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The Future of Interactivity
As storytellers that love content, Second Story is adept at implementing great technology to support engaging design. However, while we seek to push the limits of what's currently possible, we also look to the future of interactivity and what it means for user experience not only for museums but consumers in general.
Kinect Hacking: Sensing Spaces
This workshop will take a look at new trends in sensing technologies for immersive exhibits and environments. We will review a broad spectrum of interface techniques and technologies, comparing the relevant strengths, strategies, and weaknesses of each.
Situating Cultural Technologies Outdoors: Designing for Mobile Interpretation of Rock Art in Rural Britain
Areti Galani, Deborah Maxwell, Aron Mazel, Kate Sharpe, International Centre for Cultural and Heritage Studies, Newcastle University, United Kingdom
http://rockartmobile.wordpress.com/
Abstract
Mobile development and technology is the now, the here, the cutting edge. Rock art, or 'cup and ring' marks – abstract Neolithic and Early Bronze Age carvings in stone – is the past. This paper discusses the Rock Art Mobile Project (RAMP) which addresses the challenge of designing and delivering mobile interpretation to three rock art areas in Northumberland, UK. RAMP proposes a departure from the more traditional design approaches of delivering scientific content in the form of an archaeological mobile guide. It acknowledges that rock art interpretation requires a 'design space', which facilitates empathy between users and designers, and allows the existing archaeological content, the public's fascination with the 'cryptic' meaning of the rock art sites and the technological, environmental and personal situation of the user to be explored and to inspire technological development.
Keywords: experience-centred design, mobile, digital interpretation, design methods, user experience, outdoors
Exploring Heritage in Participatory Culture: The MuseumApp
Dick van Dijk, Waag Society, The Netherlands
http://www.waag.org
Abstract
The development of the MuseumApp in so-called 'Locative Labs' – a short, repetitive, interdisciplinary and intense collaboration, 2 days per week, for 6 weeks – took place in a unique meeting of curators, media professionals, concept developers and technical colleagues in the Amsterdam Museum and Waag Society. The joint development is based on experiment: rapid prototyping and testing of city tours; and on the spot content development. The Lab setting is one of the methods used by Waag Society to do creative research: explore interaction principles and demo innovative solutions in a real setting, with real stakeholders and real users.
The MuseumApp is a first step in creating a GPS-based, location aware heritage platform on which museums can create their own multimedia city tours and location-based games: connecting history and current events to locations in the city in an interactive and fun way, allowing the users to be the curators of their own experiences. They can also publish their own images, comments or suggestions related to the tour to other audiences on other (social) platforms, such as Facebook and Twitter.
In the Labs the partners explore novel media practices as a new way to engage audiences with heritage. Connecting it to personal accounts and social network communities might help in getting more, new, different audiences meaningfully involved.
Keywords: locative media, social media, creative research, user experience, narrative
Audience+: A Holistic Approach to Developing Social Media Guidelines for Swiss Museums
Axel Vogelsang and Bettina Minder, Lucerne University of Applied Sciences and Arts, School of Art and Design, Switzerland
http://www.blog.hslu.ch/audienceplus
Abstract
The project ‘Audience+, Museums and the Participative Web’ investigates the challenges and opportunities for museums in the German-speaking part of Switzerland with regards to the use of digital social media. It is supported by the Organisation of Swiss museums and aims at developing best practice guidelines for Swiss museums. The guideline not only seeks to give hands-on guidance for the first steps but it also explains how social media can work beyond the role of mere marketing tool, opening up opportunities for a broader user experience. The data, information and insights supporting the research were generated through a diversity of methods, including a survey amongst Swiss museums, a series of workshops, and an extensive use of social media as part of the research process.
Keywords: Audience+, digital social media, user experience, social media, Switzerland
Science LinX: the neXt level in augmenting science center Xperiences
Situating Cultural Technologies Outdoors: Design Methods for Mobile Interpretation of Rock Art in Rural Britain
Mobile development and technology is the now, the here, the cutting edge. Rock art, or ‘cup and ring’ marks – Neolithic and Early Bronze Age carvings in stone – is the past. Here then may be the greatest contrast between the old and the new, the immutable and the ever changing.
The Amsterdam Museum App – exploring heritage in participatory culture
People have always wanted to tell stories about their experiences and to connect to shared meaning and values. The advent of social media enforces this even more. At the same time our mobile phones are steadily turning into digital Swiss Army Knives full of informative, creative and social potential.
Augmented Reality and the Museum Experience
In 2009 Stedelijk Museum Amsterdam started the project ARtours. This project investigates and produces augmented reality tours around the collection of the Stedelijk and modern art in general. The project aims at both indoor and outdoor applications:
Bringing Visitors into Design and Design into the Visitor Experience
Involving users in the design process has been shown to increase buy-in, reduce mistakes down the line, and increase overall return-on-investment. True user-centered design involves those users as stakeholders from the very beginning, during the concept and ideation phase.