Create, Learn, Believe

Enriching Museum Experiences

Sunday, August 22, 2010

Museums and interactivity

When I was coming up in the museum profession, the emphasis was on including hands-on activities in museum experiences. A colleague, weary of the demand, would flash a beatific smile and respond that her programs featured minds on activities. Today the new catch phrases are "interactive" and "immersive". Regardless of the terminology, the motivation is the same. Museums want visitors to feel involved, but they are uncertain of how to craft genuine interaction.


What makes a museum interactive?
The most common approach museums take to make interactive experiences is to add activities to programs and exhibitions. Examples of activities might include:

  • Making a project
  • Answering a question
  • Pulling a lever
  • Watching a video
  • Role playing in a program
  • Listening to an audio tour
  • Watching theater
  • Filling out a scavenger hunt
  • Taking a tour
  • Touching an object
  • Walking through a recreation
  • Playing games on a cell phone

While each of these involves visitors doing, they do not automatically create interaction either between the visitor and the museum or between visitors. If the activities, as are often the case, have predetermined outcomes, the activity is not interactive; it is rhetorical. For example, a lift and drop panel that asks "Did you know?" on the top and provides a response underneath is asking a rhetorical question because the exhibit has no mechanism for gathering answers or providing responses. It is a closed loop activity. This is not to imply that the lift and drop panel is a bad thing. A good rhetorical question can frame an argument or be thought provoking, but it is not by itself interactive. Interactive experiences include branching options and the ability to accommodate multiple responses. 


Museums often think of interactivity as a technique rather than an outcome
In order to be interactive, experiences must be open ended and involve multiple possible outcomes. Our lift and drop panel becomes a component of an interactive experience when it is part of an exhibition that asks visitors to form opinions and test hypotheses. Museums may find it challenging to facilitate interactivity in non-staffed experiences because they lack the ability to have face to face encounters with visitors. However, this does not preclude building interactivity into exhibitions; it begs for more creativity. Unfortunately, staffing does not guarantee interactivity. (I visited one historic site where the garden tour was described as a one-hour walking lecture. It hardly promised to be interactive.) Interaction springs from a mindset in which the expert (designer, curator, interpreter, docent) is open to being questioned and maybe even challenged. Their job is to persuade rather than to assert to a point of view. 


An experience is interactive when the visitor feels empowered to form an opinion. He gathers information, tests it against existing knowledge or beliefs, and draws a conclusion. The experience may be designed to further an institutional point of view or argument, e.g. "Organisms undergo evolution." "Picasso was an influential painter.", or "The transcontinental railroad promoted western settlement." Acknowledging contrary arguments or opinions ("Many people do not believe in evolution." "Picasso was controversial."), offering evidence to bolster the museum's assertion, and asking visitors to form an opinion based on the evidence raises the level of interactivity. The mechanisms to present evidence are the illustrations, computer interactives, models, and even those nefarious lift and drop panels. The context breeds interactivity, not the components. 


Interactivity achieved
Engagement occurs when the visitor constructs meaning from the experience and undergoes a change in knowledge, attitude, or experience. Engagement arises from a  two-way interaction. All too often, museums identify interactivity as a vehicle rather than a destination because they are reluctant to yield control. Yet it is a mistake to approach it as a  technique rather than an outcome. A panoply of “interactives” does not make for an engaging experience. Engagement starts with the museum's commitment to eliminating the didactic approach and taking on a conversational tone. 

Friday, July 30, 2010

Museums and interactive gaming

QR tags facilitate location-based gaming
Smart phone applications such as FourSquare and Gowalla—popular among the hip, wired, highly-socially networked crowd—encourage users to check in via their mobile devices by posting their locations and activities to a web site. The more users post, the more points or badges they win. While these web sites are games in the most basic sense, new software is allowing game designers to build on location-based game concepts to create more in-depth and complicated experiences. Location-based gaming is emerging as the latest interactive trend to be powered by mobile technology. Rather than only encouraging users to check in from anywhere, interactive location-based experiences link information, instructions, or an activity to a specific site to create a game. The user receives information instead of or in addition to sending it. QR tags are the current technology that allows users to access the critical information.

What are QR tags?
A QR tag, short for Quick Response, is a matrix or two dimensional bar code. Rather than the traditional collection of vertical, black lines, QRs are composed of small black squares on a white background. The design allows for a much higher amount of data storage than a traditional barcode, and it can be placed in any orientation. A Microsoft tag uses colored triangles to accomplish the same objective. In order to read a QR tag, the user downloads a reader program to his or her web-enabled, mobile phone. When s/he snaps a picture of the tag, the reader automatically links to the web to reveal text, see an image, play an MP3, or open a web page. Designers compare the experience to opening a physical world hyperlink.

QR code was invented by Denso-Wave, a Japanese company, which still sets the standards. Several companies offer QR generators and readers on their web sites. Designers can easily generate tags, and many free readers are available to the public for download. I-Phone, Android, and Nokia's Symbian operating systems offer the best platforms for QR tag readers. QR readers are available for a limited number of Windows enabled phones and Blackberry, and developers are frank in saying that developing for Blackberry is a low priority. 



(Microsoft tag for www.Re-LivingHistory.com)



QR tags and location-based gaming in the real (museum) world today
While Microsoft’s code is gaining in corporate popularity for magazine and on-product placement, SCVNGR is the largest software developer to make QR code-based games work in a real world environment. The company, venture-capital funded by Google, develops games for cities, conferences, universities, museums, and others. SCVNGR developed GoSmithsonian Trek for the Smithsonian Institution. (Active until July 24, 2010.) Googling “SCVNGR museum” will bring up a list of museums currently offering SCVNGR experiences including the MFA Boston, Franklin Institute, and Science Museum of Virginia. SCVNGR markets itself to museum clients with a promise of delivering information about how visitors use the mobile web, how long they spend in one location, and the paths that they travel through an exhibition. These geo-analytics are available to purchasers of  the full software development tool kit. SCVNGR has announced that it will offer its software tools for free, without the analytics components, to small businesses and individuals to develop more real world games. The readers are already free to users, but the drawback to SCVNGR is that it is not available on Blackberry, only I-Phone and Android. Other companies will surely enter the market soon, and museum clients may find themselves with more vendor choices. In the meantime, museums can make their own location-based games by generating QR tags using free software from Zxing, i-nigma, or BeeTagg, and linking them to special sections of their web sites. (FYI: this requires a working knowledge of IT.)

Today’s challenges in QR tag mobile gaming: a case study
On the weekend of July 24-25, 2010, the Boy Scouts of America hosted activities related to the 100th anniversary of Boy Scouting in the United States on the National Mall in Washington, DC. All, even non-scouts, were invited to participate in Adventure Base 100 ScoutQuest. Participants picked up a map from a central location and received web addresses for three QR readers to download to their phones. Twelve primary QR tag posters were hidden in locations on and off the mall. Each tag revealed a secret word. Those who collected all of the words could upload them onto a web site  to enter a contest. The potential audience for the activity numbered in the tens of thousands. Ironically, the most limiting factor of the Scout Quest QR code scavenger hunt was that one did not actually need a QR reader enabled device to participate. The Scouts planned to provide phones at each location, though several stations did not have functioning phones. In those situations the volunteers simply gave participants the secret word. The BSA’s caution was validated by Smithsonian technology experts who spoke at a mobile learning summit only a few weeks before. SI technology experts explained that it is their practice, when a program absolutely requires a piece of technology, to provide the equipment. This ensures that the technology will work consistently for all participants. To emphasize their point, the mobile technology summit participants used Smithsonian-provided mobile phones. The Boy Scouts of America arguably represents the most mainstream audience in the United States, and the event designers seemed acutely aware that many would not have access to the necessary technology. Their solution was to design a technological experience that eliminated the need for technology.

Concluding thoughts
In designing location-specific experiences for museums that link to web content, designers have many factors for which to account. The simplest museum application is to add a real world hot link to a location where additional information may be desirable but is not required. For example, QR codes could be added to a label to give visitors an opportunity to click to learn more. However, the museum must assess the value of the learning experience against the costs of implementation. The IT infrastructure must allow for wifi access. The museum’s web site must be optimized for the content. The program must be communicated to visitors upon arrival, and guest services staff should be knowledgeable in how to download and use the technology. Museums must be prepared for visitors who do not have the equipment to participate. Finally, the experience itself must be worthy of the visitor’s time, attention, and data plan. Like all new technologies, interactive gaming has its challenges; however, it has an awesome potential as an interactive learning tool, and museums should seize the opportunity to lead the way.

Wednesday, July 21, 2010

Museums and mobile media

Mobile Learning Institute
On Friday, July 16, 2010 the Smithsonian, in conjunction with the Pearson Foundation, Nokia, and the Mobile Learning Institute, sponsored "The Leadership Summit on Digital Media" at the Hirshhorn Museum and Sculpture Garden. The main topic of conversation was the present and future use of mobile phones in learning. Stephanie Norby, Smithsonian Center for Education and Museum Studies, opened the session by asking, "How do we create a sense of purpose to make people feel comfortable in coming back?". Each presenter answered her question with a variation on the same theme. Mobile technology is ubiquitous. Young people especially are connected to the world through their phones, and using mobile technology to learn is a natural extension of the current technology. The phone is not a tool; it is a window into the user's world.

Smithsonian Initiatives
Nancy Proctor, Head of Mobile Strategy & Initiatives for the Smithsonian, set the stage by discussing the Smithsonian's mobile strategy. Over time the Smithsonian has learned to think outside the audio tour box. The Smithsonian has determined that the phone is not the best device for delivering long form audio tour content; however, the phone's advantage is in it's encouragement of two way conversation. The Smithsonian has developed mobile web sites to work with specific exhibits and museums. The "Yves Klein: With the Void, Full Powers" exhibit currently on display at the Hirshhorn has an accompanying education program that can be downloaded for $1.99 from I-Tunes. The goal, as explained by Proctor, is to serve both on-site and off-site visitors. The decision to work with the developer Toura was based on the tool being free to developers and its ability to make the applications available on other platforms and sellers. The Smithsonian  has also found mobile technology useful for guiding on-site visitors. The National Air and Space Museum has a mobile web site for on-site visitors. The site, at http://airandspace.mobi/, directs visitors to amenities, bathrooms, and exhibits. The Smithsonian recognizes that visitors carry mobile technology and that programming for it makes the museum more accessible. Proctor ended her discussion with a question presaging the next phase of mobile learning, "How can we best deploy games for learning?"

School Strategies
Christopher Lehmann, Principal, Science Leadership Academy of Philadelphia stated the case for integrating mobile technology into all aspects of learning. He repeatedly pointed out that today's students are attached to their phones and use them to organize and make sense of all aspects of their life . . . except for formal education. He offered several examples of how students utilize mobile technology in his school and encouraged the museum attendees to develop mobile learning platforms that take advantage of students' natural tendencies towards this tool.

New Applications in Mobile
The next phase is mobile gaming, argued by David Gagnon, Games, Learning and Society Mobile Learning Team, University of Wisconsin, Madison. Gagnon's group has developed an open tool for the Mac operating system called ARIS that will be offered as a tool to "educators who want to use place based / inquiry / narrative / gaming activities in their curriculum." ARIS, which is currently in alpha testing, has three interactive capabilities. The platform allows users to meet people via streaming video, read stationary plaques, and carry movable objects from place to place. Gagnon likened the resulting media products to a new kind of interactive documentary, allowing people to become a part of the story by engaging in the real places. Gagnon's application is similar to SCVGNR, which has already debuted a mobile challenge tool.

Conclusions
Each of the speakers offered a personal perspective on the current and future state of mobile technology. Each of them pointed out the unique technological challenges in developing and implementing mobile applications, which will be shared in a future post. All agreed that, in spite of the challenges, mobile technology is both an important and fast growing segment of the digital world and that museums are a natural venue for implementing mobile learning. The summit offered a peek into the future, and it will be up to museum staff to create unique and interesting content for mobile applications to engage visitors in mission-based learning.

Related information: 
See Hamlet's Blackberry: To Surf or Not to Surf, a  new book by William Powers discussing balancing connectedness.