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Free to Move, Create and Engage:
Designing Meaningful and Barrier-Free Digital
Experiences with Museum Collections
Jane Alexander
Chief Information/Digital Officer
The Cleveland Museum of Art
April 4, 2017
Northeast Ohio Regional Library System
Emerging Tech Symposium
Jane Alexander
Chief Information/Digital Officer
Technology and the Art Museum, 1967
Cataloguing in 2010…
Audio tours then and now…
Technology Integration In Museums and Beyond:
Cuyahoga County Public Library Parma Branch
Gallery One
opened 12/12/12
“People come to museums for
storytelling and engagement…
and technology needs to facilitate that”
The New York Times (2013)
The First Iteration of
Gallery One
4 Components:
- Gallery One proper,
- Studio Play,
- Collection Wall,
- ArtLens App
• Build audiences: including families, teens,
school groups, and occasional visitors
• Provide a fun and engaging environment
for visitors with all levels of knowledge
about art
• Highlight featured artworks to the Greater
Cleveland community and the world
• Propel visitors into the primary galleries
with greater enthusiasm, understanding,
and excitement about the collection
• Develop and galvanized visitor interest,
bringing visitors back to the museum
again and again
Original Goals for Gallery One
Gallery One Proper
Studio Play
Collection Wall
ArtLens App
Why Are We Changing Gallery One?
• The museum considered the original Gallery One to a
“proof of concept” rather than endpoint
• The last four years have provided an excellent opportunity
to gather information: to interview visitors, track usage
and evaluate the effectiveness of each component
• Using that feedback, successful new redesigns have
already been completed for the ArtLens Studio (opened
June 2016) and the ArtLens App (launched September
2016)
• The next step is an update of the exhibition portion of
ArtLens
Gallery OneARTLENS Gallery
ArtLens App 2.0 (September 2016)
• Downloads in less than a minute,
takes up less memory than the
Facebook app, available on
Android and iOS devices
• Improved and responsive
wayfinding map with iBeacons
throughout the museum
• Save artworks on the app or by
connecting to the ArtLens Wall
• Search any object on view in the
museum and map your way there
• Scan select objects using augmented
reality technology to access additional
information
• Go on museum-created tours or create
your own
• Content updates automatically from the
backend
ArtLens App 2.0
Studio Play: What Did and Didn’t Work
“[CMA Visitors] have high expectations of what
the museum will offer them… and want an
experience that they cannot find elsewhere”
Elizabeth Bolander, CMA Director of Research and Evaluation
New Goals for
ArtLens Studio
• Barrier-free technology
that allows for virtually
touch-free interaction
• A space for
intergenerational learning,
ages 5 and up rather than
5 and below
• Inspire gallery exploration
with greater understanding
and enthusiasm
• Connect what visitors do in
Studio Play with what they
see in the museum
INTRODUCING…
ARTLENS STUDIO
Studio Play
Cleveland Museum of Art on YouTube
Collage Maker
and Portrait
Maker
Memory, Matching and
Sorting Interactives
Line and Shape
Paint Play
Pottery Wheel
Reveal
Zoom
Summative Research on New Studio Play, 2016
Overall Experience: 66% rated excellent (5/5),
87% rated 4/5 or 5/5
Elizabeth Bolander
WHERE DO WE GO FROM HERE?:
ARTLENS EXHIBITION (opening June 2017)
Audience Goals
• Each component of the ARTLENS
Gallery (Studio, App, Wall, and
Exhibition) serves as a launching point
for visitors, whether casual attendees
or lifelong art lovers, to engage with art
and connect with the collection
• The ArtLens Exhibition will attract non-
traditional museum visitors by taking
away the intimidation of the art
museum and giving visitors the toolset
to look closer, dive deeper, and begin a
relationship with the collection
Reversing the Digital Experience
Gallery One
ArtLens Exhibition Rendering
Intertwining Art and Technology
• Art in the Foreground: Instead of
touchscreens positioned in front of
the artwork, artworks are positioned
in the foreground
• Featuring a new group of 20
artworks, including masterworks by
Edgar Degas and Frank Stella
• Barrier-free: building on the
success of the barrier-free ArtLens
Studio interactives, projections that
respond seamlessly to body
movement will replace
touchscreens
Pedagogy and Games
• The projection interactive
games are centered around
themes of: composition,
symbols, gestures and emotion,
and purpose, developed by a
cross-collaborative museum
team
• 16 new games, including an
innovative eye-tracking
interactive that will reveal the
visitor’s areas of focus on an
artwork and compare their view
to the artistic intention
Symbols: Decode
Symbols
Identify what symbol
belongs in the
blurred space and
its meaning
Purpose:
What Am I?
Guess the purpose of
an object using
modern clues
Gesture and
Emotion: Body
Language
Match the gestures in
an artwork to learn
about the meaning
Composition: Become an
Artist
Create original compositions
using the color, pattern, and
rhythm of abstract works in
CMA’s collection
Express Yourself: Happy, Sad, Surprised, Confused, Disgust, Neutral
ArtLens App Integration
ArtLens is the Glue:
visitors will be able to
dock their device at
each interactive and
save all artworks they
interact with to then find
in the galleries, as well
as save their user-
generated images—no
more typing in your
email address!
Join us for the opening of the ArtLens Exhibition at
Solstice, June 2017
Thank You
@janecalexander

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Free to Move, Create, Engage: ArtLens, Gallery One, and Studio Play at CMA

  • 1. Free to Move, Create and Engage: Designing Meaningful and Barrier-Free Digital Experiences with Museum Collections Jane Alexander Chief Information/Digital Officer The Cleveland Museum of Art April 4, 2017 Northeast Ohio Regional Library System Emerging Tech Symposium
  • 3. Technology and the Art Museum, 1967
  • 4.
  • 6. Audio tours then and now…
  • 7. Technology Integration In Museums and Beyond: Cuyahoga County Public Library Parma Branch
  • 8. Gallery One opened 12/12/12 “People come to museums for storytelling and engagement… and technology needs to facilitate that” The New York Times (2013)
  • 9. The First Iteration of Gallery One 4 Components: - Gallery One proper, - Studio Play, - Collection Wall, - ArtLens App
  • 10. • Build audiences: including families, teens, school groups, and occasional visitors • Provide a fun and engaging environment for visitors with all levels of knowledge about art • Highlight featured artworks to the Greater Cleveland community and the world • Propel visitors into the primary galleries with greater enthusiasm, understanding, and excitement about the collection • Develop and galvanized visitor interest, bringing visitors back to the museum again and again Original Goals for Gallery One
  • 15. Why Are We Changing Gallery One? • The museum considered the original Gallery One to a “proof of concept” rather than endpoint • The last four years have provided an excellent opportunity to gather information: to interview visitors, track usage and evaluate the effectiveness of each component • Using that feedback, successful new redesigns have already been completed for the ArtLens Studio (opened June 2016) and the ArtLens App (launched September 2016) • The next step is an update of the exhibition portion of ArtLens
  • 17. ArtLens App 2.0 (September 2016) • Downloads in less than a minute, takes up less memory than the Facebook app, available on Android and iOS devices • Improved and responsive wayfinding map with iBeacons throughout the museum • Save artworks on the app or by connecting to the ArtLens Wall
  • 18. • Search any object on view in the museum and map your way there • Scan select objects using augmented reality technology to access additional information • Go on museum-created tours or create your own • Content updates automatically from the backend ArtLens App 2.0
  • 19. Studio Play: What Did and Didn’t Work
  • 20. “[CMA Visitors] have high expectations of what the museum will offer them… and want an experience that they cannot find elsewhere” Elizabeth Bolander, CMA Director of Research and Evaluation
  • 21. New Goals for ArtLens Studio • Barrier-free technology that allows for virtually touch-free interaction • A space for intergenerational learning, ages 5 and up rather than 5 and below • Inspire gallery exploration with greater understanding and enthusiasm • Connect what visitors do in Studio Play with what they see in the museum
  • 23. Studio Play Cleveland Museum of Art on YouTube
  • 30. Zoom
  • 31. Summative Research on New Studio Play, 2016 Overall Experience: 66% rated excellent (5/5), 87% rated 4/5 or 5/5 Elizabeth Bolander
  • 32. WHERE DO WE GO FROM HERE?: ARTLENS EXHIBITION (opening June 2017)
  • 33. Audience Goals • Each component of the ARTLENS Gallery (Studio, App, Wall, and Exhibition) serves as a launching point for visitors, whether casual attendees or lifelong art lovers, to engage with art and connect with the collection • The ArtLens Exhibition will attract non- traditional museum visitors by taking away the intimidation of the art museum and giving visitors the toolset to look closer, dive deeper, and begin a relationship with the collection
  • 34. Reversing the Digital Experience Gallery One ArtLens Exhibition Rendering
  • 35. Intertwining Art and Technology • Art in the Foreground: Instead of touchscreens positioned in front of the artwork, artworks are positioned in the foreground • Featuring a new group of 20 artworks, including masterworks by Edgar Degas and Frank Stella • Barrier-free: building on the success of the barrier-free ArtLens Studio interactives, projections that respond seamlessly to body movement will replace touchscreens
  • 36. Pedagogy and Games • The projection interactive games are centered around themes of: composition, symbols, gestures and emotion, and purpose, developed by a cross-collaborative museum team • 16 new games, including an innovative eye-tracking interactive that will reveal the visitor’s areas of focus on an artwork and compare their view to the artistic intention
  • 37. Symbols: Decode Symbols Identify what symbol belongs in the blurred space and its meaning
  • 38. Purpose: What Am I? Guess the purpose of an object using modern clues
  • 39. Gesture and Emotion: Body Language Match the gestures in an artwork to learn about the meaning
  • 40. Composition: Become an Artist Create original compositions using the color, pattern, and rhythm of abstract works in CMA’s collection
  • 41. Express Yourself: Happy, Sad, Surprised, Confused, Disgust, Neutral
  • 42. ArtLens App Integration ArtLens is the Glue: visitors will be able to dock their device at each interactive and save all artworks they interact with to then find in the galleries, as well as save their user- generated images—no more typing in your email address!
  • 43. Join us for the opening of the ArtLens Exhibition at Solstice, June 2017

Editor's Notes

  1. “Mrs. Irma Wilkinson has questioned the effectiveness of a computer in the Catalogue department”
  2. What is Gallery One? How it came to exist, what it does, emphasis on technology and art interaction Quote source: http://www.nytimes.com/2013/03/21/arts/artsspecial/at-cleveland-museum-of-art-the-ipad-enhances.html
  3. Actually looking closer….
  4. What Worked Space especially for families with young kids High-touch and non-digital interactives Place for parents to decompress, relax while kids (5 and under) played in safe environment
  5. What Didn’t Not fully intergenerational Not engaging for older kids, 5+ Not totally fulfilling mission of Gallery One “Playroom feeling” of the space deterred visitors and families without young children from exploring Gallery One
  6. Goals of new Studio Play
  7. THIS SLIDE HAS VIDEO; only shows up in slideshow mode
  8. Connects visitors to the museum using artworks and artifacts from the collection as the raw materials to create their own artwork Created content is sent to the Studio Play Tumblr or to oneself
  9. Supports visual and verbal literacy within the context of art Fosters further understanding of artworks while providing a connection to the museum’s collection Look closely at elements within works and match or sort based on constituent elements of artworks
  10. Centerpiece of Studio Play 2.0 Self-initiated exploration for visitors to examine the museum’s collection using their own lines and shapes Focuses on details within artworks and objects
  11. Using movement to explore art Allow visitors to dynamically reveal paintings, drawings, and objects from the museum collection using body motion Dramatic movement reveals the content in a looser, abstract way Smaller movements resolve the content in more detail Zoom: magnifies the artwork using body movement, explores details and techniques