Should a Museum’s Reach Exceed Its Grasp?

The poet, Robert Browning, is famous for (among other things) these two lines from Andrea del Sarto:

“Ah, but a [hu]man’s reach should exceed his grasp,
Or what’s a heaven for?”

What about museums? What might we consider a museum’s reach, and what its grasp? One answer may come from the strategic planning exercise.

2-Dimensional Museum Model Illustrating Reach (Stature) and Grasp (Interactivity)

When we enter into strategic planning for a museum or for any of the similar CB/VSO (collection-based and visitor-service-oriented) organizations, a consideration of the institution’s strengths, weaknesses, opportunities and threats (SWOT) is usually considered mandatory. This is because setting reasonable goals for the institution’s future is only possible when these parameters of its current situation are taken into account.

Recently, in the midst of one of these exercises, I heard one participant ask for suggestions of the museum’s current strengths. Another participant was eager to add example after example of their accomplishments and international acclaim. Then someone else said, “These are only examples of the depth of the museum. What about its breadth?” I knew what the questioner was talking about.

And I began thinking that these concepts of depth and breadth of the museum said a lot about the organization and should prove useful in assessing the overall strengths of any museum. In the strategic planning context, we should be interested in the ratio of depth to breadth both now and in the desired future, 3 to 5 years hence

What might be considered part of the depth of the museum? Obvious candidates are its collections (size, quality and diversity), disciplinary research carried out, professional publications, critical acclaim, professional awards, size and excellence of professional staff, international reputation, academic library and archives, presentations at professional conferences, and its ‘prestige.’  Can it be said to be one of the most respected museums? In the long run, rather than ‘depth,’ I would be more inclined to call this important characteristic of a museum its ‘stature.’

What then is meant by the breadth of an organization? Likely components are the number and frequency of public exhibits, public amenities, public information sources, participation in social media, attendance numbers, positive reviews in the media, visitor comments, positive visitor research parameters, word-of-mouth, top-of-mind awareness, general media coverage, radius of visitor catchment area, diversity of programs and audiences, attendance at programs, level of engagement with visitors and community, level and effectiveness of marketing, promotional and PR activity, and educational activity. All of this might be summarized as the ‘buzz’ the museum creates. Can it be considered one of the most ‘cherished’ museums? Again, rather than referring to this museum trait as ‘breadth,’ I’d prefer to think of it as ‘interactivity.’ It’s all about the degree to which the institution is engaged with and connected with its visitors, its potential visitors and its community.

There may be valid ways of quantifying the stature and interactivity characteristics of any museum, but normally an exhaustive listing of strengths under the two headings will suffice to give an adequate qualitative picture.

Qualitative assessments of strengths in stature and interactivity can be easily visualized as two dimensions of organizational achievement; with stature as the vertical axis and interactivity as the horizontal axis, The museum can now be modeled in visual terms, as in the diagram above. This type of modelling allows for rough, qualitative comparisons of where the organization is now, vs. where it wants to be in the future

These two types of museum strengths both contribute to assessing the value offered by the organization. The ’value’ of stature lies in the potential for contributions to the solution of world problems, to the preservation of heritage, and contributions to human self-knowledge (self and environment). Museums of very great stature are high in public awareness. Here then is something that might readily be called a museum’s ‘reach’ – the universal significance and recognition it longs for.

The ’value of interactivity, on the other hand, is that it advances the goals of education and dissemination of knowledge. Moreover, a high level of public engagement is, in most cases, the key to accessing adequate resources. This characteristic, especially with respect to the ability to command the financial resources needed to carry out all programs, might well be identified as the museum’s ‘grasp.’

A museum can have great stature with very little public engagement and still be of great value. But will it be able to access sufficient resources to sustain its operations? Such a museum is a little like an iceberg, with 90% of its resources invisible to public view.

A museum can have great interactivity with the community coupled with very little professional stature and be flush with resources. But is it then much different from a commercial amusement park?

Back to planning for stature and interactivity in scenarios of increasing, stable or decreasing resources. If funding is expected to remain stable, do you want to increase either stature or interactivity at the expense of the other?  What if the current resource base appears to be decreasing? Would you then want to put desirable increases in stature on hold to favor interactivity that might generate new funding? Those rare instances where resources are projected to increase mean you have the luxury of deciding exactly what kind of a museum you want to be.

Thinking about museums in this way during the planning process can be useful in achieving a healthy balance between stature and interactivity in an environment of limited resources.

A  healthy and balanced museum will have sufficient public engagement, like the extensive, nourishing root system of a great tree, to sustain the majestic crown of leafy branches that reach upward towards the sky. So with museums, as it is with humans, optimistic reach is a good thing to keep in mind, but an effective grasp is essential to realistic survival.

MuseNews: A Week of my #Museum Posts on Twitter

World’s Best Museum Gift Shops, Fodor’s Travel Guides, http://bit.ly/GzXdq9

Controversy surrounds use of funds #donor left for the establishment of a #museum http://bit.ly/GBuuAd #donation #bequest

Canadian #Museum of Civilization celebrates national popular music awards with two special #exhibits http://bit.ly/GAIHi9 #heritage

Photo: new Aga Kahn #Museum under construction, Toronto; for preservation of Islamic arts & culture http://bit.ly/GzwJzc #gallery #exhibit

Bradley #Museum marks Mazo de la Roche’s legacy http://bit.ly/FPWeAs #heritage #exhibit #literature #mississauga

The Powerful Force of a Big Idea – in #nonprofit orgs http://bit.ly/AwSZGh #museum #leadership #gallery #notforprofit

Children’s #Museum [in Connecticut} says it will survive lean times http://www.theday.com/article/20120319/NWS01/303199972/-1/NWS -and they have a honey bee colony

IgniteCulture: Ryan Dodge on mobile interpretation in #museums http://bit.ly/FRG5I0 #gallery #exhibit #musetech #mtogo via @igniteculture

Using Technology to Complement Field Trips – prepare to use mobile apps on a trip to the #museum http://bit.ly/ziwIvJ #musetech #mtogo

Inspiring #Museum-Type Apps to Use In the Classroom http://bit.ly/wpclzs via @judyb #musetech #mtogo #gallery #exhibit

Just pinned Spadina House, The Spadina Museum, Toronto http://pinterest.com/pin/192740059022683235/ via @pinterest #museum #heritage

With Technology, Adding Context to the Costume http://nyti.ms/ABoqEf #museum #exhibit #musetech #textiles #costume

Top 10 Best Non-Art Museums – from New York to Istanbul http://reut.rs/z7wQf6 #museum #exhibit #heritage #science

Online apparel retailer, Mr Porter, Launches Global Augmented Reality Fashion Hunt http://on.mash.to/y8ReZd #onlinemarketing #mtogo #musetech

Six tips for social media success http://bit.ly/wgUbH8 #SM #musesocial

Obesity and Other Targets of Children’s #Museums – reaching out to families through play http://nyti.ms/yAbQ1H #musegame #musevisitor

Millenials more focused on materialistic values and less concerned about helping the larger community http://bit.ly/wD8nWq #museumvisitor

CircleMe, Soc. Ntwrk Based on the Things You Like, Launches Today With Disruptive Mobile ‘Planting’ http://www.digitaljournal.com/pr/625293#ixzz1pHLXLbkd #ambientdiscovery

An Exhibition in Easy Mode – Videogame art at the Smithsonian American Art #Museum http://nyti.ms/zXtHaq #exhibit #musetech

Rideau Canal #Museum launches cell phone app for augmented reality experience http://www.emcsmithsfalls.ca/20120315/lifestyle/Rideau+Canal+Museum+launches+cell+phone+app #mtogo #musetech #heritage

The W4C museum-8 Daily is out! http://bit.ly/ik20VV ? Top stories today via @PerfumeIQ @Museofile
Retweeted by Museum Maven

Congrats @ontsciencectr RT @erodley 2012 World’s Top 10 Science Centers http://museumplanner.org/worlds-top-10-science-centers/ via @Museumplanning #museum #science

Tring #Museum alive with groups of children on school visits http://bit.ly/yfsjZT 2.5m Lepidoptera specimens #nature #naturalhistory

Read #Museum World Daily >> today’s top stories via @JuliaWalters20 @pmichelreichold @TabuleOnYonge >> http://paper.li/Museofile/1330432681 #gallery #exhibit

Eli and Edythe Broad Art #Museum at Michigan State U. a part of the new profile of university art museums http://nyti.ms/ym42Du #gallery

Just posted a photo on Flickr – Rotunda at the Royal Ontario Museum @ROMtoronto http://bit.ly/zl8OVf #museum #architecture

A SCVNGR Trek at the ROM

ROM_trek

SCVNGR Icon and two challenge photos.

Yesterday I tried out a SCVNGR trek designed by W. Ryan Dodge at the Royal Ontario Museum (ROM). It was a lot of fun and allowed me to give the SCVNGR app a good test drive.

This was a SCVNGR trek, called ‘Around the World at the ROM,’ rather than a normal place-based SCVNGR stop for points. In a trek, points are earned by finding a number of waystations and participating in an activity at each one.

At the ROM there were 10 stops along the trek. All represented world cultures and were all based on the arts, decorative arts and ethnographic collections. There was nothing this time from the natural sciences. Maybe nature will be covered on another occasion. Availability of the trek was advertised on the ROM website, along with other March Break activities, so visitors had the chance to plan to play before arriving at the museum.

Some of the stops were easy to find, some more challenging. Once I had to ask a guard where to find the appropriate gallery. At each stop there was a question to be answered or an activity to be performed. Again, some were easy and others more difficult. Some questions required a general text answer, where apparently anything would have been OK. For other answers, only very specific words would be accepted. The activities all involved taking a picture, where again, presumably anything would do. With one picture a caption was invited, with the others, not.

In addition to the 10 trek stops, more points could be earned by checking in, saying something or snapping a picture. The ROM had also added 3 additional challenges to earn extra points. These were rather like the trek stops, either inviting me to take a picture or answer a question.

I liked this experience a lot. It took me to parts of ROM I hadn’t seen before and engaged me with interactive activities. I looked at certain artifacts (and labels) more closely than I ever had. On previous visits, focusing on all that glorious Chinese multi-colored ceramic glaze, I had completely missed the invention of the compass. When asked, visitor services staff knew about the trek and told me I had to download a smartphone app to follow it. The app was robust to use and saved all photos to the camera roll as well as uploading them to SCVNGR.

I like that if you submit the answer wrong, you get to try over. Don’t know if there is a limit on the number of tries. I especially enjoyed the opportunity to create my own challenge question. I have no idea whether this is saved so that other players will have access to it or not. And it’s a really important plus that the ROM offers a prize at the end to all players who amass enough points.

Not surprisingly of course, there seem to be a few things about SCVNGR that could be improved. Function and navigation through the app were confusing at times. Eventually, however, I could always find my way around, even when it didn’t seem to make sense. For instance, often I could only get back to the trek by clicking on the results of one of the other players. Sadly, SCVNGR doesn’t seem to offer augmented reality. I found no links to rich media to expand the visitor appreciation of the artifacts. The prize offered to those with a high score seems only to have been mentioned on ROM’s website. Visitor services staff didn’t mention it when I asked about the trek.

There are a couple of quirks as well. The app lets you do some of the challenges more than once and pick up extra points to boost your score artificially. Now, some hours after I finished, I can still see a list of my activities, but it’s broken up confusingly into two sections with some overlap.

What’s involved in setting up your own SCVNGR trek? This is something I have not investigated in detail, but you can learn more at scvngr.com. Although it isn’t really clear how much, SCVNGR has some kind of fee structure. Apparently you can create a trek for free, but then you have to pay for something called ‘capacity.’ Not sure exactly whether that means number of players or number of minutes taking the trek or what.

Overall rating for SCVNGR at the ROM… A (or 4 and a half stars, if you prefer). Congratulations Ryan and ROM – nice work!

Oops! Forgot to pick up my prize. Maybe I’ll have to go back and try all over again.

Kickstarting The Mobile Museum

There is no denying the potential power of mobile in the museum. Anyone who is interested in communicating with museum audiences and informal learning can’t help but be impressed by the possibilities. Mobile devices can turbo-charge the visitor experience with rich media. They can be used with social media to build community. Mobile devices are going to be the ‘must-have’ appliance of the future, replacing personal computers. If you eventually came to the realization that your museum could not afford not to be on the world wide web, then get ready for the mobile universe. Eventually everyone will be connected to everyone else solely with smart mobile devices.

The mobile museum with its augmented reality is not only the most compelling museum devised so far, it is probably also the most powerful kind of mobile experience there is. That is because the mobile museum marries the tangible world, the incredible magnetism of the artifact, with the world of the imagination.

A lot of people are using smartphones, approaching 50% of cell phone users in the US (http://www.lukew.com/ff/entry.asp?1510). Smartphone users use their phones a lot. A recent survey (http://www.lukew.com/ff/entry.asp?1501) showed the average user looked at the phone 150 times a day. Unfortunately games, weather and social networking are the top uses.

In spite of the high penetration of smartphones, museums are having more trouble than expected in getting widespread public awareness of the mobile experience, much less acceptance and participation. What should they be doing about that? Is it good enough to say, “It just doesn’t work. Let’s go back to the old, tried-and-true methods of interpretation.”? I don’t think so.

Then how do we kickstart the mobile museum?

No one else is going to help us with this, although some are trying. Some commercial interests realize that widespread use of apps they can use to communicate with consumers won’t just happen naturally. Future Shop, a Canadian big-box electronics retailer tried with a QR code. Go in to their store, they advertised, find the QR code, scan it and you could win big. But the incentive was just a ‘chance’ to win a contest. Who isn’t tired of that old come-on?

4Square and Instagram are doing it, but sadly most of their users probably don’t distinguish between the appeal of the museum and the burger joint down the street.

The very first step in creating the mobile museum is for the institution to decide that mobile really is a priority. The drive has to come from the top down. Many aspects of the museum’s operations have to work together in order to create the ultimate mobile experience. But I suspect that quite a few organizations are taking their first steps from the bottom up. The first attempt at an enhanced visitor experience is often initiated by an enthusiastic staff member who is listened to by senior management just long enough to say OK, give it a try. Perhaps it’s no wonder that the results of many of these initial trials have been less than inspiring.

To begin with, the building has to have free wi-fi so that all kinds of mobile devices can be used (e.g., iPod Touch, tablets), in addition to smartphones.

There also has to be serious marketing, focused on a high-profile event where the mobile experience is the center of attraction, not just an add-on.

The incentives for participation have to be real. We have to offer tangible and desirable prizes for participating – a free dinner from a sponsor, free admission tickets for a museum visit at a later date, free smart phone and three months free service from a sponsor, low cost items from the museum shop, behind the scenes visit with a curator. You get the idea.

And finally, there has to be serious assistance from visitor services staff
1. signage at the entrance about the enhanced experience available, free
2. greeters have to ask every visitor if they want to participate
3. greeters have to be prepared to show visitors how to download and install apps for their devices
4. greeters have to offer rental of a non-phone device, like an iPod Touch
5. device manufacturers have to be brought on board as sponsors

What is the take-away on this one? The mobile museum is not going to happen without a concerted, institution-wide effort. And in the final analysis, future expansion of visitor experience at the museum lies squarely in the court of the Visitor Services operation.

Board Approved Policies – What Do You Need?

Ancient Policy Book

Ancient Policy Book

I’ve assisted museums with policy development in the past, and recently had occasion to try and assemble as comprehensive a list as possible of potential policies and procedures for collection/visitor-based institutions. Entries in the list that follows all come from online postings by museum organizations. Probably no one museum needs to have all of them, but perhaps every museum could benefit by scanning the list to see if there are any important items they might be missing.

List of Potential Museum Policies / Procedures

Collections

  • Accessions
  • Donations
  • Disposals
  • Purchases
  • Archives & Records Management
  • Registration

Human Resources

  • Health and Safety

Research
Facility Rentals
Education
Exhibitions
Access to Information and Protection of Privacy
Financial Management

  • Asset Management
  • Signing Authorities
  • Deficit Financing
  • Procurement

Facilities and Grounds Management
Environmental / Sustainability
Customer Service
Ethics
Copyright & Intellectual Property
Digital Development
External Relations (CHIN, CMA, ICOM, etc.)

The Royal Ontario Museum alone has one of the most complete lists of Board Approved Policies, which they make available in PDF format on their website at this URL:
http://www.rom.on.ca/about/reports.php

ROM’s List of Board-approved Policies
Abuse, Harassment & Discrimination
Board Governance
CEO Responsibilities & Limitations
Collections
Communications
Copyright
Curatorial Research
Education
Emergency & Disaster Recovery Planning
Ethics & Conduct
Exhibits
Financial Control
Health & Safety in the Workplace
Human Resources (Employees & Volunteers)
Information Management & Library
Membership
MOU’s & Formal Agreements
Public Access
Purchasing
Repatriation of Canadian Aboriginal Objects
Repatriation of Human Remains of Canadian Aboriginal Peoples
Risk Management
ROM Publications
Trade-marks
Vision, Mission & Strategic Objectives

Although museum policies in general will need to be Board approved before becoming official, it is usually not wise to let the Board take the initiative in identifying new policies that seem to be required. In most areas of museum activity the final product will be more reliable and management seen to be suitably proactive if policies are identified and developed by staff before being sent to the Board for approval. Same goes for existing policies that now need revision and updating.

[Illustration courtesy of Pearson Scott Foresman, Public Domain]

An Exhibit Linear Space Formula

We never used a formula to determine the wallspace needed for any of the 2-dimensional exhibits I worked on. It took a question from Christine End (John Michael Kohler Arts Center), posted on Museum-L, to even imagine such a thing. But that query got me thinking… and here’s what I came up with.

A formula for the total linear wall space (TLS) needed to hang a series of two-dimensional works:

Where:
TLS is Total Linear Space required to hang the exhibit
n is the number of works in the exhibit
p is the number of gallery walls available
w1  and w2, etc.   are widths of individual works
T is the width of the title panel
q is the number of sections in the exhibit
S is the width of a section information panel

If you’re anything like me, you’d probably have more faith in this formula if you knew how it was developed. So here goes…

Start by thinking about a single piece of framed art on the wall and the space it needs to settle and not feel cramped. This will be a matter of taste and choice of label positioning, but one easy call is 1/2 the framed width of the piece on either side. The space between two works of widths w1 and w2 then is 1/2w1 + 1/2w2.

So here’s the space around one work (left) and the space between two works (right), when the spacing factor is 2, that is, each work occupies linear wall space equal to twice its width. If many of the works are 12 inches or smaller in width, this factor may produce a spacing that is uncomfortable for viewing by gallery visitors. When that is the case (or for any other aesthetic reason), the spacing factor may be increased to 2.5 or 3.

To generalize to the entire exhibit, add the linear widths (framed) of all pieces in the show (w1 + w2 + w3 + …..) and divide by the number of pieces (n) to give the average linear width (framed) of all pieces:

Average framed width = (w1 + w2 + w3 + ….. )/n

Adding in the spacing requirement, multiply this number by two to give the average linear wall length needed for each piece.

Average Linear Space Required (for each piece in the show) = 2 x Avg. framed width

Again, this same spacing factor [two] is a matter of taste and choice of position for label placement

Next, multiply by the number of pieces in the show (n) to yield the linear space required for all works:

Total wall length required to hang the art = n x Avg. Linear Space Required

This formula would result in art mounted too close to either end of the gallery wall. It can be made more accurate by adding one Average Linear Space Required for each usable wall in the gallery space. So if there are p usable walls:

Total wall length required to hang the art = (n x Avg. Linear Space Required) + (p x Avg. Linear Space Required)

Also, add in the width of a title panel (T) and the widths of any section information panels (S). So if there are q section panels required in the exhibit, the final formula is:

Total wall length required to hang the art = (n x Avg. Linear Space Required) + (p x Avg. Linear Space Required) + T + (q x S)

Inserting the calculations for Avg. Linear Space Required and simplifying we get:

Total Linear Space required to exhibit the art = ((n +p) x (2 x ((w1 + w2 + w3 + ….. )/n))) + T + (q x S)

Now it is usually desirable, as well, to be able to determine the number of works to mount on each wall of the exhibit. Assuming a four-sided exhibit space with walls of length L1, L2, L3 and L4, then the maximum number of works to be mounted on any one wall is…

Where:
n is the number of works in the exhibit
w1  and w2, etc.   are widths of individual works
N is the estimated maximum number of works that can be hung on an individual wall
and
L is the length of the individual gallery wall in question
(take the whole number part of N and discard any remainder)

Then for four walls, the maximum number of works that can be exhibited is N1 + N2 + N3 + N4 (minus, of course the space required for Title and Section information panels)

Remember:
1. All of this provides estimates only (especially N, the number of works on any one wall); if the works vary greatly in width, additional juggling may be needed
2. Be sure all of your measurements are in the same units; if the widths of the works are in inches, then either convert that to feet or convert the lengths of gallery walls into inches (same if you’re working in cm and meters)

 

Online Shops for Museums

I recently spoke at the annual Museum Retail and Visitor Services conference run by the Canadian Museums Association.

My topic was “Online Gift Sales: Time To Take The Plunge?”

Here are my slides from the presentation:

The basic message is that online sales are slowly replacing physical store sales around the world, so it’s time to think about getting started. Before you do, however, there are a lot of decisions to be made.

Currently in the works is a new book that will offer guidance to museum shop managers on how to get started with online sales.

Watch this space for more information…

Gift Shop Strategies

Why do museums have gift shops?

The answer no doubt, as with many aspects of modern museums, is embedded in and thus obscured by the history of the field. Museums as we know them, after all, have been around for well over a hundred years. So there has been lots of time for inspiration, personal initiative, experimentation and trial and error to leave their marks on the museum of the 21st century.

Mariners' Museum Gift Shop

Mariners' Museum Gift Shop

There have probably been many independent origins for the museum gift shop. Some museum manager somewhere, noting that tourists wanted something with which to remember their travels, added museum souvenirs. Another started a retail shop to make money and help support the costs of running the ‘attraction.’ At a different museum, we may speculate, with a strong educational mandate, it would have been decided to sell discipline-related books to visitors so that they could continue to learn at home. At some sites, it is clear, the idea of a shop has been advanced by volunteers who simply liked the idea of assisting the museum with a type of enterprise that they understood well and could handle probably better than the professionals who gave their efforts to more museological objectives.

This is perhaps a good point to note that by museum gift shop I mean any retails sales of ‘portable property,’  or consumer goods that is carried out by the organization. So in this category I include book shops, souvenir shops, childrens’ shops, jewelry shops, reproduction shops, clothing shops, art shops and many more besides. What is not covered under this rubric are sales of tickets, memberships and the like.

Why do we ask the question, “Why the museum shop?” at all? Because in attempting to bring strategic thinking to museum planning, we’d like to understand the multiple objectives that probably lie behind each of today’s museum gift shops. In most museums now it is possible to identify several different visions of what the gift shop should be achieving. There will be museum managers who are most interested in running the shop at a profit, and there will be curators and teachers who demand that the shop align with the organization’s educational objectives. Marketing and visitor services professionals want the shop to serve the visitors’ needs for souvenirs, gift purchases and the satisfaction of shopoholic urges. And some board members and volunteers will be most concerned that the shop’s merchandise reflect their vision of the prestige, grandeur and elegance of the institution.

Although we acknowledge that each of these objectives, hopes and aspirations for the museum shop both exist and have validity, for purposes of planning it is useful to dissect them out and assign relative values. When planning for change, it may not be possible to honor all values equally. In putting together an overall institutional strategy, one first has to start with institutional objectives, and among those must be the various objectives appropriate for the gift shop operation.

Is the shop expected to:

  • increase sales revenues?
  • increase sales profits?
  • provide an educational resource?
  • provide a visitor services (gifts, souvenirs, etc.) resource?
  • provide satisfying activity for volunteers?
  • enhance the ‘image’ (reputation/prestige) of the institution?

Only with a complete list of approved institutional objectives can we go on to consider appropriate strategies to achieve them. Should a shop be started if one does not exist at present? Should an existing shop be expanded or reduced in size? Should the current merchandise profile be changed or adjusted? Should prices be raised or lowered? Should shop hours be expanded or reduced?

Increasingly, perhaps one of the most important gift shop strategies will be the digital strategy. Should the museum begin an online sales operation – should it become involved with ecommerce? This is a strategic direction that can hold great potential for the institution, but involves at least as many complexities as bricks and mortar sales. Before adopting this type of strategy, it will be important to consider a number of additional objectives that go beyond the existing physical gift shop. For instance, will the online storefront be expected to sell a broader range of merchandise than can be physically accommodated in the existing shop?

And, as you will have discovered in some of my earlier posts, I believe the future of digital is mobile digital. So when you’re thinking about ecommerce, it’s also time to think about mobile ecommerce, allowing the customer to purchase an item from your gift shop using a smart phone.

[Photo by Mytwocents at en.wikipedia, CC License]

Bata Shoe Museum’s Phone Tour

I’ve recently learned that several museums have created or are working on a digital strategy for their organizations. While this approach sounds very cutting edge, I’ve got a feeling that things are moving so fast the idea of a ‘digital’ strategy already looks so 2001.

What museums are going to need to guide their audience engagement efforts over the next 5 years is a mobile strategy. What will be the institution’s goals with respect to engaging audiences via their mobile phones and other mobile devices such as tablets and ipods?

I’ve already posted on a couple of the approaches that are being used, namely QRcodes and native smartphone apps. And this past weekend I discovered a new one in use at Toronto’s Bata Shoe Museum.

One of the concerns in offering mobile access to visitors is what type of hardware they are carrying. Smartphones have the greatest capabilities, and cell phones with just a web browser required scaled down approaches. Both of those classes can be reached with a mobile-friendly website as the lowest common denominator.

There are still many cell phone users, however, who have only basic phone service on their phones. And this is the group that Bata manages to include in their offering, telephone-number access to an audio tour.

Exhibit LabelA number of exhibit cases contain a label inviting the visitor to call a toll free number on a cell phone in order to hear a brief audio message delivering additional information about the artifact. The application appears to be based on a Centrex exchange type of phone system, as the same phone number is used for all stops on the tour, with the user entering an additional 3-digit extension number to get the message specific to the artifact they are viewing.

The Bata Shoe Museum’s tactic for engaging mobile phone patrons works nicely. By going a relatively low-tech route they open up their extended information to every visitor who carries a cell phone of any kind. And they still get all the benefits of developing their own tour that is easily modified whenever their needs change. Well done!

Exhibit Case

Telephone Tour Label in Bottom Left Corner of Exhibit Case

 

Museums + Mobile

I’ve just been attending the Museums + Mobile online conference (museums-mobile.org). Lots going on in this area – basically it’s all about mobile (=smartphone) apps for use by visitors in museums.

In preparation for attending I’ve tried out several of these mobile apps. I counted at least 20 of them available in the Apple AppStore and almost as many in the Android App Market.museums + mobile

Most of these museum-oriented apps are focused on a particular museum or gallery. Most are provided free, probably because the target museum paid for the costs of developing the app. Most are designed to be used away from the museum as a guide to the institution’s collections, exhibits and amenities, and also inside the museum during an actual visit. When used on the museum’s physical site, the app often provides guided audio tours that the visitor can take during the visit.

Those functions are just the basics, however. Apps can also deliver learning experiences, games, social networking and a variety of other ways to engage visitors.

Apps are not the only way in which mobile devices, smartphones, ipods and tablet computers, can be used in the museum. They can also be used to access mobile websites supporting the exhibits, and as noted in a previous post on the LEAF Learning Garden, to scan QR codes.

Anyhow, today’s online conference covered all of these, with insights from presentations by some 20 or so museum professionals who have experience in developing mobile offerings in museums and related organizations. Over 150 people attended the conference, and a lot of interest was demonstrated through the medium of an online chat window that ran throughout the proceedings. There are at least a couple of dozen companies involved in serving museums in this sector, so finding a suitable vendor involves evaluating a broad range of different products and services.

The message was clear to me. Mobile device technologies are here to stay, and they are going to become more and more closely intertwined with museums and museum audiences with each passing year.