The document describes an augmented reality project created by the Smithsonian National Postal Museum to bring their mascot Owney the Dog "to life" through a digital stamp that users could view on their phone or computer to see and interact with Owney, discusses how educators provided feedback on engaging the target audience better, and outlines lessons learned around identifying the goal and audience for the project.
The success of libraries in the future will be determined by its ability to create stories rather than provide them. One way to accomplish this is by putting technology and people together so patrons become creators in makerspaces or other learning environments. Discover great new learning technologies and techniques for patrons, and how to build your new fablab or hackerspace. Arm yourself with facts for having interactive spaces to get buy-in from everyone from staff to public to the IT teams. Lastly, we will discuss ways to continually train and engage the staff so that your environment will constantly evolve.
The success of libraries in the future will be determined by its ability to create stories rather than provide them. One way to accomplish this is by putting technology and people together so patrons become creators in makerspaces or other learning environments. Discover great new learning technologies and techniques for patrons, and how to build your new fablab or hackerspace. Arm yourself with facts for having interactive spaces to get buy-in from everyone from staff to public to the IT teams. Lastly, we will discuss ways to continually train and engage the staff so that your environment will constantly evolve.
This presentation, Unprogramming: Recipes for Successful Programming with School-Age Children & Teens, was part of the 2014 Wild Wisconsin Winter Web Conference and was presented by Marge Loch-Wouters and Amy Koester.
STEAM in the Public Library: Programs & Services for ChildrenAmy Koester
This webinar, presented for Infopeople, introduced STEAM and its place in public library youth services. Topics included programs and services for preschool and school-age children as well as a discussion of resources to support STEAM librarians.
Contrasting the Branded Experience of Legoland from social media and social proximity.
This is what happens when you let a marketing academic have free reign to examine the Legoland social media presence, official and user created, versus the parkland experience (official and self-generated). #operationlegoland goes legit.
Presentation at CUE 2014 Conference focusing on creating Agile Learning Spaces with the flexible, reconfigurable furniture, public platforms and the incorporation of iPad Apps and Apple TV.
Designing Interactive Library Spaces on Limited Budgets - ISLMABrian Pichman
In this session we will discuss the importance of redesigning library spaces to make them more interactive and collaborative. The Evolve Project is a collaborative platform that aims to change the way people see libraries through the injection of technology that fosters collaboration and exploration. See what other libraries have done to build maker spaces, fab labs, and other creative concepts that you can start today!
Create a Personal Learning Network That Works for YouAmy Koester
The Joint Chiefs of the Storytime Underground--Cory Eckert, Kendra Jones, and Amy Koester--gave this webinar to discuss the whats, whys, and hows of creating a personal learning network as a youth services library worker. This webinar was part of the free ALSC Student Sessions.
Diary of a Makerspace (SELF Design Studio at NCLA)Matthew Fisher
When The University of North Carolina’s School of Education decided to design an educational makerspace to instruct pre-service teachers on creating project-based lessons for K-12 students using new technologies, there were few such spaces from which to learn. There were lots of questions... How should we set up? What equipment will be necessary, beneficial, or just fluff? What makes an educational makerspace distinct from a community or academic makerspace? How can we best share our and our students’ successes?
The SELF (Student Education Learning Factory) Design Studio, opened in October 2014. This session discusses what we learned in the past year regarding furnishing, organizing, and equipping the makerspace. Learn how to set up a successful educational makerspace! (In this session we will not discuss construction or budgets.)
ISTE Librarian Network Makerspace ForumDiana Rendina
Makerspaces are being incorporated into both school and public library settings. If you are thinking about creating your own makerspace or would like to hear about how some colleagues at various levels, plus an administrator, are including makerspaces in their schools, this panel discussion is for you. Panel presentation by Elissa Malespina, Heidi Neltner, Diana Rendina, Tiffany Whitehead and Sarah Winchowky
What does it mean to Evolve? Why do Libraries need to Evolve? Through this session, Brian Pichman of the Evolve Project will discuss the importance of redesigning library spaces to make them more interactive and collaborative. The Evolve Project is a collaborative platform that aims to change the way people see libraries through the injection of technology that fosters collaboration and exploration. These technologies include laser tag, Sphero Balls, Sifteo Cubes, interactive Legos, and so much more! See what other libraries have done to build maker spaces, fab labs, and other creative concepts that you can start today!
This presentation was given at the School Library Association of New Zealand Aotearoa (SLANZA) conference in 2013. It focusses on what gamification is and how to use game elements to bring fun into the library. For further information have a look at http://librarygamification.weebly.com/ which has articles and videos I used in my research. Updated on 15 June prior to my SLANZA presentation at Kerikeri.
STEAM Programs for Youth: Webinar for TXAmy Koester
These slides accompanied a September 2015 webinar for the Texas State Library on the topic of STEAM programming in libraries for preschool and school-age children.
For a Child Audience: Mock Award Programs in the LibraryAmy Koester
These slides accompanied a talk on mock award programs in the library--including school/public library partnerships--for the 2016 Missouri Association of School Librarians Fall Professional Development Day.
This is the first of two presentations conducted back-to-back at the Institute for Learning Innovation at the University of Leicester on 5th April 2013. The second part is at https://www.slideshare.net/Mark_Childs/space-embodiment-identity/ There is a video of me talking using these slides at https://vimeo.com/68847832
Judy Perry- MIT Scheller Teacher, Education Program LabSeriousGamesAssoc
“Informal Learning Using Augmented Reality Games”
How can augmented reality (AR) games played on smart phones extend informal educational opportunities? What challenges arise when you put digital learning experiences in typically low-tech environments? See what happened during recent pilot projects at zoos, nature centers and living history museums who used MIT STEP lab’s TaleBlazer AR platform.
This presentation, Unprogramming: Recipes for Successful Programming with School-Age Children & Teens, was part of the 2014 Wild Wisconsin Winter Web Conference and was presented by Marge Loch-Wouters and Amy Koester.
STEAM in the Public Library: Programs & Services for ChildrenAmy Koester
This webinar, presented for Infopeople, introduced STEAM and its place in public library youth services. Topics included programs and services for preschool and school-age children as well as a discussion of resources to support STEAM librarians.
Contrasting the Branded Experience of Legoland from social media and social proximity.
This is what happens when you let a marketing academic have free reign to examine the Legoland social media presence, official and user created, versus the parkland experience (official and self-generated). #operationlegoland goes legit.
Presentation at CUE 2014 Conference focusing on creating Agile Learning Spaces with the flexible, reconfigurable furniture, public platforms and the incorporation of iPad Apps and Apple TV.
Designing Interactive Library Spaces on Limited Budgets - ISLMABrian Pichman
In this session we will discuss the importance of redesigning library spaces to make them more interactive and collaborative. The Evolve Project is a collaborative platform that aims to change the way people see libraries through the injection of technology that fosters collaboration and exploration. See what other libraries have done to build maker spaces, fab labs, and other creative concepts that you can start today!
Create a Personal Learning Network That Works for YouAmy Koester
The Joint Chiefs of the Storytime Underground--Cory Eckert, Kendra Jones, and Amy Koester--gave this webinar to discuss the whats, whys, and hows of creating a personal learning network as a youth services library worker. This webinar was part of the free ALSC Student Sessions.
Diary of a Makerspace (SELF Design Studio at NCLA)Matthew Fisher
When The University of North Carolina’s School of Education decided to design an educational makerspace to instruct pre-service teachers on creating project-based lessons for K-12 students using new technologies, there were few such spaces from which to learn. There were lots of questions... How should we set up? What equipment will be necessary, beneficial, or just fluff? What makes an educational makerspace distinct from a community or academic makerspace? How can we best share our and our students’ successes?
The SELF (Student Education Learning Factory) Design Studio, opened in October 2014. This session discusses what we learned in the past year regarding furnishing, organizing, and equipping the makerspace. Learn how to set up a successful educational makerspace! (In this session we will not discuss construction or budgets.)
ISTE Librarian Network Makerspace ForumDiana Rendina
Makerspaces are being incorporated into both school and public library settings. If you are thinking about creating your own makerspace or would like to hear about how some colleagues at various levels, plus an administrator, are including makerspaces in their schools, this panel discussion is for you. Panel presentation by Elissa Malespina, Heidi Neltner, Diana Rendina, Tiffany Whitehead and Sarah Winchowky
What does it mean to Evolve? Why do Libraries need to Evolve? Through this session, Brian Pichman of the Evolve Project will discuss the importance of redesigning library spaces to make them more interactive and collaborative. The Evolve Project is a collaborative platform that aims to change the way people see libraries through the injection of technology that fosters collaboration and exploration. These technologies include laser tag, Sphero Balls, Sifteo Cubes, interactive Legos, and so much more! See what other libraries have done to build maker spaces, fab labs, and other creative concepts that you can start today!
This presentation was given at the School Library Association of New Zealand Aotearoa (SLANZA) conference in 2013. It focusses on what gamification is and how to use game elements to bring fun into the library. For further information have a look at http://librarygamification.weebly.com/ which has articles and videos I used in my research. Updated on 15 June prior to my SLANZA presentation at Kerikeri.
STEAM Programs for Youth: Webinar for TXAmy Koester
These slides accompanied a September 2015 webinar for the Texas State Library on the topic of STEAM programming in libraries for preschool and school-age children.
For a Child Audience: Mock Award Programs in the LibraryAmy Koester
These slides accompanied a talk on mock award programs in the library--including school/public library partnerships--for the 2016 Missouri Association of School Librarians Fall Professional Development Day.
This is the first of two presentations conducted back-to-back at the Institute for Learning Innovation at the University of Leicester on 5th April 2013. The second part is at https://www.slideshare.net/Mark_Childs/space-embodiment-identity/ There is a video of me talking using these slides at https://vimeo.com/68847832
Judy Perry- MIT Scheller Teacher, Education Program LabSeriousGamesAssoc
“Informal Learning Using Augmented Reality Games”
How can augmented reality (AR) games played on smart phones extend informal educational opportunities? What challenges arise when you put digital learning experiences in typically low-tech environments? See what happened during recent pilot projects at zoos, nature centers and living history museums who used MIT STEP lab’s TaleBlazer AR platform.
As more and more art museums develop multimedia and mobile guides to be part of their interpretive offerings for visitors, some are developing guides specifically for family audiences. The Nelson-Atkins Museum of Art and the Whitney Museum of American Art have both made that decision, and are using evaluation to develop and refine their guides in order to provide engaging and valuable experiences for families. A front-end study at the Nelson-Atkins surveyed parents about their preferences for mobile guide content from their own perspectives as adult learners, from their perspectives as parents, and from the perspectives of their children. A summative study of the Whitney’s Biennial 2012 multimedia guide explored the ways families use this type of interpretive device, as well as the their perspectives about the impact and value of the multimedia guide experience. Hear what lessons have been learned through evaluation at these two museums about developing family multimedia and mobile tours, and discover how they are impacting family visitor experiences.
Crowdsourcing to Community Sourcing: Open Authority in Digital Engagement Pro...Lori Byrd-McDevitt
Notes for a presentation at the American Alliance of Museums Annual Meeting, May 2014 in Seattle, Washington, discussing The Children's Museum of Indianapolis Digital Engagement Project, 100 Toys that Define Our Childhood, as an example of Open Authority and Community Sourcing in museums. Other panelists included Dan Davis from the Smithsonian's National Museum of the American Indian, Jeffrey Inscho of the Carnegie Museum of Art, and Petra Pankow of the Monclair Art Museum.
A presentation and workshop about collaborative design with children in the Étui project, made by Richard Millwood and Dai Griffiths at the Contagious Creativity conference held by FutureLab in Bristol June 2002.
Presentation for Workshop #16:
There are a ton of great ideas out there using new technologies and great content to attract and retain teen users in the library. This workshop demonstrates how guitars, video, 3D printing, laser tag, iPhone apps, and more can be tied to programs and library use to engage teens and attract them to the library in any community. And, just as important is how to tie this to their needs for homework help, social needs, and reading. The team of presenters is comprised of on-the-ground, in-the-field teen librarians.
Not all Screen Time is Created Equal: Developing interactives that transcend ...Jane Alexander
As the debate continue over technology for children, like what the right age is for a child’s first smartphone, the Cleveland Museum of Art is exploring ways to use digital interactive experiences to facilitate learning and play. By focusing on technology as a platform rather than technology for technology’s sake, we have attempted to most past the screen-time debate into kinesthetic and action-based experiences. The new Studio Play is a manifestation of human-centered design, focusing on ways that screens can become irrelevant as users employ technology to further their creativity and curiosity. Explore how the CMA team, working with Design I/O, attempted to consider the intricacies of designing interactives that feel relevant for a broad range of audiences, from school age children, to teens, to adults. Consider the ways that the team placed the needs of the visitor at the of the design process. Finally, understand how the space was developed to offer visitors variety, from small motor and large motor activities, from knowledge-based games to creativity-based experiences, from close-looking activities to exploratory virtual art-making. The final product, an experience that places the visitor into the position of actor, can convince even the most screen-critical visitors that technology, screen-based or not, can truly enhance the museum-going experience. Come learn about how the CMA found that balance in the latest iteration of Studio Play.
Invited workshop for the Humanities Research Center at Rice University, 7 March 2016.
This workshop will provide an overview of crowdsourcing in cultural heritage and consider the ethics and motivations for participation. International case studies will be discussed to provide real life illustrations of design tips and to inspire creative thinking.
MW2010: J. Doyle + M. Doyle, Mixing Social Glue with Brick and Mortar: Experi...museums and the web
A presentation from Museums and the Web 2010.
We present the results of a case study testing Open Museum’s Mobile service in partnership with the Hood Museum of Art at Dartmouth College. We explore preferences, challenges, and barriers to use for the various participants (including visitors, our museum partners and Open Museum itself) and look at the lessons learned about the technical, content, and social aspects of a mobile Web access project in museums.
Session: Mobiles: A Panel [mobile]
see http://www.archimuse.com/mw2010/abstracts/prg_335002271.html
How do you measure a relationship? Non-scientific lessons from a target audie...Erin Blasco
Erin Blasco's talk at "Defining and measuring social media success in museums and arts organizations" on Feb. 22, 2013 at NMAI, Part of Social Media Week DC.
Defining and measuring social media success in museums: How do you measure a ...Erin Blasco
Very short talk for Social Media Week DC 2013 about how to measure the impact or health of an outreach project that uses social media as one of its tools.
Celebrating the Centennial of Airmail at the National Postal MuseumErin Blasco
Carrying three letters, groceries, and copies of the local newspaper, Fred Wiseman piloted a plane between Petaluma to Santa Rosa, California, possibly the first airmail flight! He took off on February 17, 1911, but made a forced landing due to engine trouble. He completed the flight the next day. The Smithsonian National Postal Museum celebrated his flight with a family festival on Saturday, February 19, 2011. Enjoy photos and anecdotes from the day!
Celebrating the Centennial of Airmail at the Postal MuseumErin Blasco
Carrying three letters, groceries, and copies of the local newspaper, Fred Wiseman piloted a plane between Petaluma to Santa Rosa, California, possibly the first airmail flight! He took off on February 17, 1911, but made a forced landing due to engine trouble. He completed the flight the next day.
The Smithsonian National Postal Museum celebrated his flight with a family festival on Saturday, February 19, 2011. Enjoy photos and anecdotes from the day!
National Postal Museum Holiday Card Workshop 2010Erin Blasco
Saturday’s Holiday Card Workshop has been over for about 72 hours and the workshop volunteers and I are still finding glitter in our hair, shoes, and clothes! About 140 people participated in this popular card-making workshop this year, which was led by Thalia Doukas, a local artist with a flair for festive, heartfelt holiday cards and crafting techniques. Take a look at some of the photos we took during the 2010 workshop!
Slack (or Teams) Automation for Bonterra Impact Management (fka Social Soluti...Jeffrey Haguewood
Sidekick Solutions uses Bonterra Impact Management (fka Social Solutions Apricot) and automation solutions to integrate data for business workflows.
We believe integration and automation are essential to user experience and the promise of efficient work through technology. Automation is the critical ingredient to realizing that full vision. We develop integration products and services for Bonterra Case Management software to support the deployment of automations for a variety of use cases.
This video focuses on the notifications, alerts, and approval requests using Slack for Bonterra Impact Management. The solutions covered in this webinar can also be deployed for Microsoft Teams.
Interested in deploying notification automations for Bonterra Impact Management? Contact us at sales@sidekicksolutionsllc.com to discuss next steps.
UiPath Test Automation using UiPath Test Suite series, part 4DianaGray10
Welcome to UiPath Test Automation using UiPath Test Suite series part 4. In this session, we will cover Test Manager overview along with SAP heatmap.
The UiPath Test Manager overview with SAP heatmap webinar offers a concise yet comprehensive exploration of the role of a Test Manager within SAP environments, coupled with the utilization of heatmaps for effective testing strategies.
Participants will gain insights into the responsibilities, challenges, and best practices associated with test management in SAP projects. Additionally, the webinar delves into the significance of heatmaps as a visual aid for identifying testing priorities, areas of risk, and resource allocation within SAP landscapes. Through this session, attendees can expect to enhance their understanding of test management principles while learning practical approaches to optimize testing processes in SAP environments using heatmap visualization techniques
What will you get from this session?
1. Insights into SAP testing best practices
2. Heatmap utilization for testing
3. Optimization of testing processes
4. Demo
Topics covered:
Execution from the test manager
Orchestrator execution result
Defect reporting
SAP heatmap example with demo
Speaker:
Deepak Rai, Automation Practice Lead, Boundaryless Group and UiPath MVP
Dev Dives: Train smarter, not harder – active learning and UiPath LLMs for do...UiPathCommunity
💥 Speed, accuracy, and scaling – discover the superpowers of GenAI in action with UiPath Document Understanding and Communications Mining™:
See how to accelerate model training and optimize model performance with active learning
Learn about the latest enhancements to out-of-the-box document processing – with little to no training required
Get an exclusive demo of the new family of UiPath LLMs – GenAI models specialized for processing different types of documents and messages
This is a hands-on session specifically designed for automation developers and AI enthusiasts seeking to enhance their knowledge in leveraging the latest intelligent document processing capabilities offered by UiPath.
Speakers:
👨🏫 Andras Palfi, Senior Product Manager, UiPath
👩🏫 Lenka Dulovicova, Product Program Manager, UiPath
Connector Corner: Automate dynamic content and events by pushing a buttonDianaGray10
Here is something new! In our next Connector Corner webinar, we will demonstrate how you can use a single workflow to:
Create a campaign using Mailchimp with merge tags/fields
Send an interactive Slack channel message (using buttons)
Have the message received by managers and peers along with a test email for review
But there’s more:
In a second workflow supporting the same use case, you’ll see:
Your campaign sent to target colleagues for approval
If the “Approve” button is clicked, a Jira/Zendesk ticket is created for the marketing design team
But—if the “Reject” button is pushed, colleagues will be alerted via Slack message
Join us to learn more about this new, human-in-the-loop capability, brought to you by Integration Service connectors.
And...
Speakers:
Akshay Agnihotri, Product Manager
Charlie Greenberg, Host
Let's dive deeper into the world of ODC! Ricardo Alves (OutSystems) will join us to tell all about the new Data Fabric. After that, Sezen de Bruijn (OutSystems) will get into the details on how to best design a sturdy architecture within ODC.
Kubernetes & AI - Beauty and the Beast !?! @KCD Istanbul 2024Tobias Schneck
As AI technology is pushing into IT I was wondering myself, as an “infrastructure container kubernetes guy”, how get this fancy AI technology get managed from an infrastructure operational view? Is it possible to apply our lovely cloud native principals as well? What benefit’s both technologies could bring to each other?
Let me take this questions and provide you a short journey through existing deployment models and use cases for AI software. On practical examples, we discuss what cloud/on-premise strategy we may need for applying it to our own infrastructure to get it to work from an enterprise perspective. I want to give an overview about infrastructure requirements and technologies, what could be beneficial or limiting your AI use cases in an enterprise environment. An interactive Demo will give you some insides, what approaches I got already working for real.
The Art of the Pitch: WordPress Relationships and SalesLaura Byrne
Clients don’t know what they don’t know. What web solutions are right for them? How does WordPress come into the picture? How do you make sure you understand scope and timeline? What do you do if sometime changes?
All these questions and more will be explored as we talk about matching clients’ needs with what your agency offers without pulling teeth or pulling your hair out. Practical tips, and strategies for successful relationship building that leads to closing the deal.
Epistemic Interaction - tuning interfaces to provide information for AI supportAlan Dix
Paper presented at SYNERGY workshop at AVI 2024, Genoa, Italy. 3rd June 2024
https://alandix.com/academic/papers/synergy2024-epistemic/
As machine learning integrates deeper into human-computer interactions, the concept of epistemic interaction emerges, aiming to refine these interactions to enhance system adaptability. This approach encourages minor, intentional adjustments in user behaviour to enrich the data available for system learning. This paper introduces epistemic interaction within the context of human-system communication, illustrating how deliberate interaction design can improve system understanding and adaptation. Through concrete examples, we demonstrate the potential of epistemic interaction to significantly advance human-computer interaction by leveraging intuitive human communication strategies to inform system design and functionality, offering a novel pathway for enriching user-system engagements.
GraphRAG is All You need? LLM & Knowledge GraphGuy Korland
Guy Korland, CEO and Co-founder of FalkorDB, will review two articles on the integration of language models with knowledge graphs.
1. Unifying Large Language Models and Knowledge Graphs: A Roadmap.
https://arxiv.org/abs/2306.08302
2. Microsoft Research's GraphRAG paper and a review paper on various uses of knowledge graphs:
https://www.microsoft.com/en-us/research/blog/graphrag-unlocking-llm-discovery-on-narrative-private-data/
GDG Cloud Southlake #33: Boule & Rebala: Effective AppSec in SDLC using Deplo...James Anderson
Effective Application Security in Software Delivery lifecycle using Deployment Firewall and DBOM
The modern software delivery process (or the CI/CD process) includes many tools, distributed teams, open-source code, and cloud platforms. Constant focus on speed to release software to market, along with the traditional slow and manual security checks has caused gaps in continuous security as an important piece in the software supply chain. Today organizations feel more susceptible to external and internal cyber threats due to the vast attack surface in their applications supply chain and the lack of end-to-end governance and risk management.
The software team must secure its software delivery process to avoid vulnerability and security breaches. This needs to be achieved with existing tool chains and without extensive rework of the delivery processes. This talk will present strategies and techniques for providing visibility into the true risk of the existing vulnerabilities, preventing the introduction of security issues in the software, resolving vulnerabilities in production environments quickly, and capturing the deployment bill of materials (DBOM).
Speakers:
Bob Boule
Robert Boule is a technology enthusiast with PASSION for technology and making things work along with a knack for helping others understand how things work. He comes with around 20 years of solution engineering experience in application security, software continuous delivery, and SaaS platforms. He is known for his dynamic presentations in CI/CD and application security integrated in software delivery lifecycle.
Gopinath Rebala
Gopinath Rebala is the CTO of OpsMx, where he has overall responsibility for the machine learning and data processing architectures for Secure Software Delivery. Gopi also has a strong connection with our customers, leading design and architecture for strategic implementations. Gopi is a frequent speaker and well-known leader in continuous delivery and integrating security into software delivery.
Key Trends Shaping the Future of Infrastructure.pdfCheryl Hung
Keynote at DIGIT West Expo, Glasgow on 29 May 2024.
Cheryl Hung, ochery.com
Sr Director, Infrastructure Ecosystem, Arm.
The key trends across hardware, cloud and open-source; exploring how these areas are likely to mature and develop over the short and long-term, and then considering how organisations can position themselves to adapt and thrive.
Accelerate your Kubernetes clusters with Varnish CachingThijs Feryn
A presentation about the usage and availability of Varnish on Kubernetes. This talk explores the capabilities of Varnish caching and shows how to use the Varnish Helm chart to deploy it to Kubernetes.
This presentation was delivered at K8SUG Singapore. See https://feryn.eu/presentations/accelerate-your-kubernetes-clusters-with-varnish-caching-k8sug-singapore-28-2024 for more details.
Leading Change strategies and insights for effective change management pdf 1.pdf
Mobile review: Owney AR app and Agents of Change Game
1. Owney the Dog’s Augmented
Reality Project
By Erin Blasco and Allison
Wickens,
Smithsonian National Postal
Museum
2. Augmented Reality
• An enhanced/augmented way to view the
world around you through computer-
generated sensory input (video, graphics,
GPS data)
• A layer over reality that adds more info or
something cool
• Triggered by a marker
3. Owney’s AR
• Bring his stamp
“to life”
• See and hear
Owney run,
bark, and sit
• Accessible via
the web or
iPhone
4. Group Makeup
• Opportunity came via OCIO
and 3D imaging
• The director’s interest
sparked the project
• One of the director’s goals
was to impress a partner and
increase promotion
5. Motivated by Opportunity, Not a
Goal
• Create something unique that would spark
interest in Owney
• Use AR as an entry point to deeper
understanding of his story
• For most components of the Owney
project, early elementary kids were the
target
6. How Were Educators Involved?
• Two outside groups worked together,
OCIO and AR contractors, on a tight
timeline. NPM sometimes out of the loop.
• Educators wanted more “meat,” a clearer
relationship between the AR and greater
project, better audience entry points
• Sound effects included to hint at Owney’s
story
• Would a voiceover or historical context
make it too boring?
7. How Has it Worked?
• Owney’s social media fans
– Facebook.com/Owney or @OwneytheDog
• Teacher focus group
• OP&A observation:
– Younger kids enjoyed it most; mesmerized
– Kids enjoyed turning him upside down,
“petting” him, manipulating the AR
– Younger folks more tenacious in getting it
to work
– Difficult to gauge if it sparked curiosity
– Older folks gave up quickly
8. Lessons Learned
• Identify the target audience and goal (duh)
• If sparkly technology is an “entry point” to
deeper learning, think about where
and how people will actually enter.
• How important was interactability?
• Choose the “trigger” carefully
• Contrast to the e-book project
• Challenges of contracting at SI
9. But What if…
• … we HAD
thought of the
goal and
target
audience
first?
• Would we
have
stumbled
upon AR as
the best tool?
• If so, how
would we
11. The 101
• Game developed by Green Door Labs
• Free, non-commercial, not owned by SI
• Girl Scouts Rock the Mall = a test
audience
• Target : middle school aged Girl Scouts
• Played all over DC sites
• Three parts: sign up and discuss at home
computer; play on iPhone or camera while
in DC; return to home computer to vote
12. Outcomes
• Through participating in game play, Girl Scouts
increase their level of engagement in looking at,
discussing, and exploring museum objects, exhibits,
and ideas. The game gives Girl Scouts a mission to
complete or filter through which to view their museum
visit and structure museum exploration:
– In the short term, this increases their linger time at objects,
increases the level of discourse about museum objects
and topics, and provides a social activity that does not
detract from connecting with museum topics.
– In the medium term, it prompts thinking about the value of
museum objects (personally and globally) and impacts
attitudes towards museum objects (not just old and dusty).
– In the long term, participating in the game impacts Girl
Scouts’ ability to interpret objects, identify the multiple
meanings of objects, and evaluate the importance of
objects.
13. Game narrative
• You’re in the future. Post-apocalyptic
world.
• Travel to the past to collect objects to re-
boot life on earth.
• Photograph the objects, upload them, tag
by category.
• Vote for best ones to bring to the future.
14. Evaluation
• Q1: Does the game provide
a meaningful layer to the
museum experience?
• Q2: Does the game
narrative (gathering objects
to bring to the destroyed
future to change the world)
impact the museum visit?
• Q3: Does taking photos
end up being a meaningful
activity to do in the
museum?
15. Q1 and Q2: Does the game provide a
meaningful layer to the museum
experience?
• Mild familiarity
• A lot going on
• Useful lens when
prompted
16. Q2: Does it impact the visit?
• Looked at different things in the
museum
“It is fun to
• Increased look time take
• Fun have gone straight pictures.”
“I would
for the cars, but now I looked
for things like the cotton gin. I “If you like [the
think it‟s interesting because objects], you can
would have gone home and take pictures to
not paid attention to remember it.”
exhibition.”
“The more you look at something the more you
think „oh that‟s interesting.‟”
17. Q3: Does taking photos end up
being a meaningful activity to do in
the museum?
• Natural behavior
• Social behavior
• Memory
• Interpreting
photographed
objects
18. Keep
• Keep:
– Photo-taking
– Dark hook
– Playable across SI
• Change:
– Better connect photo taking and critical
thinking
– Better ending and post-visit activity
Editor's Notes
Owney’s getting a stamp in July! Hurry and make it special!
Larger team worked together to create other Owney projectsSub-set of that team involved in AR
Wasn't publicly available upon stamp issue Teacher focus group:In developing the curriculum, I demoed the AR for a group of teachers who were providing ideas on how to use Owney in the classroom. Cool is what they said when they saw it, but no one, even when I pressed, could think of a good way to use it in the classroom beyond an ice-breaker sort of introduction to OwneyOwney’s social media fans thought they didn’t have the tech to do it. His core followers didn’t find it relevant to their interests—and we don’t think it really brought in a lot of new people, according to “why did you decide to follow Owney on social media?” question responses.
5. Lessons learned: a. Identify the target audience. Build goals and communication plans around it. Stamp collectors and people who stumble upon the stamp at USPS had to take their own initiative to discover the AR component to the stamp because there was no info packaged with the stamp itself—the technology didn’t magically build its own audience. Young people enjoyed the AR the most but it wasn’t really usable in classrooms, school tours, or public programs—it’s a cool little “trick” but doesn’t advance educational goals enough to merit inclusion when time is valuable. People who enjoy AR technology (typically folks “in the business”) liked the technological aspect and may have become aware of Owney through this project but didn’t really advance to explore Owney history or move beyond this one element. b. If sparkly technology is an “entry point” to deeper learning, think about where and how people will actually enter. The AR wasn’t referred to anywhere in the physical museum. That stamp isn’t part of the exhibit and there weren’t postcards or bookmarks promoting the AR. The app and website were mostly used by people who already knew about Owney via some other entry point (typically social media). They may have enjoyed the AR but they weren’t getting their first taste of Owney’s history—they were already insiders and the AR didn’t offer them a new place to go or new learning outcomes. It’s probable that very few people found the app or AR website and were introduced to Owney in this way—we have much stronger entry points. c. Was Owney’s AR interactive just for the fun of being interactive? A brief intro video about Owney probably would have accomplished educators’ goals better than the AR—but a video is very passive. The AR did have the advantage of being manipulable, but did it really add anything to the experience? If kids could have “petted” Owney to trigger him telling them his story, that might have been really rich. But turning him upside-down or making him jump didn’t necessarily increase learning, though it did increase interaction time. {not only interaction time, I think you can safely say it increased engagement with those kids at the opening.} d. Choose the “trigger” carefully. Decision to make stamp the trigger meant you had to have one or print one but it also meant it seemed to be promoting stamp sales—and USPS never really promoted the AR element or its connection to NPM. Wonder how it would have been different if a historic photo of Owney had been the trigger. {this is a larger issue of being one active side of a partnership. USPS couldn't promote anything because the timing was so tight and they have a much bigger infrastructure and larger customer base than NPM/SI. We thought we had given ourselves enough time to work with them, but the technology was slower to develop and we didn't meet milestones when we needed to for their involvement. This is the big reason for their non-involvement in the promotion end of things.} e. Think about the strengths of the technology (in this case, adding a new layer to physical reality) and try to fit it to the project goals. Augmented reality is partially about making reality better. It was cool to hold Owney in the palm of your hand but it didn’t really enhance the environment you were in. AR apps that include GPS can tell you where highly rated restaurants are located if you hold it up to the street—this is a situation in which it makes a lot of sense to overlay this computer-generated layer over your physical surroundings. Maybe other types of technology could have “brought Owney to life” or introduced people to Owney’s story—the element of enhancing the person’s environment wasn’t highly essential. In the end, educators may have been happier with a simple, well-animated video in which Owney briefly tells the story of his life to answer the question, “Who is Owney the dog?” This would be an entry point that would spark interest and move viewers beyond sparkle/technology to actually learn a little about Owney. (However, this would be less interactive.) f. In contrast to the e-book project? {In another mobile project, we did develop an animated version of Owney's story. It was another first-time development project for NPM and again, originated from OCIO's suggestions and involvement. This project faced many similar limitations: access to give feedback during development, reliance on communication between external folks. What it had, though, is a looser time-frame with no hard-fast launch date (still yet to be launched) and an opportunity to meet with developers to convey critical content and education goals. In establishing those at the start, we were able to push-back in ways they had altered from our original stated goals. In this case, the technology was still suggested to us, but we were able to create a product that met an existing need for the education department and the audiences it serves.