Ivan Teage, Digital Development Manager, at the National History Museum presented 'Sharing knowledge for digital sustainability' at the Museum Computer Group (MCG) Spring Event 2016 - 'Life with Digital Projects' #MCGProjects
The DiNAR Project: Meaningful Mixed Reality for Heritage - Gareth BealeMuseums Computer Group
Gareth Beale, researcher at Centre for Digital Heritage/Digital Creativity Labs (University of York), presents 'The DiNAR Project: Meaningful Mixed Reality for Heritage' at the Museum Computer Group (MCG) Spring Event 2016 - 'Life with Digital Projects' #MCGProjects
Fiona Talbott and Karen Brookfield, Heritage Lottery Fund – Are heritage orga...Museums Computer Group
Based on recent research into how heritage organisations are using digital media to promote access, Fiona will explore both how digital ambitions are being achieved within HLF funded projects, and how they are targeting their outputs for audiences. Fiona aims to challenge what we mean by quality digital output and what are perceived as the organisational barriers to creating them.
The document discusses assistive technologies and innovative practices for teaching and learning. It describes the National Center on Accessible Educational Materials, which promotes technology to support student learning, especially for students with disabilities. The objectives of the center include cultivating a collaborative network of researchers and developing innovative products. The document also discusses several emerging topics and best practices, including exergaming, personalized assessment, and exploring the minds of innovators. It emphasizes the importance of accessible, evidence-based, customizable and flexible solutions to support breakthrough teaching and learning.
Adrift on a Silver Sea: Developing HLF funded digital projects with purpose -...Museums Computer Group
Lucy Yates, Programme Manager, and Chris King, Digital Programmes Producer at the National Maritime Museum present 'Adrift on a Silver Sea: Developing HLF funded digital projects with purpose' at the Museum Computer Group (MCG) Spring Event 2016 - 'Life with Digital Projects' #MCGProjects
Lost at Sea of Wikipedia: how cultural organisations navigate the impact of w...Museums Computer Group
Daria Cybulska – Head of Programmes (Wikimedia UK)
The Wikimedian in Residence programme in the UK is about five years old. In 2017 they conducted research into the kinds of impact that can be expected from setting up residencies and how to maximise that impact over the short and long term.
This session will explore how to collaborate with open knowledge via Wikimedia projects, and what sort of impact is possible after running a Wikimedian in Residence project. The dimensions of impact are increased reach of collections, change of internal and external perspective on the museum, and scalability across the cultural sector.
Future enterprise towards 2030 internet business innovation_20-21march2014,at...FutureEnterprise
Frank Gielen - presentation at the workshop "Towards 2030 Internet Business Innovation" organised by FutureEnterprise on 20-21 March 2014 in Athens, Greece
Exploring the Potential of Digital Making: a collaborative project at the Uni...Museums Computer Group
Kate Noble – Education Officer and Ina Pruegel – Digital Engagement Specialist (both University of Cambridge Museums)
The digital maker residency enabled the University Of Cambridge Museums to rethink how they approached the use of technology in their museums and to re-position audiences and staff from passive consumers to active creators.
This session will explore how this project provided opportunities to explore and test new ideas and workshops in collaboration with audiences and members of local Makerspaces, and to reflect on the role of technology in the museum of the future.
The DiNAR Project: Meaningful Mixed Reality for Heritage - Gareth BealeMuseums Computer Group
Gareth Beale, researcher at Centre for Digital Heritage/Digital Creativity Labs (University of York), presents 'The DiNAR Project: Meaningful Mixed Reality for Heritage' at the Museum Computer Group (MCG) Spring Event 2016 - 'Life with Digital Projects' #MCGProjects
Fiona Talbott and Karen Brookfield, Heritage Lottery Fund – Are heritage orga...Museums Computer Group
Based on recent research into how heritage organisations are using digital media to promote access, Fiona will explore both how digital ambitions are being achieved within HLF funded projects, and how they are targeting their outputs for audiences. Fiona aims to challenge what we mean by quality digital output and what are perceived as the organisational barriers to creating them.
The document discusses assistive technologies and innovative practices for teaching and learning. It describes the National Center on Accessible Educational Materials, which promotes technology to support student learning, especially for students with disabilities. The objectives of the center include cultivating a collaborative network of researchers and developing innovative products. The document also discusses several emerging topics and best practices, including exergaming, personalized assessment, and exploring the minds of innovators. It emphasizes the importance of accessible, evidence-based, customizable and flexible solutions to support breakthrough teaching and learning.
Adrift on a Silver Sea: Developing HLF funded digital projects with purpose -...Museums Computer Group
Lucy Yates, Programme Manager, and Chris King, Digital Programmes Producer at the National Maritime Museum present 'Adrift on a Silver Sea: Developing HLF funded digital projects with purpose' at the Museum Computer Group (MCG) Spring Event 2016 - 'Life with Digital Projects' #MCGProjects
Lost at Sea of Wikipedia: how cultural organisations navigate the impact of w...Museums Computer Group
Daria Cybulska – Head of Programmes (Wikimedia UK)
The Wikimedian in Residence programme in the UK is about five years old. In 2017 they conducted research into the kinds of impact that can be expected from setting up residencies and how to maximise that impact over the short and long term.
This session will explore how to collaborate with open knowledge via Wikimedia projects, and what sort of impact is possible after running a Wikimedian in Residence project. The dimensions of impact are increased reach of collections, change of internal and external perspective on the museum, and scalability across the cultural sector.
Future enterprise towards 2030 internet business innovation_20-21march2014,at...FutureEnterprise
Frank Gielen - presentation at the workshop "Towards 2030 Internet Business Innovation" organised by FutureEnterprise on 20-21 March 2014 in Athens, Greece
Exploring the Potential of Digital Making: a collaborative project at the Uni...Museums Computer Group
Kate Noble – Education Officer and Ina Pruegel – Digital Engagement Specialist (both University of Cambridge Museums)
The digital maker residency enabled the University Of Cambridge Museums to rethink how they approached the use of technology in their museums and to re-position audiences and staff from passive consumers to active creators.
This session will explore how this project provided opportunities to explore and test new ideas and workshops in collaboration with audiences and members of local Makerspaces, and to reflect on the role of technology in the museum of the future.
How the Serpentine Galleries Mobile Tours have helped bring about internal co...Museums Computer Group
The document discusses how mobile tours created by the Serpentine Galleries helped facilitate internal collaboration and organizational change. Audience research found visitor interest in accessing digital content on phones during visits. However, technical barriers and fears of increased workload initially prevented support. Over time, by addressing issues quickly and improving communication between departments, the mobile tours became better integrated into visitor services and curatorial staff began contributing content, leading to cultural shift and positive visitor feedback that validated the project.
Open innovation uses both internal and external resources and collaborative business systems to solve problems. Traditionally, innovation came from internal R&D, but open innovation spreads costs and risks. It allows companies to find people to solve problems they don't know about. Major companies like Nokia, P&G, and IBM now use open innovation approaches, crowdsourcing ideas and partnering with startups and universities. While it risks losing competitive advantages and secrets, open innovation can lead to new growth by accessing ideas outside a company's walls.
Creative Councils - How to Innovate in Local GovernmentHub Launchpad
The Innovation Lab runs programs to support new ideas that help people and organizations, funded by a £320m endowment. It provides grants, expertise, and research to stimulate innovation in health, aging, education, local government, and other areas. The Lab supports the development of innovation skills and helps bring great ideas to life through funding and resources. It aims to generate many ideas and implement those that can create positive change through various support like loans, equity, and developing business models. The Lab works with local governments through its Creative Councils program to develop and test transformative solutions to challenges facing public services.
James Purvis, Head of Talent Acquisition at CERN, introduces the Sonru User Group, its purpose and how clients can get involved. The CERN recruitment unit are the first client to chair the Sonru User Group. Its purpose is to help Sonru clients gain maximum value from interactions with peers & the Sonru team both online & face to face.
The document discusses two models for university innovation and technology transfer: a patent-centric "gatekeeper" model and an innovation-centric "enabler" model. The innovation-centric model focuses on a broader range of activities beyond patents like collaborative R&D, publishing, entrepreneurship programs, and community engagement. This model aims to add social and economic value to the community through contributions like support for local businesses and startups. The document advocates for the progressive and open innovation-centric model.
Presentation on the Center for Science (a national collaborative network of science centers) and other collaborative networks impacting STEM education. Moderated by Carol Valenta, speakers: David Chesebrough, Chris Dornfeld, Jennifer Jovanovic, Christian Greer
When you look at content strategy closely, you'll discover it runs through virtually every discipline—both online and off—from web development to service design to advertising. Once you understand the generic principles, you can apply content strategy anywhere you choose.
Digital Engagement at the Nordiska museetKajsa Hartig
Presentation given at seminar: Experiencing the Digital World: The Cultural Value of Digital Engagement with Heritage, a project run by University of Leeds.
Nesta is the UK's innovation foundation that helps bring great ideas to life through investments, grants, and mobilizing resources. It works to support innovative ventures through its innovation lab and grant programs. Nesta has adapted a model for mapping public service innovation developed by Charles Leadbeater that categorizes innovations as either sustaining or disruptive, and formal or informal. The document discusses several trends in public service innovation including open innovation, design, social action, behavioral insights, experimentalism, and use of data.
Slides introducing the Researching Open Innovation PDW at the Academy of Management 2015 conference in Vancouver. Slides by Marcel Bogers, Jonathan Sims and Joel West
Christian Hirsig from Atizo AG discussed open innovation and crowdsourcing. He explained that Atizo connects people over the internet to solve societal challenges through innovation modules and communities. Atizo's innovator community has over 10,000 members from varied backgrounds who have generated over 40,000 ideas. Atizo also works with customers like Swisscom, Mammut, and Procter&Gamble on public and private projects through its crowdsourcing platform.
The document discusses understanding faculty members and learners in the context of web 2.0 technologies. It covers mapping learner and instructor experiences, examining people, data and things involved. It also discusses learners' technology abilities and needs, as well as challenges of emerging technologies for faculty development.
Pedagogical theory for e-Learning Design: From ideals to reality?PEDAGOGY.IR
Pedagogical theory for e-Learning Design: From ideals to reality?
Daniel K. SchneiderTECFA –FPSE -Universitéde Genève
daniel.schneider@unige.ch
9th Iranian Conference on e-Learning
KharazmiUniversity, Teheran
Thursday, March 12, 2015
Informal Learning: Broadening the Spectrum of Corporate LearningHans de Zwart
A keynote presentation for the 2010 Symposium of the Dommel Valley Group. Delivered on November 7th, 2010. It describes the DNA of the L&D of my employer, describes some very recent experimentation in the learning space and takes a sneak peek into the future of the learning function.
A presentation used as an initial primer. Its intention is to offer a basket of possibilities from which an informed strategic discussion can ytake place about the role e-learning might play
The document discusses bridging the gap between e-learning policy and practice. It provides a reflective review of the history of e-learning and lessons learned. Emerging themes are discussed like how technologies are converging with modern pedagogies. A framework is presented for ensuring policy is effectively implemented in practice. Case studies are examined and questions are posed about how to account for technological advances and changing user needs in e-learning policy going forward.
Introducing interactive whiteboards in the schoolsronchet
The document discusses introducing interactive whiteboards into schools in the Italian province of Trento. Over 3,000 classrooms received whiteboards between 2006-2008 as part of a 6 million euro project. Teachers participated in training over 3 months. While teachers saw benefits like supporting handicapped students and time savings, they also experienced negatives such as induced laziness, time lost to technical problems, and doubts about suitability for all ages and subjects. Successful implementation required addressing issues like device placement, transitioning to more participatory learning, archiving materials, and recognizing teachers' extra work. The whiteboards were most effective at bringing internet and computers into the classroom, but achieving benefits required an active, driven process.
The document presents a systemic lessons learned knowledge (Syllk) model for organizational learning through projects. It discusses barriers and facilitators to effective lessons learned practices across five elements: people (culture, social, learning), systems (technology, infrastructure), knowledge management processes, and research methodology (action research). The Syllk model is presented as a conceptual framework to enhance organizational learning by addressing barriers across these different elements. Contact information is provided for the authors to obtain further details on the Syllk model and its application in project organizations.
How the Serpentine Galleries Mobile Tours have helped bring about internal co...Museums Computer Group
The document discusses how mobile tours created by the Serpentine Galleries helped facilitate internal collaboration and organizational change. Audience research found visitor interest in accessing digital content on phones during visits. However, technical barriers and fears of increased workload initially prevented support. Over time, by addressing issues quickly and improving communication between departments, the mobile tours became better integrated into visitor services and curatorial staff began contributing content, leading to cultural shift and positive visitor feedback that validated the project.
Open innovation uses both internal and external resources and collaborative business systems to solve problems. Traditionally, innovation came from internal R&D, but open innovation spreads costs and risks. It allows companies to find people to solve problems they don't know about. Major companies like Nokia, P&G, and IBM now use open innovation approaches, crowdsourcing ideas and partnering with startups and universities. While it risks losing competitive advantages and secrets, open innovation can lead to new growth by accessing ideas outside a company's walls.
Creative Councils - How to Innovate in Local GovernmentHub Launchpad
The Innovation Lab runs programs to support new ideas that help people and organizations, funded by a £320m endowment. It provides grants, expertise, and research to stimulate innovation in health, aging, education, local government, and other areas. The Lab supports the development of innovation skills and helps bring great ideas to life through funding and resources. It aims to generate many ideas and implement those that can create positive change through various support like loans, equity, and developing business models. The Lab works with local governments through its Creative Councils program to develop and test transformative solutions to challenges facing public services.
James Purvis, Head of Talent Acquisition at CERN, introduces the Sonru User Group, its purpose and how clients can get involved. The CERN recruitment unit are the first client to chair the Sonru User Group. Its purpose is to help Sonru clients gain maximum value from interactions with peers & the Sonru team both online & face to face.
The document discusses two models for university innovation and technology transfer: a patent-centric "gatekeeper" model and an innovation-centric "enabler" model. The innovation-centric model focuses on a broader range of activities beyond patents like collaborative R&D, publishing, entrepreneurship programs, and community engagement. This model aims to add social and economic value to the community through contributions like support for local businesses and startups. The document advocates for the progressive and open innovation-centric model.
Presentation on the Center for Science (a national collaborative network of science centers) and other collaborative networks impacting STEM education. Moderated by Carol Valenta, speakers: David Chesebrough, Chris Dornfeld, Jennifer Jovanovic, Christian Greer
When you look at content strategy closely, you'll discover it runs through virtually every discipline—both online and off—from web development to service design to advertising. Once you understand the generic principles, you can apply content strategy anywhere you choose.
Digital Engagement at the Nordiska museetKajsa Hartig
Presentation given at seminar: Experiencing the Digital World: The Cultural Value of Digital Engagement with Heritage, a project run by University of Leeds.
Nesta is the UK's innovation foundation that helps bring great ideas to life through investments, grants, and mobilizing resources. It works to support innovative ventures through its innovation lab and grant programs. Nesta has adapted a model for mapping public service innovation developed by Charles Leadbeater that categorizes innovations as either sustaining or disruptive, and formal or informal. The document discusses several trends in public service innovation including open innovation, design, social action, behavioral insights, experimentalism, and use of data.
Slides introducing the Researching Open Innovation PDW at the Academy of Management 2015 conference in Vancouver. Slides by Marcel Bogers, Jonathan Sims and Joel West
Christian Hirsig from Atizo AG discussed open innovation and crowdsourcing. He explained that Atizo connects people over the internet to solve societal challenges through innovation modules and communities. Atizo's innovator community has over 10,000 members from varied backgrounds who have generated over 40,000 ideas. Atizo also works with customers like Swisscom, Mammut, and Procter&Gamble on public and private projects through its crowdsourcing platform.
The document discusses understanding faculty members and learners in the context of web 2.0 technologies. It covers mapping learner and instructor experiences, examining people, data and things involved. It also discusses learners' technology abilities and needs, as well as challenges of emerging technologies for faculty development.
Pedagogical theory for e-Learning Design: From ideals to reality?PEDAGOGY.IR
Pedagogical theory for e-Learning Design: From ideals to reality?
Daniel K. SchneiderTECFA –FPSE -Universitéde Genève
daniel.schneider@unige.ch
9th Iranian Conference on e-Learning
KharazmiUniversity, Teheran
Thursday, March 12, 2015
Informal Learning: Broadening the Spectrum of Corporate LearningHans de Zwart
A keynote presentation for the 2010 Symposium of the Dommel Valley Group. Delivered on November 7th, 2010. It describes the DNA of the L&D of my employer, describes some very recent experimentation in the learning space and takes a sneak peek into the future of the learning function.
A presentation used as an initial primer. Its intention is to offer a basket of possibilities from which an informed strategic discussion can ytake place about the role e-learning might play
The document discusses bridging the gap between e-learning policy and practice. It provides a reflective review of the history of e-learning and lessons learned. Emerging themes are discussed like how technologies are converging with modern pedagogies. A framework is presented for ensuring policy is effectively implemented in practice. Case studies are examined and questions are posed about how to account for technological advances and changing user needs in e-learning policy going forward.
Introducing interactive whiteboards in the schoolsronchet
The document discusses introducing interactive whiteboards into schools in the Italian province of Trento. Over 3,000 classrooms received whiteboards between 2006-2008 as part of a 6 million euro project. Teachers participated in training over 3 months. While teachers saw benefits like supporting handicapped students and time savings, they also experienced negatives such as induced laziness, time lost to technical problems, and doubts about suitability for all ages and subjects. Successful implementation required addressing issues like device placement, transitioning to more participatory learning, archiving materials, and recognizing teachers' extra work. The whiteboards were most effective at bringing internet and computers into the classroom, but achieving benefits required an active, driven process.
The document presents a systemic lessons learned knowledge (Syllk) model for organizational learning through projects. It discusses barriers and facilitators to effective lessons learned practices across five elements: people (culture, social, learning), systems (technology, infrastructure), knowledge management processes, and research methodology (action research). The Syllk model is presented as a conceptual framework to enhance organizational learning by addressing barriers across these different elements. Contact information is provided for the authors to obtain further details on the Syllk model and its application in project organizations.
This document discusses using technology to create professional learning opportunities. It introduces BLEND, an approach to bring learning environments into new directions by capitalizing on technologies to allow professionals to communicate, collaborate, and reflect. The agenda covers standards and frameworks for technology skills, and examines how tools like wikis, virtual worlds and video conferencing can support blended learning models that integrate synchronous, asynchronous and immersive learning opportunities. Challenges in preparing students for the future and developing digital media literacy are also addressed.
Using Technology to Create Professional Learning OpportunitiesAndrea Tejedor
This document discusses using technology to create professional learning opportunities. It introduces BLEND, an approach to bring learning environments into new directions by capitalizing on technologies to allow professionals to communicate, collaborate, and reflect. The agenda covers standards and frameworks for technology skills, and examines how tools like wikis, virtual worlds and video conferencing can support blended learning models that integrate synchronous, asynchronous and immersive learning opportunities. Challenges in preparing students for the future and developing digital media literacy are also addressed.
The document discusses best practices and frameworks for online pedagogy and course design. It provides examples of intrinsic motivation techniques that move beyond extrinsic rewards like grades. These include building peer interactivity, utilizing authentic tasks that allow for perspective sharing and choice, and designing experiences that engage learners in analysis, synthesis and evaluation. The document advocates designing online experiences, simulations and real learning opportunities to intrinsically motivate adult learners.
The document discusses changes needed in education for a smarter planet. It recommends stopping the ignoring of research, incorporating cross-curricular courses, teaching students to be creative and innovative, teaching core competencies like communication and collaboration, using authentic and practical assessments, and implementing personalized learning. Experts suggest teachers utilize a variety of tools and activities, including lessons, assessments, skill-building games, group projects, research, online courses, tutoring, site visits, and blogs to address personalized learning needs.
Cultivating Project-Based Learning & Leadership in Engineering EducationRamneek Kalra
This document discusses cultivating project-based learning and leadership in engineering education. It outlines an 8 part presentation covering: introducing project-based learning; finding a problem statement and solution; choosing the right team and technology; conducting in-depth research; prototype development; securing your idea; how to deploy leadership; and an interactive Q&A session. Project-based learning is defined as learning by developing an idea into a product. Key aspects of finding a problem/solution, choosing a team and technology, research, and prototype development are discussed. Leadership in engineering is said to require adaptability, emotional intelligence, growth mindset, creativity/innovation, and social intelligence.
Researchers are surrounded by technology whether they like it or not. NVivo is the CAQDAS (Computer Assisted Qualitative Data Analysis Software), available at York St John University to staff and students undertaking qualitative research. However, the numbers of users taking up the opportunity are low. Why is this the case?
The document discusses knowledge management techniques for software project management. It outlines some benefits of knowledge management like improved consistency, reduced reinvention, and shared workloads. Common techniques used include shared storage areas, issue lists, and lessons learned documents. However, it is difficult to capture subjective opinions, technical solutions, and relationship information. The document suggests techniques like programming patterns, storytelling, blogging, semi-structured interviews, and rich personal interactions to address these gaps.
The document discusses creative learning cultures and educational innovations in a Web 2.0 world. It outlines how technologies like Wikipedia, discussion boards, Facebook, and Twitter have enabled new forms of collaboration and knowledge sharing. However, it also notes potential problems with issues of reliability, privacy, and plagiarism. The document proposes that these issues can be addressed through socio-technical and educational design that considers the interdependencies between technology, teaching/learning cultures, and didactic approaches. It describes ongoing research projects focused on designing technology-enhanced learning environments and fostering creativity in higher education.
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how online collections could potentially impact the actual art systemMuseums Computer Group
Recruiting collective intelligence to level the contemporary art world’s stratified distribution of prestige and value: how online collections could potentially impact the actual art system.
Stephanie Bertrand (ICS-FORTH).
Museums+Tech 2022: Turning it off and on again
Friday November 11 2022
Artificial intelligence and machine learning for the analysis and enrichment ...Museums Computer Group
This document summarizes methods for digitizing, enriching, structuring, and sharing digital collections to make them more accessible and findable. Key steps include scanning materials, extracting metadata and information through techniques like OCR, file management, and applying standards for archival description. The structured data can then be published on the web, in catalogs, and through APIs to enable discovery and use of the collection.
Balancing enhancement, innovation and invention
Katherine Woollard (National Trust)
Museums+Tech 2022: Turning it off and on again
Friday November 11 2022
Towards inclusive digital museum innovation: theoretical and practical issues...Museums Computer Group
Towards inclusive digital museum innovation: theoretical and practical issues around the digital transformation of museums
Museums+Tech 2022: Turning it off and on again
Friday November 11 2022
Digital is our everyday reality, digital preservation should be tooMuseums Computer Group
This document discusses digital preservation in museums. It begins by acknowledging the importance of digital preservation as digital content has become part of our everyday reality. It then provides examples of different types of digital collections museums have, such as digitized audiovisual materials, born-digital photographs, and digital corporate records. It introduces a complexity ranking of different classes of digital content and preferred file formats and standards for their preservation. The document outlines lessons learned, including taking a holistic approach, developing guidelines incrementally, and recognizing digital preservation as a long-term organizational change. It emphasizes normalizing the fact that there are often no single right answers in digital preservation work.
A shot in the arm for QR Codes in museums
Adam Coulson (National Museums Scotland)
Museums+Tech 2022: Turning it off and on again
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Closing panel: Funding digital – what two years worth of data tells us
Chris Unitt (One Further), Mike Keating (Art Fund), Sarah Briggs (Museums Association), Georgina Brooke (One Further)
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Museums+Tech 2020: Museums in a crisis
Entertaining audiences in a time of crisis
Alix Geddes, One Further
This is an ongoing study looking at types of content posted by museums online during the various crises of 2020, specifically humour, and how audiences interacted with it. The study consists of surveying digital communications staff at large and small museums across the UK and takes data directly from their website analytics and social media platforms.
With the sudden pandemic and subsequent lockdown, museums were forced to close their doors to the public and focused on using their digital channels to share the objects, themes, and stories within their collections, albeit with different perspectives. Digital content was transformed, with accessing collections from home and children’s activities at the forefront. We also saw attempts to reach online audiences with content that would amuse, entertain, and engage. Early on during the crisis, people participated in the Getty Museum Challenge (recreating artwork with objects from home), and hashtags such as #MuseumFromHome and #CuratorBattles gained traction. What was the impact of this? What types of content did audiences flock to, and in what numbers? What trends and insights can be pulled from the data available?
COVID, content strategy & organisational change Georgina Brooke, National Mus...Museums Computer Group
Museums+Tech 2020: Museums in a crisis
COVID, content strategy & organisational change
Georgina Brooke, National Museums Scotland
In January 2020 I moved out of my home in Oxford, north of the border to Scotland, to start a new role as Digital Media Content Manager at National Museums Scotland. I’d done Hogmanay and Burns Night, I’d written a new content strategy, which was about to be rolled out across the organisation. I was beginning to feel like I’d got my foot under the door.
By 19 March my mood had changed. The museum was closed, all exhibitions indefinitely postponed, my team was going to reduce by 50%, and all my lovely online audiences were very online, very stressed and very vocal.
This paper will look at how the Digital Team at National Museums Scotland developed and adapted an effective content strategy through the lockdown period, including:
The content formats and storytelling themes that most successfully connected online audiences with our collections and staff
Black Lives Matter – convincing Senior Management to react quickly and commit to a step change in our policies on race and representation within the museums
What we learnt and how these lessons are now changing our approach to audience engagement as the museum reopen
Virtual tours and monetisation Paul Fabel, Guided & Nathan Wilson, YourTourMuseums Computer Group
Museums+Tech 2020: Museums in a crisis
Virtual tours and monetisation
Paul Fabel, Guided & Nathan Wilson, YourTour
This session will explore how virtual tours can be monetised for museums whilst expanding vital access to culture for everyone. Join Nathan from YourTour and Paul from Guided as they lead a discussion on how virtual tours can work, and why they are so important in a COVID-19 world.
Videogames and museums: fields in convergence Amy Hondsmerk, Nottingham Trent...Museums Computer Group
Museums+Tech 2020: Museums in a crisis
Videogames and museums: fields in convergence
Amy Hondsmerk, Nottingham Trent University
As museums and heritage sites consider the ways in which they can engage visitors in the digital age, a trend expedited by the COVID-19 pandemic, the sector has progressively looked to the videogame industry. Tapping into the ‘experience economy’ (Park and Gilmore 1999), this intersection has allowed museums to explore the role of play in understanding the past. This has taken various forms including collaborations with game companies, utilising existing games to reach gaming communities and broaden audiences, and developing new museum-based games. Yet, while many of these game-related initiatives have been successful, thus far the museum sector has mainly employed video games in a manner that has been limited, with museum games remaining primarily focused on educational or entertainment goals.
In the context of changing understanding about interpretation in museums and, specifically, of the recognition of the role of visitors as participants in the interpretative process (Hooper-Greenhill 2000, Staiff 2014), the convergence of museums and videogames is rich area to explore and consider how the sector could realise the full potential of museum video games.
Inclusive digital practice in post-lockdown society Becki Morris & Sarah Simc...Museums Computer Group
Museums+Tech 2020: Museums in a crisis
Inclusive digital practice in post-lockdown society
Becki Morris & Sarah Simcoe, Disability Collaborative Network and EMBED
As we navigate out of crisis during unprecedented times, the pandemic has highlighted that the time is right to reflect on the key role that digital is playing in reaching diverse communities as we create the ‘new normal’. While the heritage sector has traditionally taken a piecemeal approach to delivering digital services, these challenging times have necessitated the sector need for embracing digital inclusive practice. This ensures the continued delivery of services, attracts new audiences, including those who may have previously faced barriers to the physical environment and includes those who are vulnerable to COVID-19 complications.
The pandemic has provided the sector with a unique opportunity to build positive intersectional inclusion through digital practices. At the same time, the Black Lives Matter movement has highlighted the issue of colonisation and the importance of greater access to related collections. During this presentation, DCN and EMBED, a cross-sector partnership, will share experiences and key learnings from the lockdown period, what we have done to support the sector and how digital inclusion is core to the sector in creating better, more resilient service, support and participation for audiences and the workforce.
With a houseboat and an iPhone (how IWM supported home learning during lock d...Museums Computer Group
Museums+Tech 2020: Museums in a crisis
With a houseboat and an iPhone (how IWM supported home learning during lock down)
John Glancy, Imperial War Museum
When the UK’s schools closed in March 2020 the needs of the nation’s learners changed. Education was moved to a different type of classroom one that often involved a kitchen table for a desk and a digital device instead of an exercise book. Learning outputs in the heritage sector had to change too. School audiences couldn’t visit our galleries and objects, so the galleries and objects had to visit them… With a Houseboat and an iPhone will explore how Imperial War Museums conceived and developed its 16-part web series Adventures in History and brought a national collection into people’s homes. It will also explore how the work done on this project is inspiring Imperial War Museums to evolve its ongoing digital learning offer by tackling some of the most difficult stories in its collections such as Empire history. We will also explore the ways we are proposing to use eyewitness testimony to support a recovery curriculum by aiding health and well being outcomes.
Museums in an Earth crisis – and how digital can help Bridget McKenzie, Clima...Museums Computer Group
Museums+Tech 2020: Museums in a crisis Museums in an Earth crisis – and how digital can help
Bridget McKenzie, Climate Museum
The multiple crises facing museums and society are all part of the Earth crisis, caused by an extractive and exploitative system. COVID-19 is an outcome of the ecological emergency, and climate breakdown threatens further blows to the relative stability of past decades in which museums have flourished. The Activist Museum Award has allowed us in Climate Museum UK to enquire into the possibilities of non-extractive digital collecting. As part of this, we are exploring extractivism, taking an environmental approach to the challenge of decolonising museums. A new mobile museum, we are reimagining museums for an age of crisis.
This lightning talk will summarise our findings of how digital collections might power activism to tackle the big challenges of social and environmental justice. What are the possibilities for museums to collaborate to create an accessible UK-wide digital collection that gives a climate and ecology lens to cultural artefacts? What is the appetite for a commons-based resource that opens up to democratic interpretation, and that enables its users to learn about the Earth crisis, to express views, to design solutions and to take action?
SDDC virtual visits pre and post COVID-19: what’s changed? Emilie Carruthers,...Museums Computer Group
Museums+Tech 2020: Museums in a crisis
SDDC virtual visits pre and post COVID-19: what’s changed?
Emilie Carruthers, British Museum
The Samsung Digital Discovery Centre offers free live workshops to schools delivered through video conferencing technology, and has done for many years. This puts us in a unique position to compare how the programme and its audience has evolved since COVID-19: how have student and teacher’s expectations changed, are teachers now more comfortable booking virtual experiences for their classes and how has the programme evolved to align with audience expectations? We’ll use the most recent data from the schools Autumn term 2020 to explore these questions and think about how the demand for online live experiences in classrooms might evolve in future.
Decormart Studio is widely recognized as one of the best interior designers in Bangalore, known for their exceptional design expertise and ability to create stunning, functional spaces. With a strong focus on client preferences and timely project delivery, Decormart Studio has built a solid reputation for their innovative and personalized approach to interior design.
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https://www.safalta.com/online-digital-marketing/advance-digital-marketing-training-in-noidaTop Digital Marketing Institute in Noida: Boost Your Career Fast
[3:29 am, 30/05/2024] +91 83818 43552: Safalta Digital Marketing Institute in Noida also provides advanced classes for individuals seeking to develop their expertise and skills in this field. These classes, led by industry experts with vast experience, focus on specific aspects of digital marketing such as advanced SEO strategies, sophisticated content creation techniques, and data-driven analytics.
Storytelling For The Web: Integrate Storytelling in your Design ProcessChiara Aliotta
In this slides I explain how I have used storytelling techniques to elevate websites and brands and create memorable user experiences. You can discover practical tips as I showcase the elements of good storytelling and its applied to some examples of diverse brands/projects..
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Welcome to Practical eLearning Makeovers for Everyone. In this presentation, we’ll take a look at a bunch of easy-to-use visual design tips and tricks. And we’ll do this by using them to spruce up some eLearning screens that are in dire need of a new look.
International Upcycling Research Network advisory board meeting 4Kyungeun Sung
Slides used for the International Upcycling Research Network advisory board 4 (last one). The project is based at De Montfort University in Leicester, UK, and funded by the Arts and Humanities Research Council.
Architectural and constructions management experience since 2003 including 18 years located in UAE.
Coordinate and oversee all technical activities relating to architectural and construction projects,
including directing the design team, reviewing drafts and computer models, and approving design
changes.
Organize and typically develop, and review building plans, ensuring that a project meets all safety and
environmental standards.
Prepare feasibility studies, construction contracts, and tender documents with specifications and
tender analyses.
Consulting with clients, work on formulating equipment and labor cost estimates, ensuring a project
meets environmental, safety, structural, zoning, and aesthetic standards.
Monitoring the progress of a project to assess whether or not it is in compliance with building plans
and project deadlines.
Attention to detail, exceptional time management, and strong problem-solving and communication
skills are required for this role.
ARENA - Young adults in the workplace (Knight Moves).pdfKnight Moves
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CapCut is an easy-to-use video editing app perfect for beginners. To start, download and open CapCut on your phone. Tap "New Project" and select the videos or photos you want to edit. You can trim clips by dragging the edges, add text by tapping "Text," and include music by selecting "Audio." Enhance your video with filters and effects from the "Effects" menu. When you're happy with your video, tap the export button to save and share it. CapCut makes video editing simple and fun for everyone!
Technoblade The Legacy of a Minecraft Legend.Techno Merch
Technoblade, born Alex on June 1, 1999, was a legendary Minecraft YouTuber known for his sharp wit and exceptional PvP skills. Starting his channel in 2013, he gained nearly 11 million subscribers. His private battle with metastatic sarcoma ended in June 2022, but his enduring legacy continues to inspire millions.
Fonts play a crucial role in both User Interface (UI) and User Experience (UX) design. They affect readability, accessibility, aesthetics, and overall user perception.
Explore the essential graphic design tools and software that can elevate your creative projects. Discover industry favorites and innovative solutions for stunning design results.
5. Maintenance aspects of technology development can be ‘boring,
routine, annoying’ (Edwards, 2003) with around 40-60% of time being
used to understand the system (Anquetil et al., 2007).
6. Organisations ‘suffer not from the lack of knowledge bases but rather
from ways of accessing and exploiting existing knowledge’ (Lee and Fink,
2013).
7. Reasons not to share knowledge:
• fear of losing personal competitive advantage (Yang & Wu, 2008)
• insufficient time (Bueno et al., 2010)
• insufficient motivation (Choi & Lee, 2003)
• role-based differences (Ghobadi & Mathiassen, 2015)
13. Make digital
product
Have issues
Partially
understand
issues
Capture
views and
information
Digital product learning cycle
staff turnover
teams change
notes are filed
away…
Drivers for next project:
funding arrangements
assumptions / presumptions
existing project backlogs
lessons learned (?)
Pressure to find a
workaround and move on
19. 1. Conversations with colleague
2. Collaboration tools
3. Private documents / emails
4. Learning by doing / experimenting
5. Applying unrelated experience
6. System research / data collection
7. Self-organisation / articulation
8. Customer feedback
9. Self-study
10. System documentation
What did people use the most?
Number of times
mentioned /
selected
20. 1. Unreliable documentation
2. Ambiguous requirements
3. Restricted information
4. Clarity of decision-making
5. Availability of experts
6. Complexity
7. Ineffective communication
8. Stakeholder misalignment
9. Training gaps
10. Misinformation
What made information retrieval tricky?
Number of times
mentioned
21. information exchange over
information recording
both tacit and explicit
knowledge is critical
technology is better for
socialising than for storing
digital experts are
information retrieval
experts
What did we find?
27. Focus on socialisation not
codification
Don’t expect the impossible
from technology systems
Don’t panic if no docs,
embrace the learning
Spring clean the information
graveyard
What can you do?