Museums and the Web 2011 Key learning (and cool stuff)
@kajsahartig
Museums and the Web <ul><li>Museums and the Web is an annual conference exploring the social, cultural, design, technologi...
Don’t invent, iterate <ul><li>Model of shared learning between institutions as at MW2011 is a really great thing. </li></u...
Analytics: what does the data tell us? <ul><li>Findings from the Pew report (US) </li></ul><ul><ul><li>http://www.pewinter...
Analytics: what does the data tell us? <ul><li>Standardising analytics – ongoing Culture 24 project  </li></ul><ul><ul><li...
Games <ul><li>Games must be fun, duh.  </li></ul><ul><li>Games panel examples – MyMuseum - collection mechanic on its own ...
Games <ul><li>Can provide a space for creation/participation </li></ul><ul><ul><li>“ Participation engine” </li></ul></ul>...
Cool stuff <ul><li>Exploratorium. Esp Augmented Reality (AR) – Andre Le GeANT and Golden Gate altimeter.  </li></ul><ul><l...
Cool stuff <ul><li>Smithsonian Wiki to develop a Web and New Media strategy  </li></ul><ul><li>series of workshops with st...
Cool stuff <ul><li>Video creation tool </li></ul>
And finally <ul><li>Storytelling </li></ul><ul><li>We have a wealth of data, imagery, objects etc  </li></ul><ul><li>One o...
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Museums and the Web 2011: key learning and cool stuff

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An presentation I gave to colleagues to feedback on the things I found most interesting and inspiring at Museums and the Web conference in Philadelphia in April 2011.

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Museums and the Web 2011: key learning and cool stuff

  1. 1. Museums and the Web 2011 Key learning (and cool stuff)
  2. 2. @kajsahartig
  3. 3. Museums and the Web <ul><li>Museums and the Web is an annual conference exploring the social, cultural, design, technological, economic, and organizational issues of culture, science and heritage on-line. (And mobile, and etc..) </li></ul><ul><li>3 days of workshops, plenary sessions, demonstrations, awards and Starbucks coffee. </li></ul><ul><li>Wide range of institutions, companies and roles represented </li></ul>
  4. 4. Don’t invent, iterate <ul><li>Model of shared learning between institutions as at MW2011 is a really great thing. </li></ul><ul><li>We should use the information gained from this process to build upon each other’s work. </li></ul><ul><li>Establish best practice from methods which have worked for others. </li></ul><ul><li>“ To reach higher we need to stand on others’ shoulders instead of building our own stepladders” (@homebrewer) </li></ul>
  5. 5. Analytics: what does the data tell us? <ul><li>Findings from the Pew report (US) </li></ul><ul><ul><li>http://www.pewinternet.org/ </li></ul></ul><ul><ul><li>UK equivalent: Office National Statistics </li></ul></ul><ul><ul><li>http://bit.ly/onsinternet </li></ul></ul><ul><ul><li>1/3 US adults not online (1/4ish UK). Who aren’t you reaching? Also class/privilege/age gap. </li></ul></ul><ul><ul><li>Teens text average 50 times a day - social networks invaded by adults </li></ul></ul>
  6. 6. Analytics: what does the data tell us? <ul><li>Standardising analytics – ongoing Culture 24 project </li></ul><ul><ul><li>17 organisations – e.g. Kew, Science Museum etc </li></ul></ul><ul><ul><li>Used free tools to measure influence and engagement (Klout and Tweetlevel), varied between organisations. </li></ul></ul><ul><ul><li>social media clickthroughs about a tenth of that from organic search </li></ul></ul><ul><ul><li>people on facebook stay on facebook, does it matter? </li></ul></ul>
  7. 7. Games <ul><li>Games must be fun, duh. </li></ul><ul><li>Games panel examples – MyMuseum - collection mechanic on its own – boring – need competition and or social aspects to appeal to younger players </li></ul><ul><li>Spore – example of intended learning in conflict with gameplay. Went for gameplay in the end. </li></ul><ul><li>Our workshop – start with gameplay and learning together from the outset, use existing mechanics that work. </li></ul>
  8. 8. Games <ul><li>Can provide a space for creation/participation </li></ul><ul><ul><li>“ Participation engine” </li></ul></ul><ul><li>Third space theory and attitudinal change </li></ul><ul><li>Players will create their own narratives </li></ul><ul><li>Evaluation at all stages is really important </li></ul><ul><ul><li>Wolfquest example – changed focus from rehabilitating image of wolves because people already felt positively. </li></ul></ul>
  9. 9. Cool stuff <ul><li>Exploratorium. Esp Augmented Reality (AR) – Andre Le GeANT and Golden Gate altimeter. </li></ul><ul><li>Different but both using AR well as a medium </li></ul>
  10. 10. Cool stuff <ul><li>Smithsonian Wiki to develop a Web and New Media strategy </li></ul><ul><li>series of workshops with staff, open to all </li></ul><ul><li>Recorded on the wiki to enable amendment and sorting </li></ul><ul><li>Resulted in the Smithsonian Commons http://www.si.edu/commons/prototype/) </li></ul>
  11. 11. Cool stuff <ul><li>Video creation tool </li></ul>
  12. 12. And finally <ul><li>Storytelling </li></ul><ul><li>We have a wealth of data, imagery, objects etc </li></ul><ul><li>One of our potentially most valuable ways to make this accessible to is to tell stories with it. </li></ul>

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