Presented in London at Tate Modern's symposium, "Museums & Mobiles in the Age of Social Media," on Sept. 7, 2010. Talks about the explosion of the old single provider audio tour model in the face of apps, museums assuming a greater role in their own mobile content creation, and some visitors (though by no means all) wanting to use their own personal devices. How will museums bring their mobile multimedia interpretation to a broader public than the ones who own iPhones? Suggests opportunity spaces born of the disruption in this field.
Visitors want to know 'Why?' (museum handheld guides)Loic Tallon
An exploration of successful mobile interpretation experiences, as seen from the visitors perspective. Presented at the 2009 American Association of Museums conference, Philadephia.
For more info see my blog post at http://musematic.net/?p=639
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.
Building Location Aware Mobile Apps with iBeaconsHeather Downing
The document discusses building location-aware mobile apps using iBeacons. It describes what iBeacons are, how they work, and best practices for using them. iBeacons use Bluetooth technology to allow apps to sense location context through beacon signals. They have been used in various ways like guided tours and monitoring people's movements. The document outlines key iBeacon concepts like identifiers, regions, ranging, and proximity zones and how developers can leverage these tools to create mobile experiences aware of a user's location.
The document discusses the Smithsonian Institution's efforts to "recruit the world" and crowdsource contributions from the public through mobile technologies. It notes that while Wikipedia has over 1 million curators, producers, and viewers, the Smithsonian's mobile projects to date have attracted far fewer participants, such as only 70 producers and 35,000 comments. However, the Smithsonian believes that building a community, not just relying on crowdsourcing from unknown contributors, will help further its goal of increasing and diffusing knowledge. The document advocates for community-sourcing over crowdsourcing by focusing on turning networked individuals into committed community members.
Is it working? Analysing the effectiveness of mobile in museumsLoic Tallon
Presentation delivered @ the AAM Annual Conference 2013 in session entitled "Is it working?: evaluating the success of mobile apps" with Matthew Fisher, Nancy Proctor & Matthew Petrie.
See Matthew Fisher's presentation here: http://www.slideshare.net/nightkitcheninteractive/is-it-working
All icons used in the presentation are from The Noun Project and are Public Domain or CC0. The following icons are attributed under the CCBY license:
Museum by Joris Hoogendoorn
Camera by Stanislav Levin
Survey Connie Shu
Speech Bubble Convoy Interactive
Social Media by Joris hoogendoorn
Happy, Neutral, Sad & Shocked by Austin Condiff
Newspaper by John Caserta
Earth by Francesco Paleari
Person by Paulo Sá Ferreira - Purple Matter
Money by Luis Prado
Code by Brennan Novak
Speaker by Harold Kim
Film by Björn Wisnewski
Database by Anton Outkine
Bullet by Brent Maxwell
Cliff Warning by Luis Prado
Computer by Alyssa Mahlberg
NFC(Near Field Communication)는 13.56MHz 대역의
주파수를 사용하여 10cm 정도의 거리에서 데이터를 송수신
하는 근접통신 기술이다.
NFC 기술은 휴대 단말기에 탑재되어 신용카드, 신분증 등을 대체할 수도 있으며, 노트북의 사용자 인증, 모바일 티켓, 쿠폰 등 다양한 분야에서 활용될 수 있는 성장 잠재력이 큰 기술이다. 지난 2월 스페인에서 열린 MWC(Mobile World Congress) 2011 기조연설에서 구글의 에릭 슈미트 CEO는 ‘위치정보와 광고의 결합으로 인해 모바일 결제서비스와 NFC가 활성화될 것이며, 이는 엄청난 (Mega-scale) 기회’로 규정했다.
세계 IT를 주도하는 기업 중 하나인 구글의 CEO가 한 해의 IT 업계 흐름을 볼 수 있는 행사인 MWC 기조연설에서 이같은 연설을 했다는 것은 NFC에 대한 업계의 관심을 잘 보여주는 사례이다. 실제로 국내 기업뿐만 아니라, 다수의 글로벌 기업들이 NFC를 앞다투어 적용하고 있다. 최근 국내에도 갤럭시S2, 베가레이서 등이 NFC 기술을 탑재하여 출시되었으며, 향후 출시될 스마트폰에도 NFC 기술이 지속적으로 탑재될 것으로 전망된다.
스마트폰이 대중화되면 서 고객들은 스마트폰을 통해 더 많은 서비스를 이용하려는 소비자 욕구가 높아지고 있다.
NFC로 인해 온·오프라인 상에서 독립적으로 구현되던 각종 응용 서비스가 휴대폰 하나로 통합되어 교통/카드/유통 등 다양한 산업과 결합한 비즈니스 모델 및 생활 밀착형 서비스들이 창출될 것으로 예상된다.
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.
(1) ‘비콘(Beacon)’ 개념 및 서비스 유형
(2) 비콘 서비스 작동 원리
(3) BLE 기술, NFC와의 차이점
(4) 비콘 사업 현황 - 해외
(5) 비콘 사업 현황 – 국내(1),(2)
(6) 비콘 기술 적용 사례 – 해외
(7) 비콘 기술 적용 사례 – 국내
(8) 비콘 서비스 주요 한계
(9) 비콘 시장의 향후 전망
Accessibility and Mobile: Radically Changing the Museum Visit (MCN2014)Sofie Andersen
This document summarizes a panel discussion on using mobile technology to radically change the museum visit experience for accessibility. The panelists discussed why mobile is important for accessibility, considerations for the museum visit, features of commercial mobile devices and apps, universal design principles, and when mobile may or may not be the best solution. They provided examples from research and case studies on developing mobile experiences with accessibility in mind.
Presented in London at Tate Modern's symposium, "Museums & Mobiles in the Age of Social Media," on Sept. 7, 2010. Talks about the explosion of the old single provider audio tour model in the face of apps, museums assuming a greater role in their own mobile content creation, and some visitors (though by no means all) wanting to use their own personal devices. How will museums bring their mobile multimedia interpretation to a broader public than the ones who own iPhones? Suggests opportunity spaces born of the disruption in this field.
Visitors want to know 'Why?' (museum handheld guides)Loic Tallon
An exploration of successful mobile interpretation experiences, as seen from the visitors perspective. Presented at the 2009 American Association of Museums conference, Philadephia.
For more info see my blog post at http://musematic.net/?p=639
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.
Building Location Aware Mobile Apps with iBeaconsHeather Downing
The document discusses building location-aware mobile apps using iBeacons. It describes what iBeacons are, how they work, and best practices for using them. iBeacons use Bluetooth technology to allow apps to sense location context through beacon signals. They have been used in various ways like guided tours and monitoring people's movements. The document outlines key iBeacon concepts like identifiers, regions, ranging, and proximity zones and how developers can leverage these tools to create mobile experiences aware of a user's location.
The document discusses the Smithsonian Institution's efforts to "recruit the world" and crowdsource contributions from the public through mobile technologies. It notes that while Wikipedia has over 1 million curators, producers, and viewers, the Smithsonian's mobile projects to date have attracted far fewer participants, such as only 70 producers and 35,000 comments. However, the Smithsonian believes that building a community, not just relying on crowdsourcing from unknown contributors, will help further its goal of increasing and diffusing knowledge. The document advocates for community-sourcing over crowdsourcing by focusing on turning networked individuals into committed community members.
Is it working? Analysing the effectiveness of mobile in museumsLoic Tallon
Presentation delivered @ the AAM Annual Conference 2013 in session entitled "Is it working?: evaluating the success of mobile apps" with Matthew Fisher, Nancy Proctor & Matthew Petrie.
See Matthew Fisher's presentation here: http://www.slideshare.net/nightkitcheninteractive/is-it-working
All icons used in the presentation are from The Noun Project and are Public Domain or CC0. The following icons are attributed under the CCBY license:
Museum by Joris Hoogendoorn
Camera by Stanislav Levin
Survey Connie Shu
Speech Bubble Convoy Interactive
Social Media by Joris hoogendoorn
Happy, Neutral, Sad & Shocked by Austin Condiff
Newspaper by John Caserta
Earth by Francesco Paleari
Person by Paulo Sá Ferreira - Purple Matter
Money by Luis Prado
Code by Brennan Novak
Speaker by Harold Kim
Film by Björn Wisnewski
Database by Anton Outkine
Bullet by Brent Maxwell
Cliff Warning by Luis Prado
Computer by Alyssa Mahlberg
NFC(Near Field Communication)는 13.56MHz 대역의
주파수를 사용하여 10cm 정도의 거리에서 데이터를 송수신
하는 근접통신 기술이다.
NFC 기술은 휴대 단말기에 탑재되어 신용카드, 신분증 등을 대체할 수도 있으며, 노트북의 사용자 인증, 모바일 티켓, 쿠폰 등 다양한 분야에서 활용될 수 있는 성장 잠재력이 큰 기술이다. 지난 2월 스페인에서 열린 MWC(Mobile World Congress) 2011 기조연설에서 구글의 에릭 슈미트 CEO는 ‘위치정보와 광고의 결합으로 인해 모바일 결제서비스와 NFC가 활성화될 것이며, 이는 엄청난 (Mega-scale) 기회’로 규정했다.
세계 IT를 주도하는 기업 중 하나인 구글의 CEO가 한 해의 IT 업계 흐름을 볼 수 있는 행사인 MWC 기조연설에서 이같은 연설을 했다는 것은 NFC에 대한 업계의 관심을 잘 보여주는 사례이다. 실제로 국내 기업뿐만 아니라, 다수의 글로벌 기업들이 NFC를 앞다투어 적용하고 있다. 최근 국내에도 갤럭시S2, 베가레이서 등이 NFC 기술을 탑재하여 출시되었으며, 향후 출시될 스마트폰에도 NFC 기술이 지속적으로 탑재될 것으로 전망된다.
스마트폰이 대중화되면 서 고객들은 스마트폰을 통해 더 많은 서비스를 이용하려는 소비자 욕구가 높아지고 있다.
NFC로 인해 온·오프라인 상에서 독립적으로 구현되던 각종 응용 서비스가 휴대폰 하나로 통합되어 교통/카드/유통 등 다양한 산업과 결합한 비즈니스 모델 및 생활 밀착형 서비스들이 창출될 것으로 예상된다.
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.
(1) ‘비콘(Beacon)’ 개념 및 서비스 유형
(2) 비콘 서비스 작동 원리
(3) BLE 기술, NFC와의 차이점
(4) 비콘 사업 현황 - 해외
(5) 비콘 사업 현황 – 국내(1),(2)
(6) 비콘 기술 적용 사례 – 해외
(7) 비콘 기술 적용 사례 – 국내
(8) 비콘 서비스 주요 한계
(9) 비콘 시장의 향후 전망
Accessibility and Mobile: Radically Changing the Museum Visit (MCN2014)Sofie Andersen
This document summarizes a panel discussion on using mobile technology to radically change the museum visit experience for accessibility. The panelists discussed why mobile is important for accessibility, considerations for the museum visit, features of commercial mobile devices and apps, universal design principles, and when mobile may or may not be the best solution. They provided examples from research and case studies on developing mobile experiences with accessibility in mind.