This document discusses different online development strategies for businesses in the hotel industry. It defines last minute booking apps, channel management software, direct bookings, interactive campaigns, and online travel agencies (OTAs). Examples are provided for each strategy to illustrate how businesses can utilize mobile apps, software, websites, social media, and third-party platforms to capture customers, increase visibility, encourage direct bookings, and promote engagement. The overall goal is to discuss strategies that hotels can use to develop their online presence and sales.
presentation for Erfgoedcellen in VlaanderenJo Van Hove
This is a presentation around the use of QR codes for the erfgoedcellen in Vlaanderen - when doing this presentation I felt like talking about cars ;-)
QR is just one of the ways to access information... the conclusion is : QR is working if you communicate well about it - but the most important things is : CONTENT.
iBeaken is a visitor engagement and activation program making it possible to publish content around heritage, nature, tourism, museums to the visitor's own smartphones.
Industrial heritage visitor engagement activationJo Van Hove
This document discusses visitor engagement and activation at industrial heritage sites. It identifies six types of visitors - the habitual, rational, hedonic, opportunistic, constrained, and adaptable guests. It recommends a three step process to gain audience: 1) engage visitors' interest through your network and social media, 2) make visitors into "guests" by individualizing the relationship and offering rewards, and 3) activate guests through a rewards program, notifications, and encouraging viral sharing to build a community of users. The ultimate goal is engaging less people than expected to participate through advantages like gamification, rewards, and social features on a mobile application.
This document discusses using mobile technologies in museums. It provides reasons for and against going mobile, as well as examples of different mobile options like audio guides, apps, and mobile web content. Key advantages of mobile include increased visitor engagement, attracting younger visitors and families, and enhancing the experience. However, mobile uptake can be low without incentives. The document recommends mobile as part of an integrated communication strategy and provides tips on ensuring content is worthwhile and easy to use.
The document discusses iBeaken's loyalty program which aims to engage and activate visitors to create sustainable relationships. The loyalty program allows visitors to collect points, drives them to buy locally, and re-engages them after their visit. Venues can use the loyalty program to build their own community, promote more content consumption and local shopping, and improve visitor profiles and post-visit contact. The loyalty program is activated by default, and venues can create offers that visitors can redeem points for by scanning QR codes displayed in the venue.
i. iBeaken provides digital engagement solutions for museums that allow visitors to access multimedia content through their smartphones using various trigger technologies like QR codes, NFC, augmented reality, etc. This provides a flexible mobile platform for engagement without requiring specific apps.
ii. Various trigger options are described and compared, including advantages and disadvantages of technologies like QR codes, NFC, image recognition, augmented reality, Bluetooth beacons, and others.
iii. Content can include digital animations with text, images, audio, video in multiple languages with features like image sliders, quizzes, and rewards programs to better engage visitors on their mobile devices.
This document discusses different online development strategies for businesses in the hotel industry. It defines last minute booking apps, channel management software, direct bookings, interactive campaigns, and online travel agencies (OTAs). Examples are provided for each strategy to illustrate how businesses can utilize mobile apps, software, websites, social media, and third-party platforms to capture customers, increase visibility, encourage direct bookings, and promote engagement. The overall goal is to discuss strategies that hotels can use to develop their online presence and sales.
presentation for Erfgoedcellen in VlaanderenJo Van Hove
This is a presentation around the use of QR codes for the erfgoedcellen in Vlaanderen - when doing this presentation I felt like talking about cars ;-)
QR is just one of the ways to access information... the conclusion is : QR is working if you communicate well about it - but the most important things is : CONTENT.
iBeaken is a visitor engagement and activation program making it possible to publish content around heritage, nature, tourism, museums to the visitor's own smartphones.
Industrial heritage visitor engagement activationJo Van Hove
This document discusses visitor engagement and activation at industrial heritage sites. It identifies six types of visitors - the habitual, rational, hedonic, opportunistic, constrained, and adaptable guests. It recommends a three step process to gain audience: 1) engage visitors' interest through your network and social media, 2) make visitors into "guests" by individualizing the relationship and offering rewards, and 3) activate guests through a rewards program, notifications, and encouraging viral sharing to build a community of users. The ultimate goal is engaging less people than expected to participate through advantages like gamification, rewards, and social features on a mobile application.
This document discusses using mobile technologies in museums. It provides reasons for and against going mobile, as well as examples of different mobile options like audio guides, apps, and mobile web content. Key advantages of mobile include increased visitor engagement, attracting younger visitors and families, and enhancing the experience. However, mobile uptake can be low without incentives. The document recommends mobile as part of an integrated communication strategy and provides tips on ensuring content is worthwhile and easy to use.
The document discusses iBeaken's loyalty program which aims to engage and activate visitors to create sustainable relationships. The loyalty program allows visitors to collect points, drives them to buy locally, and re-engages them after their visit. Venues can use the loyalty program to build their own community, promote more content consumption and local shopping, and improve visitor profiles and post-visit contact. The loyalty program is activated by default, and venues can create offers that visitors can redeem points for by scanning QR codes displayed in the venue.
i. iBeaken provides digital engagement solutions for museums that allow visitors to access multimedia content through their smartphones using various trigger technologies like QR codes, NFC, augmented reality, etc. This provides a flexible mobile platform for engagement without requiring specific apps.
ii. Various trigger options are described and compared, including advantages and disadvantages of technologies like QR codes, NFC, image recognition, augmented reality, Bluetooth beacons, and others.
iii. Content can include digital animations with text, images, audio, video in multiple languages with features like image sliders, quizzes, and rewards programs to better engage visitors on their mobile devices.
The document describes Emakina's viral marketing campaign for Sprite Light that involved generating buzz around a fictional goblin character through teasing online and street marketing activities, revealing the goblin's connection to Sprite Light through a video, and boosting awareness of Sprite Light through an experiential marketing website and sampling.
For Volkswagen, Emakina created an online game where players saved penguins from a Yeti in a Volkswagen Beetle, generating buzz. For Proximus, Emakina portrayed a day in a person's life communicating through a Vodafone handset to showcase its features and drive people to learn more on Proximus' site. Both campaigns aimed to generate word-of-mouth without direct advertising to spread awareness of the new offerings.
This document outlines a proposed digital strategy for a library to provide 24/7 access to library services and resources through a unified digital platform. It notes the growing demand for digital content and services. The strategy would create a single login and interface allowing unlimited access to ebooks, databases, streaming media and more from any device. This would improve the customer experience and address barriers to accessing digital materials. Success is defined as expanding digital offerings and transactions through the new platform to support an informed, digitally literate community with lifelong learning opportunities. Investments are needed in content integration, digitization, online programming infrastructure and a digital strategy manager to implement the plan.
The document discusses using NFC technology to engage attendees at the 2014 Chicago Auto Show. It describes setting up an NFC experience called "GO" to allow attendees to vote in polls, register for publications, and enter contests from their smartphones. Activities included tapping NFC tags on shirts, wristbands and displays to access content. Over 1400 people registered across categories like auto, tech and a wearables session. The event identified opportunities to use NFC for engagement at other small business and education events.
7scenes - The (Urban) Landscape as an Exhibition SpaceRonald Lenz
The document discusses using mobile phones and location-based technologies to create new cultural experiences in urban landscapes. It describes how physical locations have cultural meaning and histories that can be experienced through mobile devices using rich media content, narratives and gamification. Examples are provided of past projects that used mobile storytelling, games, maps and user-generated content to engage audiences in cultural heritage in new ways. The document promotes the 7scenes platform for creating, sharing and playing mobile cultural games and tours that bring digital cultural experiences to physical spaces.
This document discusses the themes and concepts of makerspaces, including innovation, interaction, discovery, and collaboration. It provides examples of technologies that can be used in makerspaces, such as 3D printers, Arduino, LittleBits, and Raspberry Pi. The document emphasizes that libraries need interactive and engaging environments to attract patrons, and that staff should use technology to enhance learning and encourage exploration.
Libraries are more than a storage house for books; they are friendly places for discovery! Do it yourself (DIY) culture has permeated into libraries giving patrons of all ages a chance to create interesting things. These collaborative learning environments, sometimes called makerspaces, are spaces where people can share innovative ideas and learn new skills. Makerspaces are a perfect fit in libraries primarily because it helps to enhance a library’s mission, which is to encourage lifelong learning.
In this webinar:
• Learn what a makerspace is and what it could mean for your library patrons.
• Discover a variety of resources to help build a great makerspace.
• Gain an appreciation as to what other libraries are doing in this new exciting space.
• Acquire numerous programming ideas to help foster creativity and learning.
Experiments in emerging technologies - An overview of the work of the Science Museum Group's Digital Lab for the Museum Next 2017 conference in Rotterdam.
The Benefits Of Doing Things DifferentlyMike Ellis
During October and November 2009, Mike Ellis (Eduserv) and Dan Zambonini (Box UK) built a museum website in 12 hours from beginning to end, under the title "Museum In A Day".
These slides accompany a workshop we delivered at DISH 2009 with the same title (see http://www.dish2009.nl/node/89)
The workshop uses the Museum In A Day project as a means to frame the wider conversation, and looks at where online museums are in terms of audience, traffic and reach, asking:
- How can we do things differently?
- How can we do more with less?
- How can we be where our audiences are?
For an overview of the Museum In A Day project, see http://museuminaday.com/
AR & VR at the Science Museum - REMIX 2017Dave Patten
The document discusses the Digital Lab at the Science Museum and its interest in emerging technologies like VR, AR, and location-aware services. The Digital Lab explores how these technologies can create new audience experiences and engage visitors with the museum's collections in immersive ways. It operates projects to test technologies, deliver prototypes, engage audiences, and share findings with other museums. Its areas of interest include using digital tools to tell stories with objects, layer information for different audiences, and signal deeper online content from exhibits. It also explores how VR, AR, location services, and gaming can provide novel experiences involving the museum's collections and spaces.
Mobile Learning @ VTC Hong Kong - March '10Ronald Lenz
Mobile learning in Hong Kong utilizes mobile phones and location-based technologies to facilitate teaching and learning both inside and outside of classrooms. Design principles for mobile learning projects emphasize connecting different layers of the city through rich media, narratives, and gameplay. The Waag Society in Amsterdam develops tools and experiences for mobile learning through urban games and location-based media that combine education and play.
Viral marketing depends on a high pass-along rate from person to person. If a large percentage of recipients forward something to a large number of friends, business partners or acquaintances, the overall growth and business opportunities snowballs very quickly.
Anheuser-Busch has partnered with a social networking site focused on 21-35 year olds to connect users to nightclubs. The first two months saw 500,000 users sign up. Patron Tequila is proposing a virtual social club called A Privileged World that would be an invitation-only online community for a top demographic. It would connect members virtually and offer a 24/7 privileged experience through a secure multi-step verification process. The community aims to enhance customers' experiences by offering trusted recommendations and connections to people, places, and products through both mobile and web access.
Connecting with Audiences through Personal Mobile Devices: Mobile Technology...West Muse
Smart phones, tablets, and the Internet have become essential technologies. The rise in their use provides new opportunities for museums to engage visitors. Join this session to understand the what and why of mobile trends and how organizations like the Balboa Park Online Collaborative and the Japanese Friendship Garden have leveraged technology to connect their audiences to their collections and mission. The session discusses mobile trends, responsive website, touch tables, and location-based mobile tours.
Moderator: Nik Honeysett, Director and CEO, Balboa Park Online Collaborative
Presenters: Luanne Kanzawa, Executive Director, Japanese Friendship Garden
David Asheim, CEO & Founder, Guide by Cell
Mobile Learning @ VTC, Hong Kong - Aug/Sept '10Ronald Lenz
The document provides information about a series of mobile learning events taking place in Hong Kong from August 31st to September 1st. It includes an outline of seminars, showcases, and workshops on topics related to mobile learning, opportunities and challenges in education, and sharing experiences with mobile learning projects. Ronald Lenz, the research head of the Urban Reality Lab and creative director of 7scenes, will facilitate the events and discuss mobile learning scenarios and tools.
SXSW is an annual conference held in Austin, Texas that brings together music, film and interactive media. It attracts over 25,000 attendees from March 9-13, 2012. The conference features sessions on emerging trends, discussions with industry leaders, and opportunities to explore new technologies. Emily's schedule includes 30-40 session options per time slot over 5 days of the conference, covering topics like content creation, storytelling with new media, customization through user data, and observing trends.
MuseUs is a mobile app and serious game that allows museum visitors to create their own exhibitions by matching cultural heritage exhibits with provided statements. It has been tested in living lab settings in Antwerp, Manchester, and planned for Paris. The app is built with technologies like PhoneGap and Drupal and integrates QR scanning. It aims to encourage learning and new perspectives on cultural heritage. Infrastructure needs include content, WiFi or cellular networks, and QR codes. Stats are collected and business models may involve in-app purchases, licensing fees, or revenue sharing. The goal is to engage visitors and test partnerships to expand the app.
More Related Content
Similar to Communicate iBeaken better in museums and heritage sites
The document describes Emakina's viral marketing campaign for Sprite Light that involved generating buzz around a fictional goblin character through teasing online and street marketing activities, revealing the goblin's connection to Sprite Light through a video, and boosting awareness of Sprite Light through an experiential marketing website and sampling.
For Volkswagen, Emakina created an online game where players saved penguins from a Yeti in a Volkswagen Beetle, generating buzz. For Proximus, Emakina portrayed a day in a person's life communicating through a Vodafone handset to showcase its features and drive people to learn more on Proximus' site. Both campaigns aimed to generate word-of-mouth without direct advertising to spread awareness of the new offerings.
This document outlines a proposed digital strategy for a library to provide 24/7 access to library services and resources through a unified digital platform. It notes the growing demand for digital content and services. The strategy would create a single login and interface allowing unlimited access to ebooks, databases, streaming media and more from any device. This would improve the customer experience and address barriers to accessing digital materials. Success is defined as expanding digital offerings and transactions through the new platform to support an informed, digitally literate community with lifelong learning opportunities. Investments are needed in content integration, digitization, online programming infrastructure and a digital strategy manager to implement the plan.
The document discusses using NFC technology to engage attendees at the 2014 Chicago Auto Show. It describes setting up an NFC experience called "GO" to allow attendees to vote in polls, register for publications, and enter contests from their smartphones. Activities included tapping NFC tags on shirts, wristbands and displays to access content. Over 1400 people registered across categories like auto, tech and a wearables session. The event identified opportunities to use NFC for engagement at other small business and education events.
7scenes - The (Urban) Landscape as an Exhibition SpaceRonald Lenz
The document discusses using mobile phones and location-based technologies to create new cultural experiences in urban landscapes. It describes how physical locations have cultural meaning and histories that can be experienced through mobile devices using rich media content, narratives and gamification. Examples are provided of past projects that used mobile storytelling, games, maps and user-generated content to engage audiences in cultural heritage in new ways. The document promotes the 7scenes platform for creating, sharing and playing mobile cultural games and tours that bring digital cultural experiences to physical spaces.
This document discusses the themes and concepts of makerspaces, including innovation, interaction, discovery, and collaboration. It provides examples of technologies that can be used in makerspaces, such as 3D printers, Arduino, LittleBits, and Raspberry Pi. The document emphasizes that libraries need interactive and engaging environments to attract patrons, and that staff should use technology to enhance learning and encourage exploration.
Libraries are more than a storage house for books; they are friendly places for discovery! Do it yourself (DIY) culture has permeated into libraries giving patrons of all ages a chance to create interesting things. These collaborative learning environments, sometimes called makerspaces, are spaces where people can share innovative ideas and learn new skills. Makerspaces are a perfect fit in libraries primarily because it helps to enhance a library’s mission, which is to encourage lifelong learning.
In this webinar:
• Learn what a makerspace is and what it could mean for your library patrons.
• Discover a variety of resources to help build a great makerspace.
• Gain an appreciation as to what other libraries are doing in this new exciting space.
• Acquire numerous programming ideas to help foster creativity and learning.
Experiments in emerging technologies - An overview of the work of the Science Museum Group's Digital Lab for the Museum Next 2017 conference in Rotterdam.
The Benefits Of Doing Things DifferentlyMike Ellis
During October and November 2009, Mike Ellis (Eduserv) and Dan Zambonini (Box UK) built a museum website in 12 hours from beginning to end, under the title "Museum In A Day".
These slides accompany a workshop we delivered at DISH 2009 with the same title (see http://www.dish2009.nl/node/89)
The workshop uses the Museum In A Day project as a means to frame the wider conversation, and looks at where online museums are in terms of audience, traffic and reach, asking:
- How can we do things differently?
- How can we do more with less?
- How can we be where our audiences are?
For an overview of the Museum In A Day project, see http://museuminaday.com/
AR & VR at the Science Museum - REMIX 2017Dave Patten
The document discusses the Digital Lab at the Science Museum and its interest in emerging technologies like VR, AR, and location-aware services. The Digital Lab explores how these technologies can create new audience experiences and engage visitors with the museum's collections in immersive ways. It operates projects to test technologies, deliver prototypes, engage audiences, and share findings with other museums. Its areas of interest include using digital tools to tell stories with objects, layer information for different audiences, and signal deeper online content from exhibits. It also explores how VR, AR, location services, and gaming can provide novel experiences involving the museum's collections and spaces.
Mobile Learning @ VTC Hong Kong - March '10Ronald Lenz
Mobile learning in Hong Kong utilizes mobile phones and location-based technologies to facilitate teaching and learning both inside and outside of classrooms. Design principles for mobile learning projects emphasize connecting different layers of the city through rich media, narratives, and gameplay. The Waag Society in Amsterdam develops tools and experiences for mobile learning through urban games and location-based media that combine education and play.
Viral marketing depends on a high pass-along rate from person to person. If a large percentage of recipients forward something to a large number of friends, business partners or acquaintances, the overall growth and business opportunities snowballs very quickly.
Anheuser-Busch has partnered with a social networking site focused on 21-35 year olds to connect users to nightclubs. The first two months saw 500,000 users sign up. Patron Tequila is proposing a virtual social club called A Privileged World that would be an invitation-only online community for a top demographic. It would connect members virtually and offer a 24/7 privileged experience through a secure multi-step verification process. The community aims to enhance customers' experiences by offering trusted recommendations and connections to people, places, and products through both mobile and web access.
Connecting with Audiences through Personal Mobile Devices: Mobile Technology...West Muse
Smart phones, tablets, and the Internet have become essential technologies. The rise in their use provides new opportunities for museums to engage visitors. Join this session to understand the what and why of mobile trends and how organizations like the Balboa Park Online Collaborative and the Japanese Friendship Garden have leveraged technology to connect their audiences to their collections and mission. The session discusses mobile trends, responsive website, touch tables, and location-based mobile tours.
Moderator: Nik Honeysett, Director and CEO, Balboa Park Online Collaborative
Presenters: Luanne Kanzawa, Executive Director, Japanese Friendship Garden
David Asheim, CEO & Founder, Guide by Cell
Mobile Learning @ VTC, Hong Kong - Aug/Sept '10Ronald Lenz
The document provides information about a series of mobile learning events taking place in Hong Kong from August 31st to September 1st. It includes an outline of seminars, showcases, and workshops on topics related to mobile learning, opportunities and challenges in education, and sharing experiences with mobile learning projects. Ronald Lenz, the research head of the Urban Reality Lab and creative director of 7scenes, will facilitate the events and discuss mobile learning scenarios and tools.
SXSW is an annual conference held in Austin, Texas that brings together music, film and interactive media. It attracts over 25,000 attendees from March 9-13, 2012. The conference features sessions on emerging trends, discussions with industry leaders, and opportunities to explore new technologies. Emily's schedule includes 30-40 session options per time slot over 5 days of the conference, covering topics like content creation, storytelling with new media, customization through user data, and observing trends.
MuseUs is a mobile app and serious game that allows museum visitors to create their own exhibitions by matching cultural heritage exhibits with provided statements. It has been tested in living lab settings in Antwerp, Manchester, and planned for Paris. The app is built with technologies like PhoneGap and Drupal and integrates QR scanning. It aims to encourage learning and new perspectives on cultural heritage. Infrastructure needs include content, WiFi or cellular networks, and QR codes. Stats are collected and business models may involve in-app purchases, licensing fees, or revenue sharing. The goal is to engage visitors and test partnerships to expand the app.
Similar to Communicate iBeaken better in museums and heritage sites (20)
4. the essentials
① show available network
② just QR labels are not enough
③ repeat invitation to connect
④ clusters are better
⑤ enable loyalty program
5. available network
open wifi or closed network ?
in both cases you need to show :
• what kind of network
e.g. : free wifi
• SSID (= network name) e.g.
: ‘museumwifi’
• password e.g.
: ‘tHy667ih’, ‘no password’
6. QR labels
just QR is NOT enough
you must show :
• value of the QR code e.g.
: ‘video’ , ‘quiz’, ‘earn points’, languages
• call to action e.g.
: with a hand & smartphone scanning a QR
code, ‘scan this QR code’
• more ways to access e.g.
: NFC, URL, iBeacons, image recognition
7. repeat invitation
repeat the inviation to scan
wherever you can :
• at the entrance of each room
e.g. : ‘use your smartphone to view more
information’
• at each new theme
e.g. : ‘learn more about this theme by using
your smartphone.
• on each level e.g.
: ‘this level features a new collection, use your
smartphone to earn points’
8. clusters are better
the more people download info
in one movement, the better :
• e.g. 1 cluster for 1 room
• 1 cluster for 1 theme
• 1 cluster for 1 level
• 1 cluster for 1 period
• 1 cluster for 1 artist
• etc...
9. enable loyalty program
the loyalty program
engages and activates visitors :
• build your own community
• create a clear offer
• drive people to your shop or venue
• send notifications
• make people come back
10. example museum
call to action
network :
- wifi
more ways to
access :
- URL
- NFC
value :
- multi media
- more info
13. example heritage site
call to action
value :
- languages
- more info
more ways to
access :
- URL
- NFC
network :
- 3G
- 4G
14. contact
we’ll help you to be successful !
Call or email us :
Jo Van Hove, founder
jvh@ibeaken.com
http://ibeaken.com
+32 475 44 04 54
twitter : @ibeaken
facebook : ibeaken