際際滷shows by User: bradbaer / http://www.slideshare.net/images/logo.gif 際際滷shows by User: bradbaer / Mon, 09 Nov 2015 20:41:48 GMT 際際滷Share feed for 際際滷shows by User: bradbaer JFK Challenge iPad app - case study - MCN 2015 /slideshow/jfk-challenge-ipad-app-case-study-mcn-2015/54926131 rebeccashermanmcn2015jfkchallenge-151109204149-lva1-app6892
Through a series of fun, enriching games geared to ages 9-11, The JFK Challenge app turns players into NASA and Peace Corps trainees ready to accept President Kennedys charge to accomplish great things and make a difference in the world. JFK Challenge takes advantage of the full suite of the iPads capabilities, incorporating touch, drag, swipe, the camera, and the accelerometer. ]]>

Through a series of fun, enriching games geared to ages 9-11, The JFK Challenge app turns players into NASA and Peace Corps trainees ready to accept President Kennedys charge to accomplish great things and make a difference in the world. JFK Challenge takes advantage of the full suite of the iPads capabilities, incorporating touch, drag, swipe, the camera, and the accelerometer. ]]>
Mon, 09 Nov 2015 20:41:48 GMT /slideshow/jfk-challenge-ipad-app-case-study-mcn-2015/54926131 bradbaer@slideshare.net(bradbaer) JFK Challenge iPad app - case study - MCN 2015 bradbaer Through a series of fun, enriching games geared to ages 9-11, The JFK Challenge app turns players into NASA and Peace Corps trainees ready to accept President Kennedys charge to accomplish great things and make a difference in the world. JFK Challenge takes advantage of the full suite of the iPads capabilities, incorporating touch, drag, swipe, the camera, and the accelerometer. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/rebeccashermanmcn2015jfkchallenge-151109204149-lva1-app6892-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Through a series of fun, enriching games geared to ages 9-11, The JFK Challenge app turns players into NASA and Peace Corps trainees ready to accept President Kennedys charge to accomplish great things and make a difference in the world. JFK Challenge takes advantage of the full suite of the iPads capabilities, incorporating touch, drag, swipe, the camera, and the accelerometer.
JFK Challenge iPad app - case study - MCN 2015 from Bluecadet
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THE SCIENCE OF SERIAL: 10 Takeaways from nPrs storytelling sensation /slideshow/the-science-of-serial-10-takeaways-from-nprs-storytelling-sensation/54784576 baerignitemcnserial-151105152807-lva1-app6892
This presentation was given by Creative Director, Brad Baer, as part of the "Ignite" session at MCN 2015 in Minneapolis, MN.]]>

This presentation was given by Creative Director, Brad Baer, as part of the "Ignite" session at MCN 2015 in Minneapolis, MN.]]>
Thu, 05 Nov 2015 15:28:07 GMT /slideshow/the-science-of-serial-10-takeaways-from-nprs-storytelling-sensation/54784576 bradbaer@slideshare.net(bradbaer) THE SCIENCE OF SERIAL: 10 Takeaways from nPrs storytelling sensation bradbaer This presentation was given by Creative Director, Brad Baer, as part of the "Ignite" session at MCN 2015 in Minneapolis, MN. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/baerignitemcnserial-151105152807-lva1-app6892-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This presentation was given by Creative Director, Brad Baer, as part of the &quot;Ignite&quot; session at MCN 2015 in Minneapolis, MN.
THE SCIENCE OF SERIAL: 10 Takeaways from nPrs storytelling sensation from Bluecadet
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Got Tech? How Small-town museums and historical sites can go digital /bradbaer/got-tech-how-smalltown-museums-and-historical-sites-can-go-digital smalltownmwpresentation-150410115417-conversion-gate01
Community pillars and repositories of history and memory, many museums are struggling the face of an ever evolving technological landscape. Consultants for local museums have commented that small museums lack all of the new technology platforms and as a result these museums will most likely fall further behind the industry and become less relevant to the intended audience. By looking at recent digital initiatives from across the country, this panel will highlight ways in which museums can use this opportunity to not only jump on the digital bandwagon, but also reach a new and larger audience. The Smithsonian Institution, the Center for Public History + Digital Humanities, and the Florida Humanities Council are a few of the national and statewide institutions that are partnering with small town museums and historic sites through new digital initiatives. We will discuss twenty-first century solutions for museums and historic sites by examining interactive experiences that explore how we can leverage current collections/resources and thus highlight the pivotal role these institutions can play within the larger community.]]>

Community pillars and repositories of history and memory, many museums are struggling the face of an ever evolving technological landscape. Consultants for local museums have commented that small museums lack all of the new technology platforms and as a result these museums will most likely fall further behind the industry and become less relevant to the intended audience. By looking at recent digital initiatives from across the country, this panel will highlight ways in which museums can use this opportunity to not only jump on the digital bandwagon, but also reach a new and larger audience. The Smithsonian Institution, the Center for Public History + Digital Humanities, and the Florida Humanities Council are a few of the national and statewide institutions that are partnering with small town museums and historic sites through new digital initiatives. We will discuss twenty-first century solutions for museums and historic sites by examining interactive experiences that explore how we can leverage current collections/resources and thus highlight the pivotal role these institutions can play within the larger community.]]>
Fri, 10 Apr 2015 11:54:17 GMT /bradbaer/got-tech-how-smalltown-museums-and-historical-sites-can-go-digital bradbaer@slideshare.net(bradbaer) Got Tech? How Small-town museums and historical sites can go digital bradbaer Community pillars and repositories of history and memory, many museums are struggling the face of an ever evolving technological landscape. Consultants for local museums have commented that small museums lack all of the new technology platforms and as a result these museums will most likely fall further behind the industry and become less relevant to the intended audience. By looking at recent digital initiatives from across the country, this panel will highlight ways in which museums can use this opportunity to not only jump on the digital bandwagon, but also reach a new and larger audience. The Smithsonian Institution, the Center for Public History + Digital Humanities, and the Florida Humanities Council are a few of the national and statewide institutions that are partnering with small town museums and historic sites through new digital initiatives. We will discuss twenty-first century solutions for museums and historic sites by examining interactive experiences that explore how we can leverage current collections/resources and thus highlight the pivotal role these institutions can play within the larger community. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/smalltownmwpresentation-150410115417-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Community pillars and repositories of history and memory, many museums are struggling the face of an ever evolving technological landscape. Consultants for local museums have commented that small museums lack all of the new technology platforms and as a result these museums will most likely fall further behind the industry and become less relevant to the intended audience. By looking at recent digital initiatives from across the country, this panel will highlight ways in which museums can use this opportunity to not only jump on the digital bandwagon, but also reach a new and larger audience. The Smithsonian Institution, the Center for Public History + Digital Humanities, and the Florida Humanities Council are a few of the national and statewide institutions that are partnering with small town museums and historic sites through new digital initiatives. We will discuss twenty-first century solutions for museums and historic sites by examining interactive experiences that explore how we can leverage current collections/resources and thus highlight the pivotal role these institutions can play within the larger community.
Got Tech? How Small-town museums and historical sites can go digital from Bluecadet
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Practical Ontology: Collaborating and Communicating with Concept Maps /slideshow/practical-ontology-collaborating-and-communicating-with-concept-maps/46860273 practicaloncologymwbluecadet-150410102525-conversion-gate01
Seema Rao, Cleveland Museum of Art, USA, Patty Edmonson, Cleveland Museum of Art, USA, Brad Baer, Bluecadet, USA, Ashley Weinard, Eduseum Consulting, USA Concept mapping is a technique rooted in the constructivist theory that learning is an active process that happens through the interaction of experience and new ideas. In the how-to session associated with this paper, attendees learn how to create concept maps as a tool for effective communication in museums both internally and with visitors. Presenters share three examples of how they used concept mapping in the development of digital projects, collaboratively create a concept map to demonstrate process and benefit, and lead a concept mapping session. Objectives of the session include that participants learn how to create and facilitate a collective concept-mapping experience. Participants reflect collectively on the value and application of concept mapping as a way to see a familiar idea sideways, from new perspectives and depths; visualize thinking; identify common ground across collaborators; and collect, organize, and share ideas. Participants also brainstorm and explore possible internal/external applications. Bibliography: Falk, J. H., T. Moussouri, and D. Coulson. The Effect of Visitors Agendas on Museum Learning. Curator: The Museum Journal 41:2 (1998): 107 - 120. http://www.depts.ttu.edu/museumttu/CFASWebsite/5333/Supplemental%20Readings%202011/Falk_The%20Effect%20of%20Visitor's%20Agendas.pdf Maldonado, Roberto Martinez, Judy Kay, and Kalina Yacef. Analysing Knowledge Generation and Acquisition from Individual and Face-to-Face Collaborative Concept Mapping. From Concept Maps: Theory, Methodology, Technology. Proc. of the Fifth Int. Conference on Concept Mapping, Valletta, Malta 2012. http://cmc.ihmc.us/cmc2012papers/cmc2012-p45.pdf Novak, J. D. & A. J. Ca単as. The Theory Underlying Concept Maps and How to Construct Them, Technical Report IHMC CmapTools 2006-01 Rev 01-2008. Florida Institute for Human and Machine Cognition, 2008. http://cmap.ihmc.us/Publications/ResearchPapers/TheoryUnderlyingConceptMaps.pdf.]]>

Seema Rao, Cleveland Museum of Art, USA, Patty Edmonson, Cleveland Museum of Art, USA, Brad Baer, Bluecadet, USA, Ashley Weinard, Eduseum Consulting, USA Concept mapping is a technique rooted in the constructivist theory that learning is an active process that happens through the interaction of experience and new ideas. In the how-to session associated with this paper, attendees learn how to create concept maps as a tool for effective communication in museums both internally and with visitors. Presenters share three examples of how they used concept mapping in the development of digital projects, collaboratively create a concept map to demonstrate process and benefit, and lead a concept mapping session. Objectives of the session include that participants learn how to create and facilitate a collective concept-mapping experience. Participants reflect collectively on the value and application of concept mapping as a way to see a familiar idea sideways, from new perspectives and depths; visualize thinking; identify common ground across collaborators; and collect, organize, and share ideas. Participants also brainstorm and explore possible internal/external applications. Bibliography: Falk, J. H., T. Moussouri, and D. Coulson. The Effect of Visitors Agendas on Museum Learning. Curator: The Museum Journal 41:2 (1998): 107 - 120. http://www.depts.ttu.edu/museumttu/CFASWebsite/5333/Supplemental%20Readings%202011/Falk_The%20Effect%20of%20Visitor's%20Agendas.pdf Maldonado, Roberto Martinez, Judy Kay, and Kalina Yacef. Analysing Knowledge Generation and Acquisition from Individual and Face-to-Face Collaborative Concept Mapping. From Concept Maps: Theory, Methodology, Technology. Proc. of the Fifth Int. Conference on Concept Mapping, Valletta, Malta 2012. http://cmc.ihmc.us/cmc2012papers/cmc2012-p45.pdf Novak, J. D. & A. J. Ca単as. The Theory Underlying Concept Maps and How to Construct Them, Technical Report IHMC CmapTools 2006-01 Rev 01-2008. Florida Institute for Human and Machine Cognition, 2008. http://cmap.ihmc.us/Publications/ResearchPapers/TheoryUnderlyingConceptMaps.pdf.]]>
Fri, 10 Apr 2015 10:25:25 GMT /slideshow/practical-ontology-collaborating-and-communicating-with-concept-maps/46860273 bradbaer@slideshare.net(bradbaer) Practical Ontology: Collaborating and Communicating with Concept Maps bradbaer Seema Rao, Cleveland Museum of Art, USA, Patty Edmonson, Cleveland Museum of Art, USA, Brad Baer, Bluecadet, USA, Ashley Weinard, Eduseum Consulting, USA Concept mapping is a technique rooted in the constructivist theory that learning is an active process that happens through the interaction of experience and new ideas. In the how-to session associated with this paper, attendees learn how to create concept maps as a tool for effective communication in museums both internally and with visitors. Presenters share three examples of how they used concept mapping in the development of digital projects, collaboratively create a concept map to demonstrate process and benefit, and lead a concept mapping session. Objectives of the session include that participants learn how to create and facilitate a collective concept-mapping experience. Participants reflect collectively on the value and application of concept mapping as a way to see a familiar idea sideways, from new perspectives and depths; visualize thinking; identify common ground across collaborators; and collect, organize, and share ideas. Participants also brainstorm and explore possible internal/external applications. Bibliography: Falk, J. H., T. Moussouri, and D. Coulson. The Effect of Visitors Agendas on Museum Learning. Curator: The Museum Journal 41:2 (1998): 107 - 120. http://www.depts.ttu.edu/museumttu/CFASWebsite/5333/Supplemental%20Readings%202011/Falk_The%20Effect%20of%20Visitor's%20Agendas.pdf Maldonado, Roberto Martinez, Judy Kay, and Kalina Yacef. Analysing Knowledge Generation and Acquisition from Individual and Face-to-Face Collaborative Concept Mapping. From Concept Maps: Theory, Methodology, Technology. Proc. of the Fifth Int. Conference on Concept Mapping, Valletta, Malta 2012. http://cmc.ihmc.us/cmc2012papers/cmc2012-p45.pdf Novak, J. D. & A. J. Ca単as. The Theory Underlying Concept Maps and How to Construct Them, Technical Report IHMC CmapTools 2006-01 Rev 01-2008. Florida Institute for Human and Machine Cognition, 2008. http://cmap.ihmc.us/Publications/ResearchPapers/TheoryUnderlyingConceptMaps.pdf. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/practicaloncologymwbluecadet-150410102525-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Seema Rao, Cleveland Museum of Art, USA, Patty Edmonson, Cleveland Museum of Art, USA, Brad Baer, Bluecadet, USA, Ashley Weinard, Eduseum Consulting, USA Concept mapping is a technique rooted in the constructivist theory that learning is an active process that happens through the interaction of experience and new ideas. In the how-to session associated with this paper, attendees learn how to create concept maps as a tool for effective communication in museums both internally and with visitors. Presenters share three examples of how they used concept mapping in the development of digital projects, collaboratively create a concept map to demonstrate process and benefit, and lead a concept mapping session. Objectives of the session include that participants learn how to create and facilitate a collective concept-mapping experience. Participants reflect collectively on the value and application of concept mapping as a way to see a familiar idea sideways, from new perspectives and depths; visualize thinking; identify common ground across collaborators; and collect, organize, and share ideas. Participants also brainstorm and explore possible internal/external applications. Bibliography: Falk, J. H., T. Moussouri, and D. Coulson. The Effect of Visitors Agendas on Museum Learning. Curator: The Museum Journal 41:2 (1998): 107 - 120. http://www.depts.ttu.edu/museumttu/CFASWebsite/5333/Supplemental%20Readings%202011/Falk_The%20Effect%20of%20Visitor&#39;s%20Agendas.pdf Maldonado, Roberto Martinez, Judy Kay, and Kalina Yacef. Analysing Knowledge Generation and Acquisition from Individual and Face-to-Face Collaborative Concept Mapping. From Concept Maps: Theory, Methodology, Technology. Proc. of the Fifth Int. Conference on Concept Mapping, Valletta, Malta 2012. http://cmc.ihmc.us/cmc2012papers/cmc2012-p45.pdf Novak, J. D. &amp; A. J. Ca単as. The Theory Underlying Concept Maps and How to Construct Them, Technical Report IHMC CmapTools 2006-01 Rev 01-2008. Florida Institute for Human and Machine Cognition, 2008. http://cmap.ihmc.us/Publications/ResearchPapers/TheoryUnderlyingConceptMaps.pdf.
Practical Ontology: Collaborating and Communicating with Concept Maps from Bluecadet
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Incentives + Rewards Cheat Sheet /slideshow/incentives-rewards-cheat-sheet/41829502 mcnprintoutbaerincentivesrewards-141120164928-conversion-gate01
From MCN2014]]>

From MCN2014]]>
Thu, 20 Nov 2014 16:49:28 GMT /slideshow/incentives-rewards-cheat-sheet/41829502 bradbaer@slideshare.net(bradbaer) Incentives + Rewards Cheat Sheet bradbaer From MCN2014 <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/mcnprintoutbaerincentivesrewards-141120164928-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> From MCN2014
Incentives + Rewards Cheat Sheet from Bluecadet
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Incentives + Rewards: Urgency & game mechanics in interactive museum exhibitions /slideshow/incentives-rewards-urgency-game-mechanics-in-interactive-museum-exhibitions/41829015 baermcnincentivesrewardsslides-141120163353-conversion-gate01
Simple game dynamics can vastly improve the enjoyment, engagement, and content retention a visitor derives from an interactive media experience, whether it be a website, touchscreen or app. Still, "gamification" is widely misunderstood and misapplied. Employing game dynamics generally isn't about creating a video game; it is about providing a user experience that guides visitors through tasks, provides feedback and incentives, and ultimately provides a tangible sense of accomplishment and reward. It is about delivering an experience that recognizes human impulses towards reward, completion, and collaboration to eectively deliver content.]]>

Simple game dynamics can vastly improve the enjoyment, engagement, and content retention a visitor derives from an interactive media experience, whether it be a website, touchscreen or app. Still, "gamification" is widely misunderstood and misapplied. Employing game dynamics generally isn't about creating a video game; it is about providing a user experience that guides visitors through tasks, provides feedback and incentives, and ultimately provides a tangible sense of accomplishment and reward. It is about delivering an experience that recognizes human impulses towards reward, completion, and collaboration to eectively deliver content.]]>
Thu, 20 Nov 2014 16:33:53 GMT /slideshow/incentives-rewards-urgency-game-mechanics-in-interactive-museum-exhibitions/41829015 bradbaer@slideshare.net(bradbaer) Incentives + Rewards: Urgency & game mechanics in interactive museum exhibitions bradbaer Simple game dynamics can vastly improve the enjoyment, engagement, and content retention a visitor derives from an interactive media experience, whether it be a website, touchscreen or app. Still, "gamification" is widely misunderstood and misapplied. Employing game dynamics generally isn't about creating a video game; it is about providing a user experience that guides visitors through tasks, provides feedback and incentives, and ultimately provides a tangible sense of accomplishment and reward. It is about delivering an experience that recognizes human impulses towards reward, completion, and collaboration to e鐃ectively deliver content. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/baermcnincentivesrewardsslides-141120163353-conversion-gate01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Simple game dynamics can vastly improve the enjoyment, engagement, and content retention a visitor derives from an interactive media experience, whether it be a website, touchscreen or app. Still, &quot;gamification&quot; is widely misunderstood and misapplied. Employing game dynamics generally isn&#39;t about creating a video game; it is about providing a user experience that guides visitors through tasks, provides feedback and incentives, and ultimately provides a tangible sense of accomplishment and reward. It is about delivering an experience that recognizes human impulses towards reward, completion, and collaboration to e鐃ectively deliver content.
Incentives + Rewards: Urgency & game mechanics in interactive museum exhibitions from Bluecadet
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Beyond the Screen Worksheet /slideshow/beyondthe-screenmw2014worksheet/33139092 beyondthescreenmw2014worksheet-140404124243-phpapp01
Bluecadet interactive worksheet]]>

Bluecadet interactive worksheet]]>
Fri, 04 Apr 2014 12:42:43 GMT /slideshow/beyondthe-screenmw2014worksheet/33139092 bradbaer@slideshare.net(bradbaer) Beyond the Screen Worksheet bradbaer Bluecadet interactive worksheet <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/beyondthescreenmw2014worksheet-140404124243-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> Bluecadet interactive worksheet
Beyond the Screen Worksheet from Bluecadet
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Museums and the Web 2014: Beyond the Screen: Creating interactives that are location, time, preference, and skill responsive /slideshow/museums-and-the-web-2014-beyond-the-screen-creating-interactives-that/33134561 mw2014beyondthescreen-140404104100-phpapp01
This workshop was given by Bradley Baer of Bluecadet, Daniel Davis of the National Museum of the American Indian, and Emily Fry of the Peabody Essex Museum at the 2014 Museums and the Web Conference in Baltimore, Maryland. The presentation discussed giving museum visitors What they want, when they want, and how they want using various examples from various industries. The full paper can be found at: http://mw2014.museumsandtheweb.com/paper/beyond-the-screen-creating-interactives-that-are-location-time-preference-and-skill-responsive/ When we think of Responsive Design, a singular experience on various screen sizes is what most often comes to mind. However, it's equally important that interactives are designed to be responsive in regards to location, time, preference, & skill. Using examples from several museums and related industries, this talk will inform participants on how they can more effectively work with staff and vendors to design sites, apps, touchscreens, and environments that better respond to patrons. Location-based The success of push notifications and apps like Foursquare show us the importance of geo-location. By creating experiences that cater to a visitor's location we not only improve wayfinding but also make sure guests don't miss out on a nearby friend or something of interest. Time-based When we think of how many visitors experience museums, we realize that patrons typically allow a certain amount of time. While this might be an hour or a day, the goal remains to provide them with an experience that leaves them wanting more. Time-based designs can help craft bespoke experiences for each guest and even help them coordinate transportation to and from the venue. Preference-based Whether it's language preference, how we like to receive information, or even specific styles that we're drawn to, preference-based experiences help get the most out of a visit without having to dig through information that isn't of interest. While this concept is relatively new to museums, other industries from athletics to air travel allow us to make several decisions well before events. Skill-based One can look at a television remote to see the importance of "skill-based" design. While there is a portion of the population that uses every button, there are just as many that use only basic functions like power, volume, or channel. Technology and video game companies are now creating systems that allow users to select a skill level to provide a custom display without excess information.]]>

This workshop was given by Bradley Baer of Bluecadet, Daniel Davis of the National Museum of the American Indian, and Emily Fry of the Peabody Essex Museum at the 2014 Museums and the Web Conference in Baltimore, Maryland. The presentation discussed giving museum visitors What they want, when they want, and how they want using various examples from various industries. The full paper can be found at: http://mw2014.museumsandtheweb.com/paper/beyond-the-screen-creating-interactives-that-are-location-time-preference-and-skill-responsive/ When we think of Responsive Design, a singular experience on various screen sizes is what most often comes to mind. However, it's equally important that interactives are designed to be responsive in regards to location, time, preference, & skill. Using examples from several museums and related industries, this talk will inform participants on how they can more effectively work with staff and vendors to design sites, apps, touchscreens, and environments that better respond to patrons. Location-based The success of push notifications and apps like Foursquare show us the importance of geo-location. By creating experiences that cater to a visitor's location we not only improve wayfinding but also make sure guests don't miss out on a nearby friend or something of interest. Time-based When we think of how many visitors experience museums, we realize that patrons typically allow a certain amount of time. While this might be an hour or a day, the goal remains to provide them with an experience that leaves them wanting more. Time-based designs can help craft bespoke experiences for each guest and even help them coordinate transportation to and from the venue. Preference-based Whether it's language preference, how we like to receive information, or even specific styles that we're drawn to, preference-based experiences help get the most out of a visit without having to dig through information that isn't of interest. While this concept is relatively new to museums, other industries from athletics to air travel allow us to make several decisions well before events. Skill-based One can look at a television remote to see the importance of "skill-based" design. While there is a portion of the population that uses every button, there are just as many that use only basic functions like power, volume, or channel. Technology and video game companies are now creating systems that allow users to select a skill level to provide a custom display without excess information.]]>
Fri, 04 Apr 2014 10:41:00 GMT /slideshow/museums-and-the-web-2014-beyond-the-screen-creating-interactives-that/33134561 bradbaer@slideshare.net(bradbaer) Museums and the Web 2014: Beyond the Screen: Creating interactives that are location, time, preference, and skill responsive bradbaer This workshop was given by Bradley Baer of Bluecadet, Daniel Davis of the National Museum of the American Indian, and Emily Fry of the Peabody Essex Museum at the 2014 Museums and the Web Conference in Baltimore, Maryland. The presentation discussed giving museum visitors What they want, when they want, and how they want using various examples from various industries. The full paper can be found at: http://mw2014.museumsandtheweb.com/paper/beyond-the-screen-creating-interactives-that-are-location-time-preference-and-skill-responsive/ When we think of Responsive Design, a singular experience on various screen sizes is what most often comes to mind. However, it's equally important that interactives are designed to be responsive in regards to location, time, preference, & skill. Using examples from several museums and related industries, this talk will inform participants on how they can more effectively work with staff and vendors to design sites, apps, touchscreens, and environments that better respond to patrons. Location-based The success of push notifications and apps like Foursquare show us the importance of geo-location. By creating experiences that cater to a visitor's location we not only improve wayfinding but also make sure guests don't miss out on a nearby friend or something of interest. Time-based When we think of how many visitors experience museums, we realize that patrons typically allow a certain amount of time. While this might be an hour or a day, the goal remains to provide them with an experience that leaves them wanting more. Time-based designs can help craft bespoke experiences for each guest and even help them coordinate transportation to and from the venue. Preference-based Whether it's language preference, how we like to receive information, or even specific styles that we're drawn to, preference-based experiences help get the most out of a visit without having to dig through information that isn't of interest. While this concept is relatively new to museums, other industries from athletics to air travel allow us to make several decisions well before events. Skill-based One can look at a television remote to see the importance of "skill-based" design. While there is a portion of the population that uses every button, there are just as many that use only basic functions like power, volume, or channel. Technology and video game companies are now creating systems that allow users to select a skill level to provide a custom display without excess information. <img style="border:1px solid #C3E6D8;float:right;" alt="" src="https://cdn.slidesharecdn.com/ss_thumbnails/mw2014beyondthescreen-140404104100-phpapp01-thumbnail.jpg?width=120&amp;height=120&amp;fit=bounds" /><br> This workshop was given by Bradley Baer of Bluecadet, Daniel Davis of the National Museum of the American Indian, and Emily Fry of the Peabody Essex Museum at the 2014 Museums and the Web Conference in Baltimore, Maryland. The presentation discussed giving museum visitors What they want, when they want, and how they want using various examples from various industries. The full paper can be found at: http://mw2014.museumsandtheweb.com/paper/beyond-the-screen-creating-interactives-that-are-location-time-preference-and-skill-responsive/ When we think of Responsive Design, a singular experience on various screen sizes is what most often comes to mind. However, it&#39;s equally important that interactives are designed to be responsive in regards to location, time, preference, &amp; skill. Using examples from several museums and related industries, this talk will inform participants on how they can more effectively work with staff and vendors to design sites, apps, touchscreens, and environments that better respond to patrons. Location-based The success of push notifications and apps like Foursquare show us the importance of geo-location. By creating experiences that cater to a visitor&#39;s location we not only improve wayfinding but also make sure guests don&#39;t miss out on a nearby friend or something of interest. Time-based When we think of how many visitors experience museums, we realize that patrons typically allow a certain amount of time. While this might be an hour or a day, the goal remains to provide them with an experience that leaves them wanting more. Time-based designs can help craft bespoke experiences for each guest and even help them coordinate transportation to and from the venue. Preference-based Whether it&#39;s language preference, how we like to receive information, or even specific styles that we&#39;re drawn to, preference-based experiences help get the most out of a visit without having to dig through information that isn&#39;t of interest. While this concept is relatively new to museums, other industries from athletics to air travel allow us to make several decisions well before events. Skill-based One can look at a television remote to see the importance of &quot;skill-based&quot; design. While there is a portion of the population that uses every button, there are just as many that use only basic functions like power, volume, or channel. Technology and video game companies are now creating systems that allow users to select a skill level to provide a custom display without excess information.
Museums and the Web 2014: Beyond the Screen: Creating interactives that are location, time, preference, and skill responsive from Bluecadet
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https://cdn.slidesharecdn.com/profile-photo-bradbaer-48x48.jpg?cb=1586535963 Bluecadet is an Emmy Award-winning digital agency that creates world-class websites, mobile apps, interactive installations, and immersive environments. Established in 2007, Bluecadet collaborates with leading museums, cultural institutions, universities, and nonprofit organizations to educate, engage, and entertain. bluecadet.com https://cdn.slidesharecdn.com/ss_thumbnails/rebeccashermanmcn2015jfkchallenge-151109204149-lva1-app6892-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/jfk-challenge-ipad-app-case-study-mcn-2015/54926131 JFK Challenge iPad app... https://cdn.slidesharecdn.com/ss_thumbnails/baerignitemcnserial-151105152807-lva1-app6892-thumbnail.jpg?width=320&height=320&fit=bounds slideshow/the-science-of-serial-10-takeaways-from-nprs-storytelling-sensation/54784576 THE SCIENCE OF SERIAL:... https://cdn.slidesharecdn.com/ss_thumbnails/smalltownmwpresentation-150410115417-conversion-gate01-thumbnail.jpg?width=320&height=320&fit=bounds bradbaer/got-tech-how-smalltown-museums-and-historical-sites-can-go-digital Got Tech? How Small-to...