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Mobile 2.0 From Headphones to Microphones Nancy Proctor, Smithsonian Institution Powerhouse, 19 April 2011
Housekeeping Ways of staying in touch: ProctorN@si.edu@nancyproctor Hashtags: #mtogo  #SImobile http://smithsonian-webstrategy.wikispaces.com/Mobile Unanswered questions? http://wiki.museummobile.info/museums-to-go/mobile-faqs
Are museums a fad? http://smithsonian20.si.edu/schedule_webcast1.html Nancy Proctor, ProctorN@si.edu 3
What is the Museum in this Web 2.0 world of information on demand?  4
The Smithsonian Institution The world’s largest museum & research complex
A Network for the Increase & Diffusion of Knowledge ,[object Object]
156 Affiliate museums
9 Research centers
And a ZooMore than 30 million visitors in 2010 & 180 million ‘virtual’ visitors
Our audiences now access the Smithsonian through a wide range of platforms beyond our walls and websites Photo by Mike Lee, 2007; from the American Art Museum’s Flickr Group
The Museum is transforming from Acropolis… Nancy Proctor, ProctorN@si.edu 8
… into Agora
The Museum isa Social Network
The Multiplatform Museum
The Multiplatform Museum
More than multiplatform…
The Museum is a Distributed Network Edward Hoover, 2010, from Flickr.
Is mobile a fad? What is mobile?
Mobile includes both: ,[object Object]
Smartphones(apps and mobile web)
Podcasts(video and audio)
BYOD(bring your own device)
Mobile web sites
Portable(tablets and eReaders)
‘Dumb’ phones(voice calls and txting)
otherdownloadable content (PDFs, eBooks)
mobile devices provided on-site (audio tours etc.)
Large-screen websites on mobile devices,[object Object]
Mobile is a unique mix: of the personal and the social
Mobile is Disruptive Both A new set of tools and platformsfor communications, learning and developing and distributing content Photo CC licensed: http://www.flickr.com/photos/jdlasica/138927384/
Mobile is Disruptive And also: A fundamentally new way of connecting, collaborating and learning http://www.queerty.com/smithsonian-not-pleased-with-patrons-bringing-aids-jesus-back-into-the-museum-on-an-ipad-20101206/
In the Museum as Distributed Network… 22
…at least half of the platforms are already mobile. 23
So if we want to meet our audiences where they are And take them some place new…
Mobile is a great vehicle http://www.youtube.com/watch?v=6ILQrUrEWe8 25
Audio Tour 1.0 Stedelijk Museum, Amsterdam, 1952
It’s NOT about the Technology Fraunhofer Institute, Kunstmuseum Bonn:  ‘Beat Zoderer’ exhibition (Listen project) 2003 Fraunhofer Institute, Kunstmuseum Bonn:  ‘Beat Zoderer’ exhibition (Listen project) 2003
Audio tour 2.0? Most of our audiencesdon’t go here!
Think outside the audio tour box Think about content & experience From headphones to microphones
Collaboration and Conversation “From we do the talking to  we help you do the talking.” – Chris Anderson, Wired, Smithsonian 2.0 Conference, 24 Jan 2009 http://smithsonian20.si.edu/schedule_webcast2.html From interpretation to conversation.  – Max Anderson, IMA, “Gather, Steward, and Converse”,  The Art Newspaper, 8 June 2010
The People’s Institution	 James Smithson: “for the increase and diffusion of  knowledge” Louise RochonHoover,"Secretary Henry Posts DailyWeather Map in Smithsonian Building, 1858.” The Megatherium Club, a group of young naturalists who collected for the Smithsonian in the 19th C. http://en.wikipedia.org/wiki/Megatherium_Club
The 80/20 Rule http://www.flickr.com/photos/cambodia4kidsorg/4294119350/
SI Mobile’s Vision Recruit the world  to increase and diffuse knowledge by using mobile platforms to enlist collaborators globally in undertaking the real and important workof the Institution.  Put the Smithsonian not just in the people’s pockets,  but in their hands.
SI Mobile’s Strategy Integrate mobile into everything we do to create a whole greater than the sum of its parts; Transform the way the Institution works in order to achieve its strategic goals and vision for the 21stcentury.
Product Development Principles Aligned with mission, strategic goals & priorities Accessible  Create new opportunities for engagement (think social media - not audio tours 2.0) Developed iteratively and in response to ongoing research and analysis Standard & reusable (mobile web at the core wherever possible) Sustainable(include a commercial plan)
Niche Products for Niche Audiences http://smithsonian20.si.edu/schedule_webcast2.html
Playing to the niches
Playing to Our Strengths ,[object Object]
 Niche expertise
 Niche contenthttp://cathexis.typepad.com/cathexis/2006/12/enterprise_20_t.html
Red Ink Businesses Invaluable collections = highest possible quality Public good = relevant, accessible &accountable ‘Forever business’  = must be sustainable Max Anderson, Prescriptions for Art Museums in the Decade Ahead,  CURATOR, The Museum Journal, Volume 50,  Number 1 January 2007
Made-for-Museum Mobile Devices
Apps don't generate profit for developers.  Apple CEO Steve Jobs has said, the App Store has generated more than $1 billion in revenue for developers. That sounds like a big number. But… One billion dollars in revenue for the approximately 225,000 apps is $4,444 per app--significantly less than an app costs to develop. …A typical iPhone app costs $35,000 to develop. The median paid app earns $682 per year after Apple takes its cut. With these calculations for the typical paid app, it takes 51 years to break even. It's not any better for free apps. A free app also costs about $35,000 to develop. But there are so many free iPhone apps that at a rate of 2 second per app, it would take approximately 34 hours for someone to check out each one. That's not great odds for a revenue model based on advertising.  http://www.fastcompany.com/1684020/the-great-app-bubble
The Costs of Mobile ,[object Object]
Rev shares: 30% to Apple, n% to platform provider

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Mobile 2.0: From headphones to microphones