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Nancy Proctor Handheld Basics

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Keynote presentation at Tate Modern's Conference, 'From Audio Tours to iPhones', 5 September 2008, London, by Nancy Proctor, Head of New Media Initiatives, Smithsonian American Art Museum

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Nancy Proctor Handheld Basics

  1. 1. Handheld Basics: From Audiotours to iPhones Tate Modern, 5 September 2008 Nancy Proctor, Smithsonian American Art Museum [email_address] Top 10 Tips for a successful mobile solution (…and a few more)
  2. 2. 0. Invitation to the Digital Feast Beth Lipman, Bancketje (Banquet) 2003

  3. 3. 1. It’s not about the technology <ul><li>Focus on user experience and content </li></ul><ul><li>Design for your audience’s needs </li></ul><ul><li>Design for your museum’s needs </li></ul><ul><li>Use the simplest technology solution available that will meet those needs </li></ul>
  4. 4. 2. It is about the story <ul><li>Speak to your visitors’: </li></ul><ul><li>Heads : Answer questions, give insights </li></ul><ul><li>Hearts : Create an emotion, atmosphere, time or place </li></ul><ul><li>Hands : Inspire a response - create, contribute, sign up, come back </li></ul>
  5. 5. 3. Think about voice <ul><li>Who is the most interesting person to your audience to guide them? </li></ul><ul><li>Some common crowd-pleasers: </li></ul><ul><li>Artists </li></ul><ul><li>Experts </li></ul><ul><li>Other visitors </li></ul>
  6. 6. 4. Think about context <ul><li>Private device / public context </li></ul><ul><li>Multi-tasking and the museum shuffle </li></ul><ul><li>Ergonomics of your space </li></ul><ul><li>What other resources can support the tour? Signage, marketing, web, staff… </li></ul>
  7. 7. 4a. About that context… <ul><li>Can we build content that works both in front of the exhibits and off-site? </li></ul><ul><li>Soundtracks & soundbites… </li></ul>
  8. 8. 5. Think globally… <ul><li>WWW = Whatever, Wherever, Whenever </li></ul><ul><li>So the museum needs cross-platform content rights </li></ul><ul><li>Design for the distributed museum </li></ul>
  9. 9. The Museum
  10. 10. The Museums
  11. 11. The Distributed Museum
  12. 12. 6. But act locally <ul><li>Mobile is different </li></ul><ul><li>Different mobile platforms support different kinds of experiences </li></ul><ul><ul><li>Choose the platform that meets the need </li></ul></ul><ul><ul><li>Develop content for the kind of experience that platform supports </li></ul></ul><ul><ul><li>Work within the technology’s abilities today </li></ul></ul>
  13. 13. 7. Know content vs. technology <ul><li>Some common confusions: </li></ul><ul><li>Do they love the device or the content? </li></ul><ul><li>Screen as eyetrap </li></ul><ul><li>Do tactile devices make visitors touch the exhibits? </li></ul>
  14. 14. 8. Move to web standards <ul><li>Combine best practice from mobile </li></ul><ul><li>(audiotours provide the largest database) </li></ul><ul><li>With web-standard interfaces to content: familiar, tried & tested, simple to use, direct </li></ul><ul><li>Avoid content & features that are platform- or device-specific </li></ul>
  15. 15. 9. Turn visitors into teachers <ul><li>Why should our visitors’ Web 2.0 lives stop at the museum’s threshold? </li></ul><ul><li>Voting to learn </li></ul><ul><li>Aide-m émoires </li></ul><ul><li>Souvenirs </li></ul><ul><li>UGC </li></ul><ul><li>Sharing </li></ul>
  16. 16. 10. Build for humans <ul><li>Research the needs of both the audiences you have… </li></ul><ul><li>And the audiences you want </li></ul><ul><li>Take tours, try mobile solutions everywhere </li></ul>
  17. 17. Bonus slide for vendors <ul><li>What we really, really want: </li></ul><ul><li>To own our content </li></ul><ul><li>Best practice </li></ul><ul><li>Training </li></ul><ul><li>The cross-platform CMS </li></ul><ul><li>Applications </li></ul><ul><li>HW if it supports web-standard content & comes with a guaranteed upgrade path </li></ul><ul><li>A better business model </li></ul><ul><li>A partner </li></ul>
  18. 18. Usque ad Astra! Photo by Mike Lee, 2007; from SAAM Flickr Group

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