The Cleveland Museum of Art created Gallery One to build audiences by providing a fun and engaging environment for visitors with all levels of knowledge about art. Gallery One opened to the public, January 21, 2103 This session will address the three questions most frequently asked by colleagues: 1) Is the concept behind Gallery One working? We will take a look at the inaugural year of Gallery One. We will discuss gaming & playful experiences through the Gallery One Lenses. We will take a closer look at the ArtLens iPad app and share the museum's findings, including the audience research team's immersive study involving observations and intercept interviews with visitors. In addition, we will review analytics of the interactives, including the iPad app's onsite vs. offsite visitor experience, and discuss how the Collection Wall and ArtLens app are being utilized by visitors as tools for discovery and for creating new pathways through the museum's collections. 2) How can the museum sustain Gallery One? We will address the museum's digital media strategy, including 1) how the backend systems and staff workflows have been adjusted to maintain the "big data," and 2) support for operating costs, from content development to hardware. We will also speak to new content development strategies for the iPad app that ensure as many objects as possible have rich media interpretation. 3) What are the next steps? What is Gallery One 2.0? - We will discuss plans for refreshed art installations and interactive technology in Gallery One. We will demonstrate the museum's new ArtLens for iPhone and Android. We will also share our process in adapting the iPad app functionality and content to the smaller device. And we will show how the Collections Wall is being leveraged to promote major exhibitions, and as a tool for gauging visitor interest in themes under development for permanent collection installations, exhibitions, and educational program development
Moving Ground Zero: Implementing Digital Strategy at the Cleveland Museum of ArtJane Alexander
Three years ago, the Cleveland Museum of Art chose to leverage technology to support its lofty goals of artistic excellence, scholarship, and community engagement. The museum developed and implemented a comprehensive digital strategy to activate its world-class collection, connect art and people, promote new scholarship and support research, promote on site and online attendance, increase financial support, promote both external and internal collaboration, and help staff work smarter by targeting artwork information, interpretive content, research resources, and supporter-relationship data.
This paper will explore the scope and core elements the CMA’s digital strategy; staffing requirements and the interdepartmental steering team put in place to guide digital strategy; the backend systems put in place to support flexible access, both in theory and practice; and the effort required to pull everything together for recent high-profile information-based projects including Gallery One, ArtLens for iPad and smartphone, Collection Online, Central Table, and cloud-based Archival Repository.
The combination of master data and backend systems has moved ‘ground zero,’ and eliminated the need to start from scratch. This paper will summarize the process put in place to review the needs and guide implementation for new technology projects, reflect on lessons learned, provide practical advice for practically eliminating ‘one off’ projects.
Invisible Architectures - Supporting Public-Facing TechnologiesJane Alexander
Technology has become a common aspect of the museum visitor experience. Kiosks, mobile apps, ticket sales, signage, etc. combine to create the integrated experience our visitors expect. In order to provide this experience, these systems can no longer be developed and maintained as separate parts. It is necessary for interactive systems to share data and media, point of sale systems to share visitor data, and signage systems to link to event scheduling.
Supporting these systems has a significant impact on the museum’s technology infrastructure and systems. Networks have to support ubiquitous Wi-Fi for visitors, deliver streaming content to kiosks and apps, and support location based technologies. Collection Information and digital asset management systems have to be adapted to provide content to support interpretive projects in galleries and online. Multiple visitor information systems have to be integrated to provide the personal experience the visitor expects. All of this technology has to be kept running and updated.
Panelists will discuss specific projects at their institutions and how they are addressing these challenges followed by a QA session. Jane Alexander; Chief Information Officer, The Cleveland Museum of Art will present “Beyond Beta - CMA’s iBeacon Technology is Live” which describes how iPad, iPhone and Android smart devices engage 270 Bluetooth iBeacons that triangulate visitor location within one meter offering a seamless and rich experience of each work assimilating art history and education with intuitive essential video, audio, text and still-image content. Jane will also discuss how CMA’s analysis of visitor engagement and changing tastes and trends in visitor experience, guide exhibit layout and support materials as well as shape next iterations of CMA’s app ware.
Brian Dawson; Chief Digital Officer, Canada Science and Technology Museums Corporation will present ‘Digital Reboot: Building and Invisible Architecture from the ground up.” The Canada Science and Technology Museum is closed for major renovations until 2017, in which the museum experience is being completely rebuilt. The museum is undergoing a digital transformation, including a complete "reboot" of the digital experience. Brian will outline the approach taken by CSTM in rebooting the museum experience, highlighting lessons that should be broadly applicable to other institutions.
Bill Weinstein; The John H. McFadden and Lisa D. Kabnick Director of Information and Interpretive Technologies, Philadelphia Museum of Art will present “0 to 60 in no time” which describes how the IT department has had to adapt and grow the infrastructure and back end systems to accommodate to the increased usage of technology in the galleries. Bill will discuss the development of hardware standards for interactives, installation of supporting infrastructure, development of databases to track usage and how these projects affect budging and fundraising.
Panel Discussion, The Future of the Museum: TechnologyJane Alexander
Panel Discussion, The Future of the Museum: Technology
Monday, February 10, 2014 - 6:00pm - 7:00pm
This event is open to the public.
SOLD OUT
A century ago, the “new technology” in American museums was electric lights. Today,Enrico Meneghelli (1853-after 1912), Studio Interior, 1879. Oil on panel, 35.6 x 24.8 cm. Boston Athenxum purchase in honor of Rodney Armstrong, with funds provided by several anonymous donors, 2008. with the advent of computers, the Internet, flat panel touch screens, and myriad portable electronic devices, museums have a huge range of technologies to explore and use in carrying out their missions. This second of three panels on “The Future of the Museum” explores how the rapidly developing digital revolution is affecting these traditionally conservative institutions. Is new technology a threat or an opportunity? Which museums are in the forefront of using these powerful tools?
Three innovating technology specialists, including Jane Alexander, chief information officer, The Cleveland Museum of Art; Teresa Lai, senior manager of online publications, senior producer in the Creative Production Division of the Digital Media Department, The Metropolitan Museum of Art, New York; and Amit Sood, head of the Google Art Project, will discuss the challenges and delights of bringing technology to the museum world.
Cloud Expo 2014 Making the Internet of Things (IoT) Charmingfcohenvotsh
WAVES is the modern Cloud connected light-up speaker for your desk, wall, or wherever. It creates a fun, calming, and charming light show when playing your music automatically, and plays light and sound shows created by other people in the WAVES online community, and makes it easy for you to craft your own shows. In this session Frank Cohen will show you WAVES from the inside-out as a new platform built the latest Internet of Things (IoT) technology. WAVES is supported by the Arduino Pinoccio global tech movement. WAVES innovated the first use of Processing.org sketch animation objects to drive distributed light and sound shows.
Keynote presentation for NoSQL Now! 2014 conference.
* Why there will be Internet of Things as commonly conceived
* The IoT as a Big Data problem
* The rise of Big Metadata
* Imagining the Internet of Light Bulbs
* Systems Thinking and Light Bulb Architecture
* The 'WItnesses' Principle
* Security and Privacy with the IoT
* A Species and its Data
This is what the PowerPoint looks like so far. I think we might need to rearrange the slides though to make it flow smoother, but I'm not sure. Let me know what you think.
Moving Ground Zero: Implementing Digital Strategy at the Cleveland Museum of ArtJane Alexander
Three years ago, the Cleveland Museum of Art chose to leverage technology to support its lofty goals of artistic excellence, scholarship, and community engagement. The museum developed and implemented a comprehensive digital strategy to activate its world-class collection, connect art and people, promote new scholarship and support research, promote on site and online attendance, increase financial support, promote both external and internal collaboration, and help staff work smarter by targeting artwork information, interpretive content, research resources, and supporter-relationship data.
This paper will explore the scope and core elements the CMA’s digital strategy; staffing requirements and the interdepartmental steering team put in place to guide digital strategy; the backend systems put in place to support flexible access, both in theory and practice; and the effort required to pull everything together for recent high-profile information-based projects including Gallery One, ArtLens for iPad and smartphone, Collection Online, Central Table, and cloud-based Archival Repository.
The combination of master data and backend systems has moved ‘ground zero,’ and eliminated the need to start from scratch. This paper will summarize the process put in place to review the needs and guide implementation for new technology projects, reflect on lessons learned, provide practical advice for practically eliminating ‘one off’ projects.
Invisible Architectures - Supporting Public-Facing TechnologiesJane Alexander
Technology has become a common aspect of the museum visitor experience. Kiosks, mobile apps, ticket sales, signage, etc. combine to create the integrated experience our visitors expect. In order to provide this experience, these systems can no longer be developed and maintained as separate parts. It is necessary for interactive systems to share data and media, point of sale systems to share visitor data, and signage systems to link to event scheduling.
Supporting these systems has a significant impact on the museum’s technology infrastructure and systems. Networks have to support ubiquitous Wi-Fi for visitors, deliver streaming content to kiosks and apps, and support location based technologies. Collection Information and digital asset management systems have to be adapted to provide content to support interpretive projects in galleries and online. Multiple visitor information systems have to be integrated to provide the personal experience the visitor expects. All of this technology has to be kept running and updated.
Panelists will discuss specific projects at their institutions and how they are addressing these challenges followed by a QA session. Jane Alexander; Chief Information Officer, The Cleveland Museum of Art will present “Beyond Beta - CMA’s iBeacon Technology is Live” which describes how iPad, iPhone and Android smart devices engage 270 Bluetooth iBeacons that triangulate visitor location within one meter offering a seamless and rich experience of each work assimilating art history and education with intuitive essential video, audio, text and still-image content. Jane will also discuss how CMA’s analysis of visitor engagement and changing tastes and trends in visitor experience, guide exhibit layout and support materials as well as shape next iterations of CMA’s app ware.
Brian Dawson; Chief Digital Officer, Canada Science and Technology Museums Corporation will present ‘Digital Reboot: Building and Invisible Architecture from the ground up.” The Canada Science and Technology Museum is closed for major renovations until 2017, in which the museum experience is being completely rebuilt. The museum is undergoing a digital transformation, including a complete "reboot" of the digital experience. Brian will outline the approach taken by CSTM in rebooting the museum experience, highlighting lessons that should be broadly applicable to other institutions.
Bill Weinstein; The John H. McFadden and Lisa D. Kabnick Director of Information and Interpretive Technologies, Philadelphia Museum of Art will present “0 to 60 in no time” which describes how the IT department has had to adapt and grow the infrastructure and back end systems to accommodate to the increased usage of technology in the galleries. Bill will discuss the development of hardware standards for interactives, installation of supporting infrastructure, development of databases to track usage and how these projects affect budging and fundraising.
Panel Discussion, The Future of the Museum: TechnologyJane Alexander
Panel Discussion, The Future of the Museum: Technology
Monday, February 10, 2014 - 6:00pm - 7:00pm
This event is open to the public.
SOLD OUT
A century ago, the “new technology” in American museums was electric lights. Today,Enrico Meneghelli (1853-after 1912), Studio Interior, 1879. Oil on panel, 35.6 x 24.8 cm. Boston Athenxum purchase in honor of Rodney Armstrong, with funds provided by several anonymous donors, 2008. with the advent of computers, the Internet, flat panel touch screens, and myriad portable electronic devices, museums have a huge range of technologies to explore and use in carrying out their missions. This second of three panels on “The Future of the Museum” explores how the rapidly developing digital revolution is affecting these traditionally conservative institutions. Is new technology a threat or an opportunity? Which museums are in the forefront of using these powerful tools?
Three innovating technology specialists, including Jane Alexander, chief information officer, The Cleveland Museum of Art; Teresa Lai, senior manager of online publications, senior producer in the Creative Production Division of the Digital Media Department, The Metropolitan Museum of Art, New York; and Amit Sood, head of the Google Art Project, will discuss the challenges and delights of bringing technology to the museum world.
Cloud Expo 2014 Making the Internet of Things (IoT) Charmingfcohenvotsh
WAVES is the modern Cloud connected light-up speaker for your desk, wall, or wherever. It creates a fun, calming, and charming light show when playing your music automatically, and plays light and sound shows created by other people in the WAVES online community, and makes it easy for you to craft your own shows. In this session Frank Cohen will show you WAVES from the inside-out as a new platform built the latest Internet of Things (IoT) technology. WAVES is supported by the Arduino Pinoccio global tech movement. WAVES innovated the first use of Processing.org sketch animation objects to drive distributed light and sound shows.
Keynote presentation for NoSQL Now! 2014 conference.
* Why there will be Internet of Things as commonly conceived
* The IoT as a Big Data problem
* The rise of Big Metadata
* Imagining the Internet of Light Bulbs
* Systems Thinking and Light Bulb Architecture
* The 'WItnesses' Principle
* Security and Privacy with the IoT
* A Species and its Data
This is what the PowerPoint looks like so far. I think we might need to rearrange the slides though to make it flow smoother, but I'm not sure. Let me know what you think.
Copy of slide deck presented at the AAM MuseumExpo on Monday, April 27 at the Technology Innovation Stage
The Minneapolis Institute of Arts (MIA) has created an open source toolset for crafting and sharing engaging digital stories. “Griot”, a West African term for wise story-teller. The interpretive software is in use at the MIA, branded as ArtStories: http://artstories.artsmia.org ArtStories are available on tablet devices provided in the galleries, and for those using their own devices. The tools includes authoring content, presenting stories, and tiling & annotating images to enhance zooming, panning, and highlighting details.
This session will describe the development of the tools, demonstrate the software in action, discuss the results of a formal audience evaluation, and its impact on museum visitors.
Using Interaction Design Methods for Creating AR and VR InterfacesMark Billinghurst
Class on Using Interaction Design Methods for Creating AR and VR Interfaces. Taught by Mark Billinghurst from the University of South Australia on September 20th - 21st in Xi'an, China
Accessing Smartphones: Mobile for All in Museums (American Alliance of Museum...Sofie Andersen
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.
Accessing smartphones - Mobile for all (Universal Crit) Museums and The WebSofie Andersen
Mobile technologies are radically changing the lives of many individuals with disabilities while concurrently becoming ubiquitous in museums and cultural attractions. Smartphones and screen based mobile technologies have the potential to both positively and negatively impact the experiences of individuals with access needs. At the heart of this issue is 1, considering how smartphones are used by individuals with access needs, 2, determining which features of commercial devices and apps are working correctly, and 3, documenting what is already being applied to mobile experiences in museums.
This 'how to' talk is informed by the industry trends outlined in recent mobile surveys and conference discussions, including Museums and Mobile surveys 2009-2013, TechatLead and the Access issue of Curator Magazine, July 2012. For instance, the 2013 Museums and Mobile results identified 70% of the 551 global surveyed institutions as providing a smartphone solution for their general visitors (http://www.museums-mobile.org/survey/). The speakers will discuss these results as well as impart practical tips and outline challenges for using smartphone technology to shape and enrich the experiences of access audiences visiting cultural institutions.
Speakers from Art Beyond Sight, Seattle Art Museum, Antenna International and CogApp will reference their own projects and experiences, consider case studies and developments in the commercial and research communities, and show how institutions can serve access audiences with smartphones. They will look at how devices and apps impact the experience of access audiences visiting in person as well as learning remotely about cultural institutions and heritage sites. The workshop will be supported by findings from surveys conducted by Antenna International in partnership with access advocacy group Art Beyond Sight.
Website Usability & Eye-tracking by Marco Pretorious (Certified Usability Ana...DrupalCape
Things to consider when designing a website to make your site visitor's life easier!!
Note: There were some videos which were show to illustrate a point, however the presentation provides sufficient information and suggestion so you will not miss them.
The role of narrative storytelling is central to almost any creative learning activity
involving children. Whether through words or images, or a combination of both,
children create and communicate their unique stories through the use of narrative.
Innovations in technology over the last few decades and, especially, within the last few
years are becoming a regular part of the educational experiences for children.
Children, by virtue of their age, are the earliest early-adopters of new technology.
However, there is a lack of education and training on how to use digital video
technology in order to expand the creative possibilities of children and their
imagination.
Our research attempts to address that deficiency by providing children
with the tools and environment to apply the knowledge they possess through the
utilization of digital video technology. In our research, we focus on the use of digital
video technology in children’s play activities. Digital video technology can be used to
enhance both the learning activities as well the creative output. The effects of mixing
traditional tools of learning with new instruments – particularly through the use of
video technology - in a group setting illustrates the importance of the creative process,
as well as creative output, in children.
This primer on mobile accessibility will give you a solid grounding on standards, guidelines and principles of making websites accessible on mobile devices, and demonstrate some of the accessibility features available on iOS and Android.
This presentation was delivered at Digpen 7:
http://lanyrd.com/2014/digpen7/sdfcth/
Exploring Evaluation Methods for Digital Technologies – Elizabeth Bolander, D...Jane Alexander
Exploring Evaluation Methods for Digital Technologies – Elizabeth Bolander, Director of Communications and Research and Meghan Stockdale, Audience Research Associate
Museums and the Web at the Cleveland Museum of Art
Take a Deep Dive into Gallery One at the Cleveland Museum of Art
First lecture from the MHIT 603 masters course at the University of Canterbury. The course teaches about Design and Prototyping of Interactive Experiences. This lecture provides an introduction to Interaction Design. Taught by Mark Billinghurst, July 14th 2014
User Experience & Visitor Experience: How to Improve Museum AppsCentralis
As part of a larger museum experience, mobile app content can help “visitors” think in new ways and engage with different perspectives. However, mobile apps should also meet “user” needs for easy and intuitive interaction. In this session from edUi 2013, Centralis' Tanya Treptow and Kathi Kaiser explored key ways for evaluating whether a museum app is meeting the needs of both users and visitors during a day at the museum.
Remote usability testing and remote user research for usabilityUser Vision
From User Vision's presentation on remote usability testing describing some of the main methods, challenges, tools and tips for successful remote usability testing for user experience
Defining the Museum of the Future: Revealing KrishnaJane Alexander
How can exhibitions make scholarly topics engaging for anyone? During a global pandemic, curatorial and digital leaders united to create the highest rated exhibition at a 100+ year old museum.
Immersive experiences give context to global artifacts and issues, where digital enhances rather than distracts, distilling narratives and encouraging engagement with art on a personal level.
With a recent exhibition as a case study, the Cleveland Museum of Art shares a roadmap for the museum’s evolved role in the 21st century as a caretaker of objects, where damaged and dispersed objects are digitally restored and reunited. The exhibition included 4 digital galleries alongside sculptures, with the largest application of HoloLens 2 in a museum-setting with a continuously running XR tour.
AAM2020: Digital Engagement through Open Access in the time of QuarantineJane Alexander
Originally presented by Jane Alexander, Chief Digital Information Officer at the Cleveland Museum of Art at AAM2020 on June 4, 2020. Through this presentation, I discuss how the CMA's temporary shift to a virtual presence brought on by the global pandemic provided us with an opportunity to connect with our audience through digital experience. The museum wanted to do more than just move the museum experience online, but rather leverage technology and the CMA's Open Access initiative to bring works of art to those in similar circumstances in enriching and innovative ways.
Full session recording here: https://aamvirtual.elevate.commpartners.com/products/virtual-petting-zoo#tab-product_tab_overview
More Related Content
Similar to MW2014 - Gallery One, The First Year: Sustainability, Evaluation Process,
Copy of slide deck presented at the AAM MuseumExpo on Monday, April 27 at the Technology Innovation Stage
The Minneapolis Institute of Arts (MIA) has created an open source toolset for crafting and sharing engaging digital stories. “Griot”, a West African term for wise story-teller. The interpretive software is in use at the MIA, branded as ArtStories: http://artstories.artsmia.org ArtStories are available on tablet devices provided in the galleries, and for those using their own devices. The tools includes authoring content, presenting stories, and tiling & annotating images to enhance zooming, panning, and highlighting details.
This session will describe the development of the tools, demonstrate the software in action, discuss the results of a formal audience evaluation, and its impact on museum visitors.
Using Interaction Design Methods for Creating AR and VR InterfacesMark Billinghurst
Class on Using Interaction Design Methods for Creating AR and VR Interfaces. Taught by Mark Billinghurst from the University of South Australia on September 20th - 21st in Xi'an, China
Accessing Smartphones: Mobile for All in Museums (American Alliance of Museum...Sofie Andersen
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.
Accessing smartphones - Mobile for all (Universal Crit) Museums and The WebSofie Andersen
Mobile technologies are radically changing the lives of many individuals with disabilities while concurrently becoming ubiquitous in museums and cultural attractions. Smartphones and screen based mobile technologies have the potential to both positively and negatively impact the experiences of individuals with access needs. At the heart of this issue is 1, considering how smartphones are used by individuals with access needs, 2, determining which features of commercial devices and apps are working correctly, and 3, documenting what is already being applied to mobile experiences in museums.
This 'how to' talk is informed by the industry trends outlined in recent mobile surveys and conference discussions, including Museums and Mobile surveys 2009-2013, TechatLead and the Access issue of Curator Magazine, July 2012. For instance, the 2013 Museums and Mobile results identified 70% of the 551 global surveyed institutions as providing a smartphone solution for their general visitors (http://www.museums-mobile.org/survey/). The speakers will discuss these results as well as impart practical tips and outline challenges for using smartphone technology to shape and enrich the experiences of access audiences visiting cultural institutions.
Speakers from Art Beyond Sight, Seattle Art Museum, Antenna International and CogApp will reference their own projects and experiences, consider case studies and developments in the commercial and research communities, and show how institutions can serve access audiences with smartphones. They will look at how devices and apps impact the experience of access audiences visiting in person as well as learning remotely about cultural institutions and heritage sites. The workshop will be supported by findings from surveys conducted by Antenna International in partnership with access advocacy group Art Beyond Sight.
Website Usability & Eye-tracking by Marco Pretorious (Certified Usability Ana...DrupalCape
Things to consider when designing a website to make your site visitor's life easier!!
Note: There were some videos which were show to illustrate a point, however the presentation provides sufficient information and suggestion so you will not miss them.
The role of narrative storytelling is central to almost any creative learning activity
involving children. Whether through words or images, or a combination of both,
children create and communicate their unique stories through the use of narrative.
Innovations in technology over the last few decades and, especially, within the last few
years are becoming a regular part of the educational experiences for children.
Children, by virtue of their age, are the earliest early-adopters of new technology.
However, there is a lack of education and training on how to use digital video
technology in order to expand the creative possibilities of children and their
imagination.
Our research attempts to address that deficiency by providing children
with the tools and environment to apply the knowledge they possess through the
utilization of digital video technology. In our research, we focus on the use of digital
video technology in children’s play activities. Digital video technology can be used to
enhance both the learning activities as well the creative output. The effects of mixing
traditional tools of learning with new instruments – particularly through the use of
video technology - in a group setting illustrates the importance of the creative process,
as well as creative output, in children.
This primer on mobile accessibility will give you a solid grounding on standards, guidelines and principles of making websites accessible on mobile devices, and demonstrate some of the accessibility features available on iOS and Android.
This presentation was delivered at Digpen 7:
http://lanyrd.com/2014/digpen7/sdfcth/
Exploring Evaluation Methods for Digital Technologies – Elizabeth Bolander, D...Jane Alexander
Exploring Evaluation Methods for Digital Technologies – Elizabeth Bolander, Director of Communications and Research and Meghan Stockdale, Audience Research Associate
Museums and the Web at the Cleveland Museum of Art
Take a Deep Dive into Gallery One at the Cleveland Museum of Art
First lecture from the MHIT 603 masters course at the University of Canterbury. The course teaches about Design and Prototyping of Interactive Experiences. This lecture provides an introduction to Interaction Design. Taught by Mark Billinghurst, July 14th 2014
User Experience & Visitor Experience: How to Improve Museum AppsCentralis
As part of a larger museum experience, mobile app content can help “visitors” think in new ways and engage with different perspectives. However, mobile apps should also meet “user” needs for easy and intuitive interaction. In this session from edUi 2013, Centralis' Tanya Treptow and Kathi Kaiser explored key ways for evaluating whether a museum app is meeting the needs of both users and visitors during a day at the museum.
Remote usability testing and remote user research for usabilityUser Vision
From User Vision's presentation on remote usability testing describing some of the main methods, challenges, tools and tips for successful remote usability testing for user experience
Similar to MW2014 - Gallery One, The First Year: Sustainability, Evaluation Process, (20)
Defining the Museum of the Future: Revealing KrishnaJane Alexander
How can exhibitions make scholarly topics engaging for anyone? During a global pandemic, curatorial and digital leaders united to create the highest rated exhibition at a 100+ year old museum.
Immersive experiences give context to global artifacts and issues, where digital enhances rather than distracts, distilling narratives and encouraging engagement with art on a personal level.
With a recent exhibition as a case study, the Cleveland Museum of Art shares a roadmap for the museum’s evolved role in the 21st century as a caretaker of objects, where damaged and dispersed objects are digitally restored and reunited. The exhibition included 4 digital galleries alongside sculptures, with the largest application of HoloLens 2 in a museum-setting with a continuously running XR tour.
AAM2020: Digital Engagement through Open Access in the time of QuarantineJane Alexander
Originally presented by Jane Alexander, Chief Digital Information Officer at the Cleveland Museum of Art at AAM2020 on June 4, 2020. Through this presentation, I discuss how the CMA's temporary shift to a virtual presence brought on by the global pandemic provided us with an opportunity to connect with our audience through digital experience. The museum wanted to do more than just move the museum experience online, but rather leverage technology and the CMA's Open Access initiative to bring works of art to those in similar circumstances in enriching and innovative ways.
Full session recording here: https://aamvirtual.elevate.commpartners.com/products/virtual-petting-zoo#tab-product_tab_overview
Presented at MW20 by Jane Alexander and Ethan Holda of the Cleveland Museum of Art.
If you've been to MW before, odds are you've heard me talk about the CMA's front-facing digital initiatives.
These include: the ARTLENS Gallery, Wall, Studio, and App, our Collection Online, and our Open Access initiative, and our photogrammetry. Each year, we've unveiled an exciting new project which has made us well-known in the field – we've gained a lot of attention over the years, and people always want to know how we achieve these accomplishments. Today, we're giving you a behind-the-scenes tour.
Our backend data content and systems are what make our outward facing experiences engaging, fun and connective. We create content organically in tandem with the museum's workflow. Our digital projects are "sustainable, scalable, iterative"
See the full presentation here: https://mw20.museweb.net/session/papers-1-from-headless-to-the-back-end/
To read more about the Cleveland Museum of Art's outward facing digital endeavors, visit clevelandart.org
MW20: Big Data and the Visitor Journey, Using Data Science to Understand the ...Jane Alexander
This presentation by Jane Alexander, Chief Digital Information Officer at the Cleveland Museum of Art and Cal Al-Dhubaib, Founder and Managing Partner of Pandata, was given virtual at MW20 in April of 2020. You can see more on the MW20 site, here: https://mw20.museweb.net/proposal/big-data-and-the-visitor-journey-using-data-science-to-understand-visitor-experience-in-the-artlens-gallery-and-beyond/
Presented on 11/20/2019 as part of the Open GLAM Now webinar series:
https://www.raa.se/in-english/events-seminars-and-cultural-experiences/open-digital-heritage/
The video on slide 49 can be found here: https://www.youtube.com/watch?v=c9DG4XZSH98
Digitization, Big Data, and the Visitor JourneyJane Alexander
Jane Alexander, Chief Digital Information Officer at the Cleveland Museum of Art
Talk given at the Smithsonian Institution Digitization Conference, October 3, 2019
Watch the video in slide 54 here:
https://www.youtube.com/watch?v=c9DG4XZSH98
Jane Alexander describes the digitization process and back-end development that made awe inspiring digital initiatives possible at CMA, and how the digital innovation team is using data analytics to understand the impact of these projects on the visitor experience.
MCN 2017 Diverse Strategies for Managing Digital ExperienceJane Alexander
The application of technology in museums continues to evolve rapidly. Museums of all shapes and sizes are seeing a growing digital play on the gallery floor, with systems increasingly connected. There is a corresponding evolution in approaches for managing this technology footprint and ensuring sustainability.
Recent museum launches and "reboots" highlight new approaches, though all museums are grappling with these challenges, and many are developing innovative solutions. Museums are exploring diverse approaches, including new open source projects such as Nodel. These approaches are rooted in varied and overlapping drivers. This professional forum invites you to explore the needs and the range of approaches in managing exhibition technology, using examples of deployments as a way to surface the broader challenges for the sector.
Several dimensions will be explored: People - Facilitate working "across the silos" with Design, Exhibition, Education and IT and Interactive development to create a space that works together - Grounding our approaches in user stories - Promoting inclusivity Systems - System/device management and imaging - Content management - Software/code management - What analytics do you review and how can you capture them - Management consoles/dashboards and remote management - Systems integration and APIs - Standards and standardization Sustainability - How do you build to be sustainable and scalable - How do you create a backend that can be flexible and grow with the future outward experiences - How do you move from Project Management to Product Management - How do you budget a project for the year after it opens - Contract management, and how do you create contracts that ensure no change in scope - Open source vs bespoke vs proprietary approaches - How does the technology team manage now and into the future? - Troubleshooting a problem through workflow (Hardware, software, database, wifi, infrastructure, human error, etc...) The session will draw upon the experiences of multiple diverse institutions and practitioners, to set the stage for a discussion on the issues and drivers that institutions face, and approaches for tackling them.
#MCN2017-W5
Session Leader : Brian Dawson, Chief Digital Officer, Canada Science and Technology Museums Coporation
Co-Presenter : Jane Alexander, Chief Information/Digital Officer, The Cleveland Museum of Art
Co-Presenter : Jordon Randall, Director of IT and Digital Technologies, Science World
Co-Presenter : Corey Timpson, Vice-President, Exhibitions, Research, and Design, Exhibitions, Research an, Canadian Museum for Human Rights
Free to Move, Create, Engage: ArtLens, Gallery One, and Studio Play at CMAJane Alexander
Presentation by Jane Alexander (CIO, Cleveland Museum of Art) for the NEO Emerging Tech Symposium on CMA's Gallery One, Studio Play, ArtLens App, and upcoming ArtLens Exhibition.
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.
Getting $*it Done: Implementing Your Digital Strategy (MCN2015)Jane Alexander
Over the last few years, museums have developed strategic plans to leverage technology in support of goals such as community engagement, institutional alignment, scholarship, media production and artistic excellence. Multiple museums have created Digital Strategies (or other tools such as Road Maps or Guiding Principles) to guide these efforts. Museum technology departments have been reorganized and comprehensive back-end strategies and museum wide processes created to activate their world-class collections, connect art with people, and drive on-site and online attendance. HOWEVER, the big questions remain: How are museums implementing these strategies? What processes do they use to support and approve digital initiatives? How do they measure success? How do they keep strategies current and top-of-mind? How do they get support from management and donors? What works and more importantly what doesn’t?
This session will look at how The Cleveland Museum of Art, Minneapolis Institute of Arts, The National Gallery and Philadelphia Museum of Art are approaching digital strategy and implementation. Panelists will explore the scope and core elements of each museum’s digital strategy; staffing requirements and the interdepartmental steering team put in place to guide digital strategy; the backend systems put in place to support flexible access, both in theory and practice; and the effort required to pull everything together. As an added bonus, panelists will describe any missteps along the way and how hurdles were overcome effectively.Purpose and objectives - attendees will:Learn several different but overlapping approaches to digital strategy, with the pros and cons of each.Learn specific methods for thinking and acting strategically to deliver digital and technology initiatives.Learn practical approaches to developing a meaningful technology and digital media strategy.Learn communication skills and how to develop buy-in across the organization.Learn how to build strong and effective partnerships across an organization.Plus: plenty of opportunities for questions and answers.Format: Multi-presenter panel, with Q&A woven in throughout the session.Theme: Leadership
#MCN2014 - Risk Management, Security, and Getting Things Done: Creating Win-W...Jane Alexander
Jane Alexander,CIO,Cleveland Museum of Art
Brian Dawson, CDO, Canada Science and Technology Museums Corporation
Yvel Guelce, Director of Infrastructure Technology
Children's Museum of Indianapolis
IT staff are often seen as the "Bad Guys," naysayers to anything new and exciting, in the quest to protect the organization from security breaches. In this session, four museum IT leaders will show how common struggles in security can be turned around to develop positive partnerships with other departments for pro-active risk management.
Ranging from simple to complex, the issues each museum faces transcends cost and institution size. The presenters work at wildly diverse organizations but face surprisingly similar issues. Among the topics they will address are how federal policy requirements and PCI compliance affect their organizations, finding budget-conscious ways to meet the rules, encouraging safe practices by end users, using IT risk management to assist senior staff in making informed decisions, and educating employees at all levels. Attention will be given to the everyday struggles common to all IT professionals--for example, changing passwords, Bring Your Own Device, and securely managing information in the cloud. The discussion will then open up to a roundtable format for sharing of successes and frustrations, questions, and comments.
#MCN2014 - What Are Your Visitors Really Telling You? Data Analytics and Wha...Jane Alexander
KyleJaebker, Director IMA Lab -
Indianapolis Museum of Art, AliceWalker
Antenna International, Jane Alexander, CIO, Cleveland Museum of Art
Our perception of how visitors engage with our collections often differs dramatically from the data that can be pulled from in-gallery, mobile, and web platforms. So, what are your visitors actually telling you, and how should you respond to it? We will consider meaningful ways in which museums and other cultural organizations are capturing, reporting on, and using in-gallery, mobile, and web data to transform the visitor experience. Means of tracking data such as proprietary tools, readily available software, and Google Analytics will be discussed. We will examine whether visitor behavior data can demonstrate engagement in content--and if so, how we determine whether the engagement is successful. Presenters will discuss how they have employed user data to tailor content, influence programming, inform digital strategies, and build community.
Kyle Jaebker will highlight how the Indianapolis Museum of Art is collecting and utilizing data via its dashboard, including lessons learned and plans for iterating on the tool. Review of other IMA projects will include analytics from in-gallery interactives, Wi-Fi traffic in galleries, and data gleaned from Bluetooth Low Energy (BLE). Alice Walker will discuss data analytics from mobile projects at partner sites in the Americas and Europe, focusing on how demographics across languages and cultures may factor into engagement, and will consider possible applications of this information. Walker's discussion will also include Antenna's deployment of data to provide content access, such as pushing data to visitors with disabilities. Jane Alexander will discuss how CMA’s digital roadmap includes how their in-house research and evaluation department works with technology and digital experience at the beginning of a project to set standards for gathering analytics before development has begun.
MCN 2013 - Big-Picture Strategy for Collection-Information Technology Project...Jane Alexander
MCN2013 - Big-Picture Strategy for Collection-Information Technology Projects at the Cleveland Museum of Art
Speakers: Jane Alexander, Jeanne DeBonis, Andrea Bour and Niki Krause
How do you get and use data about your collections out there for the public to enjoy? How do you reach the researcher? How do you make sure the information offered up for each artwork is correct and current, wherever and whenever it's used? How do you make sure one change in the data is reflected everywhere? It takes a "big picture" strategy to get it right! The Cleveland Museum of Art shares its holistic approach to artwork-related information--from metadata standards and systems development, to integration and user interface--and illustrates its effectiveness with eight short case studies from recent and current technology projects. The team will also highlight the back-end data flows that enable these projects, and share hair-raising, real-life tales of data run amok when projects temporarily lose sight of the "big picture."
Evaluating Gallery One & ArtLens – Elizabeth Bolander, Director of Communications and Research
Museums and the Web at the Cleveland Museum of Art
Take a Deep Dive into Gallery One at the Cleveland Museum of Art
18-19 September 2013
Developing rich content for mobile experiences – Jennifer Foley, Director of ...Jane Alexander
Developing rich content for mobile experiences – Jennifer Foley, Director of Interpretation
Take a Deep Dive into Gallery One at the Cleveland Museum of Art - September 19, 2013
Museums and the Web at The Cleveland Museum of Art
Take a Deep Dive into Gallery One at the Cleveland Museum of ArtJane Alexander
Overview and Q&A by Jane Alexander, Director of Information Management and Technology Services
and Caroline Goeser, Director of Education and Interpretation - Museums and the Web at the Cleveland Museum of Art - Take a Deep Dive into Gallery One at the Cleveland Museum of Art - September 19, 2013!
Chatty Kathy - UNC Bootcamp Final Project Presentation - Final Version - 5.23...John Andrews
SlideShare Description for "Chatty Kathy - UNC Bootcamp Final Project Presentation"
Title: Chatty Kathy: Enhancing Physical Activity Among Older Adults
Description:
Discover how Chatty Kathy, an innovative project developed at the UNC Bootcamp, aims to tackle the challenge of low physical activity among older adults. Our AI-driven solution uses peer interaction to boost and sustain exercise levels, significantly improving health outcomes. This presentation covers our problem statement, the rationale behind Chatty Kathy, synthetic data and persona creation, model performance metrics, a visual demonstration of the project, and potential future developments. Join us for an insightful Q&A session to explore the potential of this groundbreaking project.
Project Team: Jay Requarth, Jana Avery, John Andrews, Dr. Dick Davis II, Nee Buntoum, Nam Yeongjin & Mat Nicholas
Quantitative Data AnalysisReliability Analysis (Cronbach Alpha) Common Method...2023240532
Quantitative data Analysis
Overview
Reliability Analysis (Cronbach Alpha)
Common Method Bias (Harman Single Factor Test)
Frequency Analysis (Demographic)
Descriptive Analysis
Explore our comprehensive data analysis project presentation on predicting product ad campaign performance. Learn how data-driven insights can optimize your marketing strategies and enhance campaign effectiveness. Perfect for professionals and students looking to understand the power of data analysis in advertising. for more details visit: https://bostoninstituteofanalytics.org/data-science-and-artificial-intelligence/
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Empowering the Data Analytics Ecosystem: A Laser Focus on Value
The data analytics ecosystem thrives when every component functions at its peak, unlocking the true potential of data. Here's a laser focus on key areas for an empowered ecosystem:
1. Democratize Access, Not Data:
Granular Access Controls: Provide users with self-service tools tailored to their specific needs, preventing data overload and misuse.
Data Catalogs: Implement robust data catalogs for easy discovery and understanding of available data sources.
2. Foster Collaboration with Clear Roles:
Data Mesh Architecture: Break down data silos by creating a distributed data ownership model with clear ownership and responsibilities.
Collaborative Workspaces: Utilize interactive platforms where data scientists, analysts, and domain experts can work seamlessly together.
3. Leverage Advanced Analytics Strategically:
AI-powered Automation: Automate repetitive tasks like data cleaning and feature engineering, freeing up data talent for higher-level analysis.
Right-Tool Selection: Strategically choose the most effective advanced analytics techniques (e.g., AI, ML) based on specific business problems.
4. Prioritize Data Quality with Automation:
Automated Data Validation: Implement automated data quality checks to identify and rectify errors at the source, minimizing downstream issues.
Data Lineage Tracking: Track the flow of data throughout the ecosystem, ensuring transparency and facilitating root cause analysis for errors.
5. Cultivate a Data-Driven Mindset:
Metrics-Driven Performance Management: Align KPIs and performance metrics with data-driven insights to ensure actionable decision making.
Data Storytelling Workshops: Equip stakeholders with the skills to translate complex data findings into compelling narratives that drive action.
Benefits of a Precise Ecosystem:
Sharpened Focus: Precise access and clear roles ensure everyone works with the most relevant data, maximizing efficiency.
Actionable Insights: Strategic analytics and automated quality checks lead to more reliable and actionable data insights.
Continuous Improvement: Data-driven performance management fosters a culture of learning and continuous improvement.
Sustainable Growth: Empowered by data, organizations can make informed decisions to drive sustainable growth and innovation.
By focusing on these precise actions, organizations can create an empowered data analytics ecosystem that delivers real value by driving data-driven decisions and maximizing the return on their data investment.
06-04-2024 - NYC Tech Week - Discussion on Vector Databases, Unstructured Data and AI
Round table discussion of vector databases, unstructured data, ai, big data, real-time, robots and Milvus.
A lively discussion with NJ Gen AI Meetup Lead, Prasad and Procure.FYI's Co-Found
06-04-2024 - NYC Tech Week - Discussion on Vector Databases, Unstructured Data and AI
Discussion on Vector Databases, Unstructured Data and AI
https://www.meetup.com/unstructured-data-meetup-new-york/
This meetup is for people working in unstructured data. Speakers will come present about related topics such as vector databases, LLMs, and managing data at scale. The intended audience of this group includes roles like machine learning engineers, data scientists, data engineers, software engineers, and PMs.This meetup was formerly Milvus Meetup, and is sponsored by Zilliz maintainers of Milvus.
MW2014 - Gallery One, The First Year: Sustainability, Evaluation Process,
1. Gallery One, The First Year
Sustainability, Evaluation Process,
and a New Smart Phone App
Museums and the Web 2014 – April 3, 2014
Jane Alexander, Chief Information Officer
Cleveland Museum of Art
Keeli Shaw, Interactive Project Director
Local Projects
5. Goals of Gallery One
Build audiences—including families, youth, school groups, and
occasional visitors by providing 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 galvanize visitor interest, bringing visitors back to
the museum again and again
6. Development efforts centered on providing a
transformative experience.
Allowing visitors to:
Feel empowered to browse, explore, and create personal
meaning around the museum‘s collection
Employ engaging interactives, that use investigative methods
and tools for critical observation to develop an engagement with
the collection and interpretive concepts about the collection
Create a personalized profile driven by their interests
12. Gallery One and ArtLens were the
first beneficiaries of the museum‘s
digital strategy
CMA wanted the technology
implementation to be
innovative, intelligent and in-line
with tech industry best practices
15. Common Core Infrastructure
Cisco
Mesh Environment
High end cabling system
POWER
UPS and Generator Backup
CENTRALIZED STORAGE
DAM, CCMS, Backup, F Drive, Virtualized
Servers
SECURITY
IP Cameras, Access Control,
Monitoring
VIRTUALIZATION
Servers, Storage, Networks, Applications *
BUILDING SYSTEMS
Lighting Control, HVAC monitoring,
Parking Automation
COMMUNICATIONS
VoIP Phones, DAS*, Digital Radios, Paging
System, VoIP Telco Service, Email
Integration
CO-TENANT SUPPORT
Network and Voice Access for Bon
Appetit
WIFI
ArtLens, Guest Access, Centrally
Managed
SECURE ACCESS
Firewall, VPN, Content Filtering, Multi Layer
Protection, Remote Access
AUDIO VISUAL
Digital Signage, Board Room, Classrooms,
Auditoriums
INTERNET ACCESS
OneCommunity, Access to Third Frontier and
National Lamda Rail Networks, Ultra High Speed
CLOUD HOSTING VENDORS
BlueBridge (Archive), Amazon (ArtLens),
Office 365 (Email)*WEBSITE
Internally Hosted, Secure
Donation Portals
GALLERY ONE
Integration, Application Load
Balancing
Common Core
Infrastructure
Technology
Systems
March 2014
* Denotes an item that is planned
END USERS
Mostly Laptops, Windows 7,
Network Printing
ACTIVE DIRECTORY
Application Level Single Sign-on *
APPLICATIONS
Support Structure, Access Control
HELP DESK
User Support and Training
The CMA common core infrastructure platform built out as part of the recent
renovation project has allowed us to implement technology that was not possible
prior to the renovation. This platform gives us the ability to support multiple
systems without the need to build out a separate infrastructure for each. This
helps save resources both financially and in staff time to manage and operate. In
addition, it allows for a quicker implementation of new and upgraded systems
along with standardizing system support since we are leveraging this common
platform
CMA’s Common Core Infrastructure Platform
27. Even though Apple indicates they support Fast Roaming for
iOS based devices, we have found through testing and
consultants that it does not currently work.
28. North and West galleries do not have walls that go
from floor to ceiling and have open areas.
30. iBeacon is a proximity-based system that only allows for a very
rough estimation of the nearness of a device (specifically
far/near/immediate). So it can‘t be used to determine absolute
position, unlike a wifi trilateration system like Navizon.
Proximity-based wouldn‘t necessarily be bad, it‘s just a completely
different paradigm for the application than what we‘re doing now.
**However** -- it could be used in place of RFID to push notifications
from the collection wall docks. If the device detects an ―immediate‖
beacon, you‘re docked. And you wouldn‘t need to mess around with
any peripheral stuff like RFID cards.
Also, iBeacon would work for android too!.
33. 1) Software developed to run on the
servers to test the function of the displays
and touch interactives and audio.
2) First step of diagnostics is to shut-down
the exhibit software and test the complete
path with the diagnostic software.
3) It is critical to the support of a complex
interactive to have a method of
troubleshooting that reliably identifies the
difference between a hardware malfunction
and a software application issue
41. In- House Evaluation Process
Overall Research Objectives:
• Examine how visitors use Gallery One
• Evaluate impact of Gallery One and ArtLens
technologies on museum experience
• Data leading the way into new objectives
– Visitor perceptions and overall experience
– Renovation and expansion
- (E.Bolander)
42. Methodologies Used for Phase 1
• Observations
– Standardized tracking of visitors in Gallery One
– 100 collected before and after install of Fred
Wilson
• Google Analytics tracking
– Some insights on average time and overall usage
– (E.Bolander)
43. Methodologies Used for Phase 1
• Usability Tests
– 30 structured
interviews per Lens
– Observations without
explanation or
assistance
– Follow-up interview
– (E.Bolander)
44. Overall Lens Findings To Date
• Generally positive response to all Lenses
during testing
– Visitors define them as being for
children, young people, and/or family groups
– Seen as being ―introductory,‖ providing basic
knowledge and interesting stories
– Enjoy the fact that it is ―interactive‖
– (E.Bolander)
45. Overall Findings
• Observed Average
Time Per Lens
– Sculpture: 3:03
– Stories: 1:39
– Lions: 2:25
– Painting: 1:45
– 1930‘s: 1:30
– Globalism: 1:37
46. Observed versus Analytics
• Some discrepancies have been
noticed, likely due to time between visitor
leaving Lens and Analytics noting the
transition
• Averages are likely skewed due to some
nearly immediate exits versus those who
stay for longer lengths
- (E.Bolander)
47. Sculpture Lens
Strike a Pose game promotes the highest amount
of social interaction
– ―Was really cool. Had to critically look at how figures were positioned.
Nice to have feedback from object and adjust accordingly. You literally
play with the art.‖
– ―This is the first interactive we did and the only interactive we did. I like
this for the kids. It's more user friendly and engages on their level.
Brings the art to life for kids and makes them look for similarities.‖
– (E.Bolander)
48. Stories Lens
70% accessed an art object
– ―All the topics are clear and easy to understand.
Easy to read and not a great deal of info, just a
quick nice snapshot. Very nice!‖
– ―The convenience factor. You can look it all up
right there.‖
(E.Bolander)
49. Stories Lens
Origin game
– Average time spent: 2:38
– ―I liked watching the Stories Through Time, nice
because I didn't have to do anything, like watching
YouTube video and I also got to learn something
about art too.‖
– ―Quizzing; the guessing portion made you look at
them more closely, good doorway to interaction.‖
– (E.Bolander)
50. Stories Lens
Make a Story game
– More time spent on comic versus film
(average 30 seconds more time)
– Both played a relatively equal amount
- (E.Bolander)
51. Lions Lens
Highest use of clicking on images to learn about
the objects (97% of usability tests)
– ―Zoom in and see stuff that you might be too afraid to
get too close to look at. Interesting facts it gives you
that aren't on the wall.‖
– ―I guess the questions you would ask may not occur
to you to ask. More questions may prompt you to
think about it more.‖
– (E.Bolander)
52. Lions Lens
Lower percentage of people played Voting
game (23% of usability participants)
– Those who did play had a relatively high
staying time (average of around 2:49)
- (E.Bolander)
53. Painting Lens
• Higher art selection (77%), but usage is more
dispersed throughout the available content
– Most commonly selected object: Picasso (Panini
and Mitchell close behind)
– ―The fact that it is interactive. We can find more
information about what we want to learn which
makes for a personal experience.‖
– (E.Bolander)
54. Painting Lens
Painting/Canvas activity most highly accessed
game (over 5,788 to date)
– Highest average time spent compared to all games
– High use among varied demographics
Remix Picasso very popular (52% of usability tests)
– (E.Bolander)
55. Painting Lens
Choose a Reason
– Third most accessed game on Lens
Perspective
– Low average time spent (1:18)
– ―To see the artists idea of vanishing points
and then being able to play with it.‖
– (E.Bolander)
56. Globalism Lens
High number of art objects accessed (93%)
– ―I like to see where things are made and the
influence. Also, where they are originated.‖
– (E.Bolander)
57. Globalism Lens
• Both games frequently used
• Make a vase
– Shorter time spent (less than 2 minutes on average)
– ―The game because we're like children its fun to mix and
match the influences.‖
• Connections
– Spend an average of 2:39 on this game
– ―Matching the influences and making aware of how they
are connected and seeing examples.‖
(E.Bolander)
58. 1930‘s Lens
86% of usability respondents selected the art
objects
– ―Stepping into the 30s. Informative.
– ―I liked how with the bowl and sculpture, you see
parts you didn‘t normally see with lighting. Inside
bowl too.‖
– (E.Bolander)
59. 1930‘s Lens
Video
– Average time: 1:53
• Video length closer to 3 minutes
• Indicates most visitors leaving before completion
– ―Video gives you a lot more info and period of
time. I like being able to see art in
context, with people.‖
- (E.Bolander)
60. 1930‘s Lens
Line drawing
– Very popular and higher staying power (2:44
average)
– ―Drawing lines brought things up that I
wouldn‘t have looked at, related back to
1930s‖
- (E.Bolander)
61. ―I didn't notice the actual art.‖
(some didn‘t notice but they were interested enough to ask ―where is it‖ )
64. Analytics: Day 1 to Today
Analytics Implemented:
• January 2013 - iPad only
• December 2013 - iPhone added
• April 2014 – Android added
Current Device Use:
• 71% iPad, 26% iPhone, 3% iPod Touch
• We had 14114 new users = unique users
66. Visitors using Image Recognition
Site Specific Functionality – Image Recognition
Scanning:
• On-site:116k
• Off-site: 5k (in-house use for testing mostly)
Takes < 5 sec to work (any longer people think broken)
• On-site: 58sec (people will read hot-spot information)
• Off-site: 27sec (people will read hot-spot information)
67. Social Media
….No one sharing art….Use Your Budget
Elsewhere!
• Share via Facebook:
• 615 (0.3% per session)
• Share via twitter:
• 179 (0.09% per session)
68. Visitors do Share from Sculpture Lens -
images of themselves with the art
69. Keeping up with Technology
Users Update! Really, really quickly
• OS Versions (March):
• 65% 7.0
• 25% 7.1 *
• 10% rest
OS Versions (February):
• 90% 7.0
• 10% rest
*released on 3/10 adoption rate was 18%
72 hours after release
70. CURB THE CUSTOM?
• More ‗exceptions‘ = More likely to break
with version & device updates
• Capitalize on inherent iOS GUI wherever
possible
72. Gallery One – 2.0
1) Locative Media and Voice Recognition
2) Omni-Channel Approach: track visitor pathways
throughout the museum and personalize their experience
via additional interfaces
3) Developing deeper analytics
4) ArtLens for special exhibitions
5) Visitor Creativity
6) Keep tweaking the Wayfinding
The Cleveland Museum of Art created Gallery One and ArtLens to build audiences by providing a fun and engaging environment for visitors with all levels of knowledge about art. Gallery One opened to the public, January 21, 2103 after a 6 week soft launch. This session will address most frequently asked by colleagues – Is the concept behind Gallery One working? How can the museum sustain Gallery One? What’s is Gallery One 2.0
Gallery One opened as part of a suite of several new visitor amenities, and the museum’s 39,000 square foot, glass-enclosed atrium, all of which have contributed to the museum’s rising attendance. It is difficult to provide specific numbers for Gallery One’s influence on attendance, as there are no sensors located at the entrances of Gallery One. In the first year after the atrium opening, the museum’s attendance increased by 39%, reaching one of the highest levels in over a decade. Attendance by visitor groups with children has increased by over 25% since the opening. CMA also completed the first half of its fiscal year with an 80 percent increase in donations.
Gallery One located in “GREEN”
Gallery One has captured the attention of other institutions whose focus is on engaging the public. One example: New Cyahoga County Library interactive Tech Wall which incorporates The 1930’s Lens and ArtLens
An annual CMA highlight is the summer Solstice event which celebrates the year’s shortest night with a host of acclaimed international music groups attracting more than 5,000 party goers. In 2013, the museum’s stunning collection served as a dynamic theatrical backdrop for the Solstice, as the Gallery One Collection Wall was projected on the south façade of the museum’s Beaux Arts-style 1916 building at 8 times its normal size.
Gallery One and ArtLens were the first beneficiaries of the museum’s digital strategy, and their technology implementation is innovative, intelligent and in-line with tech industry best practices
DIGITAL STRATEGY COVER -- When I arrived at the museum, I looked at everything, and started the work of formulating a tech-side digital strategy, using Gallery One and ArtLens as a a test bed...
DIAGRAM -- We found that our back-end systems naturally fell into functional groups, and could be tied together... this diagram shows the backbones, and the context of this presentation is here, in the collection-information and scholarship backbone.
The CMA common core infrastructure platform built out as part of the recent renovation project has allowed us to implement technology that was not possible prior to the renovation. This platform gives us the ability to support multiple systems without the need to build out a separate infrastructure for each. This helps save resources both financially and in staff time to manage and operate. In addition, it allows for a quicker implementation of new and upgraded systems along with standardizing system support since we are leveraging this common platform.
A project’s hardware, software, applications and content need to fall into our back-end strategy in order to be sustainable, scalable and easily supported
Now all new accessions (with new mappings) automatically update to the wall
During the past year, IMTS made some fundamental changes to the Piction DAM as well, ‘flattening’ the artwork-photography collection so that each image is represented by a separate record, to support image-level cataloging and manipulation and better access to alternate views. With this project, the entire artwork data flow—from CCMS through three Piction DAMs, and ultimately to the Collection Wall, ArtLens, and Collection Online on the museum website—was re-coded for efficiency and thoroughly tested for different scenarios of metadata and image change.
Tracking rentals of iPad scanners is just one of the bits of information that is integrated into the overall picture of member and guest activity data.
Christie MicroTiles can be individually maintenanced and, if needed, replaced without disrupting the rest of the Collection Wall.
Technology design is focused on sustainability and reliability(Hardware framework for Gallery One)
Each day the Gallery One tech staff makes sure the Collection Wall and all of the interactive lenses power on correctly, and are available for use throughout the day. They may troubleshoot remotely using LogMeIn on a tech iPad or their personal smartphones.
1) They rent iPads/RFID’s, 2) Monitors and supports all of the technological aspects of the space 3) Helps the application team troubleshoot data issues
Gallery One staff provide scanning bar code for rented Ipad.
While the initial push to complete the first round of content creation at the beginning is often the focus, it is also important to remember and plan for changes, additions, and replacements, as well as continuing to create new content that will help the project continue to feel fresh. Sometimes the changes are unexpected: for example, several of the people who were interviewed for ArtLens had changes to their titles after the content had been completed, which prompted a new round of edits and reviews on content that had been in the completed pile.The text and multimedia content in ArtLens represents hundreds of hours or work by Education and Interpretation staff, and includes a multitude of steps and processes, from object selection to conducting interviews, researching the collection, finding additional interviewees, securing rights, slideshow production, creating credit lines, scheduling, production tracking, and many rounds of review. Staffing will need to continue to ensure the freshness and accuracy of content.The work doesn’t stop nor the investment when you create an installation like Gallery One. The technology is such a paradigm changer, it opens up whole new previously uncharted gaps in interpretation, which in turn call for new, more effective strategies.
Gallery One was originally installed with Richard Long’s Cornwall Circle (fig), an engaging work in terms of visual interest and storytelling. Media assets were prepared to highlight and provide transparency into the art installation process. However, the physical reality, in terms of footprint and visitor ingress, egress and circumnavigation proved to be overwhelming and unmanageable in a space with visitors encouraged to physically interact with the Sculpture lens, or others wanting to make a beeline to the 1930s lens. CMA’s acquisition of Wilson’s To Die Upon a Kiss (fig) provided Gallery One with an equally engaging work of art that would not disrupt the visitors experience in the Gallery or cause guards moments of anxiety.
Working with the developer, we found that the algorithm which created the coverflow groups included boosted relevancy for artworks which were ‘favorites’, with the idea of providing a ‘hook’ for the coverflow with the best and most popular artworks. This small tweak made them increasingly likely to show in a coverflow, and therefore increasingly likely to be ‘favorited’ by the next visitor, further promoting those artworks’ relevancy and decreasing the likelihood that other random artworks would be shown. This behavior wasn’t apparent when originally launched/tested, but six months after launch, the favorite objects had been been presented and re-favorited so often that only the top favorites appeared. It became a self-fulfilling prophecy.None of the CMA staff recall ever discussing, and did not approve, the use of favorites as part of the coverflow logic. The coverflow logic needed to be rewritten/implemented to restore diversity to the Collection Wall, so it could be used by our visitors as intended, to delve deeper into our collections. Both staff and the vendor committed resources to resolving this unforeseen, and unforeseeable issue.
Something we are mulling over…
Project launch is often seen as the culminating moment where the (sometimes years) of planning, focused effort, determination and late-nights all coalesce into a moment that resoundingly sounds like “You’re Finished!” Launch is a time during all projects that requires even more time and effort because you need to prepare for both the launch itself as well as prepare for the needs that occur immediately afterwards. Launch puts your product into the world, delivers it to a (hopefully) ready and excited public and means that your discussions about the project now use concrete versus abstract terms. This also means that management should not underestimate the demands and needs that the Post-Launch phase ushers in.
It was highly beneficial to have developed and launched the iPad version of ArtLens prior to the smartphone versions. It allowed us to conduct more in-depth user observations, evaluate the analytics and prioritize the visual hierarchy of features as well as streamline the production of the application. The team had already been through the first development process and was now familiar with the inherent demands and nature of testing for mobile applications. Incredible diligence and understanding of the functionality was required to keep the expedited smartphone development timeframe on target. Communication strategies and methodologies for feedback between the CMA team and the development team at Local Projects were already established and allowed for a more productive development phase. Because of this, more time was spent on doing in-depth on-site testing and evaluation during Alpha and Beta releases. This allowed us to release to the App store ahead of schedule and provided additional time for testing of the ‘live’ version before our scheduled public launch. This also allowed for CMA to simultaneously test the upgrades to the wi-fi and Navizon systems in parallel.
::presenter notes:What we're looking to now is whether or not the new iOS 7 embedded share features will increase this, as it eliminates the need for a separate sign-in process and utilizes existing iOS GUI functionality.
Something we are mulling over…
From an operational and management perspective, you are essentially at the mercy of Apple. The best you can do is to target release dates and go into a testing & QA triage mode to scrub the app and identify any bugs or functionality glitches.
Gallery One 2.0In honor of CMA’s centennial in June 2016, Gallery One’s artworks will be completely replaced and new interactives will be designed to interpret the artworks. A cross-departmental team has just been tasked with creating a plan for the concept and deployment of Gallery One – 2.0, which will celebrate the future of the Museum on its 100th birthday.Specifically, this will include a redesign of the Beacon to include more dynamic information collected throughout the entire museum and act as a live dashboard for all of CMA. The dashboard will show where visitors are and have been, what tours they’re taking and creating, what films they’re watching and content they’re accessing, what events and talks they’re attending. These real time and cumulative metrics will provide a nuanced glimpse of the Museum’s activities and visitor interests.