  The application of mobile computing is currently altering patterns of our
behavior to a greater degree than perhaps any other invention. In combination
with the introduction of BLE (Bluetooth Low Energy) and similar technologies
enabling context-awareness, designers are today finding themselves empowered to
build experiences and facilitate interactions with our physical surroundings in
ways not possible before. The aim of this thesis is to present a research
project, currently underway at the University of Cambridge, which is dealing
with implementation of a BLE system into a museum environment. By assessing the
technology, describing the design decisions as well as presenting a qualitative
evaluation, this paper seeks to provide insight into some of the challenges and
possible solutions connected to the process of developing ubiquitous BLE
computing systems for public spaces. The project outcome revealed the potential
use of BLE to engage whole new groups of audiences as well as made me argue in
favor of a more seamful approach to the design of these systems.
