Showing posts with label mobile. Show all posts
Showing posts with label mobile. Show all posts

Monday, October 10, 2016

What Does a Great Distributed Digital Museum Experience Look Like?

Museum technology nerds: this post is for you.

I've been thinking recently about distributed content experiences--ways for people to interact with museum content (art, history, science, etc.) as they make their way through the world outside the museum. There are a zillion apps for making your own tours, podcasts, maps, or QR code-infested games... but none of them are great.

Distributed mobile content experiences seem to suffer from two basic problems:
  1. Underwhelming entry points. It's extremely hard to get people to download a new app. Where and when does an institution ask you to do so? At the museum? At the historic site? While walking down the street? The impulse to download an app is driven by curiosity or an urgent perceived need. While museums may cultivate curiosity, they rarely offer sufficiently clear, urgent use cases to encourage you to go through the drudgery of downloading an app.  
  2. Unlikely reentry points. Once you download an app, are you really going to remember to (re)open it to find an interesting historical fact tagged to your geolocation? Are you going to use it to scan for public art near you? Most of these apps seem so niche, so useless for anything other than accessing semi-interesting content in a clunky interface, that they end up languishing in the Siberian outback of your phone.
In contrast, successful distributed projects seem to have one of two characteristics:
  1. Compelling and/or versatile mobile experience. What do we use our phones for most? Communicating, playing, exploring. Quality content experiences tend to piggyback on massive social media platforms apps that are already well-used (i.e. facebook) or create very compelling whole worlds unto themselves (i.e. Pokemon Go). 
  2. Prominent real world presence. One of the simplest, effective distributed projects I've seen recently is Walk [Your City]. It's a system for creating signs, zip-tied to existing traffic/lightpoles, that direct people to points of interest, special experiences, and surprising encounters. Some cities use them for straightforward wayfinding, but in many towns, the signs have a whimsical or poetic nature. It's amazing how much impact simple signs can have. I'd choose repeated physical presence over a fancy digital interface any day.
Thinking about these two characteristics, here are some highly speculative ideas and questions:
  • What is the most effective way to have lots of physical presence in the built environment? Working with cities and public property involves a lot of regulation (though if you can push through the red tape, a lot of potential impact). It's often easier to make deals with private property owners than to lobby the government for use of public space/sidewalks/streets. Projects like Little Free Library and the Peace Pole Project work this way; individuals choose to build them on their own land. How can we activate movements for people to participate in producing and sharing content on the land they already control?
  • What's the cheapest advertising money can buy? I generally assume nonprofits can't afford to compete in the advertising world, but there's so much advertising in our visual landscape, some of it in very odd (and affordable) forms. Could you give out free coasters at bars? Make beautiful bike racks? Provide your local coffee shop with thousands of sleeves for paper cups? Is there a distributed layer to life (in the form of advertising) that is hackable for good?
  • How can we creatively hack into mobile apps that lots of people already use? Of course you can create content for podcasts, twitter, instagram, etc. But what about apps where you don't have to build a whole media presence? What about creating geo-fenced Snapchat filters connecting people to art nearby, or making Tindr profiles for historical figures in the area? Are there other ways to piggyback on popular apps for content experiences?
  • Who's going to build the killer app for distributed learning experiences? Part of me feels like learning is just so low on people's priority lists that distributed museum experiences will always be niche... but then I think of the huge success of online learning platforms like Khan's Academy. I wonder if we just need one (or a few) powerhouse app to take the lead on facilitating quality distributed learning/augmented reality experiences. I think it's possible an institution could do this... but only if it was more focused on building an industry-wide solution than building something custom for their own museum or historic site.
I know that there are very smart people working on these problems. Who's tackling them? What are some of the most interesting approaches underway?

If you are reading this via email and would like to share a comment or question, you can join the conversation here

And a note to readers in the Boston area: I'll be participating in a MuseumHive real world / Google hangout on these topics (and others) on October 26. Register today.


Wednesday, March 13, 2013

Guest Post: Oh Snap! Experimenting with Open Authority in the Gallery

Visitor-contributed photos surround a collection piece
in Carnegie Museum of Art's Oh Snap! project.
It can be incredibly difficult to design a participatory project that involves online and onsite visitor engagement... so I was intrigued when I heard about a recent success from Jeffrey Inscho, Web and Digital Media Manager at Carnegie Museum of Art in Pittsburgh. In this guest post, Jeffrey shares the story behind their big hit with a visitor co-created exhibition.

Several months ago, a cross-departmental group of staffers at Carnegie Museum of Art in Pittsburgh got together to explore ways the museum could become more flexible, nimble and interactive with respect to way we engage audiences, both on-site and online. The result of those meetings and brainstorming sessions recently manifested itself in our Forum Gallery as an experimental photography project called Oh Snap! Your Take on Our Photographs.

Project Background

I don't want to get lost in the weeds with respect to the mechanics and back-end details, but I think it's important to include some context about the project so we can effectively explore what's working and what's not. At its core, Oh Snap! is a project that lets real-world and virtual visitors share their work in our gallery. The museum selected and is featuring 13 works recently added to our photography collection. Each work was specifically chosen for its potential to inspire creative responses. We then invited people to submit their own photographic responses (via the web) inspired by one of the 13 works from the project.

Each day, the museum prints out new submitted photographs and hangs them alongside their inspirations in the gallery. When a participant's work is selected, we let them know via email when it will be on view, and send out a free admission pass so they can visit their submission in the museum.
It's a bit complicated to explain in writing, but this video does a good job of summarizing the project.

We're seeing tons of excitement around this project and a huge level of participation, especially for a museum just dipping its toe in the waters of open authority. Since the project launch on February 21, we've received 685 submissions from participants across the United States, Europe and South America.

Here are some reasons why I think Oh Snap! is killing it:

We See Participants as Partners

The thesis of Oh Snap! hinges on the ideas experimentation, uncertainty and partnership. We opened the gallery with empty walls (save the 13 collection works) and it could have very well stayed that way until the project closes in April. We took a HUGE risk when we trusted our audience to help us create something cool, not only on the web, but in a museum.

A website can fail softly, however there's no avoiding the awkwardness if we open a gallery and have nothing on the walls for several months. I think participants realize that we're relying on them to make this work.

We Make it Easy

Another key to the success of the project is that we lowered the barrier of entry for participants. Graphically, both on-site and online, the project is very inviting. Warm purple tones invite curiosity and modern iconography convey relevance to a younger, digitally-connected demographic.

We built a responsive website that renders elegantly across all devices and capitalizes on user impulse by allowing participants to submit photos instantly from their mobile phone or tablet's camera roll, as well as desktop computers. We also developed the site so each submitted photo had its own URL and threaded comment stream so discussions could take place around the submitted works. Social integrations are important so we infused easy sharing via Facebook and Twitter wherever possible.

When early feedback indicated users were confused about the submission process, we fine-tuned our language and quickly produced a promo video that distills the complete process in a hilarious 2-minute story.

In the gallery, we hung custom-made Post-It note pads on object title cards so visitors could take a reminder to submit an image with them when they left the gallery. We put couches and a coffee table in the room to entice visitors to spend time with the works and create a comfortable environment.

We did all of this to make it as easy as possible for someone to be a part of the project. We don't have control over whether or not a visitor participates, but we can control the participation environment so it is a delightful experience.

We Blur Digital and Real-World Experiences

The biggest difference between Oh Snap! and other crowd-sourced photography projects is the physical manifestation of tactile objects in the gallery. Too often, projects like this live exclusively on the web and have no "real-world" presence. We knew from the beginning that this project needed to effectively marry the digital with the real-world, with the goal of blurring lines between the two.

We found humor and fun to be great bridges between the physical and digital environments. From the language used on the website and in automated emails, to the promo video, to the gallery texts and Launch Party, we took every opportunity to infuse fun at every interaction point, be it online or in the gallery. This common thread unifies a multi-platform project like Oh Snap! and creates a consitent experience no matter how or where a user interacts with the project.

We See No Finish Line

Finally, and perhaps the most vital component to the success of the project is its unfinished nature. Oh Snap! is truly an "exhibition in beta." It's evolving and living and organic. We can change up the gallery if we need to. We can change the way the website functions or add elements as we need them. We're not locked into a traditional exhibition format and we have the ability to stay nimble.

We've also structured this project so we can maintain an ongoing dialog with participants even after the Oh Snap! gallery closes. When this project is officially over, we'll take what we learned and apply it to the next experiment, hopefully building on the work and insights gained from this project. We're not sure what that next experiment will be, but we're looking forward to trying something new.

If you have a question or comment for Jeffrey and the Oh Snap! team, please share it. Jeffrey will be checking in here over the next couple of weeks to respond.

Tuesday, May 24, 2011

Guest Post: Lessons Learned Designing a Mobile Game for Balboa Park

Today, a guest post from one of the people who inspires me: Ken Eklund. Ken is a game designer and writer who develops narrative, collaborative augmented reality experiences about serious issues. When I worked briefly with the Balboa Park Online Collaborative to conceptualize a mobile phone-based game to connect visitors to the park to its cultural institutions and history, I knew Ken would be the perfect person to make it happen. Now, that game, GISKIN ANOMALY, is live. In this post, Ken shares some surprising lessons learned so far.


What’s the opposite of Voicemail Hell? Giskin Anomaly

Right around Thanksgiving 2010 a strange story began to unfold in Balboa Park, San Diego. An official-looking decal for the “GISKIN ANOMALY SURVEY PROJECT” appeared on a window in the park. It has a 800-number on it (877-737-3132) and a three-digit ID number (131). But “official” it is not. When San Diego visitors dial the 800-number and then the ID number, they get past the smoke screen and hear a character named Pandora, who tracks down "anomalies", leave messages for someone named Drake, who then decodes them. The “anomalies” are ghost thoughts from the past left by people who were in Balboa Park during World War Two, and still somehow tethered to the landscape.

As I said, a strange story. Mysterious! Intriguing! And of course, not exactly true. GISKIN ANOMALY is a “historical fiction” game I created for Rich Cherry and the Balboa Park Online Collaborative. They asked for an experience that could transform how you perceived the Park – whether you were new or had lived in San Diego all your life. And widely accessible. Play any time, as much as you like, and play with any cellphone. The goal was to design an audio tour for people who never do audio tours.

GISKIN ANOMALY is now pretty much complete, getting good numbers, and winner of the silver MUSE award at AAM in the Games/Augmented Reality category. What are the lessons learned?

Lessons Learned 1: Build it, and they will come
We thought GISKIN was cool and different, but was it cool and different enough to actually attract people to the Park? Was it too weird? We had a hard time describing it (still do) and worried about this.

We shouldn’t have. We got over 1,000 calls our first day. Lesson: Have faith in your community. If you think something’s cool, chances are they will too.

Lessons Learned 2: Learn as you go
GISKIN has 7 episodes, and it would have been normal, I suppose, to get them all ready, then launch. But as it happened, I got the first episode completely ready (to completely test out the concept and the voicemail system) and then launched it. Then I wrote the second episode, produced it, launched it, and so on. This had an expected benefit – we got something in front of people quicker. And an unexpected one – everyone on the team could learn as we went along what worked and what didn’t, and we could dial in more of what worked.

Lesson: when your project, like GISKIN, really depends on the end experience, there’s no better way to evaluate it than to produce a bit of it and experience it complete and in situ.

Lessons Learned 3: This is not a museum talking (what a relief!)
Being a museum must be exhausting – you have to know so much and speak so carefully. What a relief it was to not have to worry about that. In GISKIN, Pandora and Drake aren’t museum people: they have no special knowledge; they ask the same questions the audience is asking and don’t always get answers. They leave LOTS of room for the audience to ask their own questions and fill in their own answers.

Lesson: An answer is like the proverbial fish: it only feeds someone for a day. The freedom to ask questions, however, will feed someone for a lifetime.

Lessons Learned 4: The stakes are high stakes
GISKIN players follow Pandora’s directions to find markers that show Drake exactly where the anomaly is located. We use simple plastic surveyor’s stakes. To get permission to place stakes like these in a city park is not a trivial matter (it can be hell, in fact), but it’s absolutely essential for the gameplay. Finding the stake is a simple moment of pure joy for the player.

Lesson: don’t compromise on the gameplay.

Lessons Learned 5: Something for everyone
I happened to see a family playing GISKIN, and I asked the young boy (maybe 12 yrs old) what the game was all about. “It’s the coolest ever,” he said. “You find one of the markers and then you call the number and there’s blah blah blah, but then they tell you where to find the next marker.”

Lesson: one person’s carefully crafted, incredibly nuanced narrative is another person’s blah blah blah. Embrace this truth. And then make your game rich enough that it is still “the coolest ever.”

Lessons Learned 6: The storyteller’s ego
In GISKIN, Drake and Pandora are following the thoughts left behind by a small group of people during WW2. The first episode are thoughts from 1941, shortly after Pearl Harbor, and the last episode is 1945, shortly before the end of the war. It’s a great storytelling arc, but... it takes you a couple hours to experience it all. Most people can’t or won’t (certainly, they don’t) take that much time.

The lesson here is a really important one for today, and it’s this: the storytelling ego that’s so important in non-participatory media can be a liability in participatory media. I probably should have considered a series of standalone mini-stories. Watch out for that moment when your desire to tell a story your way begins to undermine your player experience.

Lessons Learned 7: Use your mythic power
GISKIN works well because, at heart, it taps into something mythic: we wish places really could talk and tell us about events that happened there and the people who were there before us. It’s hard to explain this well in words, but it’s dead obvious when you’re in Balboa Park and listening to a spooky-sounding voice out of World War 2: you wish this were really real.

Lesson: what myths are working for you in your game or participatory project? If none, why the heck not?

Ken will be checking in to answer your questions on the blog all week. You can find out more about GISKIN ANOMALY at http://giskin.org. To experience it remotely, try the Online Walkthrough.

Monday, April 26, 2010

Where's the Mobile Museum Project for Intact Social Groups?

When a technologist calls me to talk about their brilliant idea for a museum-related business, it's always a mobile application. There are lots of wonderful (and probably not very high margin) experiments going on in museums with mobile devices. But the vast majority of these companies and tinkerers make the same mistake: they focus on individual users.

Most visitors to museums attend in social groups. This is true for all types of cultural institutions, from historic houses to zoos to art museums. While some places tend to attract families with children, others draw adults in couples or groups. This isn't just about demographics; it's also about desire. People see museums as places for social experiences, and when surveyed about why they visit museums, "to spend time with my friends/family" always shows up near the top of the list.

But most mobile applications (as well as most audio tours) are made for solo experiences. Recommendation engines and tours are built to encourage you to follow your own individual interests around the galleries, finding and saving and commenting on the things YOU like most. This is fine for individuals, but it doesn't make a ton of sense for social groups. Imagine visiting a museum with your family or a friend. You aren't on a personal quest alongside your companion; you want to be WITH them--sometimes breaking apart, coming back together, discussing and sharing what you've seen and negotiating what to do next. Especially when visiting museums with children, the experience is intensely interpersonal, with social groups repeatedly dipping into lengthy shared explorations, punctuated by more individualized browsing.

Only a small percentage of visitors elect to use audio tours while in museums (mostly singly), and I suspect that most technologists developing new mobile experiences in museums are erroneously focusing on this tiny audience rather than the much larger social group audience. Museum technologists are also influenced by the broader world of mobile apps, which are mostly focused on supporting adult individuals with their own phones. But the largest market for mobile phone apps (young adults) is not reflective of the majority of museum visitors, who tend to be families, school groups, and older adults.

If there's a social component to these apps, it tends to invite visitors to connect to a broad and semi-anonymous society of other museum visitors over time. But what about the visitors with whom you've come to the museum? There's a huge untapped market for mobile applications that engage intact groups and enhance their social experiences in the museum. Especially as mobile penetrates more of the market (and more children have their own phones), there are opportunities to actually improve the social visit by helping people stay in touch, share their experiences, and not feel constant pressure to stick together. Imagine for example...
  • A scavenger hunt application that many phones could "log in" to, so that a family could split up and everyone could look for examples of spooky artifacts, or their favorite stories, or the most boring object and aggregate them together for discussion later in the cafe. You could even make a museum version of the popular Apples to Apples game, in which visitors would find nearby artifacts they think best illustrate a particular word or idea (and then their companions would vote them up or down).
  • A simple application that would help individuals blast out their location or suggest meeting places to stop for a snack. Have you ever watched people on ski mountains texting their buddies to schedule meetups? Imagine a version of this, superimposed over a facility map, to help families and tour groups find each other while onsite. It could help ameliorate the stress some people feel managing the variable amount of time some family members like to spend in particular exhibits (imagine an "I'm waiting in the cafe" button). It could also help family members split up without being nervous about losing each other.
  • A recommendation application that helps groups create relative profiles. When I was a kid, we used to play a game called Yum/Yuck. My dad would say the name of a food (i.e. broccoli) and then my sister and I would immediately each say "yum" or "yuck." It was a silly way to point out the differences in our tastes. These kinds of relative personality tests can help families talk about their unique interests in a social context... and could also provide some fun surprises as the system tries to recommend experiences for everyone.
  • A social tagging activity that uses one phone, shared across several people, for the group to make a story from the memories they shared onsite. Rather than capturing individual favorites, the group would record short audio snips or photos of themselves at the exhibits they liked most--and then the whole thing would be available to them online as a multi-media story later.
None of these ideas is going to revolutionize the mobile museum landscape. But designing technology that fits with how the majority of people already use museums is going to be more successful than trying to force fit individual applications to social experiences. It's time to abandon the single-user audio tour model (or at least stick it in a smaller corner) and seize the opportunity to create something that will serve a much larger number of museum visitors' interests and needs.

How could you see mobile phones enhancing the social experience for intact groups that visit museums?