Conference presentation on the research study of Antenna International/Antenna Lab together with Art Beyond Sight looking at the use of mobile in museums for individuals with disabilities. Contributing panelists were; Sofie Andersen, Annie Leist, Christine Murray, Danielle Linzer, Tasia Endo and Matt Kaplowitz.
2. Sofie Andersen, Antenna International /Antenna Lab
@antenna_lab @sofieny
Annie Leist, Art Beyond Sight
@ArtByndSight @artaccessannie
Christine Murray, Antenna International
@AntennaIntl
Danielle Linzer, Whitney Museum of American Art
@whitneymuseum @bigdlinz
Tasia Endo, Seattle Art Museum
@iheartSAM @tasiaendo
Matt Kaplowitz, BridgeMultimedia & Art Beyond Sight
mkaplowitz@bridgemultimedia.com
3. Accessibility and Smartphones: Formative Research Review
Technology Review & Demo
Accessibility Features for Museums
Case Studies - Whitney Museum of American Art and Seattle Art
Museum
Assistive Technology Meets Specialized Content
Recommendations/Resources
HASHTAGS: #m4allAAM #a11y #AAM2014
4. Sofie Andersen, Senior Digital Media Strategist
Antenna International/Antenna Lab
sandersen@antennainternational.com
@antenna_lab @sofieny
HASHTAGS: #m4allAAM #a11y #AAM2014
5. Research
Question
How are people with disabilities using smartphones in
everyday life, what are their needs in museums, and how are
mobile technologies currently being used by museums?
6. Participants so far (Jan 2014 - ongoing):
44 cultural institutions
9 access organizations
61 people with disabilities
Individual participants identified mostly as people who are blind or have low
vision.
NB. %’s from the survey are for the questions answered, and do not reflect
the total number of participants, as not every question was answered by
every participant.
Survey Data
Overview
9. People with
Disabilities at
Museums
• 26% of people with disabilities (PWDs) come to a museum once a month
and 42% once a year.
• PWDs (66%) spend 1-2 hours or longer - spend significant time at museums
and come regularly.
10. Museums and
Access
Museum challenges expressed by participants:
Dispersed information, ambient noise, exterior
locations, complex spaces, busy environments.
11. Smartphones &
Everyday Life
• Mobile device ownership by people with disabilities (PWDs) aligns with general
population.
• 60% iPhones, 31% Android phones/tablets and 25% iPads.
12. Museums and
Mobile
• 65-69% of people with disabilities (PWDs) have used audioguide or
smartphone to visit a museum.
• 50% of PWDs rate audio tours most important interpretation.
• Museums considering mobile are hindered by funding and uncertain
mobile strategy.
13. Annie Leist, Visual Artist and Special Projects Lead
Art Beyond Sight
aleist@artbeyondsight.org
@ArtByndSight @artaccessannie
HASHTAGS: #m4allAAM #a11y #AAM2014
14. • VoiceOver, other screen readers
• Guided Access
• Hearing aid support
• Magnify mode
• Inverted colors mode
• Assistive Touch
• Switch control, alternate input methods
Device accessibility features
15.
16.
17.
18.
19. CONTENT AND FUNCTIONALITIES Current
Practices
Screen Readers and Text to Speech
Adjustable Font Sizes
Transcripts
Verbal Description Audio + Video
Video Captions
Signed Videos
UI/Design
Navigation/Geofencing
QR/NFC/AR/IR
Multisensory Experiences
21. SCREEN READERS
• In device settings & out of the box / app functionality.
• Text to Speech APIs (Application Programming Interface) part of app
software/native apps.
• Survey > most used smartphone technology (72%).
• Apps have to be optimized; many museum apps don’t currently work
fully with screen readers.
Current
Practices
22. TEXT CONTROL & MAGNIFICATION Current
Practices
• Adjusts size of text with
pinch/zoom or toggle button.
• Text for visitors who are deaf
or low-vision to use with
TTS (Text to Speech) or
screen reader functionality.
• Survey > Adjustable text
sizes highly rated feature
(41%).
23. AUDIO + VIDEO DESCRIPTIONS
• Verbal/audio descriptions of objects – connect & inform
own opinions
• Audio descriptions of video – nuances, actions & jokes
not conveyed through dialogue or narrative.
• Survey > People with disabilities (PWDs) voted visual
descriptions most important interpretation (77%), then
technical information about the work. Public opinions
lowest rated.
Current
Practices
25. WAYFINDING Navigation/
Geofencing
74% of adult Americans use phone for geo-location info (PEW14).
GPS- Global Positioning Systems
AR- Augmented Reality
QR- Quick Response Code
NFC- Near Field Communications
IR- Infrared Communications
26. WAYFINDING Navigation/
Geofencing
“It’s hard to find the pieces in the app in the museum”
GPS – Challenging for interiors. Bytelight, iBeacon changing this.
AR – Disney’s Revel for haptic & Google’s Project Tango wayfinder.
QR/NFC/IR – ‘point and click’ problematic at close range.
Wearables – Google glass, Orcam.
28. CAPTIONING & SIGNING Current
Practices
• Art of translating into American Sign Language (ASL) – cultural
translation and different SL’s e.g. British Sign Language (BSL).
• Sign languages are not static languages. The same idea can be
expressed in multiple ways.
• Video captions for deaf users are also useful for everyone - in
noisy environments.
29. DEVICE CONSIDERATIONS
• Modifying experience for
screen size
• Consider screen orientation –
signers need space
• All art/jargon has to to be
spelled out; can affect
lengthen.
31. EXPERIENCE DESIGN
• No ‘one size fits all’ approach, particularly for complex spaces.
• Hybrid experiences - digital with analogue.
• The right tech fit - smartphones may not always be best solution
or even viable option.
• These experiences translate to general audiences.
39. Devices: To Lend or Not to Lend?
Will you allow visitors to bring-their-own-
devices, or will you provide all hardware?
40.
41.
42.
43.
44. User Testing: Focus Groups
• Conducted in-house
• One session with
culturally Deaf users
• One session with deaf
and hard of hearing
visitors, including
several visitors ages
65+
• Gathered feedback
about usability, quality
of experience, value
of device
45. Focus Groups: Lessons Learned
• Deaf users unfamiliar with audio guide
format because of historic exclusion
• Text alternatives, captioning, and ASL
content highly valued
• Don’t want multimedia/mobile device to
replace live interactions, Deaf guide
programs
46. Focus Groups: Lessons Learned
• Varying levels of comfort/familiarity with
devices
• Older visitors experienced more challenges
with devices
• Neckloop interference issues
• When used successfully, access features
greatly enhanced the museum visit
• Effective outreach, marketing, and training is
necessary to make accessible mobile
experiences successful
50. Reflections on Process
• Options like text enlargement, captioning,
and access videos can benefit a wide
range of users, not just those who identify
as having disabilities
• Museums can be advocates to vendors
and developers for the inclusion of
accessible/universally designed features
51. Reflections on Process
• Training/orientation materials can be made
available in accessible alternative formats
to help new users
• Both content and interface benefit from
formative and summative user testing
• Each museum and each audience is
unique– there are no one-size-fits-all
solutions
52. Tasia Endo, Assistant Museum Educator for Technology
Interpretation & Special Projects
Seattle Art Museum
tasiae@seattleartmuseum.org
@iheartSAM @tasiaendo
HASHTAGS: #m4allAAM #a11y #AAM2014
53. Tasia Endo
Assistant Museum Educator for Interpretive Technology | Special Projects
tasiae@seattleartmuseum.org
54.
55.
56.
57.
58.
59.
60. Rembrandt, Van Dyck, Gainsborough:
The Treasures of Kenwood House, London
European Masters: The Treasures of Seattle
FEB 14 – MAY 19, 2013
61.
62.
63.
64.
65.
66.
67.
68. Matt Kaplowitz, Chief Creative Officer
Bridge Multimedia
Art Beyond Sight Advisory Board Member
mkaplowitz@bridgemultimedia.com
HASHTAGS: #m4allAAM #ay11 #AAM2014
69. Responsive design is the de facto tech design standard for digital media.
Responsive content design can be museums’ trajectory for specialized
audience engagement, particularly through project-based learning.
70. What is responsive content design?
Responsive content design is content that is presented using assistive
technology and is constructed to be accessible to people with disabilities.
Many ways to accomplish this live inside every tablet and smartphone.
71. Some of the functional issues to consider with specialized audiences:
• Orientation and mobility
• Cognitive disabilities
• Speech and language development
• Deaf/hard of hearing
• Autism spectrum disorder
• Attention deficit/hyperactivity disorder
Let’s examine some practical ways responsive content design can be the
springboard to audience engagement.
72. Pre-visit, an itinerary can be planned, based on functional needs.
Understanding “the lay of the land” has big benefits for people with
mobility impairments, memory loss, autism, and blind/low vision.
73. Reviewing the museum’s floor plans and exhibition layouts enable visitors
to more fully enjoy their museum experiences.
74. Pre-planning the tour stops
along the way has never been
easier. Even just using the
mobile phone’s notepad with
GPS yields benefits particularly
for visitors who are mobility
impaired, B/VI, ADHD, or
autism spectrum disorder.
75. Literacy-support technology provides enhanced text-to-speech, text
highlighting, an integrated dictionary, foreign language translation, voice
recording, and real-time dynamic performance assessment. (Video clip #1)
76. 3-D signing avatars present dictionary definitions of STEM vocabulary, optimized to
the learning objectives of people who are deaf/hard of hearing. Customized text
can also be loaded. These avatars sign in American Sign Language and Signed English.
Synchronized text-to-speech and/or human voice is provided. (Video clip #2)
77. Pictello
Create visual stories and talking books
on your iPad, iPhone and iPod touch.
Guided learning platforms are a natural fit with museum experiences.
They begin with vocabulary-awareness, move on to sentence building,
continue with graphic organizers, and end with illustrated book creation.
Text-to-speech and voice recording is included. All for under $20.
78. Game accessibility––both game playing and game creation––is a natural catalyst
for museum engagement. The International Game Developers Association, Game
Accessibility Special Interest Group provides conceptual and technical assistance.
79. Since M.I.T. created the game creation platform called Scratch, more than 5.5 million
projects have been shared through social media. Many of these are STEM related.
36 million people have participated Code.org’s HOUR OF CODE.
80. All sketching, drawing, painting, animating styles are
available on mobile and tablet-based apps.
81. All sketching, drawing, painting, and animation styles are available on mobile
and tablet-based apps.
82. Project-based learning built around museum experiences can find
expression through sound design, music creation, and voice and
music recording on mobile and tablet apps such as GarageBand.
83. The iPad has opened the world to children and adults with autism as nothing
before it ever did. People on the spectrum can engage––and share––their
museum experiences through smartphone and iPad communication and
social media apps specifically designed for them.
84. Aperitivos/Apetizers
Caldo Del Dia / Soup of the Day $ 5
Calamares al Fuego / Fried Calamari $ 6
Served with a Chile Coconut Sauce
Quesadilla $ 5
Flour Tortilla with Cheese
La Batata Frita / Sweet Potato Fries $ 3
Sweet Potato Fries
Queso Fundido / Melted cheese with pork linguisa $ 7
A Blend of Three Cheeses melted with Linguisa. Served with Fresh Tortilla Chips
Totopos y Salsa / Chips & Salsa $ 3
Ensaladas/Salads
Ensalada Argentina / Argentinian Chopped Salad $ 8
Shredded Romaine, Capers, Olives, Tomato, Cucumber, Red Bell Pepper,
Red Onion, Garbanzos, Shredded Parmesan tossed with a Sherry & Shallot Vinaigrette
Ensalada Cesar / Caesar Salad $ 8
Finished with Plantain Croutons
Ensalada de la Casa / House Salad $ 5
Add chicken to any salad for $ 2
Sandwiches
All sandwiches are served with your choice of a mixed salad or batata frita
Media Noche/ Cuban Sandwich $10
Panini toasted French roll filled with Swiss cheese, pork, ham, pickles and mustard
Enrollado / Vegetarian Roll $ 9
Eggplant, Red Pepper, Hummus, Olive Tapenade & Queso Fresco
Sandwich a la de Carne Argentina / Argentinian Steak Sandwich $10
Finished with a Chimi Churi Verde, Pickled Vegetables and a Garlic Aioli
Torta de Pollo con Mole / Chicken Mole sandwich $ 9
With homestyle refried beans, shredded lettuce, pickled jalapenos and tomatillo salsa
Hamburguesa Cubana / Cuban Hamburger $10
Spanish chorizo sausage and hamburger on a toasted French Roll with fried onions,
garlic aioli and mustard
Flatbreads
Oaxacan Tlayuda Chicken Mole $10
Black bean puree topped with shredded chicken mole negro, shredded mozzarella, crisp
Lettuce, queso fresco and a chile crema
Spanish Chorizo $10
Pimento, shallot and garlic tomato puree topped with authentic Spanish chorizo,
Mushrooms, shredded mozzarella and fresh cilantro
Fresca $ 9
Garlic, oven roasted tomatoes, cilantro, shredded mozzarella and cotija cheese
Entremes/Entrees
All plates are served with Choice of Batata Frita, Mixed Green Salad or Rice & Beans
Enchiladas – Verdes, Rojas o Mole / Green, Red or Mole $12
Filled with Chicken, Spinach and Cheese. .Topped with your choice of sauce
Street Tacos $ 9
Your choice of two chicken or steak tacos topped with onions, cilantro and a choice of
green or red salsa.
Postres / Desserts
Arroz con Leche / Rice pudding $ 5
Flan de Coco/ Coconut Flan $ 5
Bebidas / Beverages Cerveza/Beer Vino / Wine
Assorted Sodas $ 2 Corona $ 6 Blanco / White $ 6 $28
Iced Tea $ 3 Dos XX $ 6 Sauvignon Blanc
Mint Lemonade $ 3 Heineken $ 6 Chardonnay
Coffee or Tea $ 2 Bud Light $ 5 Tinto / Red
Matte Latte $ 4 Merlot
Mexican Hot Chocolate $ 4 Cabernet
Brazilian Hot Chocolate $ 5
Mocha, Latte or Cappuccino $ 4
Espresso or Americano $ 3
644 Alamitos Ave, Long Beach, CA Telephone: (562) 590-9034
Hours: Closed Monday and Tuesday, Open Wed 11:00 – 4:30, Thurs 11:00 – 9:00, Fri – Sun 11:00 – 4:30
Food allergies and sensitivities
are an ever-present consideration
for adult and child groups.
Social media and web-based
communication are facilitating the
information process in ways never
before possible.
85. Facial recognition software combined with eye gaze technology have
made communication possible for people with multiple sclerosis, muscular
dystrophy, cerebral palsy, and amyotrophic lateral sclerosis (ALS)
86. More controversial is using these technologies for demographic analytics, i.e.,
“neuro-economics.” Nevertheless, the data derived has far-reaching implications
for museums understanding and engaging their communities. (Video clip #3)
87.
88. Realize accessibility audiences are diverse
Create online pre-planning resources
Utilize existing access tools (and allow device
customization)
One size does not fit all
Use universal design principles
Test early and often
Invest in staff training
RECOMMENDATIONS
“Accessibility is not a checklist – it is a goal”
89. PEW Internet and American Life – 2013 & 2014
Museum Mobile 2013 – survey and analysis
Wireless Rehabilitation 2013 – National Survey
and Reports
IBM CSUN 2013 report
AFB 2014 conference papers
CSUN 2014 conference initial reports
Curator Magazine, Accessibility Issue, July 2013
RESEARCH
Take the survey!
ABS/AI Survey – 2014 & ongoing
https://www.facebook.com/events/642303872497214/?pre
viousaction=join&source=1
91. Art Beyond Sight’s website has information
on cultural accessibility, verbal description,
museum experiences for low-vision visitors
and web accessibility for cultural
institutions;
http://www.artbeyondsight.org/docs/fln%20form
atted%20White%20Paper.pdf
http://www.artbeyondsight.org/mei/wp-
content/uploads/WP_MSWEB.pdf
Antenna Lab has blog posts on accessible
media and technology, and the latest trends
in museum innovation:
www.antennalab.org
RESOURCES/TOOLS
92. Sofie Andersen, Antenna International / Antenna Lab
sandersen@antennainternational.com, @antennalab
Annie Leist, Art Beyond Sight
aleist@artbeyondsight.org, @ArtByndSight, @artaccessannie
Christine Murray, Antenna International
cmurray@antennainternational.com
Danielle Linzer, Whitney Museum of American Art
Danielle_Linzer@whitney.org, @whitneymuseum
Tasia Endo, Seattle Art Museum
tasiae@SeattleArtMuseum, @iheartSAM, @tasiaendo
Matt Kaplowitz, BridgeMultimedia / Art Beyond Sight
mkaplowitz@bridgemultimedia.com
THANK YOU! QUESTIONS?
93. Survey participants and individuals spreading the word
Panelists Danielle Linzer, Tasia Endo, Matt Kaplowitz, Annie Leist, Christine
Murray and research support from Blaire Moskowitz
ABS staff Elisabeth Axel, Nina Levent, Ibraheem Fakir
Cynthia Overton Ph.D, American Institutes for Research
Museum Access specialists Rebecca McGinnis, Hannah Goodwin & Beth
Ziebarth
Digital Accessibility Specialists Tom Babinski for use of CSUN13 research,
and Sina Bahram
Information videos produced by Lou Giansante for ABS
American Foundation for the Blind Technology Lab
ACKNOWLEDGEMENTS
With thanks for participation and ongoing research
Notas do Editor
how smartphones are used by individuals with access needs,
which features of commercial devices and apps are working correctly, and
documenting what is already being applied to mobile experiences in museums
how smartphones are used by individuals with access needs,
which features of commercial devices and apps are working correctly, and
documenting what is already being applied to mobile experiences in museums
If you are thinking about disabilities – it is not necessarily people who are self-identifying as having disabilities. Or for example people who hear just fine at home but have trouble in a museum environment.
54 million citizens with disabilities
35 million Americans who are age 65 and older
Are they exclusionary experi
This will reference how the research question was arrived at eg. What are the current mobile strategies/trends in museum sector :& are they exclusionary experiences or can they benefit?
Museum Mobile 2013 (MM13) survey shows 70% art museums providing mobile, and increasingly moving to mobile platforms for:
In gallery interpretation
Experiment with visitor engagement
Attracting new visitors
If you are thinking about disabilities – it is not necessarily people who are self-identifying as having disabilities. Or for example people who hear just fine at home but have trouble in a museum environment.
54 million citizens with disabilities
35 million Americans who are age 65 and older
Research Findings:
1/3 individuals with disabilities come to a museum once a month and 1/3 once a year (AI14 survey)
Spend significant time at museums – individuals come regularly and spend 1-2 hours (64%) or longer. (AI14)
A loss of vision does not equate with a loss of interest in visiting museums (ABS white paper 2011)
TO COME- REPLACE OR SPLIT THE GRAPHICS
Great degree of specialization – specific programs and target audiences
Large focus on this audience in the participants (but of course could also be because these museums are more motivated to answer survey questions)
Research Findings:
1/3 individuals with disabilities come to a museum once a month and 1/3 once a year (AI14 survey)
Spend significant time at museums – individuals come regularly and spend 1-2 hours (64%) or longer. (AI14)
A loss of vision does not equate with a loss of interest in visiting museums (ABS white paper 2011)
If you are thinking about disabilities – it is not necessarily people who are self-identifying as having disabilities. Or for example people who hear just fine at home but have trouble in a museum environment.
Museums address needs of individuals with disabilities in myriad ways – verbal imaging, braille/large-print, tactile drawings.
Challenges in a museum experience:
Dispersed information – labels/signage/audio/video
Ambient noise – can be hard to hear/media
Exterior locations – can be hard to see screens
Complex spaces – hard to navigate
Busy environments – devices not all hands not free
PWDs use smartphones for complex daily tasks – wayfinding, social, paying bills etc.
Device Ownership by individuals –disabled population aligns with general:
53% of individuals with disabilities own a smartphone WRC13 (Pew14: 58%)
27% tablets (Pew14: 42% - up from 23% in 2013 )
60% iPhones, 31% Android phones/tablets and 25% iPads (AI14).
Complex Daily Tasks
Individuals with disabilities use smartphones for complex array of daily tasks – wayfinding, social, paying bills etc.
Accessibility apps – Sendero SeeingEye, VizWhizz, Blindsquare, TapTapSee, LookTell Moneyreader and 8 Ways.
Re-appropriated apps for accessibility- eg. Aware.
Look at WEBAIM – jive with anecdotal information. Mobile and screen readers
Research Findings:
Potential confound – mobile in general want more specific smartphone
Antenna and ABS started a research project to ask – how are we delivering mobile to individuals with disabilities?
60% museums provide mobile experiences -smartphones, traditional audio guides and apps (AI14).
35% museums considering converting from audioguides to smartphones (AI14).
38% say they are offering mobile devices with access features (AI14)
65-69% IWD’s have used audioguide or smartphone to visit a museum
50% rate audio tours most important aspect of museum visit.
38% of museums are offering mobile devices with access features.
35% of museums considering converting from audioguides to smartphones.
Function
Full screen reader – in device settings/out of the box & app functionality
Text to Speech API’s - in app software
Text to Speech native apps - text entered into app & converted to speech
Research Results:
Most used smartphone technology (72% AI14)
Users want to be able to control media - not just visually but speed etc.
Screen reader is not enough – apps have to be optimized; many museum apps don’t currently work with them.
MOMA app – Voiceover with their app (compare with MOMA onsite version maybe)
MFA Boston (if we can get hold of app or just show screen shots)
(review commercial examples of what works well VoiceOver Demo – comparable with desktop JAWS/TalkBack others)
Lots here from Access. This could be a quick overview of the field. BARD App (also really nice speed options for screen reader) https://www.youtube.com/watch?v=Pcz5YFMC85E&list=
PLii7LtgEqUfU6dFGK2HS3fzt5G6cN9bhT)
VizWhizz, Text Grabber.
Zoom reader- using to take a picture of museum label to get info
Capti- Text to speech app
Omoby
iSpeech
Best to facilitate that through the iOS – text size set across the phone
Custom sizes/magnification
Ability to adjust size of text with either a pinch/zoom or toggle button.
Transcripts:
Audio or label text - for deaf visitors or low-vision users to use with text-to-speech /screen reader functionality.
User controls text and follow audio, or move at own pace.
Research Findings:
Adjustable text sizes highly rated feature (AI14 41%)
Different approaches – swiping or scrolling through the text. In the museum we are used to providing large print transcripts but often find these are not signposted within the museum experience/information/exhibitions. Similarly, the apps should clearly indicate the features/functionalities available.
Verbal Description Audio
Universal experience v. separate tours.
Crowdsourcing –YouDescribe approach.
Verbal Description Video
Focusing on non-verbal elements (eg. artist videos) .
Facial expressions and other visual cues for autistic viewers– WhatCinema approach.
Research Results
Visual descriptions highly most highly rated interpretation (77% AI14 survey), then technical information about the work
Opinions from the public least important.
Function: Audio version of live guided verbal imaging tours. These help to describe the work of art, sculpture or place. Some also contextualize or are combined with touch tours.
Survey results: This is highly valued according to survey results and verbal descriptions are most offered of access services in museums. People are taking these and the vast majority take them together with someone else – this is a social activity. In-depth interpretative offerings are the most highly rated. Visual descriptions are the priority, followed by technical information about the work (77%). Opinions from the public were the least important (61%).
Implementation: Highly customized experiences that describe and sometimes guide listener around paintings, sculpture/objects and complex environments. Varying approaches and training/testing methodologies [MORE ON THIS – ORGANIZATION DEVELOPED GUIDELINES – ABS/SMITHSONIAN/RNIB?]. Different approaches – verbal description only and description integrated into a general tour. Some advocate for them to be separate – also some developed in audio and sometimes in text [NY HISTORICAL].
Also, using crowd-sourced content produces less uniform results - as yet tied we’ve not seen to a specific work, the Smithsonian is a soundscape collage of comments in a room, but provided alongside museum information could be interesting – parallel developments using ‘volunteer’ descriptions for YouTube with YouDescribe [SEE ABOVE OPINONS OF PUBLIC NOT APPRECIATED]. Rating system to crowd-souce the quality control in Smithsonian, like google-play, so that good descriptions are voted up.
Multisenory enironments – not one size fits all but different technology accessories to reaching information and having experiences; eg Halsey Burgund and Disney
Tactile screens
Polarized screens
Braille displays
Haptic feedback/vibrations
Induction Loops
Screen/button combos
Tactile/audio combos
Disney Revel
Important to all audiences - 74% of adult Americans (over 18) use phone to get directions or location based info (PEW14).
GPS challenging interior & historic locations Turn by turn and push notifications will change this eg. Bytelight, iBeacon.
AR devices with sensory information about the environment - Project Tango.
QR/NFC/IR – potential but ‘point and click’ problematic at close range.
Wearables – google glass, orcam.
Important to all audiences - 74% of adult Americans (over 18) use phone to get directions or location based info (PEW14).
GPS challenging interior & historic locations Turn by turn and push notifications will change this eg. Bytelight, iBeacon.
AR devices with sensory information about the environment - Project Tango.
QR/NFC/IR – potential but ‘point and click’ problematic at close range.
Wearables – google glass, orcam.
Captions
Videos captions for the deaf.
Also useful for everyone in noisy environments.
Closed/Open options.
Sign Language
Not a static/fixed language – same idea can be expressed in multiple ways.
Multiple voices should be used to reflect different aspects of a script
Entirely separate production – with actors not interpreters, or even avatars.
Whitney App
Hancock Tour
Smithsonian American Access App
MFA Boston App
(poss compare with YouTube captions)
(Guidelines WGBH- http://ncam.wgbh.org/invent_build/web_multimedia/mobile-devices)
Closed and open captions
Screen size affects the speed at which people should sign
Important sign language videos are created in a horizontal orientation –signers need space
Limit jargon and art terms in the sign language translation as it needs to be spelled out and can lengthen experience.
Function: Audio version of live guided verbal imaging tours. These help to describe the work of art, sculpture or place. Some also contextualize or are combined with touch tours.
Survey results: This is highly valued according to survey results and verbal descriptions are most offered of access services in museums. People are taking these and the vast majority take them together with someone else – this is a social activity. In-depth interpretative offerings are the most highly rated. Visual descriptions are the priority, followed by technical information about the work (77%). Opinions from the public were the least important (61%).
Implementation: Highly customized experiences that describe and sometimes guide listener around paintings, sculpture/objects and complex environments. Varying approaches and training/testing methodologies [MORE ON THIS – ORGANIZATION DEVELOPED GUIDELINES – ABS/SMITHSONIAN/RNIB?]. Different approaches – verbal description only and description integrated into a general tour. Some advocate for them to be separate – also some developed in audio and sometimes in text [NY HISTORICAL].
Also, using crowd-sourced content produces less uniform results - as yet tied we’ve not seen to a specific work, the Smithsonian is a soundscape collage of comments in a room, but provided alongside museum information could be interesting – parallel developments using ‘volunteer’ descriptions for YouTube with YouDescribe [SEE ABOVE OPINONS OF PUBLIC NOT APPRECIATED]. Rating system to crowd-souce the quality control in Smithsonian, like google-play, so that good descriptions are voted up.
Function: Audio version of live guided verbal imaging tours. These help to describe the work of art, sculpture or place. Some also contextualize or are combined with touch tours.
Survey results: This is highly valued according to survey results and verbal descriptions are most offered of access services in museums. People are taking these and the vast majority take them together with someone else – this is a social activity. In-depth interpretative offerings are the most highly rated. Visual descriptions are the priority, followed by technical information about the work (77%). Opinions from the public were the least important (61%).
Implementation: Highly customized experiences that describe and sometimes guide listener around paintings, sculpture/objects and complex environments. Varying approaches and training/testing methodologies [MORE ON THIS – ORGANIZATION DEVELOPED GUIDELINES – ABS/SMITHSONIAN/RNIB?]. Different approaches – verbal description only and description integrated into a general tour. Some advocate for them to be separate – also some developed in audio and sometimes in text [NY HISTORICAL].
Also, using crowd-sourced content produces less uniform results - as yet tied we’ve not seen to a specific work, the Smithsonian is a soundscape collage of comments in a room, but provided alongside museum information could be interesting – parallel developments using ‘volunteer’ descriptions for YouTube with YouDescribe [SEE ABOVE OPINONS OF PUBLIC NOT APPRECIATED]. Rating system to crowd-souce the quality control in Smithsonian, like google-play, so that good descriptions are voted up.
One experience for all - low vision usability needs.
Website & word of mouth are the most important planning tools (SURVEY STAT)
Is website responsive/accessible?
What kinds of information is available?
Can you use it to help prepare for on-site mobile experiences?
I’m Tasia Endo, Assistant Museum Educator for Interpretive Technology and Special Projects at the Seattle Art Museum (SAM). I’m here today to talk to you about how we considered accessibility at the museum, particularly in our recent audio guide smartphone apps and new responsive website.
SAM has been a partner with Art Beyond Sight since 2009. We started with a three phase study, which included an initial accessibility survey to see where we were currently at, an information request where we provided materials like our mission, program brochures, and strategic plan for review, and a web accessibility review. We learned a lot from that, and we have since implemented more services for greater access. We particularly have developed our ACCESS program, which offers tours for low/no vision visitors. Here the docent is using visual descriptions.
And here using tactile objects.
In the past couple of years we have been incorporating this into interpretive technology offerings. For our special exhibition audio guides, which are distributed on free wands at the entrance to the galleries, we feature visual descriptions for every object with commentary. Also we have large-print scripts as well as braille versions of our explanatory materials available.
As we moved into mobile with an audio guide app, a strategy to give visitors access to the content on their own devices, we still incorporated lessons learned from Art Beyond Sight into the design of our custom-built app.
Larger buttons
We applied accessible design to the user interface. You’ll see in these screenshots of our first app, for the elles: women artists from the centre pompidou, paris exhibition, that we maximized the surface area of buttons on any given screen so that the functions are easy to control. The screenshot on the left shows the main view of the app where visitors can tap on a thumbnail of the artwork on the tour to get the screen on the right, and you tap the image and hold the phone to your ear to listen.
Zoom
Also, by capitalizing on the pinch-and-zoom function of touchscreens, and especially when viewed on a tablet rather than a phone, partially-sighted visitors could use the app to zoom into the image within the app.
These show the other ways to access the same audio stops, either by the associated number on the wall using the keypad on the left, or by filtering through different categories that we created, shown in the screenshot on the right.
High contrast
And while we considered high visual contrast with our first version, in our second iteration of the app, for our exhibition European Masters, the colors of the design campaign afforded even greater visual contrast in the app for increased legibility.
Font
And in following SAM branding, we use easy-to-read sans serif fonts.
So while these audio guide apps only feature the general interpretive content and not the visual descriptions, we consciously made basic design decisions with principles from our partnership with Art Beyond Sight to improve access for all app users.
We are no longer using this particular app at SAM, but we are still accounting for accessibility as we move forward into whatever is next for us in mobile.
While we haven’t decided on or created a new app yet, we have improved our website. This is a screenshot of our old homepage—since it’s not live anymore, I could only get the screenshot of this, which lacks the dynamic banner that we would have had at the top of the screen.
This is a screenshot of our new homepage, more image-focused and more branded as SAM.
Deeper in the website, the old version was significantly worse—here is the old visit page, not too exciting.
And here’s the new one.
And particularly disappointing for us in Education + Public Programs, here’s the old programs page, so much text that is small, difficult to read.
And here’s our new one—more images that speak to what our programs are.
While the emphasis on the images bring art and the people engaging with it to the forefront of our new website, we’re especially glad that it is responsive for mobile devices. Not only is this useful for the general visitor accessing our site on their smartphones, but it means that low/no vision visitors can also access it easily with any native assistive tools to their own device, like screen readers. We just launched this a couple of weeks ago, but I asked our ACCESS program docents to review it and they reported that it’s easy to navigate using voice over. Of course there are still improvements to be made—links are difficult and the accessibility information like on our access tours are pretty buried. But we are certainly considering accessibility as we make adjustments to the site, and in any other mobile projects in the future.
Just as responsive design is a standard for digital media, with the utilization of mobile technology, the entire museum visitor experience can be driven by “responsive design” in the sense of using the vast resources at everyone’s fingertips via mobile devices, with particular benefit for people with disabilities.
Just as responsive design is a standard for digital media, with the utilization of mobile technology, the entire museum visitor experience can be driven by “responsive design” in the sense of using the vast resources at everyone’s fingertips via mobile devices, with particular benefit for people with disabilities.
Just as responsive design is a standard for digital media, with the utilization of mobile technology, the entire museum visitor experience can be driven by “responsive design” in the sense of using the vast resources at everyone’s fingertips via mobile devices, with particular benefit for people with disabilities.
Pre-reviewing floor plans enables careful planning for people with mobility impairments, B/VI, memory loss, autism
Pre-reviewing floor plans enables careful planning for people with mobility impairments, B/VI, memory loss, autism
Trip planning enables far more customizable museum visits than ever before. The planning is easiest on a bookmark-able system, but it can even simply use the notepad feature on any mobile.
Literacy support technology “looka” at word blocks, map paragraphs, sentences and phrases, and provide playback that includes word highlighting and TTS. This software includes as dictionary with TTS, and also lets students record their own voice and analyzes the results.
Features a (selectable) signing avatar, human speech, and audio description. Avatar is 3D rotatable
Guided learning: Topics, words, TTS, import images, record voice, $18.
SCRATCH: Created at MIT. More than 5.5 million shared projects. Particularly science.
Even David Hockney
Accessibilty breadth and variety of audiences
Create online pre-planning tools
Repurpose
RAISING AWARENESS – make information known. Our survey says website/word is the main way people find out and even when features
USE TOOLS AVAILABLE – there are so many functionalities to serve your needs. Make sure your developer/development management team is including access concerns in development priorities. MAKE ACCESS AVAILABLE – make sure any custom cases are accessible to your staff to be able to turn on device feature.
STAFF TRAINING – tech is often easy for this audience to use, but museum/device staff have to know how to use the functionalities
DESIGN ONCE – NOT JUST RETROFIT.