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Mobile Meet Up @ Newseum Report

Friday, 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.

Museums and Visitors: Interacting on the Web and in the Galleries – Part 1: Using YouTube

Thursday, February 14th, 2008

Recently I had a conversation with Holly Sidford, President of Helicon Collaborative, a cultural development company.* Holly and I are, to use Salman Rushdie’s term, “museum brats,” growing up near the Mint Museum and The Metropolitan Museum of Art respectively. We are both very interested in how new technologies have begun to impact cultural institutions, as they try to sustain and expand audiences. Our conversation ranged over a number of themes, including the benefits of using web 2.0 applications.

Brooklyn Museum, courtesy National Archives

Robin: The traditional experience of going to a museum was kind of a silent, private affair where you went to appreciate the artworks or objects, mostly because you were already interested in them. You didn’t need to be convinced of their value or meaning. But that way of thinking has really lost currency in the last decade. These days it seems visitors want to be engaged rather than left to contemplate, and they expect museums to support their particular interests – with audio-video tours, computer interactives and opportunities to share their thoughts.

Holly: It seems to me the vast majority of visitors to museums are sampling, they’re after pleasurable experiences. More and more, people come to museums with expectations shaped by their experience in commercial venues so they expect things to be highly mediated, tailored to their individual interests; they expect things to be very fast moving and stimulating. They expect their opinions to be valued – or at least they expect to be able to share their opinions at some point in their visit.

Robin: They expect a lot more from museums than they used to!

Holly: A good example of this is the video talk-back program that was part of the New York Historical Society’s exhibit, Slavery and New York. The exhibit designers, Richard Rabinowitz and Lynda Kaplan, made it possible for people who attended to share their thoughts about the show, and about slavery itself, about race and racism and other issues, on video – to talk back to the museum and reflect on their experiences. Thousands of people took advantage of that invitation. That’s just one demonstration of people’s hunger to have their own opinions validated and to have some sort of interaction with the material on the wall.

New-York Historical Society Talk Back video on Youtube

Robin: And not only were the video talkbacks available at the Historical Society, they were also posted to YouTube for everybody to see! This is a really good example of using social networking media – YouTube – to link the museum and its exhibition to a broader audience. Most of those clips on YouTube received fewer than 100 views but one of the shorter ones has over 1,000 views. The Historical Society’s new exhibition on the Marquis De Lafayette, by the same curators, continues with video talk-backs so they are demonstrating their commitment to hearing from visitors. In the process N-YHS wlll learn a lot about what their visitors think, and if they continue to post them to YouTube, they’ll carve a niche for themselves with a larger audience and attract new visitors to their galleries. YouTube and other video sharing services will be the focus of another report coming soon.

It seems like a win-win situation, but many institutions don’t see it that way. They’re reluctant to give visitors a chance to voice their opinions. Perhaps they don’t really want to know what visitors think; perhaps they’re afraid to yield some of the power they have to control the exhibition narrative and define the meaning of the objects. It’s understandable, but how can museum staff overcome that resistance? How do curators keep the scholarship bar high, while making visitors feel engaged and respected? The conversation continues in Part 2: Using Blogs, Part 3: Using Podcasts, Part 4: Using FaceBook, and Part 5: Sharing Content.