Actively studying student, patron and staff preferences will help to get the library to a M
place where they can prototype augmented reality tools that are useful and used. There a^
are a number of use cases and user needs that augmented reality applications help to
address and iteratively assessing the mobile application prototypes with your user
base is a way to ensure that computing resources and development time of the library
win be effectively allocated. Augmented reality projects vetted by patron use
preferences will help to ensure vibrant and compelling library services for the
twenty-first century.
The twenty-first century library is a laboratory of experimentation and prototyping.
Mobile augmented reality services described herein are starting points for developing
next generation library computing services that are truly effective for meeting the
information needs of users in a digital era.