  In this paper, we describe an electronic guidebook prototype and report on a
study of its use in a historic house. Supported by mechanisms in the guidebook,
visitors constructed experiences that had a high degree of interaction with
three entities: the guidebook, their companions, and the house and its
contents. For example, we found that most visitors played audio descriptions
played through speakers (rather than using headphones or reading textual
descriptions) to facilitate communication with their companions.
