The cultural heritage sector has spent to long focussing on mobile as a way to deliver guides - our audiences aren't using their mobiles in this way though. In this presentation we explore how we can broaden our thinking about mobile as a tool and improve, not only visitor experience, but also our own organisational learning.
Augmenting Education: The Collision of Real and Virtual Worlds [VRA]Bryan Loar
This presentation explores augmented reality and potential uses within arts education. The presentation has been enhanced from the previous October 2012 presentation. Videos have been added, new examples have been provided, further explanations have been added to the notes, and the information has been tailored to the VRA audience.
Presented as part the Visual Resources Association’s 31st Annual Conference session, “Enhancing Education Beyond the Classroom Experience via Visualization Technologies.”
The PowerPoint presentation with embedded videos can also be downloaded as a zipped file at http://bit.ly/AR_pptx_vra2013 [Note: Viewing the presentation with embedded videos has been known to be problematic. Depending on your version of PowerPoint and your operating system, the videos may or may not play.]
Augmenting Education: The Collision of Real and Virtual Worlds [SECAC]Bryan Loar
This presentation explores augmented reality and potential uses within arts education.
Presented as part the SECAC 2012 Visual Resources Curator Group session, "When the Past Collides with the Present: Moving Beyond the Single Classroom Experience via Digital Technologies."
Why learning and development departments struggle with social media...and how to fix it.
Learn about personal knowledge management, informal learning and more.
Updated and mashed together longer version of metameets and cave paintings v2.
Includes unity3d and opensim
Premise is still don't get stuck on "thats the way we do things" there is an explosion in both thought and technology out there
Augmenting Education: The Collision of Real and Virtual Worlds [VRA]Bryan Loar
This presentation explores augmented reality and potential uses within arts education. The presentation has been enhanced from the previous October 2012 presentation. Videos have been added, new examples have been provided, further explanations have been added to the notes, and the information has been tailored to the VRA audience.
Presented as part the Visual Resources Association’s 31st Annual Conference session, “Enhancing Education Beyond the Classroom Experience via Visualization Technologies.”
The PowerPoint presentation with embedded videos can also be downloaded as a zipped file at http://bit.ly/AR_pptx_vra2013 [Note: Viewing the presentation with embedded videos has been known to be problematic. Depending on your version of PowerPoint and your operating system, the videos may or may not play.]
Augmenting Education: The Collision of Real and Virtual Worlds [SECAC]Bryan Loar
This presentation explores augmented reality and potential uses within arts education.
Presented as part the SECAC 2012 Visual Resources Curator Group session, "When the Past Collides with the Present: Moving Beyond the Single Classroom Experience via Digital Technologies."
Why learning and development departments struggle with social media...and how to fix it.
Learn about personal knowledge management, informal learning and more.
Updated and mashed together longer version of metameets and cave paintings v2.
Includes unity3d and opensim
Premise is still don't get stuck on "thats the way we do things" there is an explosion in both thought and technology out there
Designing Web Interfaces Book - O'Reilly WebcastBill Scott
This is an update to the previous Designing Web Interfaces talk. This presentation was given on Feb. 3, 2009 over a live webcast via an O'Reilly Author Webcast special.
This presentation goes hand in hand with our book (Bill Scott & Theresa Neil) called Designing Web Interfaces: Principles and Patterns for Rich Interaction.
This presentation is much better suited for Slideshare than previous presentations as I took a lot of time to turn the movie screencasts into individual keyframes. All interactions now show in this presentation (that is why there are 300+ slides; in reality the presentation was more like 50 slides.)
You can see the recorded video & audio of the webcast in high resolution on YouTube at: http://www.youtube.com/watch?v=LW4MwvgW_ww&fmt=18
http://designingwebinterfaces.com
http://looksgoodworkswell.com
http://designgenie.org
(Also this is similar to the Big D 09 presentation on 5/30/2009. You can find that exact presentation at http://billwscott.com/share/presentations/2009/bigd/DWI.pdf)
One of my favourite lectures each year is to the creative writing master class at the University of Cape Town. The title of the lecture is The Writer as Digital Immigrant and looks at the impact of the digital evolution on creative writing as well as the business of book publishing. This year the subtitle of my presentation was Snapshots Along a Digital Journey and comprised 14 "snapshots" that looked issues such as thinking digital; the evolving digital landscape; storytelling in a digital, commercial arena; and from paper to pixel. Several of the slide need a talking head in front of them, but hopefully people will get the gist of the presentation.
A lecture prepared for the first session of the "Certificate in Community Management" proposed by Ichec. More info available here: http://www.ichec-entreprises.be/certificat_en_community_management-6993.html
A New Look at an Old Friend: Re-evaluating the Met's Audio Guide ServiceFrankly, Green + Webb
In September 2013, the Metropolitan Museum of Art launched a new audio guide. This presented an opportunity—and a need—to take a more strategic look at this long-standing service. Although the Museum has provided an audio-guide service for more than fifty years, thus far it has had a limited understanding of who uses the service and what kind of impact it might have. Who is the audio guide serving? What is and is not working?
In an effort to answer these questions, the Museum conducted an evaluation of its new audio guide in collaboration with Frankly, Green + Webb. We took a comprehensive look at the service, seeking to understand the entire visitor journey from initial awareness to the effect of the guide on the overall museum experience. This service design approach—though well established in the commercial sector —is relatively new in the museum field.
Our paper includes findings from the evaluation and insights we gained from the research process, as well as how these insights are applicable to the wider museum field. What can other museums learn from our experience? What is the value of evaluating an audio guide as a service rather than a product? How can museums move from evaluation data to insights and actionable recommendations? And perhaps most challenging: how can we design successful digital products and services in complex organizations with multiple stakeholders who have different levels of comfort with innovation and risk? These issues are not unique to the audio-guide service or to the Met; they are common to digital projects across all museums.
Paper available here: http://mw2015.museumsandtheweb.com/proposal/a-new-look-at-an-old-friend-re-evaluating-the-mets-audio-guide-service/
Digipublishing in Museums - Evaluating SFMoMA's first digital catalogueFrankly, Green + Webb
In July 2013, SFMOMA launched its first online collection catalogue, the Rauschenberg Research Project (RRP), which features nearly 90 Robert Rauschenberg works from the museum's permanent collection. The RRP combines rigorous scholarship with multimedia resources. With more than 500 images, videos, and research materials, it is the largest research effort the museum has ever devoted to a single artist; a print equivalent would have totalled more than 600 pages. The RRP is part of the Getty Foundation's Online Scholarly Catalogue Initiative (OSCI), which explores how scholarly collection catalogues can be transformed by the online environment. Based on a recent evaluation, this presentation will share insights into the reach and impact of an online scholarly museum publication. Who is using the RRP specifically, and online scholarly catalogues more generally? How is it being used? How is it perceived by its target audience of scholars, historians, and curators? The findings are encouraging, while also revealing concerns.
We create digital experiences for museums, but how do we create magical moments for people that use digital without distracting from them from the physical environment. This is the beginning of our thinking of how to use digital challenge and surprise to delight audiences.
Smartphones, audioguides and multimedia guides are very different devices but there are some common features of the mobile experience they share. This presentation will help identify what those features are, using real examples of what works and what doesn't, to help cultural organisations make the best use of digital content on mobile platforms.
Our How To presentation for Museums and the Web 2016 #MWXX on designing digital experiences for families shares findings from our research on four different museum projects. For the full paper please see this link http://mw2016.museumsandtheweb.com/paper/designing-digital-experiences-for-families/
Designing Web Interfaces Book - O'Reilly WebcastBill Scott
This is an update to the previous Designing Web Interfaces talk. This presentation was given on Feb. 3, 2009 over a live webcast via an O'Reilly Author Webcast special.
This presentation goes hand in hand with our book (Bill Scott & Theresa Neil) called Designing Web Interfaces: Principles and Patterns for Rich Interaction.
This presentation is much better suited for Slideshare than previous presentations as I took a lot of time to turn the movie screencasts into individual keyframes. All interactions now show in this presentation (that is why there are 300+ slides; in reality the presentation was more like 50 slides.)
You can see the recorded video & audio of the webcast in high resolution on YouTube at: http://www.youtube.com/watch?v=LW4MwvgW_ww&fmt=18
http://designingwebinterfaces.com
http://looksgoodworkswell.com
http://designgenie.org
(Also this is similar to the Big D 09 presentation on 5/30/2009. You can find that exact presentation at http://billwscott.com/share/presentations/2009/bigd/DWI.pdf)
One of my favourite lectures each year is to the creative writing master class at the University of Cape Town. The title of the lecture is The Writer as Digital Immigrant and looks at the impact of the digital evolution on creative writing as well as the business of book publishing. This year the subtitle of my presentation was Snapshots Along a Digital Journey and comprised 14 "snapshots" that looked issues such as thinking digital; the evolving digital landscape; storytelling in a digital, commercial arena; and from paper to pixel. Several of the slide need a talking head in front of them, but hopefully people will get the gist of the presentation.
A lecture prepared for the first session of the "Certificate in Community Management" proposed by Ichec. More info available here: http://www.ichec-entreprises.be/certificat_en_community_management-6993.html
A New Look at an Old Friend: Re-evaluating the Met's Audio Guide ServiceFrankly, Green + Webb
In September 2013, the Metropolitan Museum of Art launched a new audio guide. This presented an opportunity—and a need—to take a more strategic look at this long-standing service. Although the Museum has provided an audio-guide service for more than fifty years, thus far it has had a limited understanding of who uses the service and what kind of impact it might have. Who is the audio guide serving? What is and is not working?
In an effort to answer these questions, the Museum conducted an evaluation of its new audio guide in collaboration with Frankly, Green + Webb. We took a comprehensive look at the service, seeking to understand the entire visitor journey from initial awareness to the effect of the guide on the overall museum experience. This service design approach—though well established in the commercial sector —is relatively new in the museum field.
Our paper includes findings from the evaluation and insights we gained from the research process, as well as how these insights are applicable to the wider museum field. What can other museums learn from our experience? What is the value of evaluating an audio guide as a service rather than a product? How can museums move from evaluation data to insights and actionable recommendations? And perhaps most challenging: how can we design successful digital products and services in complex organizations with multiple stakeholders who have different levels of comfort with innovation and risk? These issues are not unique to the audio-guide service or to the Met; they are common to digital projects across all museums.
Paper available here: http://mw2015.museumsandtheweb.com/proposal/a-new-look-at-an-old-friend-re-evaluating-the-mets-audio-guide-service/
Digipublishing in Museums - Evaluating SFMoMA's first digital catalogueFrankly, Green + Webb
In July 2013, SFMOMA launched its first online collection catalogue, the Rauschenberg Research Project (RRP), which features nearly 90 Robert Rauschenberg works from the museum's permanent collection. The RRP combines rigorous scholarship with multimedia resources. With more than 500 images, videos, and research materials, it is the largest research effort the museum has ever devoted to a single artist; a print equivalent would have totalled more than 600 pages. The RRP is part of the Getty Foundation's Online Scholarly Catalogue Initiative (OSCI), which explores how scholarly collection catalogues can be transformed by the online environment. Based on a recent evaluation, this presentation will share insights into the reach and impact of an online scholarly museum publication. Who is using the RRP specifically, and online scholarly catalogues more generally? How is it being used? How is it perceived by its target audience of scholars, historians, and curators? The findings are encouraging, while also revealing concerns.
We create digital experiences for museums, but how do we create magical moments for people that use digital without distracting from them from the physical environment. This is the beginning of our thinking of how to use digital challenge and surprise to delight audiences.
Smartphones, audioguides and multimedia guides are very different devices but there are some common features of the mobile experience they share. This presentation will help identify what those features are, using real examples of what works and what doesn't, to help cultural organisations make the best use of digital content on mobile platforms.
Our How To presentation for Museums and the Web 2016 #MWXX on designing digital experiences for families shares findings from our research on four different museum projects. For the full paper please see this link http://mw2016.museumsandtheweb.com/paper/designing-digital-experiences-for-families/
Smartphones and their Potential to support family learning in the Cultural Se...Frankly, Green + Webb
A presentation on our report from a social mobile perspective "Smartphones and their Potential to support family learning in the Cultural Sector" - full copy available here - http://bit.ly/9khV92
How can cultural organisations harness social mobile already happening within their walls?
Museums Go Mobile: Start designing the service, not the websiteFrankly, Green + Webb
Guardian Culture Professionals article here - http://www.theguardian.com/culture-professionals-network/culture-professionals-blog/2014/may/16/mobile-museums-design-services-websites
The truth is that mobile isn't working for museums in the way we imagined. It's not the silver bullet. We've made apps that haven't been downloaded. We created handheld guides that don't get used and the perennial question of can mobile deliver pre- and post- visits still hangs in the air. So it is time to right mobile off? Or, perhaps now is the right time to think about mobile in a different way.
What do our visitors needs and behaviours show us about how they think and use our museums? How can we interpret these to design services that are truly transformative? What tools and processes can we use to make mobile a fully integrated part of the service offered by a museum?
Taking a look at what happens when we stop designing a mobile products and start using mobile as tool in the design for a whole service.
Frankly, Green + Webb use research as a core component of a wider human‐centred digital design practice. Recently the team has been working on a large‐ scale digital interpretation project with the Van Gogh Museum in Amsterdam. The project used a wide range of research techniques to inform and inspire the team and support effective decision‐making at every stage. Alyson will share some of the opportunities and challenges they encountered along the way, some of the key the outcomes and reflect on what she has learned about embedding research into everyday practice.
Digital technology has been adopted widely in the heritage sector for everything from kiosks to mobile web, apps, augmented reality, not to forget multimedia and audio guides. It holds out the promise of enabling sites to deliver information and interpretation to the visitor. But, to what extent are we in control of these tools?
Are we still flushed with excitement at the possibilities? Are we still caught up in thinking about the many ways digital technologies can meet our organisational objectives?
This presentation uses data from a series of projects to argue that we need to become more informed commissioners - considering visitor motivation, organisational mission and technological capabilities to achieve success.
MW2016 Online Scholarly Publishing: data and_insights_from_osciFrankly, Green + Webb
Data and insights from the evaluation of two online scholarly catalogues from SFMOMA and the Walker Art Center developed as part of the Getty Foundation's Online Scholarly Publishing Catalogue Initiative (OSCI). Presented at the 2016 Museums and the Web Conference.
A brief look at how our audiences are using mobile and the opportunities and challenges this may present for interpretation & learning around manuscripts.
What kind of mobile content is most engaging for museum visitors? And what impact does it have? There is surprisingly little research data on this question. This is a presentation that looks into both of these questions and provides principles for designing audioguide content that really works for visitors. Conference paper available here: http://mw2014.museumsandtheweb.com/paper/listening-to-visitors-research-findings-on-mobile-content/
For a long time, the focus has been on delivering mobile experiences through more and more advanced mobile technology. However, through our research and design experience we have identified what really makes the difference. The small stuff. Hear from examples at the Van Gogh Museum, Amsterdam and the Metropolitan Museum of Art, New York
Too often, funding models for museum projects are at odds with the adaptability, risk-taking, and agility required to support truly innovative, iterative technology initiatives. What's more, the emphasis of grant-makers on funding digital projects can undermine the ability of an organization to build and sustain long-term capacity. In this session, we'll look at a few real-life horror stories of mis-alignment between funding models and institutional objectives, hear in detail about three successful case studies that point the way toward alternative means of supporting innovation, and talk through a checklist for helping your tech and digital team work with development and funders to build and sustain capacity.
La tablette a des qualités incontournables : immédiatement allumée, ludique, facile à transporter et idéale comme cadeau. Plutôt sociale , plus «justifiée» pour sortir de l'usage à la maison (dans les transports publics, en vacances, au bureau pour de choses personnelles ...), elle est en réalité très appréciée pour une utilisation personnelle de loisir à la maison.
Thuis scrapbook describes the Digital Activist Inclusion Network project. It contains links to all our films, blogs, website and community learning environment.
Adapted from an original blog post by the same name, this presentation covers the evolution of the cell phone from a practical innovation to an expression of our identities.
http://hayleyvfuller.com/2011/03/my-mobile-self-platform-as-identity/
Bridging the gap between our online and offline social networkPaul Adams
A 30 minute talk I gave at the IA Summit 2010. If you find the content useful in your work, I'd love to hear your stories and examples to inform a book I'm writing. Please get in touch!
padday at gmail dot com
10 Mobile Social Trends for 2012 and Beyond: Customer Engagement Technology W...David Berkowitz
Ten mobile social trends for 2012 and beyond, including Social Fashion, Tagging, Interactive TV, Q&A, Personalized Recommendations, Social Context, Geo-Gaming, Augmented Reality, Near Field Communication, and Facial Recognition
Our submission for the YCN Student Awards. Five fellow Hyper Islanders and I tackled the LEGO brief. These are the final sixteen slides. Please go to bit.ly/ZRN1hZ if you want to know more about the context of the brief.
This slide is special for master students (MIBS & MIFB) in UUM. Also useful for readers who are interested in the topic of contemporary Islamic banking.
Macroeconomics- Movie Location
This will be used as part of your Personal Professional Portfolio once graded.
Objective:
Prepare a presentation or a paper using research, basic comparative analysis, data organization and application of economic information. You will make an informed assessment of an economic climate outside of the United States to accomplish an entertainment industry objective.
Executive Directors Chat Leveraging AI for Diversity, Equity, and InclusionTechSoup
Let’s explore the intersection of technology and equity in the final session of our DEI series. Discover how AI tools, like ChatGPT, can be used to support and enhance your nonprofit's DEI initiatives. Participants will gain insights into practical AI applications and get tips for leveraging technology to advance their DEI goals.
How to Build a Module in Odoo 17 Using the Scaffold MethodCeline George
Odoo provides an option for creating a module by using a single line command. By using this command the user can make a whole structure of a module. It is very easy for a beginner to make a module. There is no need to make each file manually. This slide will show how to create a module using the scaffold method.
Delivering Micro-Credentials in Technical and Vocational Education and TrainingAG2 Design
Explore how micro-credentials are transforming Technical and Vocational Education and Training (TVET) with this comprehensive slide deck. Discover what micro-credentials are, their importance in TVET, the advantages they offer, and the insights from industry experts. Additionally, learn about the top software applications available for creating and managing micro-credentials. This presentation also includes valuable resources and a discussion on the future of these specialised certifications.
For more detailed information on delivering micro-credentials in TVET, visit this https://tvettrainer.com/delivering-micro-credentials-in-tvet/
Introduction to AI for Nonprofits with Tapp NetworkTechSoup
Dive into the world of AI! Experts Jon Hill and Tareq Monaur will guide you through AI's role in enhancing nonprofit websites and basic marketing strategies, making it easy to understand and apply.
2024.06.01 Introducing a competency framework for languag learning materials ...Sandy Millin
http://sandymillin.wordpress.com/iateflwebinar2024
Published classroom materials form the basis of syllabuses, drive teacher professional development, and have a potentially huge influence on learners, teachers and education systems. All teachers also create their own materials, whether a few sentences on a blackboard, a highly-structured fully-realised online course, or anything in between. Despite this, the knowledge and skills needed to create effective language learning materials are rarely part of teacher training, and are mostly learnt by trial and error.
Knowledge and skills frameworks, generally called competency frameworks, for ELT teachers, trainers and managers have existed for a few years now. However, until I created one for my MA dissertation, there wasn’t one drawing together what we need to know and do to be able to effectively produce language learning materials.
This webinar will introduce you to my framework, highlighting the key competencies I identified from my research. It will also show how anybody involved in language teaching (any language, not just English!), teacher training, managing schools or developing language learning materials can benefit from using the framework.
The simplified electron and muon model, Oscillating Spacetime: The Foundation...RitikBhardwaj56
Discover the Simplified Electron and Muon Model: A New Wave-Based Approach to Understanding Particles delves into a groundbreaking theory that presents electrons and muons as rotating soliton waves within oscillating spacetime. Geared towards students, researchers, and science buffs, this book breaks down complex ideas into simple explanations. It covers topics such as electron waves, temporal dynamics, and the implications of this model on particle physics. With clear illustrations and easy-to-follow explanations, readers will gain a new outlook on the universe's fundamental nature.
Biological screening of herbal drugs: Introduction and Need for
Phyto-Pharmacological Screening, New Strategies for evaluating
Natural Products, In vitro evaluation techniques for Antioxidants, Antimicrobial and Anticancer drugs. In vivo evaluation techniques
for Anti-inflammatory, Antiulcer, Anticancer, Wound healing, Antidiabetic, Hepatoprotective, Cardio protective, Diuretics and
Antifertility, Toxicity studies as per OECD guidelines
3. How did we start thinking about
using smartphones in museums?
WeWe should start
know that audio
using multimedia
and smartphones Yes, but those
to guides helps
deliver guides Yes, we should
Plus everyone
devices are
visitors has one an app
make of those
expensive and a
that’s a guide…
smartphones now
real pain
Frankly, Green + Webb
4. The secret is…
Audiences aren’t using
their own smartphones to
take guides
Frankly, Green + Webb
5. Audiences use guides if
you hand them out on
smartphones.
Audiences are using
smartphones to do other
things than take your
guide.
But why?
Frankly, Green + Webb
6. “I don’t want
“I don’t to run my
think I have battery down”
enough time
to download”
“I’m not
sure how to
“I’m not get access
really sure to the wifi”
what I’m
meant to do”
“I don’t want a “What
guide” guide?”
Frankly, Green + Webb
7. “I don’t want
“I don’t to run my
think I have battery down”
enough time
to download”
“I’m not
sure how to
“I’m not get access
really sure to the wifi”
what I’m
meant to do”
“I don’t want a “What
guide” guide?”
Frankly, Green + Webb
8. We have a choice to make:
•Ignore that people are
using smartphones
•Change our approach to
mobile interpretation
beyond the audioguide model
Frankly, Green + Webb
9. Yes, we should this an
Could we do make
app differently?
that’s a guide…
Frankly, Green + Webb
10. Look at how we think about
mobile compared to our
visitors…
Frankly, Green + Webb
11. Delivery
platform for:
Information
Photos
Videos
Stories
Facts
Frankly, Green + Webb
13. These are the functions the adults are using…
Figure 1.44 Activities conducted on a smartphone: adults
I n t e r n e t s u r f in g 41 28 69 Plan/Check
T a k i n g p h o t o s / v id e o 35 33 68 Create
E m a il 46 21 67
55
S o c ia l n e t w o r k in g 40 15
Share
L i s t e n in g t o m u s i c 32 21 53
P la y i n g g a m e s 20 27 47
U s e d r e g u la r l y
D o w n lo a d in g a p p s 20 27 47 E ver used
P ic t u r e m e s s a g i n g ( M M S ) 18 28 46
I n s t a n t M e s s a g in g ( I M ) 28 17 45
M a p s /G P S 18 26 44
W a t c h i n g v id e o c l i p s 16 22 38
A c c e s s in g g e n e r a l n e w s 16 19 35
A c c e s s in g s p o r t s n e w s 14 13 27
W a t i n g T V p r o g r a m m e s / f i lm 6 10 16
0% 20% 40% 60% 80% 100%
Source: Ofcom omnibus research,Report:2011 August 2011
OfCom Communications Market
March UK 4
Q.8/9 Which, if
Frankly, Green + Webb any, of the following functions or activities have you ever used/use regularly on your
mobile?
14. These are the functions the teens are using…
Entertain
Create
Share
OfCom Communications Market Report: UK 4 August 2011
Frankly, Green + Webb
15. talk tweet
record
microblog
video comment
photo Create Share stories
and ideas location
draw
listen
puzzles
My phone is
Play where I go to… music
games Entertain games
web videos
Check web
news Plan
results maps
emails travel
weather
Frankly, Green + Webb
16. Your audience see this as multifunction tool –
for doing what they want to do.
Frankly, Green + Webb
17. What if we see smartphones
just as a tool to facilitate
those behaviors?
•Share stories and ideas
•Entertain
•Planning
•Checking
•Playing
•Creating
Frankly, Green + Webb
19. Plan
Check
Experience
Sharing stories
Create Activity
Add a note
Structure to next
Develop a YouTube for
Spotify oraaresearchof
Place a labelseriesto
Developinghandout for
wall
panel to
activity identify
the curators playlist
an objectaround
cards each-with a
where
investigation
investigating on the
to addamusic –colour
conversation orask the
drawing/photography/re
particular
event
mobilehappened
or form, to
visitors in addor
activityactivityown
cordingweb response
create
object is.
personal response
suggestion Show a
to a specific object -
journey
tweet or add comment
to microblog
Frankly, Green + Webb
20. Check
Experience
Sharing stories
Create Activity
Structure
Develop a YouTube for
Spotify oraaresearchof
Place a labelseriesto
Developinghandout for
next
activity
the curators playlist
an objectaround
cards each-with a
investigation
investigating on the
to add music –colour
conversation orask the
drawing/photography/re
mobile
or form, to
visitors in add
activityactivityown
cordingweb response
create
personal response
suggestion
to a specific object -
tweet or add comment
to microblog
Frankly, Green + Webb
21. Experience
Sharing stories
Create Activity
Develop a YouTube of
Spotify or a next for
Place a labelseriesto
Developinghandout for
activity
the curators playlist
an objectaround
cards each-with a
investigating
to add music –colour
conversation orask the
drawing/photography/re
or form, create
visitors to add
activity in response
cording activityown
personal response
suggestion
to a specific object -
tweet or add comment
to microblog
Frankly, Green + Webb
22. Experience
Sharing stories
Create Activity
Spotify or YouTube of
Place a label next for
Developing a seriesto
the curators playlist
an object
cards each-with a
to add music –
conversation orask the
drawing/photography/re
visitors to add
activity in response
cording activityown
suggestion
to a specific object -
tweet or add comment
to microblog
Frankly, Green + Webb
23. Sharing stories
Create Activity
Place a label next of
Developing a seriesto
an object
cards each-with a
conversation or
drawing/photography/re
activity in response
cording activity
to a specific object -
tweet or add comment
to microblog
Frankly, Green + Webb
24. Create Activity
Developing a series of
cards each with a
drawing/photography/re
cording activity
Frankly, Green + Webb
25. Opportunity for
organisational learning?
Frankly, Green + Webb
26. Look at
available
data
One of the advantages Bring in
of this approach is… stake-
It’s easy to get holders
started
Experiment
Frankly, Green + Webb
27. Look at available data
•Does your audience profile
match smartphone users
•Website analytics – are
mobile users hitting your
site
Frankly, Green + Webb
28. Bring in stakeholders
•Can you make others feel
more comfortable with the
technology?
•Find the advantage for
those facing the visitor.
•Develop a clear policy on
phones for visitors and
visitor facing teams
•Will there be negative
impacts on them?
•How to deal things when
they go wrong?
Frankly, Green + Webb
29. Experiment
•Asking/Making/Directin
g
•Organisational voice
•Using devices in your
organisation
•Different responses
•Feedback into your
institution
Frankly, Green + Webb
30. Make sure you collect
more data
•Survey monkey works
with mobile
•Monitor the services
you ask them to use…
Frankly, Green + Webb
32. Images thanks to Flickr Commons: e: lindsey@franklygreenweeb.com
The hidden treasures of the Worlds t: @FranklyGW
Public Archives
http://www.flickr.com/commons
Frankly, Green +
Created for: Webb Presented by: Date issued:
GEM London Social Media Lindsey Green 21st June 2012
33. If you’re wanting help
thinking more about this and
the other opportunities and
challenges around digital
interpretation – get in
touch.
Our work is a mixture of:
•Design research for helping
understand how audiences use
digital technologies in the
cultural heritage sector
•Strategic planning and
concept development - for
funding applications such as
heritage lottery funding
•Implementation i.e getting in
up to our elbows in order to
help these types of projects
get up and running. Find out more at:
http://www.franklygreenwebb.com
Frankly, Green + Webb
Editor's Notes
Consultancy working with cultural heritage organisations wanting to develop digital interpretation – specialising in mobile. Our work is a mixture of design research, strategic planning, concept development and getting in up to our elbows in the implementation.
This is the title of my talk today… I ’ m proposing that by thinking about mobile in a social way – we ’ ll improve not only the experience of our visitors but our own practice I have to start with a caveat – in that, in an evening talking about social media I ’ m not a great fan of hiving off social media as such I think it ’ s become so integrated our digital world – that I find it difficult to draw a parameter around what is social media – and therefore I ’ ve stopped trying!
We work with a lot of museums – those who have guides and those that don’t They all tend to see smartphones as a great way to deliver guides And they’ve usually had a conversation that goes something like this… They also tend to have looked into making a guide app and are having a tough choice making a decision on which to go for OR Have realised it’s still quite an expensive exercise – are applying for funding
Here some reasons that we’ve heard why they didn’t take the guide
We’re not making a product that the Audience can or want to use… enough.
We have to choose: We ignore that people are using smartphones – and don’t enter the conversation Or We change our approach to using smartphones
We need to go from this: [Click] To this
Our audience think differently about mobile than we do. In fact, if you are a regular smartphone user – YOU probably think about your mobile differently… Let ’ s look at what they are using mobile for…
As museum professionals – we see this…
What do our visitors see? Let ’ s have a look at the functions they ARE using…
I would focus on the Purple – not the green. These are the functions they are using… [Click] But this is what they are doing – these are the behaviours – more about what they think…
This is teens… Change in the amount that they are using. More of a focus on entertainment activities BIG focus on sharing…
So if we look at these behaviours Why is it that they turn to their smartphone…. They are likely to be using this in your museum already Many of these activities are social
They see it as tool What if we see it as the same tool A tool for interpretation
What if we see it as the same tool A tool for interpretation Just as we adapt other tools and learn how we can use them Word of warning – this isn ’ t just about adding functionality to a guide… this is about using the tools that the visitors are already using.
We ’ re going to have a look at some ideas now Things to remember… Perhaps these tools aren ’ t universal – however, they are cheap they don ’ t have to hit everyone… You will need to put some time in to think of structuring and framing – just as you would with any activity
Sharing stories – possible Super Geek Audience
Sharing stories – possible Super Geek Audience
Sharing stories – possible Super Geek Audience
Sharing stories – possible Super Geek Audience
Sharing stories – possible Super Geek Audience
Sharing stories – possible Super Geek Audience
Not just about supporting learning. Organisational learning about mobile too…
Audience profile – do they match smartphone users (ComScore) Website analytics – are mobile users hitting your site
Can you make them more comfortable with the technology? What is the advantage to them? Will there be negative impacts on them – how can you support them, show the value Give clear policy guidelines to visitors and visitor facing teams Processes for managing negative feedback/interaction
Content – user paper/signage based triggers – ask questions, making activities, check relevant news, help plan day, point to videos/photos/online content (look back to the list of how users think of mobile) – What is your organisational voice? What content do your visitors work with? Platform – operational challenges (reception/charging) Impact – what are the quality of the responses, can you develop interpretation skills Institutional processes – does you have an opportunity to use the instant nature of mobile to feedback into your institution
Audience profile – do they match smartphone users (ComScore) Website analytics – are mobile users hitting your site
If we change our approach to mobile we can make better experiences We ’ ll get more appropriate mobile interpretation for our visitors
We’re a consultancy working with cultural heritage organisations wanting to develop digital interpretation – specialising in mobile.