|Play testing Alex's game at #MCGPlay|
I'd reviewed the MCG list subject lines over the past few months to get a sense of the chalenges or questions that digital museum people were facing:
- Finding good web design/SEO/evaluation/etc agencies, finding good staff
- The emergence of 'head of digital' roles
- Online collections, managing digital assets; integration with Collections Management Systems and other systems
- Integrating Collections Management Systems and 3rd party platforms like WordPress
- Storytelling to engage the public
- Museum informatics: CIDOC-CRM and other linked open data topics
- 'Create once, publish everywhere' – can re-usable content really work?
- Online analytics
- Digital 3D objects – scanning, printing
- Measuring the impact of social media
- MOOCs (online courses)
- Google Cultural Institute, Google Art Project, Artsy, etc
- 3rd party tools - PayPal, Google Apps
- Mobile - apps, well-designed experiences
- Digital collections in physical exhibitions spaces
- Touch tables/large-scale interactives
- The user experience of user-generated content / co-produced exhibitions
- 'Strategically digital' - the topic of many conversations over the past few years, including MCG's Museums on the Web 2012, which was actually partly about saying that best solution for a project might not involve technology. Being 'strategically digital' offers some solutions to the organisational change issues raised by the mismatch between web speed and museum speed, and it means technology decisions should always refer back to a museum's public engagement strategy (or infrastructure plans for background ICT services).
- Mobile - your museum's website probably has over 20% mobile visitors, so if you're not thinking about the quality of their experience, you may be driving away business.
- Immersive, challenging experiences - the influence of site-specific theatre, alternative reality games and transmedia experiences, the ever-new value of storytelling...
- High-quality services integrated across the whole museum - new terms like service design and design thinking, are taking over from the old refrain of user-centred design, and going beyond it to test how the whole organisation appears to the customer – does it feel like a seamless, pleasurable (or at least not painful) experience? Museums are exploring new(ish) ways of thinking to solve old problems. As with mobile sites, you should be designing around your audiences needs, not your internal structures and complications.
- Audience participation and engagement - we'll hear about games over the day, but also think about crowdsourcing, asking the audience to help with tasks or share their knowledge with you.
- New models of authority and expertise - museum authority is challenged not only by audiences expecting to 'curate' their own experience but also by younger staff or people who've come from other sectors and have their own ideas about digital projects.
- Constantly changing audience expectations - if you've ever seen kids smoosh their hands on a screen because they expect it to zoom in response to their touch, you'll know how hard it is to keep up with consumer technologies. Expectations about the quality of the experience and the quality of the technology are always changing based on films, consumer products and non-museum experiences.
- 'Doing more with less' (and then less again)
- Figuring out where to ask for help - it can be hard to find your way through the jargon and figure out what language to use
- Training and personal development - job swaps or mentoring might supplement traditional training
I finished by saying that despite all the frustrations, it's an amazing time to work in or study the sector, so enjoy it! We shouldn't limit ourselves to engaging audiences in play when we could be engaging ourselves in play.