Archive for the ‘MoMA’ Category

Augmented Reality in the Museum

Monday, January 31st, 2011

In October 2010, a pair of somewhat mischievous new media artists staged a wholly 21st century intervention at the Museum of Modern Art in New York. It involved placing numerous extra artworks in the galleries and introducing a whole new floor – the seventh – at the top of the MoMA building. And all this without the institution’s permission or knowledge (at least at first).

If you haven’t guessed already, this seemingly impossible ruse was achieved using augmented reality (AR), the overlay of digital elements on a live view of a real space, as seen through a smartphone or similar device. The two artists were Sander Veenhof and Mark Skwarek and the We AR in MoMA guerrilla show was conceived as part of the wider Conflux festival of participatory art and technology that was taking place in New York at the time.

Using the special Layar augmented reality browser installed on a smartphone, visitors were able to look at the galleries through their phone’s built in camera, while the GPS location system and internet connection allowed the virtual art to be projected over the top of the camera’s image of the museum space.

Veenhof and Skwarek used the event to raise questions about the impact of AR on public and private spaces, while simultaneously demonstrating some of the frontiers of new media art. According to Veenhof, MoMA has not made any response to the event, despite having large numbers of visitors conspicuously viewing the galleries through their phones.

Although We AR in MoMA was foisted upon a museum institution, augmented reality is something that museums and galleries are starting to experiment with themselves. Whether MoMA’s curators rate Veenhof and Skwarek’s work as a valid artistic intervention or not, it does offer some glimpses of how a gallery might use AR in order to give visitors additional interpretive content. AR guides bring a new dimension over traditional audio guides, whilst remaining personal to each visitor. They might include an artist standing ‘next’ to their work describing their working processes, for example. In fact, artist Jan Rothuizen has already collaborated with the Stedelijk Museum Amsterdam’s ARtours programme on an AR exhibition of his work.

Other cultural institutions are also starting to use AR to mesh digital content with the real world. A number of early experiments in this area have concentrated on city spaces, overlaying historical or proposed architectural imagery on a live city view. The Museum of London’s iPhone app, Streetmuseum, is an example of this, where the museum’s collection of archive photography of London is delivered to users’ phones according to their current location and orientation.

The Powerhouse Museum in Sydney, Australia offers a similar AR mobile app, drawing images from the museum’s Flickr collection and presenting them via the Layar platform. Virtual buildings also feature in the Netherlands Architecture Institute’s UAR (urban augmented reality) mobile app, designed by Dutch interaction consultancy IN10. This overlays pictures of what used to present, as well as images of what’s to come, in the cities of Amsterdam and Rotterdam. There’s even a Layar ‘layer’ of the Berlin Wall and its imposing sentry towers, reinstating the barrier that once divided the now reunited halves of the city.

AR is clearly fun, sci-fi type stuff. Like many new technologies, it is alluring and captivating. But is it of real value to the museum sector or is it a mobile-based gimmick? Tristan Gooley, author of Natural Navigator, told a BBC Radio 4 programme that despite our best intentions technology too often ‘gets between us and the experience’. His comments came in a discussion about the forthcoming mobile app from the Royal Botanic Gardens, Kew, so in this case Gooley was referring to the experience of viewing the natural world unmediated by a screen. However, similar objections could be raised in relation to objects in a museum exhibition.

Does AR add something to a museum experience or does it becomes the experience itself? What do we gain from looking at a composite digital/real world through a mobile phone and what do we lose? In the case of archive photography there is a thrill to be had by looking down the barrel of history whilst standing in very same spot from which the original image was captured.

And perhaps AR can liberate objects too. The Stedelijk Museum’s head of collections Margriet Schavemaker noted at the 2010 Tate Handheld Conference that objects in a museum collection are permanently removed from their original contexts and placed instead inside a ‘white cube’. But AR has the power to return them. In theory, the collection of the ‘augmented museum’ could be geographically and spatially boundless, with objects appearing at relevant locations in the real-world by using an AR overlay.

In this sense, maybe AR is the museum’s best technology tool yet. Objects came from the world and only subsequently were they indexed, filed, curated and exhibited by museums. Perhaps AR allows collected objects to be returned to the wild, but this time with a valuable augmentation of their own – the attachment of expert knowledge and interpretation by the museum professionals who study them and care for them.

In the meantime, keep your eye on new media artists for suggestions of what’s to come. At the 2011 Venice Biennial International Art Exhibition there are plans for a whole uninvited pavilion, thanks to Veenhof and Skwarek…
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Scott Billings is a freelance journalist who write for publications including Design Week, Museum Practise, Museums Journal and Marketing.

What can the iPad do for museums?

Tuesday, January 4th, 2011

Even though it is still only a few short years since the introduction of multi-touch technology in the first iPhones, already we have become familiar with the way that communications devices seamlessly integrate the internet’s vast information resources and social media networks. High-end interaction technologies are now so commonplace that many of us carry them around in our pockets all day long. And with the rise of smartphone apps, we now routinely expect these products to be endlessly adaptable and updatable.

For museums and galleries looking for new and inspiring ways to generate interactions between visitors and collections, this democratisation of technology is perhaps both a blessing and a curse. On the one hand, visitors are no longer wowed by touch-screen and computer software installations per se. On the other hand, the availability of adaptable, mass-market products gives museums easy access to cleverer hardware for less money. At the same time, visitors will often be familiar with the hardware platform already and may even be able to use their own personal devices to access or interact with multimedia exhibition content.

The latest consumer products to lend themselves to museum and gallery use – and probably the most suitable so far – are the tablet devices such as the iPad and the Samsung Galaxy. Apple’s iPad is obviously the leader and major player here and already there are examples of museums harnessing the device to deliver content and interaction to visitors, despite it being less than a year old.

In some cases, iPads are being used by museums to deliver richer and expanded versions of their existing iPhone apps. The American Museum of Natural History has launched an iPad version of its Dinosaurs app and SFMoMA’s Rooftop Garden iPhone app, which provides a tour of its sculpture garden, has also been enhanced for the iPad.

But Melbourne Museum decided to build a dedicated iPad app as part of its tenth birthday celebrations. The free Please Touch the Exhibit app makes use of the iPad’s large, book-sized screen and shake functions, allowing users to explore the museum’s collection through ten specially curated science and social history themes. Similarly, highlights from MoMA’s Abstract Expressionist New York show are only available on the iPad. The AB EX NY app offers high-resolution images of selected works, videos and deeper information about the art and artists. It also includes an NYC history featuring a multimedia map of studios, galleries, bars and other points of interest.

One of the key appeals about apps like these is that they offer people a rich, tour-like experience away from the institutions themselves – before, after or indeed instead of, a physical visit. ‘One of the uses that we’ve realised people have really come to enjoy [about our app tours] is the takeaway,’ said Dallas Museum of Art multimedia producer Ted Forbes at the 2010 Tate Handheld Conference. ‘Maybe they participate in some of the tour while they are in front of the objects, but they can also go home and preview tours after their visit. It has a lot of application in the those areas, so it’s really important for us to be able to [offer these] tours.’

One of the questions that emerged at the Museums Association’s All in Hand: Working with Handheld Devices conference, held at the Royal College of Surgeons in July 2010, was whether a cultural institution can afford to develop mobile applications and whether the organisation might hope to recover its investment. In short, do mobile guides generate revenues?

There are no simple answers to these questions because every project and museum has its own requirements, target audience and budgets, but it is interesting to note that iPad apps have a higher average price point than iPhone apps, perhaps implying a higher user expectation for the iPad. Although most museum iPad apps have so far been offered for free, there is the possibility of using Apple’s App Store as a mechanism for generating revenue from multimedia content, something that would have been all but impossible with traditional gallery kiosk applications.

The success of the Guardian’s photojournalism iPad app, Eyewitness, has led to plans for an enhanced but paid-for version in the future, according to New Media Age. Whilst Eyewitness sits outside the museum sector, it is not hard to see how the evident appeal of high production quality multimedia content might also be a source of revenue and brand building for museums and galleries.

Exhibition-related games in particular might deliver a source of revenue, if they can be sold as standalone gaming apps in the App Store. As Jason DaPonte, former managing editor of BBC Mobile, told the Tate Handheld Conference: ‘You might not think about the games world and gaming as being that important to museums, but I challenge you to think about it very, very seriously. If you look at the app stores, typically the most popular apps – eight or nine of the top ten – are always games. So go where your audiences are, see what they are doing and see how you can get in there.’

At the Powerhouse Museum in Sydney, an in-gallery game called WaterWorx was delivered via eight iPads in the exhibition space. This is where larger tablet devices differ from smartphone based multimedia content – they are big enough to operate as gallery based ‘kiosks’. At the same time, the app or game can be used by iPad owners at home. According to Seb Chan, head of digital, social and emerging technologies at the Powerhouse Museum, the WaterWorx game may now be augmented for commercial release on the App Store, creating revenue for the museum.

So perhaps the loss of technology’s wow factor is no curse at all. It may just mean that interactive installations are developed on the basis of relevance and content and not because of a perceived obligation to include a technology element in an exhibition space. As Silvia Filippini Fantoni, senior producer at digital media consultancy Cogapp, says on the group’s blog : ‘Mobile interpretation is not about the technology. It is about the user experience and particularly the content. Museums should focus on telling a story that answers questions, creates emotions, inspires a response, rather than using the technology for the sake of it.’

Chan echoes this, while also noting the new role of consumer technology in museum multimedia development. ‘[WaterWorx] brings with it an explicit acknowledgement that the entertainment and computing gear that visitors can get their hands on outside of the museum is always going to be better [than], or at least on a par with, what museums can themselves deploy. So rather than continue the arms race, the iPad deployment is a means to refocus both visitor attention and development resources on content and engagement – not display technologies.’

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Scott Billings is a freelance journalist who write for publications including Design Week, Museum Practise, Museums Journal and Marketing.

Twitter for Museums

Friday, October 29th, 2010

The big internet success story of 2009 was undoubtedly Twitter, the ‘micro-blogging’ platform which, with the help of celebrity endorsements, grew from an estimated 6 million users to 18 million users in just 12 months, and which is predicted to rise to 26 million in the coming year.

The growth and success of the website didn’t escape the attention of museums, and by the start of 2010 over 1000 institutions in 34 countries had joined Twitter, attracted by a potentially large audience and an easy-to-use, free platform.

So what is Twitter?

Twitter is a ‘micro-blogging’ platform; a website where people share what they are doing or what they’ve found with others by sending and receiving messages known as tweets.

What defines Twitter is the short format of these tweets, each message is limited to just 140 characters of text, making it quick and easy to update.

These messages are sent and received through the website Twitter.com or through third party applications which bring these messages or tweets on to a computer’s desktop or a mobile phone.

As well as tweeting a message, you can also retweet or forward a message which someone else has written to your followers. If you write engaging, informative and entertaining messages on Twitter, you should find that people retweet what you are writing too.

While tweets and retweets are public and anyone can read these, direct messages are private and can only be read by those who you send them to. However the person you wish to direct message must follow you, for you to have permission to send them a direct message.

How is Twitter useful to museums?

Most museums are attracted to Twitter as a marketing tool; it can act as a modern day mailing list, allowing a museum to quickly broadcast information to a large number of people who have opted to hear more about your museum.

However once a museum joins Twitter it will quickly realise that the website is more about community, and using it to only broadcast advertising messages will quickly turn people off. Instead a museum can speak with those who choose to follow them, to entertain, engage and inform Twitter users with a behind-the-scenes and up-to-the-minute account of your institution. This can build a loyal following; a kind of museum membership for the 21st century.

Twitter is also a great way to share information with your followers; the majority of tweets feature links and by linking to content on other websites, you can advance your museum’s educational aims through the web.

How to get started with Twitter
I would recommend anyone thinking about setting up a Twitter account for their museum first joins the website as an individual. This will allow you to get to grips with how Twitter works and learn from museums who are already tweeting.

It is easy to find museums through the search facility on Twitter. You can follow as many institutions as you like and you don’t need to confine yourself to any one country. MoMA (their Twitter name is @MuseumModernArt) is seen as the leading institution on the website and they are a great Twitter account to follow and to learn from.

One thing which you will learn from MoMA is that even though this is a large and prestigious museum, they identify the person who writes on behalf of the institution and allow the tweets that they write to have personality.

With only 140 characters of text to work with, tone of voice is incredibly important on Twitter and your museum will need to become comfortable with writing in a more down-to-earth, snappy style.

This research period is also a great time to look for people speaking about your museum, because even if you are not writing about your museum on Twitter, the chances are that your visitors are. You can use the search tools on Twitter or an external site such as SocialMention.

Get those around you involved in thinking about how Twitter could fit with your organisation and start to map out some ideas about how you could launch and manage a Twitter account for your museum.

The activities that you’ll need to think about are:

Listening – every day you should do a search on your museum name and look at what people are saying about your institution – are they asking a question which you can help them to answer?

Broadcasting – you should broadcast two or three tweets a day. I recommend that you plan the majority of these out in advance with themes like Museum Fact Monday, Guess the object of the day, Behind the scenes pictures of an exhibition being built or links to video of an event on YouTube. Asking questions is another great way to encourage your followers to engage with your museum – if you’re wondering what a particular audience group would like from you, why not ask them?

Replying – you should set aside some time every day to reply to messages on Twitter. You should also discuss with your colleagues issues such as how you will respond to negative feedback. Most museums have guidelines for dealing with complaints offline and these just need to be revisited to consider how they can work on Twitter.

Don’t let the thought of negative feedback put you off joining Twitter, though, the chances are that people would make the same negative remark if you were not on the website and having a presence there will allow you to change opinions and learn from your mistakes. When you look at the Twitter feed for other museums, you’ll see that there is usually a very positive, sharing vibe since their Twitter followers are some of their biggest fans.

When you feel that you have a good grasp of how the website works from your experience with a personal account, and you have thought about how you will manage Twitter day-to-day then you are ready to set up an account for your museum.

Attracting followers
Unless you set up a feed to your website or Facebook page, the only people who will see what you write on Twitter will be those who choose to subscribe or follow your museum’s tweets, so it is important to keep attracting new followers.

The easiest way to get started is to add a Twitter logo to your museum website and to spread the word virally to staff and through them to their friends. You may also want to add your Twitter name to leaflets and to promote it in the museum.

With your editorial plan in place, you will have lots of interesting content to share and your followers should hopefully retweet this to their own network of followers and start to virally spread the word about your museum.

You can also try offering incentives like a prize draw for tickets to a new exhibition, or reward your 1000th follower with free merchandise from your shop.

What next?
Twitter is predicted to grow over the next twelve months, but it has also spawned something of a cultural shift with more and more people sharing their experiences in real time.

In late 2009 Google started to index these real time live casts in its searches and now it is becoming more likely that the first result that someone finds when they search for your museum will be a review from someone who has just visited your venue, rather than your official website.

In terms of the opportunities for sharing, casting, connecting, surveying, broadcasting and reaching your audience, the Twitter possibilities are endless.


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This article was written by Jim Richardson, founder of MuseumNext and managing director of Sumo, an agency with a reputation for developing innovative digital marketing.

Jim regularly speaks at conferences and contributes to publications on social media and digital marketing.