The buzz around apps seems to be getting stronger – but what does this mean for cultural heritage organisations? Should we all be developing them? Do they deliver the new audiences they promise? Can we really use them to deliver learning objectives or are they just the latest new shiny distraction?
This workshop session looked not only look at mobile apps but also the mobile alternative to apps – when is it a good idea to use mobile? What are its strengths and weaknesses in the context of learning? Using these as starting points, the workshop explored how to go about creating mobile experiences that support learning, where to start, how much they might cost and whether they are worth the money. This is a chance to find the answers to the specific questions for you and your organisation have about using mobile to support learning.
Session: Workshops
Mobile Apps: Shiny new distraction or useful learning tool?
1. Frankly, Green +
Created for: Webb Presented by: Date issued:
MCG/DLNET Engaging Digital Audiences Lindsey Green + Alyson Webb 11th July 2012
2. What does the cultural
heritage organisation
need to achieve?
Mission
Technology What experience
Audience does the
technology offer?
What is the
audience doing
already/motivated
to do?
Frankly, Green + Webb
3. “I don’t want
“I don’t to run my
think I have battery down”
enough time
to download”
“I’m not
sure how to
“I’m not get access
really sure to the wifi”
what I’m
meant to do”
“I don’t want a “What
guide” guide?”
Frankly, Green + Webb
4. Delivery
platform for:
Information
Photos
Videos
Stories
Facts
Frankly, Green + Webb
5. These are the functions the adults are using…
Figure 1.44 Activities conducted on a smartphone: adults
I n t e r n e t s u r f in g 41 28 69 Plan/Check
T a k i n g p h o t o s / v id e o 35 33 68 Create
E m a il 46 21 67
55
S o c ia l n e t w o r k in g 40 15
Share
L i s t e n in g t o m u s i c 32 21 53
P la y i n g g a m e s 20 27 47
U s e d r e g u la r l y
D o w n lo a d in g a p p s 20 27 47 E ver used
P ic t u r e m e s s a g i n g ( M M S ) 18 28 46
I n s t a n t M e s s a g in g ( I M ) 28 17 45
M a p s /G P S 18 26 44
W a t c h i n g v id e o c l i p s 16 22 38
A c c e s s in g g e n e r a l n e w s 16 19 35
A c c e s s in g s p o r t s n e w s 14 13 27
W a t i n g T V p r o g r a m m e s / f i lm 6 10 16
0% 20% 40% 60% 80% 100%
Source: Ofcom omnibus research,Report:2011 August 2011
OfCom Communications Market
March UK 4
Q.8/9 Which, if
Frankly, Green + Webb any, of the following functions or activities have you ever used/use regularly on your
mobile?
6. These are the functions the teens are using…
Entertain
Create
Share
OfCom Communications Market Report: UK 4 August 2011
Frankly, Green + Webb
7. talk tweet
record
microblog
video comment
photo Create Share stories
and ideas location
draw
listen
puzzles
My phone is
Play where I go to… music
games Entertain games
web videos
Check web
news Plan
results maps
emails travel
weather
Frankly, Green + Webb
8. What if we see smartphones
just as a tool to facilitate
those behaviors?
•Share stories and ideas
•Entertain
•Planning
•Checking
•Playing
•Creating
Frankly, Green + Webb
9. Plan
Check
Experience
Sharing stories
Create Activity
Add a note
Structure to next
Develop a YouTube for
Spotify oraaresearchof
Place a labelseriesto
Developinghandout for
wall
panel to
activity identify
the curators playlist
an objectaround
cards each-with a
where
investigation
investigating on the
to addamusic –colour
conversation orask the
drawing/photography/re
particular
event
mobilehappened
or form, to
visitors in addor
activityactivityown
cordingweb response
create
object is.
personal response
suggestion Show a
to a specific object -
journey
tweet or add comment
to microblog
Frankly, Green + Webb
10. Check
Experience
Sharing stories
Create Activity
Structure
Develop a YouTube for
Spotify oraaresearchof
Place a labelseriesto
Developinghandout for
next
activity
the curators playlist
an objectaround
cards each-with a
investigation
investigating on the
to add music –colour
conversation orask the
drawing/photography/re
mobile
or form, to
visitors in add
activityactivityown
cordingweb response
create
personal response
suggestion
to a specific object -
tweet or add comment
to microblog
Frankly, Green + Webb
11. Experience
Sharing stories
Create Activity
Develop a YouTube of
Spotify or a next for
Place a labelseriesto
Developinghandout for
activity
the curators playlist
an objectaround
cards each-with a
investigating
to add music –colour
conversation orask the
drawing/photography/re
or form, create
visitors to add
activity in response
cording activityown
personal response
suggestion
to a specific object -
tweet or add comment
to microblog
Frankly, Green + Webb
12. Experience
Sharing stories
Create Activity
Spotify or YouTube of
Place a label next for
Developing a seriesto
the curators playlist
an object
cards each-with a
to add music –
conversation orask the
drawing/photography/re
visitors to add
activity in response
cording activityown
suggestion
to a specific object -
tweet or add comment
to microblog
Frankly, Green + Webb
13. Sharing stories
Create Activity
Place a label next of
Developing a seriesto
an object
cards each-with a
conversation or
drawing/photography/re
activity in response
cording activity
to a specific object -
tweet or add comment
to microblog
Frankly, Green + Webb
14. Create Activity
Developing a series of
cards each with a
drawing/photography/re
cording activity
Frankly, Green + Webb
15. What other costs are
there to think about?
•Marketing
•Staff Training
•Maintenance
•Rights
•Sourcing content
Frankly, Green + Webb
16. What do you
want to
How many people would achieve?
you like to reach?
What are their needs?
What type of return
are you looking for?
Frankly, Green + Webb
17. What do you
want to
How much are you achieve?
willing to pay per
user?
What is the value to
them?
What is the value to What is the
you? value of
those
goals?
Frankly, Green + Webb
18. What do you
want to
What can we afford to achieve?
deliver?
What can we prove that
we will reach?
What is the
For additional cost, value of
how much will we those
reach? goals?
What is my
budget?
Frankly, Green + Webb
19. Images thanks to Flickr Commons: e: lindsey@franklygreenweeb.com
The hidden treasures of the Worlds t: @FranklyGW
Public Archives
http://www.flickr.com/commons
Frankly, Green +
Created for: Webb Presented by: Date issued:
MCG/DLNET Engaging Digital Audiences Lindsey Green + Alyson Webb 11th July 2012
20. If you’re wanting help
thinking more about this and
the other opportunities and
challenges around digital
interpretation – get in
touch.
Our work is a mixture of:
•Design research for helping
understand how audiences use
digital technologies in the
cultural heritage sector
•Strategic planning and
concept development - for
funding applications such as
heritage lottery funding
•Implementation i.e getting in
up to our elbows in order to
help these types of projects
Find out more at:
get up and running.
http://www.franklygreenwebb.com
Frankly, Green + Webb
Hinweis der Redaktion
This is our model we used to develop concepts for digital heritage projects: It looks at the three key drivers that need to converge to make a product that works in this sector. When developing digital products – the focus tends to be on the tech My first lesson in working in this sector is that if you ignore either the mission of the heritage organisation OR the audience – the product will NEVER get used However without meeting the needs of the other two – we miss the real opportunity
Here some reasons that we’ve heard why they didn’t take the guide
As museum professionals – we see this…
I would focus on the Purple – not the green. These are the functions they are using… [Click] But this is what they are doing – these are the behaviours – more about what they think…
This is teens… Change in the amount that they are using. More of a focus on entertainment activities BIG focus on sharing…
So if we look at these behaviours Why is it that they turn to their smartphone…. They are likely to be using this in your museum already Many of these activities are social
What if we see it as the same tool A tool for interpretation Just as we adapt other tools and learn how we can use them Word of warning – this isn ’ t just about adding functionality to a guide… this is about using the tools that the visitors are already using.
Sharing stories – possible Super Geek Audience
Sharing stories – possible Super Geek Audience
Sharing stories – possible Super Geek Audience
Sharing stories – possible Super Geek Audience
Sharing stories – possible Super Geek Audience
Sharing stories – possible Super Geek Audience
We’re a consultancy working with cultural heritage organisations wanting to develop digital interpretation – specialising in mobile.