Rousing The Mobile Herd: Museum Apps that Encourage Real Space Social Engagement

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Do museums’ mobile apps encourage their visitors to spend more time looking down at their phones and less time interacting with their environment and each other? Matthew Fisher and Jennifer Moses' paper for the 2013 Museums and the Web conference entitled Rousing the Mobile Herd: Apps that Encourage Real Space Engagement, explores how mobile apps can encourage social engagement, tapping into the museum’s distinct potential as a social learning space. This paper seeks to answer the question: How can mobile apps encourage and support meaningful, face-to-face social interaction in museum spaces? Museums are increasingly focused on creating more engaging visitor experiences, in part by encouraging participation in dialogue and social interaction in the exhibit space. At the same time, we are embracing mobile technologies. At first glance, social interaction and mobile engagement might seem to be antithetical. Many popular museum mobile apps divert visitors from interacting with exhibits, objects, and each other, undermining social interaction and dialogue. In surveying the top-rated museum apps in the iTunes store, as well as popular social apps outside the industry, we examine how apps both limit and nurture real-space social interaction. We identify key characteristics of mobile-supported social exchange, assessing which app features provide the best opportunities for fostering meaningful social interaction, both between visitors and other visitors, and between visitors and the museum. We explore specific social interactions conducive to the museum environment—game play, team work, polls, affinity-mapping, creating and sharing content, conversation prompts—and align them with mobile app features. We both analyze existing social engagement models with the greatest potential for contributing to mobile-museum projects, and identify opportunities to leverage those successful engagement models to create new types of mobile experiences.

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Rousing the Mobile Herd Apps that Encourage Real Space Engagement

Matthew Fisher 4/18/13

night kitchen

interactive

1996 vs 2012http://alonetogetherbook.com/http://www.wired.com/wired/archive/4.04/

Social in real space or “real social”

Things we do in real space with other people

Social engagement supports more effective museum experiences

“conversation is a primary mechanism of knowledge construction and distributed meaning-making.”

Lienhardt & Crowley, 1998

groups observe each other to learn, to understand exhibit interactions and model behavior.

Falk & Storksdieck, 2005

Playing single-player games

Web browsing

Listening to audio

Watching video

Playing multi-player games

Posting/commenting

Sharing links/retweeting

Favoriting/friending

Shopping/bidding

• A) want to be social in the museum• B) want to make apps• C) think radically differently about their design.

So how are museums using mobile?

• Over 80 of the top museum apps in the iTunes store*• Quantity and quality of user reviews and comments• Assessed their social and anti-social features• Apps were NOT designed to be social in real space

* Complete list available at www.whatscookin.com/mweb13

Twitter: @mefisher

What we missed

A LOT…• New apps since summer 2012• Apps installed on museum devices

Talking about the exhibit

Games in the space

Facilitated discussions

Touch-tables & multi-person interactives

Photographing/observing others

Getting social: app features

• Location awareness• Gaming• Crowdsourcing• Polling• Personalization• Affinity-mapping

Location awareness

• AMNH Explorer• MOMA• London Museum• High Museum

social location awareness

Kismet: See mutual Facebook friends & interests

LoKast: Create “spaces” for

different types of “conversation”

Highlight: alerts you when potential “friends” are near

The London Zoo app’s “Friend Finder”

• Have to have a PIN• Can see where

your friends are on the zoo map for 24 hours if you both have the app open.

Gaming

NOT real social• Single player• Multiplayer

– One device per player

Real social• Group plays together

– “Host” controls device– Players share device

SCVNGR

Location check in & participate in challenges to

get rewards

View check-ins by Facebook

friends

Locate pre-packaged treks nearby

Share pictures with other users

Museum Hunt

Find a nearby museum or

search for one in another city

Choose from a list of scavenger

hunts

Follow the clues in a gallery

specific hunt

Share your final score

Murder at the Met: Metropolitan Museum of Art

Choose a path and follow the

clues

Find witnesses, possible suspects, and crime scenes

throughout the galleries

Take notes on your findings

Choose a suspect, weapon, and crime scene

to solve the murder

Crowdsourcing: Access American Stories

Polling - Amen

More “popular” statements

“Nearby” sort

Polling – Show of Hands

vote on numerous polls—political, social, cultural

Filter results: state, national, gender,

age, income, politics

Make and read comments on

results

Personalization

• Hermitage Museum • Powerhouse Museum PHM Walks• AMNH Explorer 

Allows visitors to focus their interactions with personally relevant content, a more comfortable area for visitor conversation and reflection.

Affinity Mapping

• Object or experience affinities– “Related” objects in museum online collections

• Visitor affinities– Compare interests and favorites with other visitors

A model for “real social” museum apps

• What NOT to do important as what TO DO• Discard conventional approaches• Don’t overload the visitor

Give visitors space

http://www.flickr.com/photos/link2lando/8034351762/ Family watching television. Evert F. Baumgardner, ca. 1958.National Archives and Records Administration

What an app SHOULD NOT do: Be a guide.

• Be too engaging• Provide too much text• Play lengthy audio• Play length video• Require too much interaction• Require typing

What an app SHOULD do: Be a host!

• Engage you in your environment• Provide prompts for discussion• Engage you with your group• Engage you with other visitors

(comfortably, safely, optionally)• Provide insights into the community• Reflect back what’s important to you• Make unexpected connections

Personalize your visit?

OK Skip

Museum parlor game

A prototype that provides a social learning experience in the museum gallery space facilitated by a mobile app.

Welcome to the Fisher/Moses Museum of Curiosity!

Thank you!

• Jennifer Moses, Ph.D., co-author• MWEB committee

• All articles copyright New York Times• All screenshots copyright of the app publisher

• Contact:– matthew@whatscookin.com– @mefisher