I find there are four significant issues in developing gallery tech that
are rarely handled well, but make a big difference when they are:
1) User testing the interfaces. Visitors--who have no opportunity to get
used to unexpected controls--often find them more difficult to use than
we expected (that's more or less true of everything that isn't
user-tested first).
2) Estimating maintenance effort. Broken technology in galleries is common.
3) Working the interactive experience into the flow of the gallery. If
it takes too long to experience the device, then only a fraction of
visitors can use it, as most visitors will see an occupied chair or
screen and just pass by.
4) Acknowledging the social nature of museum visits. How much gallery
technology works well for a couple or a family? Not much.
I don't want to share specific examples! But I think all of us recognize
these as pretty common issues, and I've certainly built some that had
problems in one or more of these areas. If you can think about some of
these in your planning, you'll end up with a better product.
Good luck,
Matt
Original Message------
Our museum (a sports museum) currently has 7 touch screens throughout our gallery spaces that will be getting an overhaul this summer. Right now they house information about each teams history, lists of folks who lettered in a sport, team photos, etc. Our IT folks asked us to come up with any and all ideas as they prepare to revamp the kiosks. What's the best touch screen experience that you have at your museum or that you've seen at others? What's the worst that we should avoid?
Thanks!
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Aimee Brown-Shadduck
Programming/Education Coordinar
Penn State All-Sports Museum
University Park PA 16802
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