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Accessing Smartphones: Mobile for All in Museums (American Alliance of Museums 2014)

Conference presentation on the research study of Antenna International/Antenna Lab together with Art Beyond Sight looking at the use of mobile in museums for individuals with disabilities. Contributing panelists were; Sofie Andersen, Annie Leist, Christine Murray, Danielle Linzer, Tasia Endo and Matt Kaplowitz.

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Accessing Smartphones: Mobile for All in Museums (American Alliance of Museums 2014)

  1. 1. Presented by:
  2. 2. Sofie Andersen, Antenna International /Antenna Lab @antenna_lab @sofieny Annie Leist, Art Beyond Sight @ArtByndSight @artaccessannie Christine Murray, Antenna International @AntennaIntl Danielle Linzer, Whitney Museum of American Art @whitneymuseum @bigdlinz Tasia Endo, Seattle Art Museum @iheartSAM @tasiaendo Matt Kaplowitz, BridgeMultimedia & Art Beyond Sight
  3. 3. Accessibility and Smartphones: Formative Research Review Technology Review & Demo Accessibility Features for Museums Case Studies - Whitney Museum of American Art and Seattle Art Museum Assistive Technology Meets Specialized Content Recommendations/Resources HASHTAGS: #m4allAAM #a11y #AAM2014
  4. 4. Sofie Andersen, Senior Digital Media Strategist Antenna International/Antenna Lab @antenna_lab @sofieny HASHTAGS: #m4allAAM #a11y #AAM2014
  5. 5. Research Question How are people with disabilities using smartphones in everyday life, what are their needs in museums, and how are mobile technologies currently being used by museums?
  6. 6. Participants so far (Jan 2014 - ongoing): 44 cultural institutions 9 access organizations 61 people with disabilities Individual participants identified mostly as people who are blind or have low vision. NB. %’s from the survey are for the questions answered, and do not reflect the total number of participants, as not every question was answered by every participant. Survey Data Overview
  7. 7. Museums Surveyed 75% US Museums & 25% European Museums 63% Art, 36% Historical, 10% Monuments, 10% Science, 10% Children’s
  8. 8. Museums and Access 93% of museums surveyed provide accessible programs or functionalities
  9. 9. People with Disabilities at Museums • 26% of people with disabilities (PWDs) come to a museum once a month and 42% once a year. • PWDs (66%) spend 1-2 hours or longer - spend significant time at museums and come regularly.
  10. 10. Museums and Access Museum challenges expressed by participants: Dispersed information, ambient noise, exterior locations, complex spaces, busy environments.
  11. 11. Smartphones & Everyday Life • Mobile device ownership by people with disabilities (PWDs) aligns with general population. • 60% iPhones, 31% Android phones/tablets and 25% iPads.
  12. 12. Museums and Mobile • 65-69% of people with disabilities (PWDs) have used audioguide or smartphone to visit a museum. • 50% of PWDs rate audio tours most important interpretation. • Museums considering mobile are hindered by funding and uncertain mobile strategy.
  13. 13. Annie Leist, Visual Artist and Special Projects Lead Art Beyond Sight @ArtByndSight @artaccessannie HASHTAGS: #m4allAAM #a11y #AAM2014
  14. 14. • VoiceOver, other screen readers • Guided Access • Hearing aid support • Magnify mode • Inverted colors mode • Assistive Touch • Switch control, alternate input methods Device accessibility features
  15. 15. CONTENT AND FUNCTIONALITIES Current Practices Screen Readers and Text to Speech Adjustable Font Sizes Transcripts Verbal Description Audio + Video Video Captions Signed Videos UI/Design Navigation/Geofencing QR/NFC/AR/IR Multisensory Experiences
  16. 16. DEMO Screen Reader and Apps
  17. 17. SCREEN READERS • In device settings & out of the box / app functionality. • Text to Speech APIs (Application Programming Interface) part of app software/native apps. • Survey > most used smartphone technology (72%). • Apps have to be optimized; many museum apps don’t currently work fully with screen readers. Current Practices
  18. 18. TEXT CONTROL & MAGNIFICATION Current Practices • Adjusts size of text with pinch/zoom or toggle button. • Text for visitors who are deaf or low-vision to use with TTS (Text to Speech) or screen reader functionality. • Survey > Adjustable text sizes highly rated feature (41%).
  19. 19. AUDIO + VIDEO DESCRIPTIONS • Verbal/audio descriptions of objects – connect & inform own opinions • Audio descriptions of video – nuances, actions & jokes not conveyed through dialogue or narrative. • Survey > People with disabilities (PWDs) voted visual descriptions most important interpretation (77%), then technical information about the work. Public opinions lowest rated. Current Practices
  20. 20. MULTI-SENSORY ELEMENTS Tactile overlays Polarized screens Braille displays Haptic feedback/vibrations Induction loops Screen/button combos Tactile/audio combos
  21. 21. WAYFINDING Navigation/ Geofencing 74% of adult Americans use phone for geo-location info (PEW14). GPS- Global Positioning Systems AR- Augmented Reality QR- Quick Response Code NFC- Near Field Communications IR- Infrared Communications
  22. 22. WAYFINDING Navigation/ Geofencing “It’s hard to find the pieces in the app in the museum” GPS – Challenging for interiors. Bytelight, iBeacon changing this. AR – Disney’s Revel for haptic & Google’s Project Tango wayfinder. QR/NFC/IR – ‘point and click’ problematic at close range. Wearables – Google glass, Orcam.
  23. 23. Christine Murray, Content Designer Antenna International @antenna_lab @AntennaIntl HASHTAGS: #m4allAAM #a11y #AAM2014
  24. 24. CAPTIONING & SIGNING Current Practices • Art of translating into American Sign Language (ASL) – cultural translation and different SL’s e.g. British Sign Language (BSL). • Sign languages are not static languages. The same idea can be expressed in multiple ways. • Video captions for deaf users are also useful for everyone - in noisy environments.
  25. 25. DEVICE CONSIDERATIONS • Modifying experience for screen size • Consider screen orientation – signers need space • All art/jargon has to to be spelled out; can affect lengthen.
  27. 27. EXPERIENCE DESIGN • No ‘one size fits all’ approach, particularly for complex spaces. • Hybrid experiences - digital with analogue. • The right tech fit - smartphones may not always be best solution or even viable option. • These experiences translate to general audiences.
  28. 28. UI DESIGN Spaulding Rehabilitation Hospital
  29. 29. UI DESIGN Spaulding Rehabilitation Hospital
  30. 30. Danielle Linzer Whitney Museum of American Art @whitneymuseum @bigdlinz HASHTAGS: #m4allAAM #a11y #AAM2014
  31. 31. Whitney Museum of American Art, New York, NY
  32. 32. Making Contemporary Art Accessible
  33. 33. Going Mobile
  34. 34. Devices: To Lend or Not to Lend? Will you allow visitors to bring-their-own- devices, or will you provide all hardware?
  35. 35. User Testing: Focus Groups • Conducted in-house • One session with culturally Deaf users • One session with deaf and hard of hearing visitors, including several visitors ages 65+ • Gathered feedback about usability, quality of experience, value of device
  36. 36. Focus Groups: Lessons Learned • Deaf users unfamiliar with audio guide format because of historic exclusion • Text alternatives, captioning, and ASL content highly valued • Don’t want multimedia/mobile device to replace live interactions, Deaf guide programs
  37. 37. Focus Groups: Lessons Learned • Varying levels of comfort/familiarity with devices • Older visitors experienced more challenges with devices • Neckloop interference issues • When used successfully, access features greatly enhanced the museum visit • Effective outreach, marketing, and training is necessary to make accessible mobile experiences successful
  38. 38. Mobile Design: An Iterative Process
  39. 39. Using Digital Media to Improve Access for All
  40. 40. Reflections on Process • Options like text enlargement, captioning, and access videos can benefit a wide range of users, not just those who identify as having disabilities • Museums can be advocates to vendors and developers for the inclusion of accessible/universally designed features
  41. 41. Reflections on Process • Training/orientation materials can be made available in accessible alternative formats to help new users • Both content and interface benefit from formative and summative user testing • Each museum and each audience is unique– there are no one-size-fits-all solutions
  42. 42. Tasia Endo, Assistant Museum Educator for Technology Interpretation & Special Projects Seattle Art Museum @iheartSAM @tasiaendo HASHTAGS: #m4allAAM #a11y #AAM2014
  43. 43. Tasia Endo Assistant Museum Educator for Interpretive Technology | Special Projects
  44. 44. Rembrandt, Van Dyck, Gainsborough: The Treasures of Kenwood House, London European Masters: The Treasures of Seattle FEB 14 – MAY 19, 2013
  45. 45. Matt Kaplowitz, Chief Creative Officer Bridge Multimedia Art Beyond Sight Advisory Board Member HASHTAGS: #m4allAAM #ay11 #AAM2014
  46. 46. Responsive design is the de facto tech design standard for digital media. Responsive content design can be museums’ trajectory for specialized audience engagement, particularly through project-based learning.
  47. 47. What is responsive content design? Responsive content design is content that is presented using assistive technology and is constructed to be accessible to people with disabilities. Many ways to accomplish this live inside every tablet and smartphone.
  48. 48. Some of the functional issues to consider with specialized audiences: • Orientation and mobility • Cognitive disabilities • Speech and language development • Deaf/hard of hearing • Autism spectrum disorder • Attention deficit/hyperactivity disorder Let’s examine some practical ways responsive content design can be the springboard to audience engagement.
  49. 49. Pre-visit, an itinerary can be planned, based on functional needs. Understanding “the lay of the land” has big benefits for people with mobility impairments, memory loss, autism, and blind/low vision.
  50. 50. Reviewing the museum’s floor plans and exhibition layouts enable visitors to more fully enjoy their museum experiences.
  51. 51. Pre-planning the tour stops along the way has never been easier. Even just using the mobile phone’s notepad with GPS yields benefits particularly for visitors who are mobility impaired, B/VI, ADHD, or autism spectrum disorder.
  52. 52. Literacy-support technology provides enhanced text-to-speech, text highlighting, an integrated dictionary, foreign language translation, voice recording, and real-time dynamic performance assessment. (Video clip #1)
  53. 53. 3-D signing avatars present dictionary definitions of STEM vocabulary, optimized to the learning objectives of people who are deaf/hard of hearing. Customized text can also be loaded. These avatars sign in American Sign Language and Signed English. Synchronized text-to-speech and/or human voice is provided. (Video clip #2)
  54. 54. Pictello Create visual stories and talking books on your iPad, iPhone and iPod touch. Guided learning platforms are a natural fit with museum experiences. They begin with vocabulary-awareness, move on to sentence building, continue with graphic organizers, and end with illustrated book creation. Text-to-speech and voice recording is included. All for under $20.
  55. 55. Game accessibility––both game playing and game creation––is a natural catalyst for museum engagement. The International Game Developers Association, Game Accessibility Special Interest Group provides conceptual and technical assistance.
  56. 56. Since M.I.T. created the game creation platform called Scratch, more than 5.5 million projects have been shared through social media. Many of these are STEM related. 36 million people have participated’s HOUR OF CODE.
  57. 57. All sketching, drawing, painting, animating styles are available on mobile and tablet-based apps.
  58. 58. All sketching, drawing, painting, and animation styles are available on mobile and tablet-based apps.
  59. 59. Project-based learning built around museum experiences can find expression through sound design, music creation, and voice and music recording on mobile and tablet apps such as GarageBand.
  60. 60. The iPad has opened the world to children and adults with autism as nothing before it ever did. People on the spectrum can engage––and share––their museum experiences through smartphone and iPad communication and social media apps specifically designed for them.
  61. 61. Aperitivos/Apetizers Caldo Del Dia / Soup of the Day $ 5 Calamares al Fuego / Fried Calamari $ 6 Served with a Chile Coconut Sauce Quesadilla $ 5 Flour Tortilla with Cheese La Batata Frita / Sweet Potato Fries $ 3 Sweet Potato Fries Queso Fundido / Melted cheese with pork linguisa $ 7 A Blend of Three Cheeses melted with Linguisa. Served with Fresh Tortilla Chips Totopos y Salsa / Chips & Salsa $ 3 Ensaladas/Salads Ensalada Argentina / Argentinian Chopped Salad $ 8 Shredded Romaine, Capers, Olives, Tomato, Cucumber, Red Bell Pepper, Red Onion, Garbanzos, Shredded Parmesan tossed with a Sherry & Shallot Vinaigrette Ensalada Cesar / Caesar Salad $ 8 Finished with Plantain Croutons Ensalada de la Casa / House Salad $ 5 Add chicken to any salad for $ 2 Sandwiches All sandwiches are served with your choice of a mixed salad or batata frita Media Noche/ Cuban Sandwich $10 Panini toasted French roll filled with Swiss cheese, pork, ham, pickles and mustard Enrollado / Vegetarian Roll $ 9 Eggplant, Red Pepper, Hummus, Olive Tapenade & Queso Fresco Sandwich a la de Carne Argentina / Argentinian Steak Sandwich $10 Finished with a Chimi Churi Verde, Pickled Vegetables and a Garlic Aioli Torta de Pollo con Mole / Chicken Mole sandwich $ 9 With homestyle refried beans, shredded lettuce, pickled jalapenos and tomatillo salsa Hamburguesa Cubana / Cuban Hamburger $10 Spanish chorizo sausage and hamburger on a toasted French Roll with fried onions, garlic aioli and mustard Flatbreads Oaxacan Tlayuda Chicken Mole $10 Black bean puree topped with shredded chicken mole negro, shredded mozzarella, crisp Lettuce, queso fresco and a chile crema Spanish Chorizo $10 Pimento, shallot and garlic tomato puree topped with authentic Spanish chorizo, Mushrooms, shredded mozzarella and fresh cilantro Fresca $ 9 Garlic, oven roasted tomatoes, cilantro, shredded mozzarella and cotija cheese Entremes/Entrees All plates are served with Choice of Batata Frita, Mixed Green Salad or Rice & Beans Enchiladas – Verdes, Rojas o Mole / Green, Red or Mole $12 Filled with Chicken, Spinach and Cheese. .Topped with your choice of sauce Street Tacos $ 9 Your choice of two chicken or steak tacos topped with onions, cilantro and a choice of green or red salsa. Postres / Desserts Arroz con Leche / Rice pudding $ 5 Flan de Coco/ Coconut Flan $ 5 Bebidas / Beverages Cerveza/Beer Vino / Wine Assorted Sodas $ 2 Corona $ 6 Blanco / White $ 6 $28 Iced Tea $ 3 Dos XX $ 6 Sauvignon Blanc Mint Lemonade $ 3 Heineken $ 6 Chardonnay Coffee or Tea $ 2 Bud Light $ 5 Tinto / Red Matte Latte $ 4 Merlot Mexican Hot Chocolate $ 4 Cabernet Brazilian Hot Chocolate $ 5 Mocha, Latte or Cappuccino $ 4 Espresso or Americano $ 3 644 Alamitos Ave, Long Beach, CA Telephone: (562) 590-9034 Hours: Closed Monday and Tuesday, Open Wed 11:00 – 4:30, Thurs 11:00 – 9:00, Fri – Sun 11:00 – 4:30 Food allergies and sensitivities are an ever-present consideration for adult and child groups. Social media and web-based communication are facilitating the information process in ways never before possible.
  62. 62. Facial recognition software combined with eye gaze technology have made communication possible for people with multiple sclerosis, muscular dystrophy, cerebral palsy, and amyotrophic lateral sclerosis (ALS)
  63. 63. More controversial is using these technologies for demographic analytics, i.e., “neuro-economics.” Nevertheless, the data derived has far-reaching implications for museums understanding and engaging their communities. (Video clip #3)
  64. 64. Realize accessibility audiences are diverse Create online pre-planning resources Utilize existing access tools (and allow device customization) One size does not fit all Use universal design principles Test early and often Invest in staff training RECOMMENDATIONS “Accessibility is not a checklist – it is a goal”
  65. 65. PEW Internet and American Life – 2013 & 2014 Museum Mobile 2013 – survey and analysis Wireless Rehabilitation 2013 – National Survey and Reports IBM CSUN 2013 report AFB 2014 conference papers CSUN 2014 conference initial reports Curator Magazine, Accessibility Issue, July 2013 RESEARCH Take the survey! ABS/AI Survey – 2014 & ongoing viousaction=join&source=1
  66. 66. Apple Accessibility: • Android: • ibility.html • bility/apps.html • http://eyes- oid_access/index.html Microsoft App Builder: • qual-Access-App-Development:-Create-an-App- RESOURCES/TOOLS
  67. 67. Art Beyond Sight’s website has information on cultural accessibility, verbal description, museum experiences for low-vision visitors and web accessibility for cultural institutions; atted%20White%20Paper.pdf content/uploads/WP_MSWEB.pdf Antenna Lab has blog posts on accessible media and technology, and the latest trends in museum innovation: RESOURCES/TOOLS
  68. 68. Sofie Andersen, Antenna International / Antenna Lab, @antennalab Annie Leist, Art Beyond Sight, @ArtByndSight, @artaccessannie Christine Murray, Antenna International Danielle Linzer, Whitney Museum of American Art, @whitneymuseum Tasia Endo, Seattle Art Museum tasiae@SeattleArtMuseum, @iheartSAM, @tasiaendo Matt Kaplowitz, BridgeMultimedia / Art Beyond Sight THANK YOU! QUESTIONS?
  69. 69.  Survey participants and individuals spreading the word  Panelists Danielle Linzer, Tasia Endo, Matt Kaplowitz, Annie Leist, Christine Murray and research support from Blaire Moskowitz  ABS staff Elisabeth Axel, Nina Levent, Ibraheem Fakir  Cynthia Overton Ph.D, American Institutes for Research  Museum Access specialists Rebecca McGinnis, Hannah Goodwin & Beth Ziebarth  Digital Accessibility Specialists Tom Babinski for use of CSUN13 research, and Sina Bahram  Information videos produced by Lou Giansante for ABS  American Foundation for the Blind Technology Lab ACKNOWLEDGEMENTS With thanks for participation and ongoing research