Experiments with smartphone apps at the Royal Pavilion and Museums, Brighton & Hove.
Talk given at Museums Association's 'All in Hand' event, 28 November 2013. Features the BrightonMuseums and Story Drop smartphone apps.
2. Why mobile?
• Website: 20% mobile
users; 14% tablets
• Ofcom: 51% adults
own smartphone
• Eyeball evidence
3. It’s not just about apps!
• Multimedia guide in
Royal Pavilion
• Roll out of wifi in our
museums
• Moving to mobile first
web presence
• Experiments with QR
codes in galleries
4. ‘If an app is the answer, what’s
the question?’
BrightonMuseums
How do we put information about
our museums in people’s
pockets?
Story Drop
How do we put stories
about our collections out
in the city?
5. BrightonMuseums
• Launched Oct 2011
• Free download for iOS and Android
• Simple ‘brochure’ app that replicates content
that can be found on web…
• … but it’s not an alternative to a mobile website
• Uses map and camera functions of phone
• Downloads incentivised through minor
reduction in admission fee to the Royal Pavilion
Target audiences
• Regular visitors (handy means of keeping
up to date)
• Visitors coming to Brighton (bypass poor 3G
coverage, cross-promote other sites)
6.
7.
8. Success?
• 5228 downloads in 2012-13
• 30% conversion rate into paying entrance
to Royal Pavilion
• 8% of surveyed Pavilion visitors have seen
app
9. But…
• Unclear how many visitors have been
drawn to other sites
• Does it cannibalise admission fees?
• Trials of gallery specific content have only
shown low usage
10. Story Drop
• Soft launched Sep 2013
•Free download for iOS and Android
• Scavenger hunt
• Driven by flexible CMS to enable regular
content updates
• Playful approach
• Intended as platform for community generated
content
Target audiences
• Heritage tourists
• Exhibition visitors (augmenting experience)
• Urban explorers
• Communities of Place
19. Success so far?
• Initial interest from families
and non-users
• Keen external contributors
• Media interest
• Likely level of use still
unknown
20. What we’ve learned
1. Go cross-platform
• 56% iOS vs 44% Android
• It’s not just about market
share…
• ... it’s about inclusion
21. What we’ve learned
2. Hook it into core business
• Apps are expensive and difficult to scale
• Maintain regular or evolving motivations
for visitors to download
• Flexible CMS keeps app fresh and allows
for more experimentation with content
23. What we’ve learned
3. Apps are a headache…
Expensive to develop
Platform specific
Costly to maintain
Only available to
smartphone users
Google Play and App
Store poor distribution
systems
User needs to commit
time to download
Often unstable
25. What we’ve learned
3. Reaching non-users?
What would make you visit [venue] today?
Smartphone apps:
52% Brighton Museum
66% Brighton Dome
More than joint ticket offers, guided tours and
signage with historical information
Sep 2013 internal survey