Handheld Basics


Museums and the Web 2009 - Starting Points for Discussion 

 


 

 
What are the key elements of good mobile tour design?
 
This question centers on content and the user experience: 'the best technology is invisible'...

 

Simplicity

 

Ease of Use

 

UI is Instructive

 

Digestible 

 

Signage

 

Draft Outline of Nancy's keynote presentation: 'Top 10 Tips for a successful mobile solution' 

1.   It’s not about the technology

a.    Focus on user experience and content

b.   Design for your audience’s needs

c.    Design for your museum’s needs

d.   Use the simplest technology solution available that will meet those needs

  1. It is about the story; speak to your visitors’
    1. Heads: Answer questions, give insights
    2. Hearts: Create an emotion, atmosphere, time or place
    3. Hands: Inspire a response - create, contribute, sign up, come back
  2. Think about voice
    1. Who is the most interesting person to your audience to guide them?
    2. Some common crowd-pleasers:

                                               i.     Artists

                                             ii.     Experts

                                            iii.     Other visitors

  1. Think about context
    1. Private device / public context
    2. Multi-tasking and the museum ‘shuffle’ as visitors choreograph their museum experience by sampling input and activities from a range of different sources, both inside and outside the museum
    3. What is a comfortable unit of content in the mobile context? (long enough to be valuable, short enough to be easy to digest)
  2. Think globally…
    1. WWW = Our visitors expect to experience the museum and its content Whatever, Wherever, Whenever they wish
    2. Design for the distributed museum which exists on a range of distribution platforms including those not controlled by the museum (YouTube, Facebook, Flickr, etc.…), not for walled gardens (be they the bricks & mortar museum or its website)
  3. But act locally
    1. Not only is mobile different, but
    2. Different mobile platforms support different kinds of experiences.
    3. Choose the platform that meets the need;
    4. Develop content for the kind of experience that platform supports.
  4. Distinguish between content & technology
    1. Some common confusions:

                                               i.     Do your visitors love the device or the content?

                                             ii.     Fear of the screen as eyetrap is a content, not a technology issue

  1. Move to web standards
    1. Combine best practice from mobile (audiotours provide the largest database)
    2. With web-standard interfaces to content: familiar, tried & tested, simple to use, direct
  2. Aim to turn visitors into teachers and ambassadors
    1. Why should our visitors’ Web 2.0 lives stop at the museum’s threshold?
    2. Voting to learn
    3. Aide-mémoires
    4. Souvenirs
    5. User-generated content (UGC)
    6. Sharing
  3. And into your partners
    1. Research the needs of both the audiences you have…
    2. And the audiences you want
    3. Tell them how you’re responding and what you’re offering (signage, marketing)
    4. Take tours, try mobile solutions everywhere to ensure your solution continues to keep pace with visitors’ needs and cultural practices