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Everything changes: What can we learn from product development in mobile interpretation?
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Transcript of Everything changes: What can we learn from product development in mobile interpretation?
Frankly, Green + Webb
Created for: Presented by: Date issued:REACT Inspiration Day Lindsey Green 18th June 2012
Frankly, Green + Webb
Everything changes and nothing changes:
Creating products for the Cultural Heritage Sector -
what do we know already?
Frankly, Green + Webb
Once Upon A Walkman…
•Simple•Immersive•Dramatic•Solution driven rather than technology driven
Frankly, Green + Webb
Aspects we can learn from•How to put our products into the hands of as many visitors as possible•Create products that meet the needs of many cultural heritage organisations•Develop more magical experiences
Frankly, Green + Webb
What does the cultural heritage organisation
need to achieve?
What experience does the
technology offer?Audience
Mission
Technology
What is the audience doing
already/motivated to do?
Frankly, Green + Webb
Frankly, Green + Webb
Understand the factors that effect the time scale
Regularly in a situation where technology has updated before money is available •Departmental budgets/funding processes•Organisational need is attached to finance
Possible shortcuts:•Find out how similar products were funded•Opportunities for products that:
• Learning skills• Looking for longer• Engagement of new audience• Improve visitor flow
•Prove it•Commit to the experience not the technology
Frankly, Green + Webb
Frankly, Green + Webb
Challenges of Mobile Audio
User needs• Unable to ignore sense• Can’t focus sense• Quality of playback
Operational• Sound spill• Difficult to be discreet
Understand the context
Try out:•Different operations•New content design•Position the product to the visitor
Frankly, Green + Webb
Frankly, Green + Webb
Unique vs Generic•Visiting cultural heritage about a unique experience•This tends to lead to more functionality•Tension that leads to re-inventing the wheel OR completely ruining visitor experience
Frankly, Green + Webb
What does the cultural heritage organisation
need to achieve?
What experience does the
technology offer?Audience
Mission
Technology
What is the audience doing
already/motivated to do?
Frankly, Green + Webb
Frankly, Green + Webb
Frankly, Green + Webb
What’s inside the shiny new grey box?
Can you communicate the experience over the functionality…
(now try without saying MORE INFORMATION)
Frankly, Green + Webb
Frankly, Green + Webb
Who’s your audience?Rarely does one size fit all
Motivation for visit•Families•Sightseers•Learners•Social groups•Experts
Level of experience with technology
Whether they have been before
Frankly, Green + Webb
There’s always been a fine line between audio experience design and audio content.
As with visual experience design, the line is getting finer.
They have made the effort to get off the sofa to come and experience – don’t let them down•They know when the content doesn’t meet their need•They don’t want to be distracted they want to be supported
Frankly, Green + Webb
• Develop products with a common cultural heritage need
• Understand the physical context of a visit
• Find out which elements are important to be unique
• Identify the experience over the functionality
• Design to specific audience motivations
• Remember you’re not the main attraction
What can we learn from digital heritage products?
Frankly, Green + Webb
t: @FranklyGW
Images thanks to Flickr Commons:
The hidden treasures of the Worlds Public Archives
http://www.flickr.com/commons
Created for: Presented by: Date issued:REACT Inspiration Day Lindsey Green 18th June 2012