New ways of experiencing museums

This article presents a lovely perspective on the ways different audiences now engage with museums. It's also interesting to wonder how these changing perspectives affect the online experience of a museum, exhibition or single object.

The idea of a museum visit as a kind of promenade theatre event is a comparatively new one for me. I am typical of my generation, I suspect, in still expecting a trip to a gallery to be improving – with the emphasis on it as a place where one will be educated, and above all, somewhere one will be infused with morally uplifting sentiments.

Younger gallery-goers, by contrast, go in search of a more immediate experience – looking for something emotionally challenging, against which to measure the tide of information that floods us, in our engulfing sea of online information.

Or, in the case of Tate Modern's Turbine Hall or the V&A's Friday Late, they simply go to hang out with similarly inclined others, for the shared sense of occasion.

Last weekend's outing to Tate Modern succeeded in convincing me that the excitement of the encounter is an important part of today's visit to the museum.

According to the French intellectual Andre Malraux – Minister for Culture under General de Gaulle for 10 years from 1959 – whereas once the visitor went to a museum to be provided with answers, now, the responsibility lies with us, the visitors.

The museum experience exists most richly in our own imaginations, created out of a collection of images we each carry with us, gleaned from books, magazines, photographs and film. We bring remembered visual material with us into a museum space which has thereby become imaginary. The installation or exhibition merely acts as a catalyst, prompting us to ask our own questions which we look to the artist to answer.

From the BBC, Making contact

Integrating Accessibility Throughout Design

Integrating Accessibility Throughout Design is a great resource for thinking about how to incorporate accessibility testing in user-centered design processes. It's available as a website and a book, that covers:

  • The basics of including accessibility in design projects
    • Shortcuts for involving people with disabilities in your project
    • Tips for comfortable interaction with people with disabilities
  • Details on accessibility in each phase of the user-centered design process (UCD)
    • Examples of including accessibility in user group profiles, personas, and scenarios
    • Guidance on evaluating for accessibility through heuristic evaluation, design walkthroughs, and screening techniques
    • Thorough coverage of planning, preparing for, conducting, analyzing, and reporting effective usability tests with participants with disabilities
    • Questions to include in your recruiting screener
    • Checklist for usability testing with participants with disabilities

Content licences in the UK's cultural heritage sector

An event to be held by Creative Commons Salon London on November 20 will feature a discussion on 'open content licences in the UK cultural heritage sector':

This time round we'll be joined by Jordan Hatcher, a lawyer and legal consultant specialising in intellectual property and technology law, who will present and discuss his work on a new report entitled "Snapshot study on the use of open content licences in the UK cultural heritage sector". This study primarily examines the use of the Creative Archive (CA) and Creative Commons (CC) licences among UK museums, libraries, galleries, and archives. The key objective has been to get a snapshot of current licensing practices in this area in 2007, and Jordan will report on his findings.

Via A Consuming Experience.

The MoLAS 'Roman glass' research project blog is live

Hooray! The first proper MoLAS blog is live. The Roman glass blog is written by Angela Wardle, a Finds specialist for the Museum of London Archaeology Service. To quote from the 'about' page:

In 2005 at 35 Basinghall Street London, a large dump of waste from a glassmaker's workshop was excavated by the Museum of London Archaeology Service for Stanhope plc.

This website tells the story of the discovery, and how John Shepherd and I, with other colleagues, are working on this amazing collection of glass in order to learn more about the glassworkers of Roman London.

There's also a related photo gallery on Flickr. Angela will be explaining more about some of the images in the gallery as the project progresses. I hope the blog will provide a fascinating insight into the kinds of things we can learn from finds, as well as how specialists actually discover those things.

Breaking out of the walls of the museum?

Wired on a location-based game at the Tower of London.

Through a thick drizzle I gaze at the ominous gray stone buildings of the Tower of London, England's most notorious prison. I wander from one to the next, trying to imagine what it was like to be held captive here hundreds of years ago. That's when I hear a ghost. "Psst, you there… I'm sentenced to die tomorrow morning. Please, I beg you, can you help me escape?" I stop walking and look down at the screen of my HP iPAQ. There's a picture of a portly Brit in 18th-century garb. His name is Lord Nithsdale, and he was involved in a plot to overthrow King George I. In my earphones, the voice tells me I've entered the year 1716 and again asks if I want to play the Lord Nithsdale adventure. I wipe the raindrops off the clear plastic pouch holding the PDA, a GPS unit, and a radio transmitter and hit Yes.

The adventure is part of a prototype location-based game designed for visitors to the tower, where inmates like Guy Fawkes and two of Henry VIII's wives were executed. The idea is that instead of reading plaques and staring solemnly at the Bloody Tower, tourists skulk around with PDAs, re-creating classic prison breaks.

These historically accurate scenarios were created by the charity group Historic Royal Palaces, working with Hewlett-Packard and using software developed by HP Labs. The free app lets anyone layer a virtual landscape — what HP calls a mediascape — over real-word terrain using maps and GPS coordinates. Audio and visual media can be triggered by a user's location or by sensors that detect proximity, light, heat, trajectory, and even heart rate.

Lessons from the online music industry

The 20 things you MUST know about music online

I think it's of interest partly because the companies with big budgets are educating our visitors and training them in certain habits and expectations, and this will affect how they understand our sites and content; and partly because it'd be nice if the music industry finally caught up to its consumers.

I've linked to the summary post, but you can also download an ebook or read the original full-length posts.

More Jonty! A tour of the Museum of London

Jonty's tour of the Museum of London

It's also up on Google video (Museum of London tour, Museum in Docklands tour) where I'm guessing more people might see it. I'm really curious to see if they bring in new visitors, and how much they increase awareness of the museums.

Jonty's tour of the Museum in Docklands

You probably didn't realise that one of the Museum of London's visitor assistants was in the UK Big Brother 2007 household. He's popped back into the Museum in Docklands to give a 'personal guided tour of his favourite things at Museum in Docklands', and it's available online now at www.museumindocklands.org.uk/jonty.

Feeds for beginners

From A Consuming Experience, Feeds basics 101: introduction to newsfeeds:

Feeds, RSS feeds, Atom feeds, XML feeds, newsfeeds, web feeds, they're increasingly common on the internet these days – but what are they, how do you subscribe, and how do you publish and publicise your own news feed? This post is a 3-part introductory tutorial guide to web feeds, aimed at intelligent non-geeks