offset by about one metre due to GPS limitations (Photo: Fink R. Juhl).

This suggests that hybrid museum settings impose different interpretive expectations than entertainment-oriented AR environments. In museums, both physical and digital reconstructions are commonly perceived as research-based and authoritative representations of the past, rather than as speculative or playful visualisations (Witcomb 2003: 102–120). As a result, visitors tend to interpret spatial accuracy as a marker of scholarly credibility. When a digital reconstruction appears misaligned with visible physical structures or with the surrounding landscape, even by a small margin, this can be read not merely as a technical limitation but as an interpretive inconsistency.

5.5. Summary of user feedback across rounds

Written feedback and observational patterns are synthesised in Table 5, which highlights recurring themes (imaging quality, object representation, narrative clarity, and the need for explicit linking between indoor exhibition and outdoor context).

Table 5

Summary of written user feedback. Row 1 presents key themes, row 2 feedback from the first test run, and row 3 improvements noted in the second.

THEMETEST RUN 1: KEY FEEDBACKTEST RUN 2: IMPROVEMENTS
Improved Imaging“Use photogrammetry for objects like the oval brooch.”“Synchronise images and narration.”“Photogrammetry improved object quality, except the gold foil figure reflecting light.”“History, objects, and images were well integrated.”
Richer Object Representation“Add more objects inside the Viking chieftain’s house.”“Place outdoor objects at their original find spots.”“Improve low resolution.”“The house was furnished with digital and photogrammetric objects.”“Outdoor elements and avatars were added (e.g. stockfish hanging).”“Mobile hardware limits visual variation.”
Visual Contextualization“Include photos of the actual finds.”“Show where objects were discovered.”“Photogrammetry ensured higher quality.”“Audio, sketches, and GPS indicated find locations.”
Narrative and Context“Place greater emphasis on the original find locations.”“Use stories or scenarios to explain deposition.”“Focus remains on location, appearance, use, and value.”
“No deposition narrative due to limited evidence.”
Clarity and Communication“Make clearer that these are real objects from the site.”“Strong potential, but the message must be clearer.”“Media clearly link objects, history, and context.”
Engagement and Interpretation“Instructions are helpful.”“Animations would improve engagement.”“Avatars and animations now illustrate object use.”

6. Discussion

6.1. Answering RQ1: Establishing a technical and interpretive link

RQ1 asked how a link can be established between archaeological remains at Borg and museum objects on display. From a technical perspective, the prototype connected these domains through sensor-driven positioning, anchored reconstructions, and spatial interaction points that linked outdoor locations to interpretive content and interactive artefacts. However, the evaluation demonstrates that technical linkage alone does not guarantee interpretive linkage. Establishing a meaningful connection between objects and place requires explicit cues that help users identify digital objects as corresponding to physical artefacts and understand why they appear in specific locations.

In practice, the most effective mechanism for establishing this connection was not increased visual realism, but clear narrative articulation. In the first test round, several participants struggled to link digital objects to their indoor exhibition counterparts, despite interacting with historically informed reconstructions. This gap was reduced in the second test round through the introduction of targeted audio cues that explicitly articulated the relationship between the digital models and the physical exhibition objects. These findings indicate that spatial placement alone is insufficient without narrative reinforcement, and that mobile AR can establish a meaningful object–place connection only when spatial anchoring is paired with concise, explicit explanation.

6.2. Answering RQ2: Enhancing understanding and engagement

RQ2 asked how such a link can enhance users’ understanding and engagement. The findings suggest three conditions under which object–place comprehension improves in hybrid museum environments.

First, narrative scaffolding at the moment of encounter proved critical. Participants benefited when the system clearly stated that the digital objects encountered on site corresponded to artefacts displayed in the indoor exhibition and explained the relevance of their spatial placement. This supports previous work highlighting the importance of narrative cues in situated and hybrid AR simulation (e.g. Sierra et al. 2024).

Second, visual differentiation in hybrid contexts emerged as a key factor. When physical reconstructions and digital overlays were similar in form or located in close proximity, participants struggled to interpret which elements belonged to which temporal layer. Without clear differentiation, such as translucency, labelling, or staged visual reveal, the experience risked being perceived as contradictory rather than complementary. This finding aligns with prior research showing that misalignment and low visual legibility can undermine trust and meaning-making in heritage AR (Bekele et al. 2018; Boboc et al. 2022).

Third, stable spatial anchoring where credibility is at stake was essential. Even minor positional inaccuracies undermined interpretive confidence when participants interpreted reconstructions as evidential representations of the past. In such contexts, positional precision functions not merely as a usability concern but as an interpretive requirement. Notably, these findings contrast with Wither, Tsai, and Azuma’s (2011) observation that users are generally tolerant of spatial mismatch in mobile AR. In the present study, even small misalignments produced disproportionate interpretive disruption when digital reconstructions appeared in close proximity to physical structures. This suggests that tolerance for spatial mismatch is lower in museum contexts, where reconstructions are often perceived as authoritative rather than speculative, and where visitors expect a high degree of spatial and historical credibility.

6.3. Designing for hybridity: Acknowledging, not hiding, the physical reconstruction

A particularly persistent source of confusion concerned the physical reconstruction of the Viking chieftain’s house, which stands adjacent to the original archaeological footprint. In the first test round, participants were instructed to disregard the physical structure, an approach that proved ineffective. Observations showed that participants repeatedly paused, hesitated, or sought clarification when encountering the physical building alongside its digital counterpart. This indicates that ignoring prominent physical features in hybrid environments is not a viable interpretive strategy.

Instead, the findings suggest that hybridity should be treated as a first-order design condition. The physical, reconstructed house functions as a strong interpretive signal and must be acknowledged rather than suppressed. A more effective strategy is to integrate the physical reconstruction into the digital narrative and provide explicit orientation cues that clarify representational and temporal layers.

One design implication emerging from participant feedback is the introduction of a clearly marked orientation element, such as a semi-transparent or “ghosted” representation of the chieftain’s house at the beginning of the simulation. Activated via GPS, this representation could function as an orientation aid that explicitly communicates the relationship between the physical reconstruction, the original archaeological footprint, and the digital model, gradually fading as users move away from the physical structure. Such an approach acknowledges the presence of the reconstruction while clarifying its interpretive status within the simulation. A preliminary concept illustrating this strategy is shown in Figure 9.

Figure 9

Preliminary example showing how the physical reconstruction of the Viking chieftain’s house can be integrated into the mobile AR application at the Lofotr Viking Museum (created after both test runs/final version).

6.4. Spatial misalignment and technical implications

Spatial misalignment also affected user experience, particularly in the interior of the reconstructed house, where virtual load-bearing posts occasionally obstructed movement due to GPS drift of approximately one metre. While participants generally tolerated these discrepancies in open outdoor areas, they became problematic in confined spaces and contributed to interpretive confusion. This finding reinforces the observation that small positional errors can have disproportionate interpretive effects in hybrid museum environments.

To address this limitation, future iterations of the prototype will incorporate fiducial markers and ARKit-based tracking to improve spatial precision. Importantly, this represents a targeted response to a specific interpretive breakdown identified during testing, rather than a generic technological upgrade.

6.5. Limitations

This study is based on formative evaluation with a modest sample (N = 31) recruited through convenience sampling. The aim was not statistical generalisation, but to identify recurring patterns of use, interpretive breakdowns, and design challenges during real-world deployment of a mobile AR prototype. Accordingly, the analysis focuses on descriptive trends across test rounds rather than inferential statistics.

The two test rounds were conducted under substantially different outdoor conditions, including seasonal variation, temperature, snow cover, and lighting. These factors affected usability, for example, screen visibility and movement in the terrain, and may also have shaped participants’ interpretive responses. While this variability complicates direct comparison, it also reflects the realities of deploying mobile AR in outdoor heritage settings and provides valuable insight into how environmental conditions interact with design choices, such as the impact of strong sunlight and screen reflections illustrated in Figure 10.

Figure 10

Rotating the gold foil figure in 3D within the app. Screen reflections, visible here, were a common issue during the September test (Photo: Fink R. Juhl).

7. Conclusion

This article examined how mobile AR can function as a bridge between museum artefacts and their original archaeological landscapes through a case study at the Lofotr Viking Museum. The prototype anchored reconstructions to the settlement footprint and embedded selected artefacts as interactive 3D objects in historically informed locations. Two rounds of in-situ testing indicate that mobile AR can improve visitors’ understanding of object–place relationships, but only when spatial placement is paired with explicit narrative cues that connect digital objects to their indoor counterparts.

The most significant barrier was interpretive ambiguity in the hybrid setting: confusion increased where physical reconstructions and digital overlays coexisted closely and where small alignment errors undermined credibility. The study therefore suggests that heritage AR succeeds not by “adding” digital layers, but by carefully coordinating narrative guidance, visual differentiation, and spatial anchoring in ways that acknowledge hybridity rather than attempting to conceal it.

Acknowledgements

The development of mobile AR simulation has been a collaborative effort, and credit is also due to Fink R. Juhl, Gunnar Liestøl, Šarūnas Ledas, and Julius Gerulaitis for their essential contributions.

Author Contributions

The author conceived the study, designed the prototype, collected and analysed the data, and wrote the manuscript.

DOI: https://doi.org/10.5334/jcaa.229 | Journal eISSN: 2514-8362
Language: English
Page range: 169 - 183
Submitted on: Jun 10, 2025
Accepted on: Mar 24, 2026
Published on: Apr 29, 2026
Published by: Ubiquity Press
In partnership with: Paradigm Publishing Services
Publication frequency: 1 issue per year

© 2026 Elin Tinuviel Torbergsen, published by Ubiquity Press
This work is licensed under the Creative Commons Attribution 4.0 License.