The document discusses using smartphones to improve family visits to museums. It notes that smartphones are ubiquitous and many families, especially mothers, use smartphones and download apps. Research with families found the most important parts of a museum visit were the shared social experience, having information to support conversations, and basic practical support. The document proposes developing smartphone apps and mobile web content to address these needs by enabling sharing of experiences and providing reference information.
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How smartphones can enhance family museum experiences
1. 10 th December 2010 Lindsey Green GEM Yorkshire - Social Media and Learning Date issued: Presented by: Created for:
2. Smartphones And Their Potential To Support Family Learning in the Cultural Sector 10 th December 2010 Lindsey Green GEM Yorkshire - Social Media and Learning Date issued: Presented by: Created for:
6. Smartphone 101 - What is a smartphone? A smartphone is a mobile phone that offers more advanced computing ability and connectivity than a basic feature phone Wikipedia
7. Smartphone 101 - What is a smartphone? Feature phone Smartphone
8. Size and growth of smartphone market Note: these are US figures but closely match UK
9. Smartphone 101 - What is an operating system? 8 main Operating systems
44. Lindsey Green Twitter: @lindsey_green http://www.slideshare.net/franklygreenwebb http://www.franklygreenwebb.com 10 th December 2010 Lindsey Green GEM Yorkshire - Social Media and Learning Date issued: Presented by: Created for:
Hinweis der Redaktion
Welcome Links for images are in speakernotes
Smartphones And Their Potential To Support Family Learning in the Cultural Sector
Photo: http://www. flickr .com/photos/12392252@N03/2399631729/ - Ronn Ashore 3 Billion mobile phone users worldwide In the UK 89% of people own mobile phones – however smartphones are considerably smaller than this
28% greatly reduces your audience but in the UK this IS growing VERY fast So far this year 70% increase in the number of smartphones being purchased
A mobile operating system, also known as a mobile OS, a mobile platform, or a handheld operating system, is the operating system that controls a mobile device or information appliance—similar in principle to an operating system such as Windows, Mac OS, or Linux that controls a desktop computer or laptop. This is a fragmented market – if you’re thinking of making an app, you should consider this.
http://en. wikipedia .org/ wiki /Mobile_application
This is a very fragmented market at the moment. Therefore in order to develop something with enough reach you have to consider carefully your audience and your thinking and make sure to consider how you are going to define success. Look at what is available already Start dipping your toe in the water to find out what works for your organisations mission and audience
http://www. flickr .com/photos/ statelibraryofnsw /2877535692/ - State Library of New South Wales collection The nature of the phone has meant the technology is closely linked with the social behaviour
http://www. flickr .com/photos/ megadem /143833998/ It’s no surprise that social media and mobile phones have seen a simultaneous rise – they share key features
And the smartphones are helping people to be more social
http://www. flickr .com/photos/ katieelaine /2294799020/ Mobile in museums has been traditionally seen as non-social Particularly when thinking in terms of audio tour Audio tour an immersive curated experience has proved a great way of getting information across but there has been a lack of development into content designed for social experience
This is changing perception – particularly of younger audiences about how engage with information Q. Did the audio guide make your experience today…
People are using mobile possibly to be social about your museum Acknowledge people are using mobile for social interactions and encourage it I love mobile inside the museum space – I think it is one of the USP’s of museums to create a magical moment Look at adding signage/physical space – consider asking questions that visitors can respond to The current smartphone audience is one looking to actively use their devices If you have a particularly challenging activity/event encourage sharing of images, thoughts while in the space
Our process is to identify the need of audience, the behaviour and opportunity with the technology and the mission of the museums or organisation We’re looking for a mobile experience that sits in the sweet spot
We need to look at what the technology can offer but most of all need to look at the behaviours it creates How are parents using the technology – start with digital as a whole Mum/Mom market is been widely researched
US research on mobile using moms – know using mobile probably smartphones
We were aware of research from Reach Advisors that suggested that mothers are the least satisfied audience of all for the museum sector. Shockingly, of visitors to Children’s museums, only 38% of Mums reported having their needs met and only 17% of parents reported being engaged in the experience themselves.
Our survey produced a total of 185 comments, some short and to the point, others longer and more explanatory but the topics covered were far more wide-ranging in subject than we had expected. We began to see common themes - ranging from the documenting of perceived child behaviours to listing services that were or weren’t available
Our pyramid – a starter for 10 – a model for us to start identifying the opportunities
From this we started to look at what each of this needs looked like What was driving them and map them to see IF mobile could help?
Thinking about Best Camera – setting challenges that enable visitors to use their phones as they have been http://www. flickr .com/photos/14361725@N07/2232900191/