a mobile ecosystem for museums
DESCRIPTION
A presentation given at the 1st Skill Sharing Workshop of the Network (Communnity of museum professionals who work with technology) in Athens. It summarizes the mobile strategy of the National Gallery between 2004 and 2010 when I was Head of Information.TRANSCRIPT
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‘eco-system v system’ developing holistic strategies for mobile interpretation eco-systems
elena lagoudi
museum knowledge workers network:1st skill sharing workshop for strategy and mobile experience design
30 november 2011@Benaki Museum, Greece
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case study: The National Gallery, London
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THE NATIONALGALLERY
The National Gallery, London, houses one of the greatest collections of Western European painting
in the world, from the 13th to the 20th century.
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THE NATIONAL GALLERY EXPERIENCE
BELIEF HONOUR FAITH REASON HISTORY DESIRE PAIN GENIUS RELIGION TRUTH TORMENT LOVE DESTRUCTION ABSOLUTION HEAVEN HELL DREAMS LUST SORROW JOY WAR ECSTASY FURY EVIL INNOCENCE MADNESS DESPAIR DEVOTION TRUST PURITY CRUELTY PRIDE DESPAIR BLOOD FAMILY POWER VANITY SPIRIT HEART FLESH GLORY BENEDICTION VISION NATURE SEX BETRAYAL VALEDICTION SOUL ETERNITY DAMNATION REDEMPTION LIFE DEATH PASSION BEAUTY
Brand=not just a gallery of pictures, a gallery of the mind
and a gallery of life
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4 Tonal Values to help shape our creative approach
ELEGANT EMINENT INSPIRING INCLUSIVE
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Emphasis on the permanent collectionCampaign in London
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DESIGN AND COMMUNCATIOS
FOR EXAMPLE:
Design, advertising and promotions
Gallery services
Publishing
Merchandise
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Brand is consistent across all channelsBut what does it mean for mobile experiences in the
gallery?
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Here is how the Tonal Values help..
ELEGANT- great voices, music and production, well designed accompanying print
EMINENT- curatorial input, educational input
INSPIRING- thought leaders interviews, innovative creative treatments for tours, varied interpretative approaches
INCLUSIVE- many languages, user-friendly players, good visitor service, varied family offer, pre-production user-testing
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Mobile interpretation in the gallery
a. figures
• 13+ years of collaboration with Antenna Audio
• 2 sales points in museum+ 1 exhibition sales point
• 4.5 million visitors a year
• 250-300k visitors using guides a year
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Mobile interpretation in the galleryb. offer
• 3 exhibition guides a year
• 1 hour tour in 11 languages
• 7 adult tours
• 3 children tours
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Mobile interpretation in the gallery
c. content
• SKIM-1 hour tour, Sounds of the gallery
• SWIM- Manet to Picasso, Be Inspired
• DIVE- Life of Christ, Art in the Making, the Collection Tour (Random Access)
• 2 children tours (Art Detectives, A Right Royal Tour)+ 1 family interactive learning tour (Teach Your Grown Ups About Art)
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Interpretation strategy
• Width 11 languages
• Depth skim-swim-dive content
• Age groups 7 adult, 2 children, 1 families
• Interpretational focus engaging with all parts of the collection, but using the ‘highlights’ as a quick art-history overview concept
• Methodology question mapping at sales+info points>participatory design>evaluation>researching audience needs
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Production cycle=2 to 3 months
• Interpretation planning + assessing priorities
• Creative treatment+ production schedule
• Project team=Curator+creative manager+script writer+educator+production manager+designer
• Script>recording>sound effects
• Uploading mp3 players/PDAs+user testing
• Designing accompanying print with gallery map
• Launch and promote: podcast, poster, leaflet, website
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Interpretation toolbox• Speech-type interview (curator/director)
• Interview + Soundbite
• Narrated Soundbite
• Soundtrack-narrative
• Dialogue (smarthistory.org ‘socratic’ technique)
• Soundscape, stand-alone or integrated
• Music
• Sound effects
• Vox pops
• Poetry, narrated
• Dramatised prose, ie letters, diaries, interview snippets
• Questions to user /call to action
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What worked well?• Excellent production values
• Interpretational synergy
• Smart business plan
• Innovation, research and development
• Creation of a brand and an identity
• Development of an integrated eco-system of mobile content
• Fruitful collaboration
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But there were also risks and limitations..
• User generated content v. authority voice of museum
• BYOD trend (BringYourOwnDevice)
• Highlights concept=paternalistic?
• Trends for randomisation+togetherness vs herding+alone
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New developments=
Internet’s pirate radio?
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iPod + broadcasting= podcasting
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The first podcast..May 2005 Marymount Manhattan College
“The platform is already out there, in our bags, our coat pockets, on our belts … we have a seamless system for delivering any sort of homemade audio content we want. In a sentence, we are democratizing the experience of touring an art museum” (Gilbert, 2005)
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Creators’website
Subscribers’ mobile device
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2006 to nowMonthly
magazine15 mins
3 ‘articles’
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Distribution via iTunes
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A presenter gives a broadcasting flavor
Interviews with
specialists give
authenticity and sense of
‘now’
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Enhanced audio podcast= audio interviews and a slide-show of images
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ConsiderationsFormat, tone, feel, audience
Voice, sonic signature, indent, brand, metadata
Marketing, distribution
Content planning process, sign off process
Photography, copyright, shelf life
Hosting, production sharing
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After listening to it, how likely or unlikely they are to visit the gallery:
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What we learned using the new platform:
• It is an ‘everywhere’ experience
• It has a radio ‘feel’
• It offers ephemeral content
• Production is fast and furious
• It needs promoting on the web
• Subscribers means expectations, means relationships
• It made the gallery think like a broadcaster
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Some user commentsI've enjoyed my visits using the
podcasts. Thank you for that.
I wish you could issue your podcast in Portuguese so my family and friends that do not understand English could also
enjoy it.
I live abroad and always listen as I am so far away from my favourite gallery and feel in touch through
this podcastIt's a well structured podcast which I find
interesting.
BLUETOOTH You should make these available in the gallery by bluetooth even
better if each picture had an audio guide available by
bluetooth AT/IN FRONT of the picture - anyone with a mobile phone could get it.
YES I know this would cost BUT you don't have to do it
for every picture - the highlights say .It is good to see the NG keeping up with information technology by using podcasts. They are thoroughly lovely in every
way!
The National Gallery Podcast really is an
excellent service and has become a highlight of each
new month. Whilst being in Australia
obviously limits the frequency with
which I can travel to the Gallery; the
podcast allows me a thoroughly
enjoyable and educational visit. Its
great and informative
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June 2007
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CLICK TO ADD TITLE
podcast-trail
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mobile phone tour
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Be Inspired and Grand Tour podcasts and the monthly Podcast
Split in shorter podcast-
trails
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What we learned using the new platform:
• It was an experience on the street, in front of an artwork
• Or a trail and a group activity
• It had the energy of an exhibition, but the stories are stand-alone experiences
• Production was simple, the phone company logistics were not
• It was promoted mainly via word of mouth
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New developments
June 29, 2007=Apple launches the iPhone
July 10, 2008= App store launches
By 2009=10,000 apps in App Store , but no museum apps yet
September 2008-May 2009= experimental development of 1st museum app in the world
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LOVE ART app for iPhone and iTouch-Pentimento
Love Art app for iPhones- May 2009
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Recycling content+experimentation+platform specific design
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Insert image caption here
Ingredients
Zoom feature
Galleries=images
brand elements
Transcriptions project
Artstart interactive kiosks
New 5%
the grand tour
be inspired audio tour
Appcontent
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Creative treatment
• Playfulness• Exploration• Creativity• Tactile• Ζoom feature• Voice that speaks the brand• Not a rigidly didactic experience• Authoritative voices v authoritarian• Gallery of the mind
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Press loved itIt was downloaded 400,000+
φορές Innovation- 1η in the world
Conclusion= the experiment worked!
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But technology keeps on developing.
What are we doing now?What are we doing tomorrow?
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Idea 1Interacting with visitor experience. Suggesting
content and trajectories using:
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Ιdea 2Experimentation
AdjustingTelling stories
• Smaller experimental projects
• Cultivating and researching communities of interest
• Platform specific experience design
• Surfing on other’s boards
• Telling compelling transmedia stories
• Polyphonic, no monophonic
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New skills need to be developed in digital museography
• Script writing & editing skills
• Creative planning techniques
• Be a user yourself
• In-museum advocacy and improving decision-makers’ digital literacy
• Developing your in-house skills, talent sourcing
• Media production training
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‘eco-system v system’ developing holistic strategies for mobile interpretation eco-
systems
elena lagoudi
museum knowledge workers network:
1st skill sharing workshop for strategy and mobile experience design
30 November 2011@Benaki Museum, Greece