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Recruiting the World:
  A quick introduction to
Mobile Strategy & Initiatives
    at the Smithsonian

       9 November 2011
 Nancy Proctor, proctorn@si.edu
What is mobile?
Mobile includes both:
 Pocketable                        & Portable
  (phones, iPods, gaming devices)     (tablets and eReaders)

 Smartphones                       & ‘Dumb’ phones
  (apps and mobile web)               (voice calls and txting)

 Podcasts                          & other downloadable
  (video and audio)                   content (PDFs, eBooks)
 BYOD                              & mobile devices provided
  (bring your own device)
                                      on-site by SI museums
                                    & Large-screen websites
 Mobile web sites
                                      on mobile devices
SI Mobile’s Strategy
1. Integrate mobile into everything we do to create
    a whole greater than the sum of its parts;
2. Transform the way the Institution works in order
    to achieve its strategic goals and vision for the
    21st century.
We will measure our progress and success by
mobile’s impact on the Accessibility, Quality,
Relevance, Sustainability and Accountability of the
Institution.
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 work of the Institution.
 Put the Smithsonian not just in
      the people’s pockets,
        but in their hands.
The People’s Institution



Louise Rochon Hoover,          James Smithson:
"Secretary Henry Posts Daily   “for the increase
Weather Map in Smithsonian     and diffusion of
Building, 1858.”               knowledge”



                                                   The Megatherium Club, a
                                                   group of young naturalists
                                                   who collected for the
                                                   Smithsonian in the 19th C.
                                                   http://en.wikipedia.org/wiki
                                                   /Megatherium_Club
What is mobile?
Mobile is social media
If we don’t want our mobile
          products to fall on deaf ears…




Nancy Proctor, ProctorN@si.edu   http://picasaweb.google.com/anup.rao/HaifaAkkoIsrael#4954285426665324562
Handheld Conference 3 June                              8
2009
We need to think outside the audiotour
                 box




   “From we do the talking to
    From Headphonesyou Microphones
             we help   to do the talking.”
   – Chris Anderson, Wired, Smithsonian 2.0 Conference, 24 Jan 2009
   http://smithsonian20.si.edu/schedule_webcast2.html
The Multiplatform Organization




           Museum
The Multiplatform Organization




           Museum
More than multiplatform…
Our Organization is a Distributed Network




                     Edward Hoover, 2010, from Flickr.
Product Development Principles
1.   Mobile products should be accessible and used to enable access to
     the Smithsonian experience and resources for people of all abilities.
2.   Mobile projects should expand and create new opportunities for
     engagement, not seek to reproduce existing ones on mobile devices.
3.   Mobile should be understood as social media and projects should
     leverage its ability to create conversations, communities, and
     collaborations both alone and in combination with other platforms.
4.   Wherever possible, a mobile website built on a standards-based
     content management system should be at the core of every mobile
     application project.
5.   Digital content should be conceived for cross-platform use and re-use
     according to mobile content standards, and delivered using quality
     metadata and central SI web services.
Product Development Principles
6.   Wherever possible, existing mobile code modules should be reused
     from the SI Mobile repository: avoid writing new and/or dedicated
     code and using proprietary or dedicated systems.
7.   Whenever possible, make code, tools, best practices and other
     learnings from SI Mobile projects freely available to others to reuse.
8.   For quality and consistency of experience, SI mobile initiatives should
     use standard interfaces and include clear, easy routes to other SI
     mobile products and platforms.
9.   Embed metrics and analytic tools in every mobile product, and include
     audience research and product evaluation in every mobile project to
     inform iterative development and ensure quality.
10. Every mobile project or product must include a commercial or other
    plan for its sustainability and maintenance.
SI Mobile Projects to Date




        http://si.edu/mobile
Mobile Art




Janet Cardiff, Words Drawn in Water, 2005
Over 20 Podcasts from across SI
Cellphone Tours
       • NASM "Explore the Universe"
       • NPG “Faces of the Frontier” exhibition
       • NPG "Mask of Lincoln" exhibition
       • NPG “Hide/Seek” exhibition
       • AAA exhibition
       • NMAI gardens
       • SAAM Luce Center audio tour
       • SAAM “William Wegman” exhibition
       • & more!
Mobile Websites
NMAI.SI.edu/mobile




http://smithsonian-webstrategy.wikispaces.com/Fritz+Scholder+mobile+web+tour
NMAI Vantage Point
Cooper-Hewitt Triennial
Mobile Exhibition Website
Mobile.NASM.SI.edu




http://smithsonian-webstrategy.wikispaces.com/NASM+Mobile+Website
Chandra Xray Observatory
www.postalmuseum.si.edu/mobile/
GoSmithsonian.com (mobile)




http://smithsonian-webstrategy.wikispaces.com/GoSmithsonian+Mobile
Collections.SI.edu
Apps
Design USA at Cooper-Hewitt
       “Don’t even think about not using it because then you won’t truly see the
                                          show.”




Roberta Smith, NY Times, 14 January 2010
http://www.nytimes.com/2010/01/15/arts/design/15design.html
 http://smithsonian-webstrategy.wikispaces.com/Design+USA+iPod+Touch+tour
MEanderthal




http://smithsonian-webstrategy.wikispaces.com/MEanderthal
Yves Klein: from the Hirshhorn to
     the Walker, on iPhone & iPad




http://smithsonian-webstrategy.wikispaces.com/Design+USA+iPod+Touch+tour
Infinity of Nations, NMAI
NMNH Leafsnap
Artists in Dialogue 2
Smithsonian Mobile




                 36
Stories from Main Street




  http://storiesfrommainstreet.org/
eBooks and Catalogues




           “Using Technology to Support STEM Reading”
          Matthew H. Schneps, Jamie K. O’Keeffe, Amanda
              Heffner-Wong, Gerhard Sonnert of the
                   Laboratory for Visual Learning
           Harvard-Smithsonian Center for Astrophysics



          <- Cooper-Hewitt National Design Museum
Games & Mobile Learning
Smithsonian Connections
NASM “Got a Question?” Txt Test

                                                  • one week
                                                  • 84 unique users
                                                  • 88 responses




http://smithsonian-webstrategy.wikispaces.com/NASMmobile_gotaquestion
ARGs: GOAC, PHEON, PDP
mLearning Workshops
Mobile Learning at the Hirshhorn
In the Frame
•   Mall visitors’ app and mobile website
•   Crowdsourcing data on public art
•   Google goggles and visual recognition tests
•   Experiments in Augmented Reality
•   Mobile giving initiatives
•   Pan-Institutional and DC-wide game
•   More at: http://smithsonian-
    webstrategy.wikispaces.com/Mobile &
    http://si.edu/mobile
Metrics of Success
    We will measure our progress and
    success by mobile’s impact on the:
    1. Accessibility,
    2. Quality,
    3. Relevance,
    4. Sustainability and
    5. Accountability of the Institution.
More about Mobile
• http://si.edu/mobile
• http://smithsonian-
  webstrategy.wikispaces.com/Mobile
• http://wiki.museummobile.info/
• http://tatehandheldconference.pbworks.com
#mtogo
#SImobile
• @NancyProctor, proctorn@si.edu

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SI Mobile for DCWeek 2011

  • 1. Recruiting the World: A quick introduction to Mobile Strategy & Initiatives at the Smithsonian 9 November 2011 Nancy Proctor, proctorn@si.edu
  • 3. Mobile includes both:  Pocketable & Portable (phones, iPods, gaming devices) (tablets and eReaders)  Smartphones & ‘Dumb’ phones (apps and mobile web) (voice calls and txting)  Podcasts & other downloadable (video and audio) content (PDFs, eBooks)  BYOD & mobile devices provided (bring your own device) on-site by SI museums & Large-screen websites  Mobile web sites on mobile devices
  • 4. SI Mobile’s Strategy 1. Integrate mobile into everything we do to create a whole greater than the sum of its parts; 2. Transform the way the Institution works in order to achieve its strategic goals and vision for the 21st century. We will measure our progress and success by mobile’s impact on the Accessibility, Quality, Relevance, Sustainability and Accountability of the Institution.
  • 5. 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 work of the Institution. Put the Smithsonian not just in the people’s pockets, but in their hands.
  • 6. The People’s Institution Louise Rochon Hoover, James Smithson: "Secretary Henry Posts Daily “for the increase Weather Map in Smithsonian and diffusion of Building, 1858.” knowledge” The Megatherium Club, a group of young naturalists who collected for the Smithsonian in the 19th C. http://en.wikipedia.org/wiki /Megatherium_Club
  • 7. What is mobile? Mobile is social media
  • 8. If we don’t want our mobile products to fall on deaf ears… Nancy Proctor, ProctorN@si.edu http://picasaweb.google.com/anup.rao/HaifaAkkoIsrael#4954285426665324562 Handheld Conference 3 June 8 2009
  • 9. We need to think outside the audiotour box “From we do the talking to From Headphonesyou Microphones we help to do the talking.” – Chris Anderson, Wired, Smithsonian 2.0 Conference, 24 Jan 2009 http://smithsonian20.si.edu/schedule_webcast2.html
  • 13. Our Organization is a Distributed Network Edward Hoover, 2010, from Flickr.
  • 14. Product Development Principles 1. Mobile products should be accessible and used to enable access to the Smithsonian experience and resources for people of all abilities. 2. Mobile projects should expand and create new opportunities for engagement, not seek to reproduce existing ones on mobile devices. 3. Mobile should be understood as social media and projects should leverage its ability to create conversations, communities, and collaborations both alone and in combination with other platforms. 4. Wherever possible, a mobile website built on a standards-based content management system should be at the core of every mobile application project. 5. Digital content should be conceived for cross-platform use and re-use according to mobile content standards, and delivered using quality metadata and central SI web services.
  • 15. Product Development Principles 6. Wherever possible, existing mobile code modules should be reused from the SI Mobile repository: avoid writing new and/or dedicated code and using proprietary or dedicated systems. 7. Whenever possible, make code, tools, best practices and other learnings from SI Mobile projects freely available to others to reuse. 8. For quality and consistency of experience, SI mobile initiatives should use standard interfaces and include clear, easy routes to other SI mobile products and platforms. 9. Embed metrics and analytic tools in every mobile product, and include audience research and product evaluation in every mobile project to inform iterative development and ensure quality. 10. Every mobile project or product must include a commercial or other plan for its sustainability and maintenance.
  • 16. SI Mobile Projects to Date http://si.edu/mobile
  • 17. Mobile Art Janet Cardiff, Words Drawn in Water, 2005
  • 18. Over 20 Podcasts from across SI
  • 19. Cellphone Tours • NASM "Explore the Universe" • NPG “Faces of the Frontier” exhibition • NPG "Mask of Lincoln" exhibition • NPG “Hide/Seek” exhibition • AAA exhibition • NMAI gardens • SAAM Luce Center audio tour • SAAM “William Wegman” exhibition • & more!
  • 29. Apps
  • 30. Design USA at Cooper-Hewitt “Don’t even think about not using it because then you won’t truly see the show.” Roberta Smith, NY Times, 14 January 2010 http://www.nytimes.com/2010/01/15/arts/design/15design.html http://smithsonian-webstrategy.wikispaces.com/Design+USA+iPod+Touch+tour
  • 32. Yves Klein: from the Hirshhorn to the Walker, on iPhone & iPad http://smithsonian-webstrategy.wikispaces.com/Design+USA+iPod+Touch+tour
  • 37. Stories from Main Street http://storiesfrommainstreet.org/
  • 38. eBooks and Catalogues “Using Technology to Support STEM Reading” Matthew H. Schneps, Jamie K. O’Keeffe, Amanda Heffner-Wong, Gerhard Sonnert of the Laboratory for Visual Learning Harvard-Smithsonian Center for Astrophysics <- Cooper-Hewitt National Design Museum
  • 39. Games & Mobile Learning
  • 41. NASM “Got a Question?” Txt Test • one week • 84 unique users • 88 responses http://smithsonian-webstrategy.wikispaces.com/NASMmobile_gotaquestion
  • 43.
  • 45. Mobile Learning at the Hirshhorn
  • 46. In the Frame • Mall visitors’ app and mobile website • Crowdsourcing data on public art • Google goggles and visual recognition tests • Experiments in Augmented Reality • Mobile giving initiatives • Pan-Institutional and DC-wide game • More at: http://smithsonian- webstrategy.wikispaces.com/Mobile & http://si.edu/mobile
  • 47. Metrics of Success We will measure our progress and success by mobile’s impact on the: 1. Accessibility, 2. Quality, 3. Relevance, 4. Sustainability and 5. Accountability of the Institution.
  • 48. More about Mobile • http://si.edu/mobile • http://smithsonian- webstrategy.wikispaces.com/Mobile • http://wiki.museummobile.info/ • http://tatehandheldconference.pbworks.com #mtogo #SImobile • @NancyProctor, proctorn@si.edu

Notas do Editor

  1. Walk through basic navigation of appIntroduction screen: Info, maps, experiences, events, favorites, search, museums listLet’s take a visit to the Air and Space Museum to see these sections on the museumGeneral Information