#museumtech
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🎨✨ Exciting news for art and history enthusiasts! 🌟 LED displays are revolutionizing the museum experience, adding a vibrant new dimension to how we engage with culture and heritage. 🖼️ Dive into our latest post to discover how these innovative displays transform how we see, learn, and interact with art and history! 🚀
👉🏻 https://www.colorlight-led.tech/museum-led-display-transforming-art-and-history/
For your inquiries and concerns:
🌍 https://www.colorlight-led.tech/
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Marine reptiles explorer
When our team was approached to work on an interactive for a touring exhibition, Jurassic Oceans: Monsters of the Deep, I was very excited. This was an opportunity to try out more user involved design research techniques, and for a problem close to my heart… Science communication!
My role
For this project, I worked was the design lead, working with the exhibition interpretation team to ensure the product was meeting core educational goals, tested prototypes with Museum visitors and designed the interface.
All exhibitions are designed for key audiences. In this case, the interactive was designed for family audience with children of 8+.
Due to time and budget limitations, we started by creating a prototype with draft content from the exhibition team and then did some guerrilla testing with Museum visitors, many of whom would fit the user group. We focussed on evaluating core user tasks which included:
Being able to change the language from any point in the interactive
Clearing up misconceptions about marine reptiles e.g. they were a type of dinosaur.
After this testing, I created a success matrix and prioritised the updates required to meet the business and user needs. This was fed back into content and design updates which were communicated via storyboards and wireframes:
From this point we followed an iterative process, updating the interface and interaction design to meet the narrative needs of the exhibition. Occasionally guerrilla testing would be done, mostly as a check that we hadn’t gone overboard or become mis-focussed.
The end result was a fun, immersive educational experience which is currently on tour with the exhibition.
You can also read about the technical design from the lead developer who worked on the project
#portfolio#ux#ui#game design#interactive#exhibition interactive#museum interactive#exhibit design#digital for museums#museumtech
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Digital Strategies and Integration
Digital technology has increasingly become a part of museums, whether through their websites, public access to digitized collections, digital displays in exhibits, or even public involvement in digital museum projects (such as digital volunteers at the Transcription Center through the Smithsonian online presence). Integrating digital technologies into museums has been, and continues to be, a long journey with bumps along the way, and endless ground to cover as new innovations and ideas become a part of museum culture. One of these ‘bumps’ has been how to integrate digital strategies into museum strategies. Though having digital strategies as a part of museum strategies is always a goal, I don’t think that the museum world is quite there yet. Digital technologies beyond websites are not in the forefront of many museum goals, so inclusion of digital goals and strategies would likely not be a readily included topic during meetings concerning writing, editing, or otherwise discussing the overall museum strategy. Keeping digital strategies as a separate consideration allows it to remain a “hot topic” and keeps it from being pushed aside or shoved under the rug to make room for more traditional museum goals/topics to build strategies around. It would also keep the museum conscious of digital goals and the cost of those goals in mind when forming a budget. Without the digital strategies, and ways to quantify the museum’s progress and the value of digital technologies to the museum, as discussed in the Verwayen article, the museum could decide to elevate other costs over those of digital enterprises when considering the budget, especially with funding becoming more difficult. Until a time when digital technology in a museum is an assumed-normal, maintaining a separate digital strategy is important to keeping the museum on track towards digital goals in a digital age.
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Flirting with Disaster by Powerfulweak
Summary: Everyone knows that meeting the love of your life means disaster. Major injury, destruction of property, mental trauma... some sort of incident is expected when you first meet your soulmate.
Dean wants none of it. He likes his job, his car and his life exactly as it is. He doesn’t want his so-called soulmate screwing that up. Until one day he stumbles upon a man stuck in a sewer hole and things go from bad to weird.
Castiel Novak’s life is a disaster, literally (just don’t say the “C”-word). When he meets walking good-luck charm Dean Winchester, he sees an opportunity to turn his luck around and make his dream come true.
Comments: 8/10. It’s cute and fluffy. Castiel actually hires Dean to be his personal good luck charm, and Dean follows him around at work where he works at a museum where his clumsiness is fatal. They start falling in love though, but the good luck charm may be wearing off... DUN DUN DUN. The pairings in the tags change quite significantly, except for the Destiel tag. The story ends with Sabriel and Balthazar/Meg. It’s a cute story and pretty well written. Short enough for it to be a relaxing read, long enough for it to have a significant plot and not end too soon.
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Ghastly Museum Mannequin of the Week
Here’s a particularly terrifying example submitted by Guðrún D Whitehead, spotted during her recent visit to the Isle of Man in search of Vikings. Instead, she found a swiveling, disembodied head. Cripes!
Gudrun says:
This mannequin is at the Old House of Keys, Isle of Man. It represents the speaker who leads the proceedings.
It is, quite frankly, rather scary, because while the mannequin is motionless, the face sort of swivels around in almost-lifelike fashion. Yet, I don't want to call this mannequin horrifying, rather, I like to think of it in terms of how quickly museums adapt new technology to enhance visitor experiences. Here, audiences are able to partake in parliamentary (þing) debates with (now-outdated and somewhat obscure) technology and learn about laws, parliamentary proceedings and more.
So, that’s the next nightmare sorted.
Have you got a ghastly museum mannequin you’d like to share? Get in touch!
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Retrouvez #PolymorpheDesign les 15 & 16 janvier 2020 de 10h à 18h à Paris, Porte de Versailles pour @Museum_co, le salon international de l’équipement et de la valorisation des musées & lieux culturels ! Nous vous attendons sur notre stand A15 ! #MuseumTech - plus d'infos sur https://www.museumconnections.com
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Digital Strategies and Integration
Digital technology has increasingly become a part of museums, whether through their websites, public access to digitized collections, digital displays in exhibits, or even public involvement in digital museum projects (such as digital volunteers at the Transcription Center through the Smithsonian online presence). Integrating digital technologies into museums has been, and continues to be, a long journey with bumps along the way, and endless ground to cover as new innovations and ideas become a part of museum culture. One of these ‘bumps’ has been how to integrate digital strategies into museum strategies. Though having digital strategies as a part of museum strategies is always a goal, I don’t think that the museum world is quite there yet. Digital technologies beyond websites are not in the forefront of many museum goals, so inclusion of digital goals and strategies would likely not be a readily included topic during meetings concerning writing, editing, or otherwise discussing the overall museum strategy. Keeping digital strategies as a separate consideration allows it to remain a “hot topic” and keeps it from being pushed aside or shoved under the rug to make room for more traditional museum goals/topics to build strategies around. It would also keep the museum conscious of digital goals and the cost of those goals in mind when forming a budget. Without the digital strategies, and ways to quantify the museum’s progress and the value of digital technologies to the museum, as discussed in the Verwayen article, the museum could decide to elevate other costs over those of digital enterprises when considering the budget, especially with funding becoming more difficult. Until a time when digital technology in a museum is an assumed-normal, maintaining a separate digital strategy is important to keeping the museum on track towards digital goals in a digital age.
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Favorite tweets: Really cool interactive media @yalepeabody demonstrating the rolling out of an ancient Mesopotamian cylinder seal. #Mesopotamia #AncientNearEast #ancientArt #museums #museumTech pic.twitter.com/hY1oCzryBu— Amy Gansell (@amy_gansell) March 1, 2020
http://twitter.com/amy_gansell
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Technology provides creative opportunities to connect people to the arts—something Knight’s @heychrisbarr got to experience firsthand @masmacon. Last week, @maconfilmfestival brought its films to the museum’s planetarium, a project that is part of Knight’s 2017 #musetech cohort. And after the Fulldome screening, guests had the chance to experience Diana Reichenbach's immersive film, Stardancer's Waltz, in VR while riding a human gyroscope. 🎥 by @jaybutlr #maconfilmfestival #filmfest #planetarium #museumtech #knightarts #vr #virtualreality #gyroscope https://ift.tt/2nTecxf
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An explanation of the copyright implications with the rise of digital technology use in cultural institutions.
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Culture Geek brings together those interested in where ARTS + TECH meet. Join cultural and tech professionals from across Europe in London in May - https://t.co/Lxpl6SQoS7 #CultureisDigital #museumtech pic.twitter.com/a4iwjkepC4
— Culture Geek (@culturegeek) March 21, 2018
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Meet our summer intern, David! He’s from Westchester, New York. He’s going into his Junior year of college and studies Industrial Engineering. This summer, he is doing data analysis, and says his favorite parts about working with Museloop is the freedom he has in his projects as well as discovering more about startup culture. . (Via @museloop) . . #summerintern #summerinternship #behindthescenes #musuem #museumlife #museumfun #summerjob #museumtech #arttech #startup #techstartup #art #artlover #Leader #Career #Success #Mentor #College #Student #Focus #Execution #Professional #Entrepreneur #1PreU
#arttech#focus#summerinternship#art#museumfun#leader#startup#college#techstartup#summerintern#museumlife#mentor#professional#student#entrepreneur#behindthescenes#success#execution#artlover#summerjob#1preu#musuem#museumtech#career
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Educational Tech in Schools and Museums
Museums were traditionally something of ‘temples to knowledge,’ with lectures given by head curators and extensively informative text panels accompanying even the smallest specimen in a crowded display case. This method was eventually moved away from to become more of an informal learning environment where people could view interesting wonders that may also have had the side benefit of being very educational. The articles this week seem to indicate a wish for schools and education systems to follow this pattern through the use of technology: rigid education to more informal and personalized education.
Though the technology-cautious article we read was concerned about the isolation and lack of actual human contact some technologies can present, most of the pro-educational-technology articles indicated that educational technology is most effective when the interaction is mediated or observed by a parent or supporting adult, in a way encouraging more social interaction. Though this doesn’t necessarily make the use of educational technologies a pro-social activity, it also does not make it the isolated and cold interactions that the tech-cautious article seems to feel it may become.
Within a museum setting (instead of a school or home setting), the use of educational technologies could be merged with the subversively educational games that we discussed last week. With the attempt by systems of education to make learning more fun, more available, and more technological, the use of games and game-based interactives like those used as in-gallery technology at museums seem to be a step ahead. And since most visitors to museums are usually groups that include at least one, if not more adults, the facilitation of interactions with educational tech (which is recommended) would be fairly easy to achieve.
I haven’t really had the occasion to use educational tech in classroom settings and my younger extended family members aren’t yet old enough for them to be included in their schools. However, when my family came to visit me this past summer we went to several of the SI museums, many of which have in-gallery educational tech, such as the game at the end of the Hall of Human Origins at NMNH where you make choices about what seems most important and these then effect how well your society does in categories such as happiness, resource richness, and environmental friendliness. My parents and I played this game several times through just to see what results we would get with different answers (the gallery was pretty empty so no one was waiting to play). This interactive was one of only a few parts of the exhibit where we were really able to do something together, the game facilitating more communication and more fun experiences than just walking through and reading panels, especially when we all read at different paces. The interactive also let us learn and get excited about (we may have gotten a little more into it than really necessary) the different choices early man could have made in order to survive and thrive, something that would otherwise have been a fairly boring and difficult to explain topic.
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What up #detroit @newinc #museumtech (at Charles H. Wright Museum of African American History)
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