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Mobile experiments at Powerhouse Museum, June 2010
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Mobile experiments at Powerhouse Museum, June 2010

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Edited slide deck from a presentation at Digital Customer Experience panel for AIMIA, June 22, 2010. ...

Edited slide deck from a presentation at Digital Customer Experience panel for AIMIA, June 22, 2010.

I spoke for 15 minutes about two broad types of mobile user experience we are working with - users inside the museum, and applications for those outside the museum.

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Mobile experiments at Powerhouse Museum, June 2010 Presentation Transcript

  • 1. mobile experiments at the powerhouse museum sebastian chan, head of digital, social & emerging technologies, powerhouse museum Tuesday, 22 June 2010
  • 2. Tuesday, 22 June 2010
  • 3. Tuesday, 22 June 2010
  • 4. some key audiences: children & familes under 30s culturally active adults education - primary, secondary, tertiary makers, tinkerers, creators, designers Tuesday, 22 June 2010
  • 5. 5 rules of museum content findable - it is where i am and where i look meaningful - i can understand it responsive - to my interests, moods, location usable/shareable - i can pass it on and share available online, onsite and o site Tuesday, 22 June 2010
  • 6. mobile figures: 2% of Sydney tra c is on a mobile device 85% from iPhone OS 37.4% Optus, 19.2% Vodafone, 12.3% Telstra half the time on site compared to others 30% less likely to arrive via search slightly more detail at http://from.ph/6f Tuesday, 22 June 2010
  • 7. the visitor cycle revisitation pre during post www in gallery out in the world handheld AR/mobile www highly social didactic highly social visitor-led controlled visitor-led 10% 1% Tuesday, 22 June 2010
  • 8. inside the museum Tuesday, 22 June 2010
  • 9. Tuesday, 22 June 2010
  • 10. distracts from interaction with the museum itself gets in the way of social interactions outdated and costly for both museums and visitors tend to be extremely linear source: http://www.flickr.com/photos/gingerblokey/3088411957/ Tuesday, 22 June 2010
  • 11. visual/aesthetic issues when deployed in quantity requires user to find and use an app to scan di cult to scan reliably in mixed light gallery conditions few positive social associations with QR codes more detail at http://from.ph/qr2009 Tuesday, 22 June 2010
  • 12. too subtle to trigger visitor action requires familiarity with using URLs on mobiles scales well with existing site Tuesday, 22 June 2010
  • 13. more social than smaller device can integrate with existing content existing content and assets will work custom app or html5? Tuesday, 22 June 2010
  • 14. outside the museum Tuesday, 22 June 2010
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  • 22. early days of augmented reality no real compelling use cases currently quite clunky and gimmicky have released dataset - http://from.ph/download Tuesday, 22 June 2010
  • 23. thank you. sebastian chan head of digital, social and emerging technologies powerhouse museum sydney, australia sebc@phm.gov.au | @sebchan Fresh + New: museum technologies blog www.powerhousemuseum.com/dmsblog Tuesday, 22 June 2010