not all screen time is created equal: developing interactives that transcend technology

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Not All Screen Time is Created Equal: Developing Interactives that Transcend Technology JANE ALEXANDER, CHIEF INFORMATION/DIGITAL OFFICER, CLEVELAND MUSEUM OF ART SEEMA RAO, DIRECTOR OF INTERGENERATIONAL LEARNING, CLEVELAND MUSEUM OF ART

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Free to Move, Create, and Engage: Designing Meaningful and Barrier-Free Digital Experiences with Museum Collections

Not All Screen Time is Created Equal: Developing Interactives that Transcend TechnologyJane Alexander, Chief Information/Digital Officer, Cleveland Museum of ArtSeema Rao, Director of Intergenerational Learning, Cleveland Museum of Art

Jane AlexanderChief Information/Digital Officer

Seema RaoDirector of Intergenerational Learning

GALLERY ONEPeople come to museums for storytelling and engagementand technology needs to facilitate thatThe New York Times (2013)

Quote source: http://www.nytimes.com/2013/03/21/arts/artsspecial/at-cleveland-museum-of-art-the-ipad-enhances.html3

Studio Play: The First Iteration (Opened 12/12/2012)

IN the beginningInitial Goals for Studio Play

Build a space for families and children

Facilitate creative interaction with art

Propel visitors into the rest of Gallery One and the primary galleries

Develop and galvanize visitor interest

What Worked Space especially for families with young kidsHigh-touch and non-digital interactivesPlace for parents to decompress, relax while kids (5 and under) played in safe environment

What Didnt Not fully intergenerationalNot engaging for older kids, 5+Not totally fulfilling mission of Gallery One Playroom feeling of the space deterred visitors and families without young children from exploring Gallery One

[CMA Visitors] have high expectations of what the museum will offer them and want an experience that they cannot find elsewhere Elizabeth Bolander, CMA Director of Research and Evaluation

Goals of new Studio Play7

Evaluations and the Decision to RenovateHands-on interactives were perceived more negatively if visitors saw them as something that could be found in other bookstores, libraries, at home Parents wanted a stronger connection between Studio Play and the artwork on view Not perceived as accessible and exciting for elementary, middle schoolers and up The two existing technology interactives, Line and Shape and Matching and Sorting, were positively receivedmany participants, even those visiting without children, enjoyed the creative process

What Had to Change in Studio Play 2.0 Strengthen Studio Plays relationship with the museum collections Emphasize connections between interactives and art Allow visitors more avenues to exercise creativity Enhance digital components Expand the line-and-shape interactive Remain welcoming for families to enjoy privacy and downtimeEliminate games that are broken or seldom used

New Goals for Studio Play

Utilize barrier-free technology that allows for virtually hands-free interaction

Create a space for intergenerational learning, ages 5 and up rather than 5 and below

Inspire gallery exploration with greater understanding and enthusiasm

Connect what visitors do in Studio Play with what they see in the museum

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Greenlight

Excitement about:New cross-collaborative team: Digital/Tech, Education, Curatorial, Collections Sponsorships from Christie Microtile and Microsoft Hiring an interactive, immersive, and cutting-edge design firm: Design I/O What could go wrong? Instagram Ready!

not everyone likes changes

Some Problems with Communication

Closing vs. renovating Many thought Studio Play was being completely shut down Perceptions of screen-time Where all are the toys? You used to be CREATIVE and use your IMAGINATION! Now its just SCREENS!! Worried that Gallery One would no longer be family friendlyIt feels like CMA would prefer to not have children in the museum

Introducing

Studio play 2.0

Studio Play Cleveland Museum of Art on YouTube

THIS SLIDE HAS VIDEO; only shows up in slideshow mode 15

Looking Closer at Studio Play The Create Gallery Stations: Paint Play, Pottery Wheel, Collage and Portrait MakerMemory, Matching and SortingLine and Shape Reveal and Zoom

Allows visitors to creatively explore and play with different mediums and connect to the museum collectionsEncourages more playful techniques and uses touch-free technology to add a new dimension to the experienceCreate Gallery: Paint Play and Pottery Wheel

Connects visitors to the museum using artworks and artifacts from the collection as the raw materials to create their own artworkCreated content is sent to the Studio Play Tumblr or to oneself Collage Maker and Portrait Maker

Memory, Matching and Sorting InteractivesSupports visual and verbal literacy within the context of art Fosters further understanding of artworks while providing a connection to the museums collectionLook closely at elements within works and match or sort based on constituent elements of artworks

Line and Shape

Centerpiece of Studio Play 2.0Self-initiated exploration for visitors to examine the museums collection using their own lines and shapes Focuses on details within artworks and objects

Reveal and ZoomUsing movement to explore art Allow visitors to dynamically reveal paintings, drawings, and objects from the museum collection using body motionDramatic movement reveals the content in a looser, abstract waySmaller movements resolve the content in more detailZoom: magnifies the artwork using body movement, explores details and techniques

WHERE DO WE GO FROM HERE?

Summative Research on New Studio Play, 2016Overall Experience: 66% rated excellent (5/5), 87% rated 4/5 or 5/5Elizabeth BolanderFavorite Aspects of Studio Play:Allowing children a space to use gross motor skills within the museumInteractive technology Kids recognized pieces in Studio Play we had seen on this visit The art is responsiveHands free for mom. Nothing to clean up However, families with children under 3 still desire a reflective and private space during their visit

Success of Studio Play 2.0 interactives and feedback informed design for new Gallery One 2.0 Open June 2017 Visitors introduced to interactives through artwork, rather than the other way aroundZero barriers to entry: intuitive and dynamic design, NO TOUCH SCREENS! Interactives build on lessons of each otherIncentivizes continued, thoughtful engagementArt history thematic groupings: purpose, symbols, composition, personal taste

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Potion Design Gallery One 2.0 Video

Thank You@jalexander@artlust