ILEAD USA - Innovative Technology and Services


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Presentation that focuses on different innovative technologies that are extremely unique and how they could be brought into library settings, from technology that is readily available on the market to technology that may be rolling out in the future. Get a sense and feel for new age technology and feel confident that you can bring it into your community to increase circulation,patron usage, or offer more programs.

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ILEAD USA - Innovative Technology and Services

  1. 1. ILEAD USA: Innovative Technology and Services Wednesday, March 27th 2013 at 3:00PM CST Presented by: Brian Pichman of Project
  3. 3. Dangers Facing Libraries
  4. 4. Dangers Facing Libraries
  5. 5. Dangers Facing Libraries
  6. 6. Create a Public VALUE Not be a “process” but an experience Move from physical to digital Create new ways to learn and explore Libraries should be creating stories Libraries HAVE TO BE ENGANGING! Shift Focus To  Innovation, Interaction, Discovery, Collaboration and Invention
  7. 7. Key Concepts: Innovation  Innovation must be an original disruptive act.  Innovation is the embodiment, combina tion, and/or synthesis of knowledge in novel, relevant, value d new products, processes,
  8. 8. Key Concepts: Interaction Interaction will allow your patrons to learn and grow. Interaction is necessary to maintain interest in your library’s programs, collection , etc.
  9. 9. Key Concepts: Discovery  With the idea of an open play environment; people will discover new and exciting things on their own.  Fact: You remember things that you discover on your own better than things told directly.
  10. 10. Key Concepts: Collaboration Collaboration allows people to get together to discuss common interests to gain new knowledge. People will collaborate naturally if centered around something FUN!
  11. 11. Key Concepts: Invention Allow your patrons the ability to build things. Fab Labs/Maker Spaces
  12. 12. Evolve: A Library Playground Fab Lab / “Hackerspace” A location where people with common interests (usually in computers, technology, science, or digital or electronic art) meet, socialize and/or collaborate.  Can be viewed as open community labs incorporating elements of workshops and/or studios where people can come together to share resources and knowledge to build and make things and ideas.  Combining the positive & fun aspects of schools, museums, and playgrounds into one
  13. 13. A redesign for a public library a virtual tour atVirtualTour
  14. 14. Smart Tables Interactive Touch Table Top Easy to load and install games Up to 8 children can play, 100 finger touches
  15. 15. Laser Tag (Yes inside thelibrary) Ubisoft Laser Tag System  Up to 8 can play  Multiple different game scenarios
  16. 16. Meet Sphero.
  17. 17. Creation Station – Sifteo Cubes Small LCD screens that can sense when there are nearby cubes and react accordingly
  18. 18. Creation Station – Lego We-DoRobotic Legos thatmove;teaches how toprogramthrough a GUI interface
  19. 19. Creation Station - Why Creation:  Allows children to learn in new exciting ways  This type of environment will encourage more families to come into the library with their children Design Concept  Six Touch Screen Computers so children can learn, build, share , and interact with the creation sets
  20. 20. Gaming Stations Kiosks setup with:  Xbox 360 Kinect and Wii No Time Limits  Thiswill encourage kids to learn to share and maintain the open environment  Limiting Heavy Users: Librarian asks: “would you mind letting someone else play… here let me show you something else” Gaming stools next to the Kiosk so children can make it their own friendly environment “Sound Proof” Felt Barriers
  21. 21. Gaming Stations - Why Involvement and communication Attract new target audiences Economy makes it hard for kids to experience gamification  Gamificationis the use of game design techniques and mechanics to solve problems and engage audiences Video Games are actually “stories” with a plot and theme. Encourages kids to come to the library  familiarity.
  22. 22. The Menageri-E A “Digital Petting Zoo” or “E-Bar”
  23. 23. The Menageri-E – Why? Low Pressure, No Sale Environment  Allows people to learn and interact with technology without having a sales person Leads to discovery of new technology and ability to make comparisons A great way to offer training and learning of existing devices so patrons can decide what technology best suits their needs A great community addition
  24. 24. The Open Play Coliseum Imagination Board  Allow children to submit reviews of books using a giant white board as the backdrop.  Kids can draw on white board to tell a story Play A Movie…All Day.  Include related books -> with a “map” to find them All day activities that are related to the playing movie providing a story hour all day Display a child driven art gallery – children can opt to make them “circulating”
  25. 25. The Open Play Coliseum – Why? Encourages creativity The review board allows children to tell other children (in their own words) what they think of a book Crafts are fun, engaging, and helps children learn White board allows for fun and interaction Building a review with video is helpful to a child’s development (telling a story) The “story all day” motto allows people regardless of work schedule to come in with their children to participate in craft building and fun The art gallery idea would allow children to express themselves and take pride in their work as family and friends “check out” their material
  26. 26. Music Station
  27. 27. Music Station - Why Interactive and Fun Music is an exploration, and listening to new music genres/styles expands their knowledge Reflects the interest of the community
  28. 28. Children’s Collection Rotating Collection  Provides an “always new” environment Child Friendly Shelves  Binstyle shelving, so children can “flip” through books Bright, Fun, Attractive Colors.
  29. 29. Interactive Bookend Replacing the traditional “end cap” display With…
  30. 30. So what do they do? Book Reviews  Scanned in via QR Codes Check Out Books Search Card Catalog Search Online Databases Find Media sources about the book you scanned. Game of Books…
  31. 31. Game of Books The Game of Books is gamifying the reading experience. In the Game, you are the character that levels up; books are the magical items that give you rewards.  This is a project from BookLamp.Org  Each Book in the world has a very specific DNA, a structure that contains specific themes, writing style, density, etc.  The themes in the book relate to points – and those points apply to your character. More Details:
  32. 32. Gesture Based Computing More ways to engage patrons Stand in front of a TV and…  Paint without touching anything  Scroll through pictures or upcoming events  Play Videos without touching anything All these things are done by hand movements
  33. 33. Final ThoughtsLibraries have to beengaging.Libraries need to find ways to engage theirpatrons, both while at the library and awayfrom library. ..becoming more innovative isone of these ways.
  34. 34. I Have All This Tech…NowWhatYour environment can have all the best techtoys and cool fablabs but it could still fallshort.It is up to the frontline staff to ENANGEtheir audiences. A friendly hello goes a longway. Allow the staff to play with the tech, getthem involved to reflect that excitement tothe patrons.
  35. 35. Contact Me Brian Pichman  @bpichman  815.534.0403  bpichman@evolveproject.or gCredits:Photography: Joni Kat Anderson | |773.357.PICS (7427)Graphic Art Design: Michael Porter