Museums have multiple remits, but with year-on-year reductions in budgets, they increasingly have to demonstrate their ability to have broader educational and societal impact.
Over the past decade or so, museums have been quickly getting up to speed with ways in which they can harness digital technologies and interaction design, and experiential exhibits are the perfect medium to do so.
Here are some standout examples...What's special about 'The O'?
The New Museum in New York worked with a number of distinguished artists such as, Nick Cave and Pipilotti Rist, to curate a specially choreographed [AR]T Walk—a guided walking tour of six AR art pieces starting at select Apple Stores around the world. Through the curated works of the artists, poetry and visual content are conveyed at various stops along the walk to the participants.
Why this is significant?
Not all experiences have to incorporate technology at their core. Some can be low-fi in nature, utilise the collection meaningfully, and have a great engagement value for the participants. To this end, the Royal Armouries has introduced its collaboration with The Great Escape which consists of a puzzle trail with clues situated in the museum’s galleries, as well as a traditional escape room component.
Why is this significant?
These projects seek to redefine the relationship between collections, visitors and curators. They’re trying to meet new expectations in an age of dwindling attention spans and redefine what a museum experience should be through the lens of emerging technologies. They’re also seeking to explore the role of partnerships with specialists who have domain expertise of their own.
At Creode we believe that Museum strategy and digital strategy are integrated, we offer consultancy services, workshops and tailored support for Arts, Culture and Heritage organisations looking to enrich their visitor experiences and boost their audience development agenda strategically.
Get in touch to find out how we can work with you.
The Cleveland Museum of Art’s ArtLens Wall, is a 40-foot interactive, multi-touch, MicroTile display wall.
Why it’s significant?
The Mona’s O
The Museum of Old and New Art (Mona) is often cited as the museum operating at the cutting edge of "in-museum" visitors' mobile experiences, and it does this through a specially developed app. The Mona’s ‘O’ is an iOS app, on visitors' own devices or museum supplied devices and its aim is to replace the text on the walls. The O tells visitors what they are looking at, wherever they are in the 8,000 square metre museum, using indoor positioning and proximity based technology. https://mona.net.au/museum/the-oVarying levels of interpretation can be sought from the app, and more interestingly, user-generated content takes the form of being able to ‘Love’ or ‘Hate’ the artwork and leave comments!20% of the visitors then create their own account which encourages repeat visits and opens up a channel for the O which can fuel future experiences and marketing. According to Mona, a study of the visitors stated:
The most striking aspect about having locative technology like this in your museum, is what it enables in terms of analytics and visit replay!