Mobile Meet Up @ Newseum Report

August 6th, 2010

I wanted to give a quick report on the Mobile Fair and Meetup held on August 4th at the Newseum. I’m sure others who were there will have more to add! This was the first opportunity for an SI wide conversation about mobile apps and how they can serve the many SI museums. It was organized by Paul Sparrow at the Newseum and Nancy Proctor, Director of Mobile at SI.

There was lots of buzz about Explorer, the new GPS enabled app from AMNH, done by Accenture, one of the vendors at the Fair, and Spotlight Mobile. Everyone wanted to know how well that works but not even us New Yorkers had had the chance to try it out yet.

AUGMENTED REALITY was a high priority issue. Many people pointed out the wonderful way it brings historical archives and research of all kinds out of the dark and musty file cabinets and into the daylight of everyday lives. When you can point your phone at an empty field in Gettysburg and bring up images of Civil War soldiers on that very field after a battle, and hear a soldier’s letter being read, you’re blending past and present for an enhanced experience.

USER GENERATED CONTENT was another topic that generated lots of discussion, dispite the fact that most apps (that I’m aware of) don’t encourage users to contribute “useful” content, though many allow links to Twitter, Facebook or Flickr to share, or “like” something.

Nancy Proctor, Director of Mobile, SI raised the data asset management issues involved with handling the two types of UGC:

1)   comments, favorites, likes > user reviews

2)   users contributing specific factual info about names, dates, places, makers etc.

One thing’s for certain, museums have to be clear about what they want from UGC. If you want your app users to provide information about collection items, rather than just favoriting something, you need to design the app for that purpose. I don’t think anyone’s done that yet, have they?

AUDIENCE RESEARCH is critical and there aren’t many stats out there about who uses their phones in museums, and whether that’s even an indicator of whether they’ll use their phones to interact with exhibits through apps. Results from a recent study done for one museum indicate that there are no clear use patterns based on gender, age or prior visits. How do you figure out what to do? Today I noticed on Twitter that a white paper has been published that sheds some light on mobile measurement, but I haven’t read it yet so can’t say if it’s relevant.

Obviously it’s very important to know which audiences are using their phones in museums so you can know what content phone users are interested in. App development must start with audience research, so a lot more needs to be done in this area, at individual museums and collectively.

This topic again brought up the issue of providing social media features on apps. These links are already used to provide ways to share content with others and promote the app itself. What hasn’t happened yet but would really add a new dimension to museum apps is providing features that allow small groups of people to interact with the content together in the museum. Then the app becomes a way to enhance the social experience of attending an exhibition.

TO CHARGE OR NOT TO CHARGE is almost as big an issue as whether to develop a MOBILE WEBSITE OR A MOBILE APP.

Paul Sparrow, from the Newseum, proposed one argument  for charging: apps are a great way to provide niche content for niche audiences, and museums that specialize should be thinking of developing apps to promote to people interested in that special content, who will pay for the information, especially if it’s from a trusted source like a museum.

Free apps are way more popular than paid ones, but if you’re not developing for a mass audience that may not be an issue. However the evidence from the National Gallery of Art indicates that if you start with a free app and then begin to charge for it, download numbers drop precipitously.

The debate about MOBILE APPS VS MOBILE WEB makes people passionate! Cost, ease of use, audience reach are all big issues. I recently read a very thorough analysis from Mobileactive. Org that came down soundly on the side of the mobile web. You can read it here. And yet both the Powerhouse Museum and the Brooklyn Museum have recently produced iPhone and Android apps because their visitors greatly preferred to use an app than to navigate the mobile web on their phones, even inside the museum. There are very valid arguments for going either way.

There were 12 vendors at the Mobile Fair, each offering a different solution, with closed, customized platforms, for a wide range of costs, either one time or monthly. It can cost anywhere from $10,000 to $60,000 depending on what you want an app to provide. While people in the audience were shaking their heads at that top number, others pointed out that museums think nothing of dropping six figures on interactives within exhibitions, so it shouldn’t be out of the question to pay real money for an interactive experience people can take with them, no matter where they are.

One other thing that museums are concerned about is the lack of standards. Once you sign up with one company you’re locked into their system which doesn’t interface with anything else out there.

At the beginning of the meet up people were asked how many of their museums had apps. Almost none; how many were in process – almost none; how many of them were thinking about it – more hands, but this group is clearly not at the forefront of what’s going on. Probably because they are gov’t institutions. Many don’t even have wi-fi enabled buildings.

One objective of the meeting was to consider whether it makes sense to build some kind of collaborative app for all SI content that could then have other, tourist info wrapped around it. Alternatively it would certainly be easier to develop a standard for all the SI museums so their information can then be picked up in each other’s apps and DC tourist apps etc.

Yellowstone Videos

July 19th, 2010

We produced these three short videos for National Geographic Television’s Explorer TV series with host Boyd Matson.

Intro to Yellowstone National Park

19th Century Photography Celebrates Yellowstone

Timelapse Video of Old Faithful Geyser

Meanderthal: The App That Takes You To Your Roots

June 7th, 2010

Finally, there’s an app that let’s you see what you might have looked like if you’d been alive 700,000 years ago. Meanderthal is the Smithsonian Institution’s first official app for iPhone and Android and was released in May.

This is a well-designed app with a one-two punch that invites users to have fun, while it stimulates your curiosity about paleoanthropology, and then makes it easy to find out more – as much as you want – about it.

Here’s how: the app lets you upload a photo of your face and then blends it to one of the faces of three different human ancestors: homo floresiensis, who lived between 95,000 and 17,000 years ago; homo neanderthalensis who lived between 200,000 and 28,000 years ago; and homo heidelbergensis who lived between 700,000 and 200,000 years ago.

As soon as you’ve watched yourself morph from homo sapiens into one of our ancestors you can replay the morph, or choose to learn something about your new / old self.

The Share option lets you show off your new self-portrait on Facebook or email it to someone. The More option lets you choose a new species, start over or go to the exhibition website What Does It Mean To Be Human. You arrive at a vivid display of headshots of many of our human ancestors and can continue to explore from there.

One of the things that makes Meanderthal so good is that users get to see themselves in faces created by one of the world’s great paleo-artists, John Gurche. The faces come from the early human models he created for the Hall of Human Origins at the National Museum of Natural History.

According to Briana Pobiner, a paleoanthropologist at the Smithsonian Human Origins Program who spoke to Live Science, the app provides an opportunity “for people to make emotional connections to our ancestors….It’s an important way to break down that barrier between things we think are so different or so ‘other.’”

It’s Gurche’s skill as an artist that helps us make this personal connection; the faces looking out at us are compelling, even at the size of a smart phone screen.

The app provides an engaging experience because it’s fun, focused and simple. It takes advantage of pop culture notions about Neanderthals to attract people, then provokes their curiosity and generously feeds it with information. Bravo!

By the way, the app’s release just happened to coincide with the announcement of a recent study showing that non-African modern humans carry between 1 percent and 4 percent of Neanderthal genes, and suggests early humans mated with Neanderthals.

A Fun Game, But a Missed Opportunity

May 13th, 2010

In the iPhone app game Dali’s Soft Watches, players get the chance to explore several of Dali’s surreal landscape paintings. The paintings are intriguing and the game provides an engrossing experience even if you’re not a big Salvador Dali fan.

Players must search for the famous melting clocks that go missing from their painting, The Persistence of Memory, and turn up in other landscapes. To find them you must examine every inch of the paintings. So you play the game, becoming curiouser and curiouser as you spend time pouring over Dali’s trippy environments. The images are big and scale up very well to the iPad, so you can really see the details. Each painting has it’s own evocative musical score as well. There doesn’t appear to be a time limit for finding the clocks, so you can take your time and really look around.

Surprisingly when you click the Info button all that appears is the title (in English, French, Spanish and Dutch), the date and size of the painting, and which museum owns it. Nothing more – there’s no information about the artist, no back story about the individual paintings. This seems like such a missed opportunity to take advantage of players’ interest and provide more context! Dali was a flamboyant character. Even a casual player would get a kick out of knowing more about him and his work after being so immersed in it.

Interestingly the comments in the app store page didn’t mention this oversight, even though people loved the chance to really look at Dali’s paintings.

An original and compelling game about art is a way for you, the museum, to attract new audiences to your content.  Once someone has downloaded the app to their phone and enjoyed it, they’re half way to your front door. I wonder why the makers of this app didn’t go out to meet these players and invite them inside virtually by offering them more information about Dali, or other surrealists. Or if they had provided a Comment or Share Information link people could have provided their location and the producers could have recommended the closest museum with Dali paintings. A lot more could have been done.

If you’re thinking about a game, bear this in mind.

Meanderthal is a very different museum game experience that offers fun, and information at different levels and ways to share what you’ve created. It was just released by the Smithsonian this week (May 10, 2010). Haven’t you always wanted to see what you’d look like as a Neanderthal? You can download the iPhone app here. It’s also available for Android. I’m going to write about this and one or two other museum game apps soon, so please check back or subscribe.

“Surprise Me. (Fun Mode)”

April 19th, 2010

The New Museum hosted Seven on Seven this weekend (April 17/18, 2010) – where seven artists and seven technologists paired up to create social media based art and present their ideas to a paying crowd at the museum. Here’s the NYTimes review. Mark Mullenweg, a creator of Wordpress, and the artist Evan Roth, collaborated to produce Surprise Me. (Fun Mode) which offers Wordpress bloggers some positive reinforcement every time they hit the Publish button. “They described it as ‘an emotional plug-in’, a virtual artwork to celebrate the ’sacred act of publishing,’ which the web has transformed as fundamentally as Gutenberg did and which is in turn, transforming society.”

Eager to try it, I was going to install it but it’s only available for blogs  hosted on Wordpress. If your blog is there, try it and please let me know what you saw.

Thank You Instapaper, and Miles Davis!

April 15th, 2010

Do you have a problem keeping up with all the links from Twitter posts? I do. But at last, I’ve found a way to read  them all – when it’s convenient, with or without an internet connection. Thank you Instapaper!

A friend recommended signing up for this service. Brilliant! I must have 50 tabs open between my Safari and Firefox browsers and they stare back at me, almost reproachfully, every time I use a browser, reminding me that I still haven’t clicked on a link I opened days ago.

Now I can finally settle in and read  them. Tonight, before I left the studio, I signed up for Instapaper on my laptop and downloaded one app that works on both my iPhone and iPad. I added the little ‘Read Later’ button to my Bookmarks Bar and added 30 articles to Instapaper. It automatically synched to my phone.

So I got on the subway, shuffled my playlist to Miles Davis and started reading the first one in the list. It happened to be about TAP, the new open source mobile tour platform developed by the wizards at the Indianapolis Museum of Art. I was having such a good time I rode right past my stop – really. All I needed was an armchair and a glass of wine.

So, thank you Instapaper. You’ve given me the gift of time, to go along with the gift of knowledge I get from all my Tweeps. Thank you all too!

Mobile Recommendations from the Think Mobile Conference, Part 2

April 14th, 2010

According to the report by Morgan Stanley analyst Mary Meeker, published on April 12, 2010, the mobile internet will overtake the fixed internet in the next five years. Museums have always had unique rich content to offer. The challenge now is to design ways to present that content in formats and markets where their current and future audiences are. Recent statistics indicate that 60% of users carry their smart phones with them, including at home, at all times. By 2013 the US smart phone market will quadruple to 160 million users.

Last week’s Think Mobile Conference, while aimed at large media companies, offered advice and insights that can help museums who are trying to create a meaningful and successful mobile experience. In Part 1 of my report I described three topics that dominated the presentations:

-       the importance of defining the user experience before you begin

-       the need to decide what mobile platform/s you’re going with

-       the recognition that compelling content or a unique feature are essential to success

Here in Part 2, you can quickly read about the other three key elements to focus on.

Don’t Make Your App a Graveyard! Keep Users Coming Back to It

Everyone worried aloud about the issue of how to keep users coming back to their applications once they’ve downloaded them. It’s important because one of the ways to support the building and maintenance of your application is with ads, or in non-profit parlance, sponsorship. Sponsors want to know that they’re reaching users frequently, not just once. Their recommendations:

  1. Build a content management system for your app so it’s easy to update. Providing fresh content is one way to ensure sustainable engagement.
  2. Be ready to iterate, as improvements are made to the software, be ready to take advantage of them to improve the user experience.
  3. I’d recommend adding your Twitter feed, blog and or Facebook feed into the app to ensure that there’s a minimum of fresh content, and help users contribute to the conversation.

Ways to Support the Development and Maintenance of Your App

Since people download more free apps than paid ones, most companies want to make their apps free. But they also want to recoup their costs and/or make a profit. Conference attendees talked about three approaches to financing.

  1. Sell advertising within the app. For museums, this would translate to sponsorships. Everyone had statistics from surveys showing that users don’t mind advertising in applications, as long as the ads aren’t bad. (I know, how do you define “bad”?)
  2. Make your app free to download but sell upgrades within your application, either for premium content or new features.
  3. Alternatively, since people do pay for content they really want, charge for your app. The Apple store takes 30% of each sale, but you still get 70%.
  4. Museums could also sell memberships, have links to donate, or to shop.

Last But Not Least, Spread the Word That Your App is Available!

What good will it do to produce a beautiful mobile app or web app if no one knows about it?

  1. Museums have a built in membership base and many communications tools to help them get the word out: your website, newsletters, social media accounts, blogs, and of course onsite events, so you can remind visitors and members repeatedly about your mobile applications and how to download them. Reaching out to your base is one way to stand above the crowd in the app stores. Apple’s store is very crowded, with over 185,000 apps available and the number growing daily.
  2. Tie the release of your app to an event, when you’re generating and receiving publicity anyway.
  3. Build social links into the app so people can share your content on Facebook and Twitter at least, and promote your app simultaneously

Museums have always had unique rich content to offer. The challenge now is to design ways to present that content in formats and markets where their current and future audiences are. Recent statistics indicate that 60% of users carry their smart phones with them, including at home, at all times. By 2013 the US smart phone market will quadruple to 160 million users.

Mobile Recommendations from the Think Mobile Conference, Part One

April 12th, 2010

Some of today’s most active developers and strategists spoke at the recent Think Mobile Conference about the current and future shape of our mobile experience.

The conference focused primarily on newspaper and TV organizations, but I was keenly interested in how their advice could be applied to museums who, like media companies, are big institutions, slow to change, have great content, want to stay relevant, are looking for guidance about how to succeed in mobile, and who can’t afford to lose money doing it.

Among the media companies represented were NPR, Bravo, Pandora, Associated Press, CNN, Bloomberg Media, PC Magazine.

Here are the big ideas they shared about successful strategies. I’m posting this in two parts over two days.

Part One will cover:

- Start at the Beginning: Define the Experience

- Decide if Your Application is for the Mobile Web or specific Devices

- Find the Wow Feature for Your App

Part Two will cover:

- Don’t Make Your App a Graveyard, Keep Users Coming Back to It

- Ways to Support the Development and Maintenance of Your App

- Last But Not Least, Spread the Word That Your App is Available


Part One: Start at the Beginning: Define the Experience

First, you need to define the experience you want users to have. For museums this can mean defining where their audience will be accessing mobile content. For example, are you delivering content to people who are in your museum? If so, they’re already in an environment that provides a context for your content. If you’re focusing on people off site, then your app will need to give users an informative context and a reason for engaging with your content.

Take into consideration how people consume mobile content. In the words of Paul Reddick, CEO of Handmark, a leading developer of mobile software, people use their devices for  time sensitive information, like news; for reference content, so they don’t need to go out to Wikipedia; and for convenience, to access information when and where they want it. If you can look at your project this way, you’ll be able to offer a satisfying experience by providing the right content at the right time, and meet the expectations of your users.

Also, define what you want to achieve with your mobile app and how you could measure success.

Decide if Your App is for the Mobile Web or specific Devices

The general consensus is that while it’s useful, and cheaper, to build a mobile web app, it’s better to deliver your content on applications designed for specific smart phones. Here’s why:

  1. to take advantage of the rich user experience features of phones;
  2. to make the content available even when there’s no connectivity to the internet;
  3. to provide unique content that you can charge for, either from sponsors, or users;

The big drawback is that no one version of your app will work on every phone; platform specific development is required. Currently, not even most big media companies can afford to build apps for every device out there. This means making more choices. They recommend:

  1. iPhone; iPad – not the biggest user base but this user base downloads the most apps, on average 37 per month (free and paid).
  2. Android: – number of users and applications rising quickly.
  3. RIM – blackberry: biggest user base but not much interest in downloading apps; this platform is also problematic because there are so many blackberry devices the software works differently on them, so it’s been hard to develop applications. This may soon be changing. If so blackberry apps will have access to the widest user base.

Either way it’s important to understand how people use their phones so you can design your content to fit their behavior.

Find the Wow Feature for Your App

Everyone wants to figure out how to design it so that people want to use it more than once. Here are some tips, given by Brian Meehan of Sourcebits

  1. One great feature is better than feature overload, for example, the interactive ocarina on the MIA iAfrica application, the multi-tiled dinosaur portrait/interface in AMNH’s Dinosaur app, or the compelling story line in the Van Gogh Museum’s Yours Vincent app.
  2. Use the core features of the phone, such as multi-touch, accelerometer, location services to provide rich experiences. These things don’t work on the web.
  3. Make the app work with wi-fi and 3G (soon to be 4G)

10.User interface really matters. Think about what your users expect and make the navigation clear and simple use.

11.Build in connections to social media like Facebook and Twitter so people using your app can promote the app as they talk about your content;

I would add, as many others did, start with the content. Provide stories people want to read/watch/hear.

Part Two will cover

- Don’t Make Your App a Graveyard, Keep Users Coming Back to It

- Ways to Support the Development and Maintenance of Your App

- Last But Not Least, Spread the Word That Your App is Available

Use BklynMuse!

March 29th, 2010

I think this is a very exciting time for museums who are willing to be experimental. Yesterday I whiled away an hour in the Brooklyn Museum’s galleries, trying out a new version of BklynMuse, to access their online collection, on their newly upgraded mobile website.

Here’s how it works: once you’ve joined their public wi-fi network, you stand in front of an object, type in its number on your phone and, presto! you can pull up the image, “like” it, a la Facebook, leave your own comment, see other visitors’ comments and learn more about it from experts.

You can also play Gallery Tag, where you collect points for every item you tag, and extra points for doing this on more than one floor.

I wanted to try out BklynMuse  because I was curious to see how disruptive the social media activity would be to my experience. Normally when I go to a museum it’s to see a specific show, or just wander with a friend through the galleries. I couldn’t really imagine wanting to interact on my phone.

There’s a piece that I’ve always loved in the Arts of the Pacific Islands gallery, so I went there first. Here he is, a little figure from the Nicobar Islands.

To me he looks like kind of a crazy, happy guy, and maybe he’s surfing.

I typed in his number and, to my surprise, this is where it got to be fun. Thanks to BklynMuse I saw right away that five other people have also “liked” the Nicobar Island man so I know I’m not the only one. I happily left a comment, and am eager to see what future visitors think of him,  and how that might give me fresh ways of looking at him.

I tried the tagging game too, and racked up 25 points, which put me in 3rd place! BklynMuse just launched this week so very few people are using it yet. Gallery Tag reminded me of a home made version of FourSquare.

What’s unique about BklynMuse is that it’s entirely visitor driven. It’s not a tour or guide to the collection designed by Brooklyn Museum. It’s a vehicle for visitors who are motivated to feed their curiosity about particular artworks; it encourages them to voice their reactions to the works, and validates what they have to say by publishing their comments.

Tagging too can have its serious purpose; even as a kid just playing a game, you have to look at the object you’ve chosen, look at the tags that are offered, think about which is most appropriate, and if there isn’t one, create a new one to use. It’s empowering in its way!

We’ve been members of the Brooklyn Museum since we moved here from Manhattan 20 years ago. I took my son to more Arty Facts sessions than I can recall. In 1997 I produced a big, beautiful 24 screen video wall program for the exhibition Monet and the Mediterranean, in their old, cavernous lobby. That was large cutting edge technology for its day, and the Museum used it to make the space more friendly for visitors waiting on line to see the show.

Today they’re carrying on that tradition of being out in front in using technology, with imaginative, experimental efforts in social media and mobile,  to make the Museum friendly to new audiences. As a visitor I really feel that they’re trying to give me a wonderful experience and I’m willing to try it. In the process, I learn from them and they learn from me.

#WhiBi: The Twitter Tour of the Whitney Biennial

March 23rd, 2010

Today I participated remotely in the Twitter Tour of the Whitney Biennial, organized by @Whitney, @WNYCculture and @cmosntah (Caroline Miranda), and led by Biennial curator Gary Carrion-Murayari. Eight winners of a contest were invited to go on the tour through the galleries and tweet about it. A bunch of us followed the tweeters, got to ask questions, add comments and participate in a strange but enjoyable experience.

What was it like? The fun part was performing an unscripted conversation about the Biennial in real time with smart people I didn’t necessarily know. We came together and formed an ad hoc little community for the event (an event community) to eagerly share and receive words from the curator, reactions to the art, and pictures. Even though there were two distinct groups – those who were at the Whitney, and those who were not, it didn’t feel hierarchical.

As remote participants we only received a small fraction of the story due to the limitations designed into Twitter. There were plenty of tweets that arrived out of chronological order, partly due to dead spots in the Museum, and partly to the differences in people’s phones, so the flow wasn’t smooth. But no one expected a typical museum tour. In fact, I’m not sure any of us knew what to expect. That was part of the excitement. I was on auto-pilot for a few minutes when I had my ear buds in, as if expecting there to be Twitter audio. I guess that’s next!

Would I do this again? Probably. Did I have fun and converse with some very interesting people? Yes!

You can follow all the comments and see all the pictures at #WhiBi. You’ll be surprised how much you find out!