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Case Study [clear filter]
Friday, November 6
 

9:00am

Accessibility for Digital Products: Tips from the Met App Case Study
Many of us are responsible for delivering accessible digital experiences—products and services that all people, including those with disabilities and special needs can access. But too few of us have practical experience in meeting accessibility goals. This session will provide a few general tips to turn such goals into an achievable set of requirements, and fulfill them on your next digital project. Along the way, we will present challenges faced and key insights learned while working together on the Met app, the flagship mobile app for the Metropolitan Museum of Art.

Speakers
SB

Sina Bahram

President, Prime Access Consulting, Inc.
Digital accessibility (covering interactives, apps, websites, policy, and strategy)
avatar for Liz Filardi

Liz Filardi

Producer, The Metropolitan Museum of Art
Liz Filardi is a Producer at The Met, where she manages mobile projects in all stages of development from early research to public launch and beyond. She has produced over a dozen mobile and tablet apps from games to storybooks to utilities, some of which have received honors from... Read More →


Friday November 6, 2015 9:00am - 9:15am
Great Lakes A1 1300 Nicollet Mall, Minneapolis, MN 55403, United States

9:00am

Don’t Redesign: Realign! The Fine Arts Museums of San Francisco’s Website Makeover
Website redesigns are expensive and time consuming, so if you need to refresh your institution’s online presence, don’t redesign—realign. The Fine Arts Museums of San Francisco (FAMSF) recently addressed this challenge with its websites for the de Young Museum, the Legion of Honor, and the FAMSF parent organization. The FAMSF web team recently realigned its websites in response to changing trends and user feedback.

This presentation outlines the steps taken to update the look and functionality of the FAMSF websites without committing to a full redesign effort and working within existing brand guidelines. Instead of overhauling the institutional branding of FAMSF, a traditionally costly endeavor, the web team set about refreshing the information architecture of the website. Updating the menu bar items, design, and page structure would set the foundation for future branding redesigns and provided a cost-effective solution to improving the user experience—and the SEO and functionality—of the website.

The project was accomplished in three stages. First, the web team upgraded to Drupal 7 for greater functionality and security. Second, the basic web design of the three websites was refreshed, based on existing brand guidelines and site structure. And, third, the navigation was rearranged based on institutional goals, user feedback and research in order to generate a better experience and tweak the user interface in response to navigation.Implementing these incremental changes to the design and navigation of the website, rather than conforming to the macro-evolutionary idea of redesigning it, proved a great way to extend our investment while keeping our website updated, user friendly, and functional. This presentation seeks to unpack the technical process and reasoning behind this example of technical evolution, an effective and important strategy for non-profit institutions to employ.

Speakers
avatar for Tricia Robson

Tricia Robson

Fine Arts Museums of San Francisco, Director of Digital Strategy
Tricia Robson is the Director of Digital Strategy at the Fine Arts Museums of San Francisco, which encompasses both the de Young and Legion of Honor museums. Prior to working at the Fine Arts Museums, Tricia worked in analytics and advertising at Google Inc. and in the Curatorial... Read More →


Friday November 6, 2015 9:00am - 9:15am
Harriet Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:00am

Grasping Cultural Heritage: Engaging Museum Visitors with History and Culture through Tangible Interaction Technologies
We identify a broad opportunity to develop an understanding of how digital technologies that provide tangible interactions can be effectively used in museum environments that engage cultural heritage. Tangible interaction couples computational media with physical objects embedded in a physical environment.

Our goal as researchers is to better understand how tangible interaction technologies can be designed and situated within the museum context in order to improve visitors’ understanding of historical and cultural concepts. We introduce here a tangible tabletop installation piece for an exhibition titled Mapping Place: Africa Beyond Paper, which contrasted Western and African notions of mapping history and place. Under the guidance of professor Ali Mazalek, students from Georgia Tech and Ryerson University collaborated to create the installation between 2013 and 2014. The Mapping Place exhibition took place from February 28 to June 6, 2014 at the Robert C. Williams Paper Museum in Atlanta, GA, and was part of the Africa-Atlanta 2014 initiative.

The design of Mapping Place was inspired by the Lukasa, a hand-sized wooden tablet studded with beads and shells and carved with ideograms. The beads, shells and carvings are used to represent pieces of stories and thus serve to record the history, genealogy and cosmology of the Luba peoples in Central Africa. With the authentic Lukasa inside a glass case in the Mapping Place: Africa Beyond Paper exhibition, our piece aimed to give students a tangible way to explore symbolic and non-linguistic mapping concepts that are central to the Lukasa. The installation consists of a multi-touch tabletop with multiple tangible shells and two wall mounted projections. By placing a tangible shell on the tabletop display, seven icons appear as a circular “menu” around it, representing possible components of a story about family and place. The visitors can assign meaning to the digital beads by dragging them onto the menu icons, and a corresponding animation begins to play on a wall adjacent to the table. The entire tabletop becomes the group’s digital Lukasa, holding multiple visitors’ stories. Through the shared practice of storytelling, our design enabled visitors to create a personal connection to the historical and cultural practices of the Lukasa.The Lukasa-inspired interactive installation demonstrates one way in which emerging digital interaction technologies can be used to support historical and cultural concepts in ways that are tangible, embodied, and performative.

Our observations and our user study of the museum visitors show that grounding the tangible experience in contextualized knowledge can enhance visitors' comprehension of abstract concepts and subject matter. As illustrated in this project, we believe that bodily interaction is a viable way to remediate cultural heritage and support learning goals. The openness of the interactive experience invites visitors to reflect on their experience, actively participate in the meaning-making process, and share their understanding with others. We share our design process, user study, and design implications for how digital and tangible interaction technologies can be used for cultural learning in museum exhibits.

Speakers
JC

Jean Chu

Ph.D. Student in Digital Media, Georgia Institute of Technology


Friday November 6, 2015 9:00am - 9:15am
Calhoun Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:00am

HEIR: The Historic Environment Image Resource Project
HEIR is a crowdsourcing project developed by Keepthinking for the Department of Archaeology of the University of Oxford. Historic photographic images are vital for understanding some of the most pressing current research issues and HEIR is an important new resource for a wide range of studies, from tracking environmental and climate change to understanding human impact on the planet; from identifying endangered landscapes and endangered archaeology to reconstructing lost buildings and habitats. http://www.heirtagger.ox.ac.uk

Over 40,000 images from 1890 to 1930 need to be tagged and elements in them identified. HEIR asks people that are passionate about history and archaeology to help unlock the potential of these photographs, by keywording or 'tagging' them to gather as much information about them as possible. We are tapping into the Zooniverse user-base.The project includes a website where people are asked to Tag images, based on pre-defined categories as well as a mobile app with which the worldwide community can rephotograph sites and show how they are today.This presentation will explain the ideas behind HEIR and show how its model can be reproduced to classify any type of visual resource.

Speakers
avatar for Cristiano Bianchi

Cristiano Bianchi

Managing Director, Keepthinking



Friday November 6, 2015 9:00am - 9:15am
Nokomis Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:00am

Building a Multi-Site Calendar
Facing a rapidly approaching deadline to replace aging technology and needing to produce a calendar that delivers event information for 26 historic sites and museums, the Minnesota Historical Society created a custom solution that combined existing tools and new ideas.

In about 2003, the web team built a custom solution that allowed the marketing team to manage event data without much assistance from the technical side. The calendar had a few glitches, but served MNHS well for years.

However, at the end of 2014, the tools being used were aging out and a new solution needed to be found, requiring quick action and cooperation among a wide number of departments with sometimes competing interests.

MNHS implemented a solution, mnhs.org/calendar, that combines its existing website content management system (Drupal) and a custom API for data storage and access. The new calendar provides an updated look, responsive design, filtering, and promotional space as well as a new admin interface. A welcome outcome was the cooperation and teamwork among departments that emerged when facing a tight deadline.

Moderators
CM

Crystal Mulry

Web Project Manager, Minnesota Historical Society

Speakers
MD

Meleck Davis

Designer, Minnesota Historical Society
avatar for Morgan L'Argent

Morgan L'Argent

Web Bricoleur, Minnesota Historical Society


Friday November 6, 2015 9:00am - 9:15am
Minnetonka Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:00am

#MobilePhotoNow Instagram Exhibition at Columbus Museum of Art
Columbus Museum of Art’s #MobilePhotoNow was a large-scale participatory art project and Instagram exhibition highlighting the emerging art form of mobile photography, and the power of social media and smart phones as a means of creative expression and connection. Four photo challenges inspired by CMA’s renowned Photo League collection generated more than 45,000 Instagram submissions from 5,000 photographers across 89 countries. Through social media sharing and major international press coverage #MobilePhotoNow reached nearly 200 million people around the world.

This presentation will examine how social media can be used to help build a global, creative community, connect people to art and each other, drive both online and onsite participation and engagement, and drive a multi-generational mix of new audiences to the museum.

Speakers
avatar for Jennifer Poleon

Jennifer Poleon

Digital Communications Manager, Columbus Museum of Art
Jennifer Poleon is an award-winning former magazine editor turned arts and nonprofit professional for the Columbus Museum of Art where she spearheads the museum’s digital strategy and social media engagement efforts. Jennifer was responsible for the development of the museum’s... Read More →


Friday November 6, 2015 9:00am - 9:15am
Great Lakes A2 Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:15am

The Bruegel Box: An Immersive Art Project by the Royal Museums of Fine Arts of Belgium
Will new technologies offer a viable alternative to temporary exhibitions? That's the question that we'll try to answer through the Bruegel box, an immersive art project by the Royal Museums of Fine Arts of Belgium.

Thanks to the support of GDF-Suez, an installation of high-performance projectors will be placed permanently in one of the rooms of the museum and short HD animations will be displayed on the walls to introduce some of the key works and emblematic masterpieces of our collections. The one that will inaugurate the series is The Fall of the Rebels Angels (1562) by Pieter Bruegel the Elder - that has been the subject of recent scientific researches.

If The Fall of the Rebels Angels is already available in high definition on Google Art Project, it will again be highlighted through this immersive space. This device will allow the viewer to truly enter into the painting and the world of Bruegel. Its phantasmagorical work will come to life under the eyes of the visitor. With this advanced multimedia device, the visitors will be powered at the heart. He will dissect each element of its composition. Repelled by Saint Michel, he will follow the rebels’ angels into their fall, beyond the limits of the frame.

If for this first painting, the animation is rather narrative, we already can imagine the possibilities that this display can provide us for others kinds of works. We could explore in successive layers the color theory of the French Pointillist, Georges Seurat, or decompose / accelerate the movement of the Italian Futurists and even dematerialize the form by the light in the Impressionists landscapes. Each proposition would be adapted to every highlighted masterpiece. But every one of them would be shown in very high definition images projected on three walls, from the ground to the ceiling.In parallel, a mobile application will be available to guide the visitor through the museum to the original work of art. Links with other works of our collections by the same artist or a similar theme, will complete this visit. Explanations will also be provided to explain why in terms of conservation the physical artwork could not be moved close to the "box".

This project is the concretization of a deep reflection on the changes taking place in the field of museology. In this digital age, the Bruegel box (or any other painter's box) will enable us to explore new possibilities and will become the setting for a new museum space. The technology will serve the art, facilitating its access when physical transportation becomes increasingly binding. It also allows us to expand the museum experience and the meeting with the art pieces, by exporting the project abroad when the work itself can't be loaned overseas anymore.After an introduction of the project, from the original ideas that initiated it to its actual production, we will share our experience with the delegates. We will review both the technical and human difficulties that were faced throughout its production.

Our overall aim is to raise questions on the future of museums in the digital age, opening up a debate. Is it this the future of the temporary exhibition? Will technology offer an alternative to broadcast our collections and enable museums to stay economically sustainable? Will future generations still be more likely to visit museums if we only can display digital or 3D printed duplicated masterpieces in order to protect our cultural patrimony? How to find the good balance between entertainment and scientific researches? And what about the "aura" of the pieces of art (W. Benjamin)? By being the 21st century museums, we need to redefine our fundamental missions.

Speakers
avatar for Jennifer Beauloye

Jennifer Beauloye

Post-doctoral researcher & Project Manager, Royal Museums of Fine Arts Belgium
Museum professional & Curator at the Royal Museums of Fine Arts of Belgium.Doctor in Philosophy, Design and Applied Arts (PhD).Post-doctoral researcher in Museology and Technologies. #BruegelBox @jennbxl


Friday November 6, 2015 9:15am - 9:30am
Calhoun Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:15am

Planning an Audience-Centered Digital Collection
Looking to build a digital archive based on user needs?

For the 150th anniversary of President Abraham Lincoln’s assassination, Ford’s Theatre launched Remembering Lincoln, a digital collection connecting end users with digitized personal, institutional, and public responses to that monumental event from around the United States and world. Building the collection involved working with over two dozen institutions that contributed seldom-displayed materials.

Meanwhile, the functionality of the website housing the primary source materials—including the ultimate choice of Drupal as the content management system—was determined through a six-month audience evaluation and planning process. The process led to an engaging digital interface for audiences to connect with collection items from a wide range of institutions.

This presentation will cover an audience research process we hope will help other institutions looking to create audience-friendly digital archives, including:

A two-day planning meeting with advisors and partners, with definition of preliminary outcomes and user personas for four primary user groups (teachers, students, scholars, enthusiasts); Logic models that plotted steps to achieve those preliminary outcomes; Focus groups and surveys to test those outcomes and learn more about both what content and what functionality would interest each audience group; Formulation of a Product Definition Document based on the data from the focus groups and surveys; A RFP process for a web developer using the Product Definition Document as a checklist of specifications.

In this presentation, we will share detail about what worked—and didn’t—in the process, and lessons learned for future projects of a similar nature. We also hope that other institutions will share what worked for them so that everyone can learn about creating an audience-friendly digital archive collaboratively.

Speakers
avatar for David McKenzie

David McKenzie

Associate Director for Digital Resources, Ford's Theatre



Friday November 6, 2015 9:15am - 9:30am
Minnetonka Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:15am

Simply Mobile: (Working on) Simplifying the Mobile User Experience
This case study will focus on how we at The Broad are focusing on making a museum app that offers the user exactly what they need. Instead of replicating the mobile web experience, we are attempting to use context and location awareness to present the user with both a beautiful and useful mobile experience. Tying closely together with our ticketing system, we surface tickets just when the user needs them, then shift the focus to digital tour and other collections-related content when in the galleries. Where should we go from here? How can we improve this experience further?

Speakers
avatar for Heather Hart

Heather Hart

Director of IT, The Broad


Friday November 6, 2015 9:15am - 9:30am
Nokomis Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:15am

Building a Map for the Met App
Wayfinding is a common problem among museums, and you might think it's necessary to spend a lot of time and resources to devise the perfect solution. The floorplan at the Met is quite complex, so when we set out to build a map feature for the Met App, we knew it would be a formidable challenge. If that weren't enough, our small team had only a short period of time to design and develop a mobile map that could be used on two native platforms, and, most importantly, would be useful for our visitors.

Instead of spending months building a product that we think our visitors want, we decided to build a minimum viable product (MVP) that our visitors could be using sooner rather than later. We then used a build-measure-learn feedback loop to iterate and perfect the Map to improve the day to day experience of our visitors. We will discuss the process behind building the Met App Map, and we'll share what we learned along the way.

Speakers
avatar for Spencer Kiser

Spencer Kiser

Manager of Media Technology, Metropolitan Museum of Art
avatar for Subathra Thanabalan

Subathra Thanabalan

Mobile Developer, The Metropolitan Museum of Art


Friday November 6, 2015 9:15am - 9:30am
Great Lakes A1 1300 Nicollet Mall, Minneapolis, MN 55403, United States

9:15am

Instagram as an Interpretive Tool? A Case Study
Social media platforms, and Instagram in particular, are becoming a vital method of engagement between museums and thier visitors. But, how might museums harness these applications in new and inventive ways? Can, and should, social media be used as an in-gallery interpretive tool?

Man Ray­­­­­: Human Equations, a recent special exhibition at The Phillips Collection in Washington, DC, explored a little known element of the artist Man Ray’s career: his photographs and paintings of academic mathematical models which examined the intersection of art and math. Working collaboratively with curatorial and communications colleagues, educators at the Phillips sought a participatory experience that would allow visitors connect Man Ray’s artistic to their own creative photographic practice. Using 3D printed mathematical models, a few iPods, and Instagram, InstaManRay was created.Accessible through their own mobile device or an iPod in the gallery, visitors frame their composition, snap a photo, apply a filter or add other effects before posting their creation with #InstaManRay. Visitors using their own devices can post to their personal social media accounts, and those using in-gallery iPods can post to an Instagram account created for the special exhibition and managed by Phillips Collection staff, InstaManRay2015.

This session will explore the successes and challenges of using a social media platform as an in-gallery interpretive experiences. Presenters will share ways they implemented and evaluated InstaManRay as well as possible applications for the future. This case study will offer a new way of looking at a well-explored social media app, providing ideas for creating digital in-gallery experiences in new ways.

Speakers
avatar for Brooke Rosenblatt

Brooke Rosenblatt

Head of Public Engagement, The Phillips Collection
Brooke enhances museum visitor experiences by conceiving and creating object-based, informal learning opportunities. She works collaboratively and creatively within team based settings as a leader or member. Brooke has over 15 years of museum experience with a passion for the power... Read More →
MS

Margaret Sternbergh

Gallery Interpretation Manager, The Museum of Fine Arts Houston


Friday November 6, 2015 9:15am - 9:30am
Great Lakes A2 Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:15am

Piloting a Pilot Project: Lessons Learned as the First US Museum to Use Guidio, an Audio Tour App Created for European Museums
In April 2015, the Albright-Knox Art Gallery in Buffalo, New York, entered into a pilot project with the Finnish company Silencio to leverage their museum audio tour app Guidio to produce a beacon-driven audio tour of the Albright-Knox’s Collection galleries. The Guidio app has been used by several museums throughout Finland and other countries in Europe, but the Albright-Knox will be the first museum in the United States to use the product.

Museum visitors will be able to access the Albright-Knox’s tour through the Guidio app on Apple devices, including iPhones and iPods. Users can either follow a path presented in the app, which will lead them from one artwork to the next, or explore on their own. In both cases, content about select artworks will surface in the app as the user approaches the artworks, triggered by beacons placed near the works.

Audio content about the artworks will be available in English and Spanish, with specially designed content available for children and adults who are blind or partially sighted. Text-based content will also be available for the museum’s café, shop, and buildings.

This pilot project will be live from July through September 2015. During this time, the Albright-Knox will actively solicit feedback about users’ experiences with the app. The AK will synthesize and share this feedback with Guidio halfway through the pilot, in mid-August, and after the completion of the pilot, in early October, so that decisions can be made about how well the app is working for American audiences and what, if any, changes should be made to the framework of the app moving forward.In this case study presentation, I plan to share information about the planning and implementation of this pilot project, and how it was received by the Albright-Knox’s visitors. I will share an analysis of the feedback we collected from visitors who used the app, and the overall lessons that we learned from the project. I will also discuss whether I feel that the Guidio app is a good fit for other American museums to use in their own institutions, weighing the risk of using someone else’s technology against the significant cost savings that Guidio offers over custom-built solutions.

Speakers
avatar for Pamela Martin

Pamela Martin

Digital Content Manager, Albright-Knox Art Gallery
TO

Teemu Oksanen

Designer, Silencio Ltd.


Friday November 6, 2015 9:15am - 9:30am
Harriet Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:30am

Digital Accessibility and the Senses
This case study lays out the theoretical foundation of a project conducted through the Smithsonian Accessibility Program to explore “sense chords”: the complex interplay of simultaneous sensory input.

In a normative understanding of the senses, each sense note is tied to a body part: noses smell, ears hear, eyes see, etc. But the smell of a rose is inseparable from the color of petals on the lips or the sound of a siren passing during the moment of inhalation. Our surroundings are always striking sense chords—although we are often unaware of what we are experiencing or how it affects us. The same is true in museums, where visuality dominates. When engaged, the “other senses” tend to be solitary notes in service of the visual.

Through considerations of accessibility for people who are blind and have low-vision, this project examines alternative approaches to the senses, wherein sight is decentered as the primary ”voice” of museums. We pose the questions: how might experiences of the disability community inform new sensory considerations and trigger new modes of engagement; what digital accessibility practices can museums employ to rebalance the senses for all people? This case study will provide an overview of the methods, the background research, and the findings to date.

Speakers
LK

Lesley Kadish

Fellow, Smithsonian Institution


Friday November 6, 2015 9:30am - 9:45am
Great Lakes A1 1300 Nicollet Mall, Minneapolis, MN 55403, United States

9:30am

When Being There Isn’t Possible: Using Immersive Technologies to Increase Cultural Literacy and Extend Museum Outreach Efforts
Woofbert democratizes access to museums, freeing visitors from limitations of geography, socioeconomics, age, and physical condition. Wb collaborates with art institutions and other cultural heritage sites around the world to expand their reach via leading-edge digital technology. With Woofbert, anyone can visit museums, architecture, and cultural sites from the classroom, workplace, or home. Join us as we demonstrate how Woofbert’s technology, content, and curriculum are being used in the classroom. We will review how teachers are incorporating our virtual reality experiences at school as a tool to encourage inquiry and open creative pathways.

In today’s diverse world, Woofbert enriches the experience of arts education in a way that is inclusive, interactive, and ultimately transformative. It allows users to “go” anywhere their curiosity and creativity takes them. Woofbert (Wb) is an arts education media and technology company that allows subscribers to virtually tour museums and major cultural sites from anywhere in the world, from any computer or mobile device. Woofbert uses advanced laser scanning technology to make precise, high-resolution 3D models of a site’s interior spaces and exhibitions. When the user puts on the sophisticated head-mounted display, the Woofbert experience begins; the individual is now immersed in the three-dimensional space: a museum gallery, church nave, or other cultural destination that he or she can “walk through.” Importantly, Woofbert can “freeze time” by scanning temporary exhibitions as well as endangered cultural sites, making these experiences forever accessible. The technology likewise allows for efficient responses to ongoing curatorial changes.

Speakers
avatar for Larissa Bailiff

Larissa Bailiff

Senior Editor, Education & Content, Woofbert


Friday November 6, 2015 9:30am - 9:45am
Calhoun Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:30am

Mn Artists' Relaunch: How Rebuilding a Digital Community Served to Reboot a Real Community
Mn Artists is a community of artists, their activities, and conversations; it is a digital community that is also a functioning panorama of the Upper Midwest’s real art community. Housed within the Education and Public Programs department of the Walker Art Center, the autonomy of this program enables it the hybrid space within the intersection between institution and the artistic community, creating welcome environment where working artists, their digital assets, arts publishing, and live programs are hosted by the museum, and serve to reciprocate audiences of both constituencies.

The software infrastructure and taxonomy of mnartists.org are organized such that the site mirrors both the cultural content and sub-communities of a real arts scene. mnartists.org offers browsing filters for content types (i.e. Articles, Artists, Artwork, Events, Opportunities, Organizations) that make it possible for artists to insert themselves in and pursue all aspects of an artistic career with the support of this museum-created platform - from producing and sharing work, to applying to opportunities, to attending events, to reading review and topical issues, to meeting with other artists in person and then bringing those aspirations to the studio to start the cycle over gain. Just like in real life, we know that artists aren’t limited by one artistic discipline, and the new mnartists.org is built with community and content filters to be used in combination, allowing for browsing that more accurate to conventional artistic disciplines.Mn Artists’ programmatic structure allows for a fluid oscillation between online and offline offerings. Starting in January 2015, Mn Artists introduced a new live series in five event formats that, together, delve into issues of digital participation, arts journalism, as well as practical and topical issues pertinent to working artists. These programs bring artists and cultural producers together to talk candidly about issues relevant across artistic fields, asking questions like, ‘What’s the difference between and community and a network?’ ‘Do artists need a digital strategy?’ ‘Does the documentation of work in the arts have a life of its own online?’ ‘Does the local matter when you’re writing for a borderless, digital audience?’

Intrinsic to Mn Artists programs, is our commissioned arts journalism, which brings topical issues and real conversation occurring in our arts community to a nationally visible, digital platform. The arts writing published by mnartists.org incorporates a wide range of voices, from respected critics and academics to emerging artists and writers, who have opportunity to craft their published pieces and build a voice with the benefit of in-depth, hands-on editorial support. Our articles offer in-depth coverage of relevant issues in artistic practice and offer insights into the region’s cultural life to a wide audience of readers, by way of thoughtful reviews, features, profiles, and topical columns.A digital ecosystem plaited with a living, artistic regional ecosystem, Mn Artists offers a full complement of new tools, resources, editorial content and programming, online and off, intended to inform, promote, and connect Midwestern art and artists, cultural organizations and audiences well into the future.

Mn Artists Program Director, Jehra Patrick, will share the new platform’s story post-relaunch: how the rebuild project is working to not only rebuilding a digital platform, but to rebuild cultural conversations and artistic merit by re-investing a real community through outreach, professional development tools, and regional journalism. This presentation will share new features -well-suited for replication in other, like-minded arts communities - offer highlights from the dissemination process, and opportunities and challenges in reinvesting an art museum and an art community in a digital program.

Speakers
avatar for Jehra Patrick

Jehra Patrick

Program Director, Mn Artists
As Program Director for Mn Artists, I support Minnesota’s art community through an open digital community and artistic programs and partnerships. Through my work with Mn Artists, I've produced numerous public programs for artists to expand their definitions for digital participation... Read More →


Friday November 6, 2015 9:30am - 9:45am
Nokomis Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:30am

Spatial Evolution of the State Historical Museum: Bringing the Physical and the Digital Together
My PhD research is focused on the spatial history of the State Historical museum (Moscow, Russia). With 5 million objects in its collection it is one of the largest museums in the world. Being located in the city centre, more precisely, on the Red Square, it could become the most popular in Moscow, however, it is far from it. What are the reasons? And can the digital media somehow help?

Today the SHM and its departments are located in four historical buildings (including the iconic St Basil's cathedral), which makes it quite challenging to explain this complex structure to our visitors and followers. We have three interconnected pages on Facebook, two Instagram accounts, and a Twitter account, where we promote the buildings and describe the surrounding areas, so that people can navigate between these departments.

In order to promote the SHM and its interiors, we invited popular Russian Instagram bloggers to take part in the #empty project. Here you can find some of the photos.My PhD research is still in progress, and one of my current tasks is to develop content for a mobile application that reveals the stories about spatial transformations thus helping visitors to engage with the museum interiors.We are going to use the following methods to bring the physical and the digital together:provide noticeable, yet minimalistic in-gallery signs about SHM social media accountsdevelop a series of engaging posters to involve people in online conversations about the exhibits by using special hashtags create a mobile app which will explain the complex history of museum space thus helping to understand its certain elements. As it can be seen from the past MuseumNext 2015 and Museums and the Web 2014 conferences, spatial transformations have become a new topic to be discussed within the museum sector. I hope that by presenting the case study from Russia I can make a contribution to the international museum practices.

Speakers
avatar for Anna Mikhaylova

Anna Mikhaylova

Social Media manager, State Historical Museum
I am a third year full time PhD student at the School of Museum Studies, University of Leicester, the UK. My research is focused on the history of spatial transformations of the State Historical museum (Moscow, Russia), and I've been the SHM’s social media manager since April 2013... Read More →


Friday November 6, 2015 9:30am - 9:45am
Minnetonka Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:30am

#ReynoldaBuffalo: How to Convert and Measure Online Buzz to Onsite Attendance
Reynolda House made a bold institutional decision for a mid-size museum in 2014 to dedicate personnel resources to expanding and enriching its online audience, but knew little about how directly its online efforts would influence onsite visitation. In the first year after this strategic sea-change, the museum’s social media followers increased by 38% and website traffic increased by 74%.

Despite the apparent correlation of increased online engagement and actual Museum attendance, evidence of a direct causal relationship between the digital follower and physical visitor was elusive. So, the Reynolda House Communications department set out to create for the opening weekend of its 2015 exhibition, George Catlin’s American Buffalo, a digital marketing campaign designed to directly measure the conversion of online buzz to onsite attendance.

The #ReynoldaBuffalo campaign fundamentally fused the physical and digital by deliberately tying a concrete action, place, or experience to all its digital messaging. Leveraging Instagram, targeted Facebook posts, directed Twitter chatter, and strategic email marketing, the four week social media campaign hinged on four primary components that consciously straddled the digital and physical worlds.

First, the Museum preparator built a lifesize buffalo out of foam, the #ReynoldaBuffalo, that was strategically inserted into online conversations of highly engaged social media followings of popular local establishments like restaurants, bars, and coffee shops that attracted our target demographic. By taking the buffalo to these physical locations, the Museum photographed, tagged, and engaged these digitally active populations.

Second, the messaging centered around an “Opening Weekend Package” that not only included actual items that a visitor had to physically retrieve from the Museum, but touted an exclusive Opening Weekend experience that included “priority admission,” a discounted meal at a landmark restaurant, a “buffalounge” with refreshments, and photo opportunities with the #ReynoldaBuffalo himself.

Third, the package included a limited-edition, custom t-shirt designed by a local design firm with a fanbase and recognizable style. The design itself was simple - a buffalo silhouette with “#ReynoldaBuffalo” largely inscribed inside it with a much smaller subline, “at Reynolda House.” The design worked twofold: it spoke directly to a demographic that understood the language, but also became a shareable digital commodity when photographed and tagged in visitor’s respective social media profiles.

Finally, the true conversion of the Museum’s digital follower to the onsite visitor occurred at the point of purchase, which was solely promoted and exclusively available online. Therefore, we could literally track where these visitors linked from and captured their email addresses, which we later leveraged to survey their overall experience and demographics.In the end, the #ReynoldaBuffalo campaign resulted in the highest attended opening weekend on record. The Opening Weekend Package completely sold out, of which 40% were first time visitors to the Museum, 82% visited reynoldahouse.org before their visit, and 77% were Museum social media followers. However, despite the marketing savvy of the entire campaign, 88% of package purchasers declared it was the art and exhibition that motivated them to purchase their ticket, not the benefits of the package.

Speakers
avatar for Trish Oxford

Trish Oxford

Assistant Director of Marketing & Communications, Reynolda House Museum of American Art
With a background in creative writing, video art, and the tech industry, I found the world of museum digital engagement, and I was hooked. I love what I do because I get to play with the power of words and images in a digital space to tell stories. I am also a strategy-geek that gets... Read More →
avatar for Sarah Smith

Sarah Smith

Director of External Relations, Reynolda House Museum of American Art
I spend a lot of my time thinking about marketing & communications and visitor experience at Reynolda House Museum of American Art. I'm interested in how museums are using technology to support visitors, attract visitors, and retain visitors ... and what that says about the brand... Read More →


Friday November 6, 2015 9:30am - 9:45am
Great Lakes A2 Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:30am

Second Canvas: How an Awesome Art Experience Using Gigapixel Images, Storytelling, and Social Participation Can Surpass the Best Games and Sport Apps
Through Second Canvas Museo del Prado we'll analyze how a cultural, art and paid app has been able to go beyond the standard user-target for museums reaching the universal user and becaming #1 overcoming even games or sport apps. We'll show and discuss how to connect physical and digital to involve our audiences offering a new way to experience art.

Attendees will learn about Gigapixel images, cinematic storytelling and social participation, and tips on how to create such a experience at home and at the museum, also as a educational tool in the classroom.

Speakers
avatar for Iñaki Arredondo

Iñaki Arredondo

Co-founder & CEO, Madpixel
Crazy for #ArtGigapixel @SecondCanvas @Madgazine. It's great to be mad. Tak czy siak. Musician, father, biker @ChamberiValley citizen.


Friday November 6, 2015 9:30am - 9:45am
Harriet Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:45am

Museum My Heart Project
When you visit a museum with a loved one or friend you share the experience of exploring the space together. Not only are you are able to converse, but subtle information, that which lies just under the line of consciousness, is also communicated through facial expressions, gestures, changes in the other person’s breath and even heart rate, all with the potential to heighten the shared museum experience.

But is it possible to have this type of shared experience if two people are at different museums? Or could there be threads of connection felt between colleagues or friends as they experience their favorite object in separate collections? The “Museum my Heart Project” explores these questions.

In this physical/digital project, we created a small pillow that is able to beat in tandem with the heart of someone wearing a heart rate monitor. By having people in different museums hold their partner’s heart beat pillow in front of a favorite object the two visitors are able to remain connected to one another. The hope is to create an invisible bond between pairs of people for a deeper and more meaningful museum connection.

Museum my Heart is built in Processing using Dan Julio’s Heart Rate Monitor Interface (HRMI). The heart rate is taken from a chest strap monitor and transmitted wirelessly to a USB HRMI. Processing reconstructs the heart rate in audio form and outputs it to a low-frequency speaker embedded in a pillow. Future versions could explore the technology used in heart rate sensing applications for smartphones or the apple watch.

Speakers
avatar for Brinker Ferguson, PhD

Brinker Ferguson, PhD

Dartmouth College
My interest in museums, digital media, and education stems from a need to understand how digital repositories and interactive media can connect disparate groups and foster connection and creativity on a whole. My passion is working with museum conservators to tell their (remarkable... Read More →


Friday November 6, 2015 9:45am - 10:00am
Calhoun Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:45am

Innovations in Accessibility
The National Park Service recently commissioned a pilot program to produce a mobile guide for vision impaired users at the Herbert Hoover National Historic Site visitor center in West Branch Iowa. iBeacons were used to trigger audio descriptions of nearby exhibits while users browsed through the space.We would like to share our experience and learning points and how we solved challenges related to designing a UI exclusively for accessibility purposes and triggering via iBeacons.

The process of designing the UX for an audio description-only interactive became a science unto itself and it meant letting go of conventional design aspirations in favor of a singular focus on voiceover interaction. Now what did we learn? We’ll share insights into the design, testing and iterating process as we refined the guide to provide an appropriate way of integrating manual navigation with automatic triggering. We’ll also share our approach for solving the technology riddles to make iBeacons work in a room where exhibits were spaced out by only 2-3 meters. As of May 2015 the project is still in beta but will be finished in June and we will have ample feedback and post-release learning points to share in time for November.

Speakers
JS

Juan Sanabria

(Director of Product Development and User Experience, GuideOne mobile


Friday November 6, 2015 9:45am - 10:00am
Great Lakes A1 1300 Nicollet Mall, Minneapolis, MN 55403, United States

9:45am

Student Collaborations and the Museum of the Future
Interactive exhibit design for museums is expensive. In a field where budgets are increasingly tight, the pressure is also mounting to innovate new, more effective interpretations. It’s becoming ever more challenging to balance visitor engagement, educational outreach, patron interest, and budgets. At the same time, students are finding it increasingly difficult to obtain the real-world experience necessary to compete effectively for design positions following graduation.

In this case study, we present the results of an ongoing program at The College of New Jersey, where students in the Interactive Multimedia Department are developing interactive exhibit prototypes in partnership with local museums. The goal of the program is to give hands-on interactive exhibit design experience to students, while allowing museums to inexpensively explore alternative exhibition approaches and enhance collection interpretation through emerging technologies.

The program is entering its third year, and, after two successful iterations with TCNJ's own Sarnoff Collection in 2013 and 2014, we are piloting the program with the New Jersey State Museum in fall 2015. The program consists of an advanced level, one-semester interactive exhibit design course during the fall followed by a winter on-site student project showcase. Following the showcase, students who have created exceptional projects are invited to continue development for inclusion in long-term exhibitions.

Experts from the local museum and exhibit design community also participate in the process as guest lecturers, field trip hosts, and critique jurors. The student showcase is open to the community at large, with the general public, museum professional and patrons, college administrators, faculty, students, friends, and family all provided the opportunity to experience the projects in the museum setting.

Previous iterations of the program have yielded the following results:
- Students gain hands-on experience working with museum collections and creating interactive exhibits with emerging technologies
- Students gain familiarity with the functions and processes of a real-world design studio
- Students receive guidance and feedback from museum professionals, as well as museum patrons
- The museum acquires knowledge about the latest interactive multimedia technologies through collaboration with college faculty and design professionals
- The museum inexpensively explores new approaches to interpreting its collections and exhibitions, with the option of developing the best solutions further
- The museum develops a new talent pool from which it can hire
-The museum gains new forms of community engagement and extends its educational outreach
- The community gains increased knowledge and awareness of the museum, its collections, and the college
- Potential museum benefits we will explore in fall 2015 include using student prototypes to more clearly specify planned exhibits for vendors, possibly streamlining vendor selection and production cycles.

Speakers
avatar for Emily Croll

Emily Croll

Director, TCNJ Art Gallery & Sarnoff Collection, The College of New Jersey
avatar for Mark Thompson

Mark Thompson

Term Assistant Professor, The College of New Jersey



Friday November 6, 2015 9:45am - 10:00am
Nokomis Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:45am

Watermill Center: Library of Inspiration
The Watermill Center was founded by the American artist Robert Wilson as a Laboratory for Performance. Resident artists and scholars create experimental works in a unique environment, living and working alongside a collection of art and artifacts spanning the history of humankind.

We borrow language from the science laboratory to describe what happens here – incubate, experiment, research. Our new library design supports these dynamic pursuits. A new building will expand our fluid research, exhibition, and performance spaces. A robust digital library will support and amplify this multidisciplinary environment where artists and visitors learn by doing.

Our digital initiative describes projects created on site within the context of: a collection of global art and artifacts; a digital archive documenting new works created on site; the archives of artist Robert Wilson and his collaborators; and a supporting research collection of books, media, and online databases.The Watermill Center itself operates as a work of art, one that is constantly changing as new objects are added to the collection and rearranged. In this site-specific installation, many unexpected narratives arise. We aim to promote this experience of discovery and surprise in our organization of the library online.

Rather than silo the information describing each of these collections, we are creating dynamic links to allow for creative relationships and exploration. To this end, we have developed local ontologies and are testing tools for discovery. We describe both performance works and objects in CollectionSpace, an open source collection management system. Community feedback has contributed a new scheme which allows us to track the use of collections. From CollectionSpace, we are syncing to a rich collection of digital images which amplify the works described. These are managed within Piction, a digital asset management.

We are still working in the data and systems design phase of our project. A future goal is to add an interactive design layer to allow participants to arrange and annotate content. Visual browsing and associations will be our normative method of search. At The Watermill Center, there is a clear and formal structure. Within that structure, everything changes. Everything is possible.

Speakers
avatar for Deb Verhoff

Deb Verhoff

Project Manager, Digital Projects, New York University


Friday November 6, 2015 9:45am - 10:00am
Minnetonka Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:45am

Doodling the Museum: Using the Pencilicious App to Engage and Inspire a Social Audience
Imagine an iPhone/iPad app with beautiful responsive digital ink, easy "paint-bucket" fill, vector-like manipulation and anytime editing. This is what the Pencilicious app is. Now imagine your museum attendees creating and sharing on social media doodles about what they are seeing, experiencing, thinking during their visits. Pencilicious provides site-specific digital content packages of custom made digital sticker sprites, branded digital papers, and pre-populated direct social media links. Museums' online and mobile presence has never been more creative, collaborative, engaging and dynamic.

I am thrilled to present how Pencilicious has been used at early adopter museums and art events. We work directly with museums and artists to develop the content included in their branding packages distributed via a digital code provided at physical and virtual sites to patrons. A virtual community and conversation grows from a shared audience experience in the physical museum. The experience can be brought home and accessed anytime to foster continued creativity and engagement with a museum's programming. Providing this engagement on an ubiquitous public forum invites an even larger audience into the creative conversation. Pencilicious is an intuitive digital platform to foster the creativity sparked by a visit to a museum and effortlessly share it with the world.

Speakers
avatar for Marta Snow

Marta Snow

Founder + Designer, appikiko, LLC
I'm an architectural designer turned app creator. Along with my husband, I've created multiple kids math apps and doodling apps. Creativity and learning have always been passions of mine. Museums are amazing places to facilitate learning and inspire creativity for the diverse communities... Read More →


Friday November 6, 2015 9:45am - 10:00am
Harriet Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:45am

Geneva: Going beyond Museum Walls and Creating Synergy in the City
The mobile technology revolution forces cultural institutions to consider development of mobile apps in order to provide travellers with diverse multimedia information. Museums, cities, archaeological sites spend millions on the development of the apparently similar apps.izi.TRAVEL claims that: cultural institutions do not have to spend resources on technological development, but on the high quality content, which could be uploaded to the free and open platforms like izi.TRAVEL, TourML, etc.cultural institutions should co-operate with each other in order to utilize the synergy of a unified city-wide experience, when travellers could use one app for all stories of the city and its museumscultural institutions should remain owner of its content and be able to and control its content themselves.ProposalIn the city of Geneva izi.TRAVEL has reached the level of synergy which could be demonstrated during the conference as an example of such city-wide experience. 

The challenge of the technologies in the XXI century is to bring it all together, delivering museum visitors’ outstanding quality via free and open platforms and services. But izi.TRAVEL goes one step further: we merge not only technologies. We unite providers of cultural heritage stories of the whole world into one free platform, which would provide any app in the world with free storytelling feed.

Speakers
avatar for Alex Palin

Alex Palin

Business Developer, izi.TRAVEL
Based in Stockholm, Sweden, Alex is responsible for sales, communications and marketing in Northern Europe. He is also involved in product development and new product features, based on the feedback from museum representatives. izi.TRAVEL is currently working with more than 600 museums... Read More →


Friday November 6, 2015 9:45am - 10:00am
Great Lakes A2 Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403
 
Saturday, November 7
 

9:00am

Creating Interactive Media as Dynamic as the Web
The evolution of the internet happens daily (if not hourly) thanks to easy access, the ability to quickly iterate, and a large number of people contributing to the overall ecosystem. As a result, websites and web-based apps tend to be the go-to source for multi-sensory storytelling. The good news is that this doesn’t mean the world of in-museum interactives has to lag behind.

This session will explore web-based interactives that are more flexible, updateable, and responsive. We’ll focus on two successful examples: The first is a project by the Florida Humanity Council which connects small-town museums around the state as part of the Smithsonian’s Museums on Main Street Program.

The second example is a series of digital orientation stations for Chicago’s Field Museum which allow visitors to create customized itineraries based on the day’s offerings and sync them with their phone. Both interactives are built on open-source content management systems like Wordpress and Drupal. and show how web-based back-ends are the future of museum touchscreens, interactive experiences and environments.

Speakers
avatar for Bradley Baer

Bradley Baer

Creative Director, Bluecadet
An architect, designer, and entrepreneur, Brad Baer brings a wealth of skills and a passion for compelling spaces to his multifaceted role at Bluecadet. As Creative Director of Environments, he is responsible for studio and project strategy, new business development, and environmental... Read More →


Saturday November 7, 2015 9:00am - 9:15am
Great Lakes A2 Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:00am

A Multimedia Guide for When It’s 95 Degrees in the Shade
The Holocaust Memorial of Miami Beach recently commissioned a mobile guide that triggers content via iBeacons as users browse the 50+ granite panels and sculptural arm that together tell the story of some Holocaust survivors. While the Memorial is not a museum, it’s one of the few cultural sites in Miami’s South Beach and attracts a diverse set of visitors. They include a broad mix of international and domestic first time visitors along with local repeat visitors who lost family in the Holocaust. For those with a personal connection, it’s a sacred space where they can come to remember those who were lost. A majority of the first time visitors, however, simply want to learn more to better understand how the Holocaust happened.

Since the Memorial’s opening, Holocaust survivors have given most of the docent tours but soon, many of them will no longer be capable of walking visitors through. The Memorial wanted to find a way to expand interpretation opportunities and the mobile guide was created as a vehicle that could offer both survivor stories and historical material.

The UX challenge has centered on how to create an effective guide that balances the intention of the Memorial, a place for quiet reflection, with the desire of visitors to engage with interpretation about the history and meaning of the Holocaust. We’ll review the larger goals of the project as well how we solved issues with the UX and other technical details relating to using iBeacons as a triggering mechanism. We’ll also discuss the experience of how we got content providers (who could write an encyclopedia on the subject) to buy into short, digestible pieces of media.

As of May 2015 the project is still in beta but will be finished in July and we will have ample feedback and post release learning points to share in time for November.

Moderators
JS

Juan Sanabria

(Director of Product Development and User Experience, GuideOne mobile

Speakers
TG

Tiffany Glick

Communications Associate, Greater Miami Jewish Federation


Saturday November 7, 2015 9:00am - 9:15am
Nokomis Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:00am

Art Doppelgangers
The Minneapolis Institute of Arts is celebrating its 100th year throughout 2015 with Birthday Year events and surprises, both in the galleries and in the greater community. In the fall of 2014, Birthday Year specialists at the MIA went to the MIA’s master framebuilder to ask a question: could he make realistic-looking frames for reproductions of four of the MIA’s most iconic paintings?

Frame maker Kurt Nordwall and Lead Collections Photographer Charles Walbridge hatched a plan: they could make 3D scans of the paintings’ frames and have a local maker cut the reproduction frames on a large CNC machine, which in this case uses a computer-controlled router to carve shapes into wood. Kurt would then finish the raw wood frames with primer, paint, wax, and dirt.

The finished frames (and the art in them) look amazing! The four reproduction artworks have popped up around Minneapolis at local restaurants and other businesses. Rembrandt’s Lucretia was installed at a busy gas station and convenience store; Chaim Soutine’s Side of Beef was installed at The Strip Club, a local steakhouse.

The Case Study presentation will include:- scanning the frames in-gallery with free photogrammetry software (123D Catch)- cleaning up the scans for CNC routing- making the reproduction art and frame blanks- carving the frames at Nordeast Makers- finishing the frames- the art out in the world

Speakers
avatar for Charles Walbridge

Charles Walbridge

Photographer, Minneapolis Institute of Art
Charles Walbridge is Lead Collections Photographer at the Minneapolis Institute of Art (Mia). He has worked at Mia for the past 15 years and the work he does includes still photography, 3D scanning, conservation photography, image data standards, and museum sustainability.


Saturday November 7, 2015 9:00am - 9:15am
Calhoun Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:00am

Making Digital Loss Less Painful: Lessons Learned from the Removal of Historypin’s Mobile Application
The Albright-Knox Art Gallery in Buffalo, New York, has made significant strides over the past few years in using various web and mobile platforms to make the museum’s Fine Art, Digital Assets, Library, and Archives Collections mores accessible to our on-site and online audiences.

Instead of investing time and resources into creating our own mobile application, in late 2012, the Albright-Knox leveraged Historypin—a free, simple, and effective web and mobile platform—to create several self-guided walking tours exploring objects in the museum’s Collections, including the outdoor sculpture on the museum’s campus. The Historypin platform offers a unique way to showcase digital and physical materials and gives our audiences—who may not have the time, money, or desire to visit the interior of our museum—the ability to interact with these interesting resources for free using a computer, smartphone, or tablet, wherever they are.Unfortunately, even the most effective digital tools don’t last forever. Like all software, Historypin’s mobile application required constant maintenance to keep it working well on the most current versions of smartphones and tablets. On April 22, 2015, Historypin made the disappointing decision to remove its mobile application from the Apple and Google Play Stores. This abrupt loss of a valued resource and key digital tool has left Albright-Knox staff members wondering what steps we can take moving forward to make a digital loss less difficult.

I know members of the Albright-Knox staff are not alone. Digital loss is happening to cultural institutions all of the time and it is an important issue to discuss with fellow MCN attendees in this age of technology.

Although I don’t have all of the answers at this time, I hope to be able to address the following questions in my case study presentation, this fall:
- What does this loss of a valued resource mean for our content?
- How will our on-site and online audiences be affected?
- How is hard work justified after a loss?
- Moving forward, should we invest in and develop our own technology instead of taking on the risk of relying on someone else’s technology, even if it is free?
- What tools can we utilize in order to make this content available elsewhere for our on-site and online visitors?
- How can we adapt to make a loss like this less painful in the future?

Speakers
avatar for Kelly Carpenter

Kelly Carpenter

Digital Assets Manager, Albright-Knox Art Gallery


Saturday November 7, 2015 9:00am - 9:15am
Minnetonka Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:00am

Conference as Publishing, or Expanding a Digital Arts Journalism Conference Online
In late May 2015, 300 art critics, bloggers, journalists, artists, publishers, and art enthusiasts will convene in Minneapolis for Superscript: Arts Journalism & Criticism in a Digital Age, a conference presented by the Walker and Mn Artists. As an institution heralded for its publishing efforts—from exhibition catalogues to our virtual Living Collections Catalogue, the regional arts site Mn Artists to the editorially focused Walker homepage—the Walker is creating this gathering as a forum to consider the current challenges and possible futures for online arts publishing.

In planning a gathering explicitly about the Internet, we've been grappling with a question: how can we prize our audiences—both onsite and online—so that we create both a dynamic, engaging, and important conference and a robust, accessible, ongoing discussion for audiences online? In short, how can Superscript transcend its “conferenceness” to become something more? And what if we conceive that "more" as part of a broader publishing endeavor?

For an MCN case study, I’d like to present the results of our efforts, including:
* Live webstreaming of all conference events, plus searchable video archive of events following the conference.
* Responsive blogging: the Superscript Blog Mentorship program, presented in partnership with Hyperallergic, will feature three emerging bloggers, selected from an open call, who’ll create live reports on Superscript—from conference proceedings to interviews with speakers or attendees, commentary from attendees to issues pieces inspired by conference presenters. Guided by three professional editors, bloggers will create posts for publication on the Walker blogs and at Mn Artists, and each writer will create an in-depth piece for publication on Hyperallergic.
* Twitter Q&A: whether on-site or online, audience members can participate in dialogue with presenters through Twitter.
* Live stenography: For journalists and the hearing impaired, a stenographer will record the entirety of the conference in an ever-changing live document.
* Virtual/actual film premiere: Walker-commissioned short films by artists Moyra Davey and Jim Richards will see their world premieres at Superscript, with synched screenings in the Walker Cinema and online on the Walker Channel, as well as a live Q&A with the artists.
* Open Facebook group: We’re running an open group, both as a platform conference attendees can use to familiarize themselves with each other and with Superscript’s ideas, and as a way to invite interested non-attendees into an ongoing conversation about the present challenges and possible futures for digital arts journalism and criticism. We hope the page will live beyond the conference as a locus of thinking (and linking) about how the Internet is changing the ways we view, understand, report on, and critique the arts.
* Superscript Reader: We’ve commissioned a diverse array of writers and thinkers to create 10 online essays on themes related to the conference, but featuring ideas not represented on stage. Topics range from the democratizing effects of the Internet for critics of color and the how Instagram affects architectural tourism to ways artists are using digital space to redraw a geography of the cultural center. The aim is to have a richer, more accessible discussion for online audiences, unique from but complementing that which we’ll host during the conference’s three days in May—not to mention free for anyone with Internet access.

Speakers
avatar for Emmet Byrne

Emmet Byrne

Design Director, Walker Art Center
avatar for Paul Schmelzer

Paul Schmelzer

Web Editor, Walker Art Center


Saturday November 7, 2015 9:00am - 9:15am
Harriet Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:00am

#ArtAtoZ: Serial Social Media at the National Gallery of Art
UPDATE: Here are the slides.

In this case study I will discuss the National Gallery of Art's innovative approach to developing serial content for social media as illustrated through the #ArtAtoZ initiative.

Every two weeks, the Gallery explores a new topic in art (i.e., asymmetry, brushstroke, color, and drawing) across multiple social media platforms (Facebook, Twitter, Instagram, and Pinterest). This focus on broad topics allows the Gallery to leverage its extensive permanent collections as well as draw upon a diverse array of staff expertise including curatorial, education, archives, conservation, and horticulture. The “A to Z” concept also affords museum staff the ability to plan up to a year ahead, as the set of 26 topics is set at the beginning of the year. The added benefit of this structure is the ability to collaborate with other institutions and build momentum over time. From the perspective of the social media user, one is invited to dig deeply into a given topic over the course of two weeks rather than receive seemingly random bits of information each day.

Social media followers are encouraged to engage with the broad theme in myriad ways included guided looking, guessing games, and challenges to respond creatively. I will share findings from ongoing evaluation of the initiative, including what we’ve learned about optimizing content in order to generate the most conversation, sharing, and other engagement.

Speakers
avatar for Dana Allen-Greil

Dana Allen-Greil

Chief of Web and Social Media, National Archives and Records Administration


Saturday November 7, 2015 9:00am - 9:15am
Great Lakes A1 1300 Nicollet Mall, Minneapolis, MN 55403, United States

9:15am

Stories and Song: Using Digital Storytelling to Develop Exhibition Content
In 2016, the National Music Centre (NMC), in Calgary, Alberta will open the home for music in Canada. Driven by a “music festival experience” approach to exhibition development, NMC is also taking a radical approach to content development. Rather than using curators, NMC is pulling from a variety of experts across the country, each with their own perspectives on the story of music in Canada.

In order to capture that varied perspective on music, NMC developed the Stories and Song project. Stories and Song is an initiative that engages a different kind of expert, from kindergarteners to pivotal musicians. Using digital storytelling, oral histories, and a storytelling mobile app, NMC is gathering the stories of music through multiple platforms in order to guide and broaden the scope of exhibition content.

To keep the presentation within the 10-minute time limit, this case study focuses on one such group of experts, K-12 youth. In one facet of Stories and Song, NMC is using digital storytelling to encourage students to become interviewers, journalists, sound engineers, filmmakers, and documentarians to collect the stories of music and sound in communities across the province. NMC provides the resources and technology for students to create digital stories through a travelling road case and, in turn, the stories are collected and shared with NMC for use in exhibitions and archives. This project not only embodies how students should learn in a 21st century classroom, but also how a museum should engage audiences in a 21st century society.

As a first time attendee to MCN, we are excited to network with other, like-minded, folks in the museum and technology world and have the opportunity to share our experience with this project, which is still very much in progress. NMC will share tips on how to engage the non-technology teacher into a technology-based project; how this approach has evolved including results, lessons learned, and plans for moving forward; and how community-based digital storytelling provides exhibitions with unique perspectives. In turn, NMC hopes to gather ideas and engage in conversations with MCN delegates to better understand where this project can continue to grow.

Speakers
avatar for Natalie Marsh

Natalie Marsh

Education Outreach Coordinator, National Music Centre
Natalie Marsh (BFA, B Ed.) is the Education Outreach Coordinator with the National Music Centre in Calgary, AB. In addition to being a visual artist, she has 15 years experience in teaching and educational program development for classrooms, museums, and municipal government. She... Read More →


Saturday November 7, 2015 9:15am - 9:30am
Nokomis Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:15am

Exploring Cusco
The ancient city of Cusco was the heart of the Inkan civilization which ruled over much of the South American Andes in the 15th and 16th centuries. The Smithsonian National Museum of the American Indian (NMAI) and Ideum are collaborating on the development of a multiuser interactive exhibit which contains a 3D reconstruction of this capital city as it was before the Spanish conquest. This exhibit is at the heart of the exhibition, The Great Inka Road: Engineering an Empire. By presenting this interactive exhibit on an Ideum 84" multitouch table, we expect to create a social experience that allows groups of visitors to explore videos, image galleries, interactive panoramas and an innovative 3D model tour element side by side. The exhibit will open at the museum in Washington DC on June 26, 2015.

In this presentation, we will share the unique development process that involved researchers and consultants in Spain, Peru, and the United States as well as the potential of building the interactive experience using the Unity3D gaming platform. We will also present a preliminary evaluation of how successfully this large interactive table provides a deeper, social experience by allowing users to learn from one another and better understand the exhibit’s main messages.

Speakers
DD

Daniel Davis

Manager, Media Group, Smithsonian National Museum of the American Indian
Let's talk about Universal Design, mobile, multi-touch table experiences and the emotional power of audio experiences..
avatar for Jim Spadaccini

Jim Spadaccini

Creative Director, Ideum
I am the Creative Director at Ideum. We develop interactive software and design and build custom hardware


Saturday November 7, 2015 9:15am - 9:30am
Great Lakes A2 Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:15am

One Small Step: Transforming the Exhibition Process and the Digital/Physical Connection
One Small Step: Transforming the Exhibition Process and the Digital/Physical Connection

How early is digital visitor experience considered in the exhibition design process? Is it integrated from the start or added on at the end? How does digital experience become viewed as an important element of the overall museum visitor experience? Digital transformation may not happen overnight, but every now and then a project comes along that serves as a catalyst for digital transformation in exhibition practice. 

This case study builds off a recent project at the National Air and Space Museum, a temporary exhibition entitled “Outside the Spacecraft: 50 Years of Extra-Vehicular Activity,” and how it became a positive example of collaborative practice and integrated digital and physical exhibition design. Following on the heels of a newly developed digital engagement strategy, at a time of renewed openness to change, the project brought together a team of forward-thinking, motivated staff who collectively considered the digital visitor experience to be an integral part of the exhibition process. This allowed the team to consider audience and learning objectives across digital and physical contexts, embracing the unique ways in which visitors consume content and engage with museum exhibitions depending on where they are and the platforms they are using.

With the digital experience accomplished a small budget and tight timeline may be subtle, the positive impact on internal practice continues to resonate. For cultural heritage professionals hoping to advance the digital experience, this project demonstrates how focusing on process, internal culture, team dynamics, and an integrated digital/physical approach from project start can be critical to success.

Moderators
avatar for Victoria Portway

Victoria Portway

Head of Digital Experience, Smithsonian National Air and Space Museum

Speakers
SB

Sarah Banks

Manager of Online Engagement, National Air and Space Museum
avatar for Jennifer Levasseur

Jennifer Levasseur

Museum Specialist, Smithsonian Institution


Saturday November 7, 2015 9:15am - 9:30am
Calhoun Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:15am

Rewriting Art History with Art Detective
Art Detective was launched in June 2014 to help UK collections uncover mysteries in their works of art. Art Detective aims to improve knowledge of the UK’s public art collection. It is an award-winning, free-to-use online network that connects public art collections with members of the public and providers of specialist knowledge.

Through BBC Your Paintings, any member of the public can start a discussion that involves a work of art - challenging attributions, subjects, places or events depicted or more. The website promotes active and lively discussions among people that are expert in their field - although not necessarily traditionally trained art historian. Everyone can contribute knowlegde and help uncover important facts.

This is a different form of crowdsourcing - one which aims at scientific and founded precision in the field of art history. Within less that nine months, over 40 discoveries have been made, changing painting attributions, naming sitters and more. The website was overall winner of Best of the Web at Museums and the Web 2015 and recipient of a Silver MUSE award at AAM 2015. This presentation will explain the concepts behind Art Detective, how it works and how it could potentually be adapted and reproduced in different contexts to help museums professionals in their curatorial efforts. http://www.thepcf.org.uk/artdetective

Speakers
avatar for Cristiano Bianchi

Cristiano Bianchi

Managing Director, Keepthinking



Saturday November 7, 2015 9:15am - 9:30am
Minnetonka Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:15am

Making Hidden Collections Visible: Artists’ Books Canada
The special collections of an institution, including archives, rare books, artists’ books, ephemera, and permanent collections, unless regularly on display, are often hidden and locked away from visitors. The forthcoming digital map and reference tool, Artists’ Books Canada, hopes to reach, engage, and educate audiences about the amazing book art collections close to home and across the country. Artists’ books are an increasingly popular collecting area for institutions. However, these works of art realized in the form of a ‘book’ also pose considerable challenges in the areas of cataloguing, access, and promotion. Consequently, for users, these collections tend to be relatively unknown and difficult to access, brought about by cataloguing inconsistencies and inaccessible physical browsing. Artists’ Books Canada is a comprehensive online resource that maps and describes artists’ books collections that each Canadian museum, library, gallery, centre, etc. provides access to. It offers a chance to acknowledge, promote, and offer greater visibility to the oft-hidden and difficult-to navigate artists’ books collections across Canada.

Designed to deepen an understanding of what our institutions have to offer, the tool will include general information about each collection, collection focus, search techniques for locating these materials, what visitors should expect when they visit, as well as contact information and additional links. While this case study focuses on a digital tool for artists’ books, this strategy can be used for many types of collections. I will explain the motivations of creating this resource, the goals of the project, and my progress to date. I hope to share my experiences and challenges of creating this type of interactive research tool with the intent of stimulating discussions on outreach strategies for special collections.

Speakers
avatar for Nicole Lovenjak

Nicole Lovenjak

Librarian/Archivist, Dayton Art Institute


Saturday November 7, 2015 9:15am - 9:30am
Harriet Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:15am

Twitter: From Followers to Co-creators
My talk is dedicated to the history and behind-the-scenes work that my colleagues and I do for museum marathon Twitter project. That was born after SHM’s unsuccessful attempt to participate in #AskACurator day: the public’s responses were scarce and there was an obvious need to learn how to communicate with audiences on Twitter. After a series of experiments, such as, for instance, museum salon, came #?. The Russian segment of Twitter is fraught with potential pitfalls for any public figure or institution trying to reach the audiences via this medium. On the one hand, there is a danger of talking to yourself, as if the content is not interesting/accessible, it will not strike up a conversation. On the other hand, there is a possibility of a too heated discussion, since it is a typical platform for uncensored politically charged debates. Keeping these possibilities in mind, initially we formulated 2 goals for the project:to promote Russian museums on Twitter;to reach new audiences, mainly from outside MoscowAt the very beginning we ran #??????????????? each day, which itself was quite challenging. We were looking for our voice on Twitter, and quite soon we came up with the idea that it had to be an interactive micro-lecture about one particular museum, each time a new one (not the SHM, although published by the official SHM Twitter account) and a typical set of elements that had to be covered during the session:museum historymuseum buildingcollectionsexhibitionscurrent Internet projectsEach session lasts for 30-60 minutes, depending on the information available, and ends with this tweet: ‘When you start following museum @..., the person who runs its account smiles. Let's spread smiles!’. It usually works.The very first session took place in March 2014, and since then we’ve “visited” 120 Russian museums. At the moment there are approximately 200 Russian museums on Twitter, so we’ve covered at least half of them. After a month of intense everyday posts we switched to a more comfortable few times a week schedule. We were gradually building an audience (it was visible from the organic reach, comments, and retweets), so we started asking them which cities in Russia they wanted to visit, so we could tell stories about museums in those cities. Sometimes followers shared their own stories and pictures about the museum in question as a reply to original tweets.There were two outcomes that we didn’t foresee from the beginning:the project provoked conversations among museum professionals who run Twitter accounts, thus helping to establish a community both online and onsite (at conferences and meetups);we found several really dedicated followers who were ready to run sessions of #??????????????? by themselves.Now sometimes the sessions are hosted by the accounts of other museums, each with their unique voice and perspective. There is also a Facebook group where professionals working on the project share ideas for upcoming sessions.#??????????????? has become one of the few Russian longstanding museum projects on Twitter, and we are going to continue working on it. At the moment we try to run two sessions each week, on Tuesday and Sunday at 8 pm Moscow time.Our followers asked to expand our scope to foreign museums, and we’re going to satisfy their expectations in the nearest future.

Speakers
avatar for Anna Mikhaylova

Anna Mikhaylova

Social Media manager, State Historical Museum
I am a third year full time PhD student at the School of Museum Studies, University of Leicester, the UK. My research is focused on the history of spatial transformations of the State Historical museum (Moscow, Russia), and I've been the SHM’s social media manager since April 2013... Read More →


Saturday November 7, 2015 9:15am - 9:30am
Great Lakes A1 1300 Nicollet Mall, Minneapolis, MN 55403, United States

9:30am

OMGWTFTGN
In 2014 the Getty made public their Thesaurus of Geographic Names (TGN) dataset under the Open Commons Data Attribution License. This was an unqualified good thing and an example for the rest of the cultural heritage sector to follow. Unfortunately the data was released as "Linked Open Data" (LOD) and more specifically, in the case the complete dataset, a single 17GB RDF file thus rendering the data if not unusable then beyond the technical and infrastructure related means of almost anyone who might use it.This talk aims not to take the Getty to task but to use the release of the TGN dataset as an example for talking about the problems with Linked Open Data as it continues to be implemented in the cultural heritage sectors, tools and strategies for working with these datasets and alternative approaches going forward.

Speakers

Saturday November 7, 2015 9:30am - 9:45am
Nokomis Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:30am

Putting Your Raspberry Pi Project Back on Track
What do you do when your project breaks down completely, once it’s installed in a gallery?

Two days before opening, after weeks of collaboration with electricians and electronics gurus, our installation for the San Diego Model Railroad Museum’s Centennial Railway Garden was off the rails. Our three credit-card-sized Raspberry Pi computers were mysteriously dropping off the wireless network; the Node.js server running on them was sluggish; and sometimes the setup failed to trigger lights and sounds on the model, hanging completely until the iPads timed out and forced a reload.

Over the next day and a half, we turned the whole thing around—rewiring the Raspberries, overhauling the network setup, and learning a tremendous amount about the command line and Linux configuration files in the process. Not only was project back on track, but it’s been a hit among the patrons who have visited in the short time that it’s been open.

In this fast-paced case study, we’ll break down everything we learned into clear audience takeaways so you can get rolling with the cheap Raspberry Pi, from initial provisioning to startup scripts to WiFi shibboleths. We’ll cover the joys of Node.js and websockets for quick prototyping, and discuss best practices for using it and maintaining in your gallery projects. Finally, we’ll switch tracks to project management for emerging technologies, exploring ways you can properly budget for cataclysmic derailment on a shoestring, and find problems sooner rather than later.

Working with electronics can be scary, but it doesn’t have to be. We’ll have you running full steam in no time.

Speakers
JA

Jason Alderman

Experience Designer / Owner, Cloud Chamber


Saturday November 7, 2015 9:30am - 9:45am
Calhoun Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:30am

When You’ve Got It, Flaunt It: Enhancing Discoverability through Wikipedia
Thomas J. Watson Library, the central research library at The Metropolitan Museum of Art, has been collaborating with Wikipedia for three years to enhance access to our Digital Collections. In this time we’ve added citations to over 2,000 relevant Wikipedia articles that link to items in our Digital Collections. While this number sounds large, it has not been a particularly labor intensive project, distributed amongst both staff, graduate assistants, and interns. The impact, though, has been huge. In March 2012, we had just over 6,000 pageviews; by March 2015, we had over 118,000. This represents more than a 1,800 percent increase in pageviews. As a result, 2014 was the first year we had over one million pageviews. Perhaps most impressive of all, Wikipedia now drives over 50% of the traffic to our Digital Collections, which is an increase from literally 0% four years earlier. The project now has its own GLAM-WIKI page, which can be viewed here. This case study provides an easily replicable model for other institutions to adopt.

Speakers
avatar for William Blueher

William Blueher

Metadata and Collections Librarian, Metropolitan Museum of Art
Metadata & Collections Librarian, Metropolitan Museum of Art


Saturday November 7, 2015 9:30am - 9:45am
Minnetonka Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:30am

The Death of the Enhanced Publication Has Been Exaggerated
No, 1995 didn't just call and want its "digital future of the book" back. The term "enhanced publication" has never really shrugged off the stigma of the CD-ROM with a book's text paired with some videos and maybe a game or two. More recent attempts to create digital versions of print publications have been dismissed as not mobile enough, skeumorphic, whatevs. But what if the problem wasn't technology but the right institutional mindset? Any technology, applied with the right internal connections and external partnerships, can help a museum bridge old and new audiences and make its stories relevant now and in the future.

The Met's newest digital publication, an enhanced version of its still-popular quarterly print Bulletin, is more than just a print product crammed into a digital container. It represents a long effort to preserve the spirit of print but the connections of digital--connections to our audiences, our members, and between departments inside the institution. The two project leads will present the enhanced digital Bulletin as the visible tip of a framework of connection and partnership spanning the museum and its wide-ranging visitorship and membership as well as a gateway to link the print and digital products that our audiences want. Sometimes the best connections are already happening inside your building.

Speakers
avatar for Robert Weisberg

Robert Weisberg

Senior Project Manager, Editorial, The Metropolitan Museum of Art
Print technologist. Digital analogolist. Hybrid workflowologist. Mediating all of the above.


Saturday November 7, 2015 9:30am - 9:45am
Harriet Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:30am

Internet of Things, Emerging Technology, and “Unconventional” Social Media for Museums
Digital Artist and visionary tech developer, Paige Dansinger will demonstrate in this 30-Minute Presentation how IoT, or Internet of Things, emerging new mobile technology and “unconventional” social media sites can be used to share art history in fun, playful and new ways by creating social museum games, interactive public artwork for museums that create massive opportunites within an exhibit and out of the museum for global participation for social good.

The Publis is beign exposed to new smart-tecnology and in the future will expect to tweet to artwork and have it respond. Learn about artwork while donating to social causes and experinceing intimate expeiences alone or with others with art objects represented in museums. Participating in new art experiences happening right now on our mobile phones in the city streets, the classroom, the home and the bedroom - creating stimulating new museum experiences.

Paige will present how museums may use new M2M, or “Machine to Machine” mobile sensors that enable many new forms of engagement. Including, being able to tweet to artwork, have artwork or galleries communicate with each other and share new forms of storytelling directly to one’s mobile device. These emerging technologies can lead new forms of social gaming and museum education. Smart-devices for environmental and personal wearable sensors such as Reemo and iBeacon and QR codes have the ability to transform museums into global experience centers and the public and private realm into a museum.

Paige will also demonstrate how “Unconventional” Social Media sites like Snapchat, Tinder and DrawSomething, Vine and LiveStreaming apps may be used in fun new ways to engage the public in unexpected, unconventional places to create new museum audiences and bring the museum into their personal lives. This Presentation will demonstrate new emerging technologies and Unconventional social media sites to engage new museum audience in the places The People are with technology they deserve.

Speakers
avatar for Paige Dansinger

Paige Dansinger

Founder, GalleryPaige
http://ctw.nyc/speakers/paige-dansinger?fromSched=1Paige Dansinger creates traditional and digital artworks which reanimate the history of art. Creating the prototype #DrawArt mobile application in 2012 she established herself as a specialist in developing digital engagement experiences... Read More →


Saturday November 7, 2015 9:30am - 9:45am
Great Lakes A1 1300 Nicollet Mall, Minneapolis, MN 55403, United States

9:45am

The JFK Challenge
Through a series of fun, enriching games geared to ages 8–12, The JFK Challenge app turns players into NASA and Peace Corps trainees ready to accept President Kennedy’s charge to accomplish great things and make a difference in the world. Bluecadet was thrilled to work with the John F. Kennedy Presidential Library and Museum on their first app, made possible by a grant from Disney.JFK Challenge takes advantage of the full suite of the iPad’s capabilities, incorporating touch, drag, swipe, the camera, and the accelerometer. Apple expressed early interest in the app, and we worked with Apple to ready The JFK Challenge for promotion in the App Store leading up to its release. Bluecadet also collaborated with The John F. Kennedy Presidential Library and Museum in support of a comprehensive marketing campaign.The JFK Challenge is an innovative way to introduce President John F. Kennedy’s life and legacy to a generation born many years after his presidency. The app features two missions, based on two of JFK’s most important presidential initiatives: Space Race and Peace Corps. Bluecadet developed a sequential game format, with timed activities and points to motivate users to continue through the levels—learning more as they play. To emphasize the hard work and training that was involved in becoming an astronaut or Peace Corps member, and to teach users the gameplay techniques, each mission starts with a series of training games. Players progress through Space Race and Peace Corps challenges using skills they learned during training.

Speakers
avatar for Rebecca Sherman

Rebecca Sherman

Managing Director, Bluecadet


Saturday November 7, 2015 9:45am - 10:00am
Calhoun Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:45am

Transforming Curriculum: Building a Digital Textbook
The exploding world of technology in schools has changed how schools access content and curriculum. How do you turn a successful physical print textbook for 6th graders into an interactive digital experience that works on all devices?

This was the issue faced by the Minnesota Historical Society (MNHS) as we prepared to publish a Revised Second Edition of the popular textbook, Northern Lights, designed for 6th grade Minnesota Studies classes. The print book had been very successful over the last 20 years, and the revisions were exciting. Yet, we knew we had to move towards a digital delivery of the curriculum. School districts were asking for more and more digital content as they quickly started to incorporate technology in the classrooms.

The print book was published in 2013, but the process of developing the Northern Lights Interactive eBook started well before that with more than three years of research and development. MNHS staff research how schools were integrating technology, including device choice, digital curriculum products, and pedagogy. Staff investigated the K-12 business model, which is very different than the consumer market. We researched and prototyped numerous delivery platforms, weighing our requirements, which included key pedagogical features based on teacher input, level of technology expertise required to build, ability to fit the business model, and could be completed in a very short time frame. The first phase of the project launched in August, 2014. The eBook was updated in July 2015 with new content and revisions based on teacher and student input.

This Case Study presentation will walk through the factors that went into the platform decision and demonstrate key features that significantly enhance the content that are possible only in a digital space. We will also discuss ongoing evaluation, technical issues, content updates and teacher support.

Speakers
avatar for Shana Crosson

Shana Crosson

Academic Technologist, University of Minnesota
I am passionate about how technology can to create and enhance learning experiences that reach students with all learning styles.


Saturday November 7, 2015 9:45am - 10:00am
Harriet Hyatt Regency Minneapolis 1300 Nicollet Mall Minneapolis, MN 55403

9:45am

MuseTech in Space: Building the Giant Astronaut
In January of 2015 the Science Museum of Minnesota (SMM) opened its newest traveling exhibit, Space: An Out-of-Gravity Experience. To complement this exhibit we worked with Poetic Kinetics to hang a 3 story tall astronaut sculpture in the center of the museum which had featured previously at the Coachella Music Festival [1] [2]. To customize this sculpture the SMM Exhibit Media Team built a system of computers, monitors, and projectors, that allows visitors to project a recording your face on the astronaut’s 10’ tall visor and customize the astronaut with your personalized name-tag. We will demonstrate how we developed the custom media systems that allowed you to virtually “get inside” the astronaut.

This presentation will touch on some key elements of the astronaut system that correspond with relevant trends in museum technology: HTML5/JS kiosks, projection mapping, networked communication between systems, and usage analytics.HTML5 kiosks. We will review the ways to use a kiosked version of the Chrome browser and NodeJS to build a video recording booth. We will describe some key technical issues that others can avoid in their efforts.

Projection mapping. We will describe the use of Resolume, a projection mapping software package, and the Navistar hemispherical projection lens to map a flat recording onto a spherical projection surface (the astronaut’s visor). We will describe why we chose Resolume as a projection mapping system.

Networked communication. We will demonstrate how we use NodeJS to transmit information between multiple computers allowing visitors to send a “digital nametag” to monitors embeded in the astronaut’s chest. We will show how NodeJS make networking simple to build into your museum media.

Usage analytics. We will show how we used Keen.io to track usage analytics, recording the number of recording sessions per day, popular names, and other usage metrics. We will describe how other can easily build these sorts of analytics into their applications.

The session will feature direct links to our open source documentation and code which can be found on our GitHub repository for the project [3]1 - https://www.flickr.com/photos/etban/16942142636/2 - https://twitter.com/hashtag/GiantAstronaut?src=hash3 - https://github.com/scimusmn/jts-astronaut

Speakers
avatar for Bryan Kennedy

Bryan Kennedy

Director Exhibit Media, Science Museum of Minnesota


Saturday November 7, 2015 9:45am - 10:00am
Great Lakes A1 1300 Nicollet Mall, Minneapolis, MN 55403, United States