Comparing User-Experience Design and Service Design Tools

User-Design and Service Design continue to grow closer together as disciplines. There are many process and tools associated with both fields. It can be challenging to keep each of these processes straight, as well as understand how they play out in each discipline. This cheat sheet helps make sense of some of the most common tools.

Setting the Stage for Great AR/ VR Projects

Augmented Reality (AR) and Virtual Reality (VR) are tantalizing prospects for museums. These technologies offer museums a chance to engage visitors differently, while at the same time appearing cutting-edge.

In early September, the American Alliance of Museums and the Knight Foundation fostered a conversation about immersion. Museum professionals along with practitioners discussed AR, VR, and Immersion. Their conversations touched on some of the tensions that museum professionals feel about this new technology.

Cost was foremost amongst people’s concerns. Museums consistently feel the pinch of tight budgets. New technology can be a chance to gain additional funding, through grants. These grants might mean that the project costs are separate from the operating budget, but the organization can still be taxed. New projects pull capacity from existing projects.

Staff also feared the motivations and effects of implementing such projects. Many organizations might jump into “shiny new” projects without shoring up their internal capacity and infrastructure. Managers often lack the knowledge to make good decisions about digital. As a result, projects can fail even before they are launched.

These challenges are valid. AR and VR remain newer technology. Their impact on the museum-goers remains somewhat uncertain. Without clear impact studies, implementation costs can be hard to justify. The risks seem enormous.

However, the gains are greater. Immersion offers visitors new ways to engage. Both technology and non-technology immersion are becoming an important form of engagement throughout society.  Museums risk more by not considering AR, VR, and immersion. The tools might not be right for all museums, but its imperative for museum professionals to understand immersive tools well enough to make informed decisions for their constituencies.

Ideally, museum professionals start by focusing on the visitor experience (VX) as a big picture. Everything within the institution should connect to their overall VX strategy. Then, they need to take stock of their internal abilities, both interpretive and technological. This step is essential but also challenging. Museums are often unable to assess holes in their capacity. Consultants can be helpful in lending an outside eye to determine the state of things. This foundation is essential before moving forward on any AR/VR project.

With the price tag in mind, museums might invest in AR/VR projects with permanency in mind. This approach is foolhardy. Instead, museums should go in planning obsolesce. Ignoring change will not make the pace of technological evolution slow. Focusing on the content can help stem some of the fear of investing in ephemeral technology. The ideas content will be evergreen even if the technology changes.

If AR or VR is the right tool for the ideas and the audience, the museum should develop processes that foster experimentation and iteration. Ideal processes should involve research, not just testing. Staff from many departments should be involved and make an impact on the project, not solely senior executives or tech staff. Early in the project the whole team should confirm the goals, outcomes, and define a common language.

AR and VR can be extraordinary or unnecessary, with the difference being the implementation. All engagement fails when it is produced thoughtlessly. Museum AR and VR projects will fail if they focus on the technology rather than the ideas. However, focusing on ideas alone is not enough. The organization has to be ready to launch such projects. Most museums require internal growth and planning to be able to develop successful AR and VR projects. But, these changes can reap huge benefits in meeting visitors in new, exciting ways.

Immersion and Museums

In early September, the Knight Foundation sponsored an event at the Detroit Institute of Arts called Immersion in Museums: AR, VR or Just Plain R?. Here are some reflections from the day.  

Waning attendance has museum professionals seeking novel ways to increase audiences. Many institutions are looking to immersive technology as salvation for their visitation woes. Technology alone, however, will not ensure the future of museum attendance. Museums need to develop engaging, immersive experiences to buoy to transform their attendance.

Museums, Technology, and Immersion Now

Technology appeals to museum executives hoping to counteract criticism of being stodgy or old-fashioned. While a decade ago museums often placed technology in sequestered spaces creating an immersive environment by virtue of their physical installation, the most successful recent technology projects are informational rather than immersive. San Francisco Museum of Modern Art gained wide notoriety for their SendMe SFMOMA project, where users could text words to receive corresponding objects. The millions of users increased their awareness of SFMOMAs collection through short, transactional moments. SendMeSFMOMA’s success was predicated on employing mainstream tools to deliver surprising content. Akron Art Museum’s Dot Chatbot is like a virtual educator, answering questions in real time.

At the same time, museums are in the midst of a non-technology immersion trend. Yayoi Kusuma’s exhibition, Infinite Mirrors, invites people to walk into transformative spaces, many employing mirrors to heighten the effect. The exhibition sold out in venues across the country, with second-party sellers asking hundreds of dollars for a single ticket. While Kusuma’s earliest rooms date to the 1960s, her work’s popularity increased exponentially, thanks to cell phones and social media. Celebrities like Beyonce and Ivanka Trump proudly posted pictures of themselves in her Infinite Mirrors exhibition on their Instagram. The success of the exhibition can be seen as due to the popular zeitgeist rather than the immersive qualities of the works. Visitors want to visit the rooms to photograph themselves in the space.

However, Kusuma’s recent spike in popularity has spawned many immersive museum experiences. The Museum of Ice Cream, the Museum of Selfies, and the Color Factory are examples of immersive spaces. Rather than looking at collections, visitors play in installations. The most successful built immersive experience is not a museum at all, but the artist-made space, MeowWolf, in Santa Fe, New Mexico. Artists Golda Blaise and Vince Kadlubek, in collaboration with a larger team, turned an abandoned bowling alley into an interactive artwork. Speaking in Detroit, Kadlubek noted that immersive experiences allow people the agency to drive their engagement. In the MeowWolf experience, visitors are awarded for their curiosity with sensory excess and pleasure. Immersion is a positive feedback loop that drives the enjoyment.

Low-tech immersion has a long history in museums. Specimens and artworks from the world over flooded into Western collections displayed to quell the voracious European intellectual interests. Beginning in 1812, John Soane, an early prophet of museums, filled his London home with his collection of 45,000 objects.  Visitors today, like those of Soane’s time, can be awed, inspired, and even overwhelmed by Soane’s collecting prowess. Public museums in the 19th century continued Soane’s practice of displaying objects in dense groupings. Salon hanging, or hanging works in multiple stacked tiers, was common practice for most major art collections well into the 20th century. The sheer volume of art in one space inspired delight and wonder in visitors. Everyone could find something that appealed.

The physical space of the early museums were also immersive environments. Most early museums included fine details throughout from detailed floors, vaulted ceilings, and adorned exterior architecture. This attention to detail was meant to elicit specific feelings in visitors. Consider the fine exterior courtyard of the Victoria and Albert Museum, with its extraordinary mosaic tile scenes depicting artisans in action. Visitors, then and now, feel the transformative effect of spending a few minutes cosseted from the hubbub of London street, seated on the cool grass, surrounded by the awe-inspiring built environment.

Museum practices have moved away from chock-a-block installations and baroque spaces in the two hundred years since Soane’s time. American museums particularly have moved towards thinned out galleries surrounded by empty wall space. Museum professionals often suggest sparse installations allow visitors the chance to examine collections closely.

Immersion in Society

As museum practice has become more rarified, everyday life has become more immersive. Most visitors walking into museums have experienced some form of brand immersion. Most stores have a music playlist carefully chosen to project their company culture. Walking through the aisles, the shopper is unconsciously being immersed into the feel of their brand.

Explicitly immersive experiences are big business, as well. Disney makes billions annually on visitors hoping to escape into a different reality. Disney draws on decades of immersive education to deliver seamless experiences to visitors by blending built space with technology. Most visitors notice the attention to detail in the built space that makes fictional spaces manifest. However, Disney also exemplifies the hallmark of immersive experiences. Heightened experiences require playing with multiple senses. Disney subtly controls every sense in their spaces, including smell. With the mechanics hidden, the Disney visitor can be transformed into worlds that never existed.

Successful experiences do not need built space to be immersed. Video games are a $108.9 billion industry partly thanks to their highly immersive nature. Setting aside virtual reality and augmented reality for the moment, most video games have all the hallmarks of immersive experiences. Games are designed to make players feel as if they have entered the world of the game. The effect is so compelling that players often lose all sense of time as they become subsumed by the experience. People playing games feel empathy for their digital simulacrum in the game. The immersive nature of video games, like in Disney, is a carefully manufactured effect. Designers craft compelling storylines and build out complex digital spaces complete auditory effects and sounds. Players respond by feeling completely transported to the game world.

The appetite for immersive leisure has fueled intense interest in virtual reality and augmented reality. Virtual reality is a technology tool, usually accessed through a visor-headset, let’s users explore a world in 360-degrees. Augmented reality adds a virtual layer to reality, say through using a mobile app that combines input from a camera with digital content.  Virtual reality uses technology to take people to new places, while augmented reality brings new places into people’s current reality.

These technologies remain in their pioneer phase. Consumer behaviors will help the scale of success and diffusion of VR and AR. Pokemon Go is oft noted as being the first successful AR game. In the game, players capture figures who seemingly appear in their actual surroundings, as pictured in the app. The player’s wonderment and delight are predicated on the juxtapositions between their world and another reality. The New York Times, under Maureen Towey, has been producing virtual reality videos that use cell phones and Google Cardboard. Towey noted at the Detroit convening that this medium allows people to explore in 360 degrees just as they view their real world. The NYTimesVR endeavor is seen as an extension of their existing work. These short videos are framed to tell immersive stories. Through experiencing video of the Land of Salt and Fire, for example, consumers delve into a story about Ethiopia’s Afar people.

Consumer behavior outside the museum sphere affects their desires for institutions. The trend for immersive exhibitions, therefore, is as much a product of the appetite for immersive games as an interest in being able to take trendy social media photographs. Therefore, museums would be remiss to ignore immersion as a form of visitor engagement. Immersive engagement is within the museum’s historical underpinnings.

Museums and the Future of Immersion

A few museums have had real success using technology to enhance reality. The Canadian Human Rights Museum had a well-reviewed virtual reality experience helping patrons understand the lives of Guatemalan women. The Knight Foundation-funded Detroit Institute of Art’s Lumin experience uses AR to deliver interpretation about the collection. While there are differences between these experiences, an important similarity connects them—they are visually-driven technology-mediated interpretive tools. Technology allows museums to break away from textual interpretation. Engaging patrons using other senses and forms of meaning-making is an important step in diversifying audiences.

These early museum AR/VR projects, though, only hint at the future of museum immersion. For the possibilities to come to fruition, however, the field needs to transform many of its processes. Immersion requires placing visitor experience above content goals. For museums, moving towards a human-centered design can be challenging. Museums are more comfortable at broadcasting information based on their internal, curatorial goals. This status quo is antithetical to the ideal processes needed to create compelling, immersive experiences. However, if museums are willing to move towards visitor-centered experience design, their audience and reach will expand greatly. The trade-off is the long run is a worthy one. Immersive experiences offer museums a future where huge audiences are a reality.

Content Touchpoints

Often museums preference onsite visitors to offsite ones. But, both types of visitors engage with ideas; and both groups overlap. The numbers can be astonishing.  Art Institute of Chicago has about 1.5 million onsite visitors and 706000 on social media. LACMA 1.2 Million onsite and 2 million on social media platforms. Museum technology, particularly social media, might reach those who otherwise would never even thinking about your museum. Sometimes social media might draw visitors to the site, but that isn’t the point of social.  Thinking holistically about content, and consider BOTH onsite and offsite visitors allows interpretation to implement better differentiation by format for the audience.

For more about digital interpretation, read When Content is Global: Digital Interpretation

Onboarding and Interpretation


Museum interpretation professionals are creating content for people who generally know less than them. Getting the right amount of content requires understanding the visitor. Tools like content mapping can help organizations get their content right. But, all museum professionals need to remember that their visitors have different baseline knowledge levels. Onboarding is a classic corporate word that encapsulates the idea that people might need a bit of aid to get connected to an organization. I always picture a ramp when I think of the idea of onboarding. Some ramps are short, when there is little small between two elevations. Others are long. The ramp is a good metaphor for the onboarding needs of visitors. People who know a great deal about the collection area will need little onboarding. (But, these people are also the ones who are the power users of your content.)  Casual visitors are often also people with greater onboarding needs; they have less pre-knowledge. Keeping the issues of onboarding in mind as you develop content will help you create content that meets the various needs of your visitor-base. Remembering that everyone comes in with different needs and pre-knowledge, also helps center the visitor in the customer experience.

Appetite for Content by Visitor Segment

When planning content, interpreters need to perform a weird type of math.  After they formalize their process and create their goals, they then need to edit their desires to meet the visitor desires. Getting just the right amount of content is challenging to say the least. Part of the program is that the majority of visitors use very little information, but then there are the frequent visitors need a high level of information (partly as they come frequently). Additionally, relative or power users are super keen to access information, and they are often donors. Firstly, go back to your goals documents. Tailor content needs to make sure that visitor desires are addressed in the interpretation. This is a great moment to do research. In almost every instance, museums will still deliver more content than visitors need/want. Evaluation can help organizations get better (over time) at creating the ideal amount of content.

The Sweet-Spot in Interpretive Approach & the Politics of Mounting Installations

 

Helping visitors engage in collections is a primary concern for museums. Museum professionals often partner with various vendors, consultants, and partners to do this work, for example commissioning firms to develop interactives for exhibitions. Mounting these installations can be exhausting and rife with interpersonal challenges. Visitors walking into spaces, ideally, have no idea how contentious and challenging mounting installations can be, thankfully.  Even if the customer experience appears alright, the staff experience should not suffer to mount such installations.

What causes interpersonal challenges in mounting spaces and installations?

I have always loved the phrase lock-step and turn-key. Both phrases scream efficiency, ease, simplicity, and replicability. None of these adjectives would be useful in describing the mounting of a collection space. Collections managers and database administrators work had to make systematize collection data. But short of digital systems, most things about collections are complexity and nuance. Objects come to museums for their rarity and complications. Installations are meant to help people with little background knowledge fall into love (like) with an object. Collectively, the work of the people mounting an installation/ exhibition is to bewitch/ bemuse the public.

Getting visitors from 0-60 about collections is a tall order and its one about which every person (either on staff or on contract) feels passionate. Emotions can run high, and the stakes can feel enormous. People on the teams come with different expertise; each person seems the DMZ and faultlines in the process differently and through the lens of their own professional role.  For example, while a curator might understand the nuance between using certain phrases (say artwork vs artifact), others on the team see these as unimportant arguments. Everyone on the team is often placed in the position of arguing their corner, and everyone can come out of the process feeling bruised.

 

Lucille Ball Eating GIF - Find & Share on GIPHY

How can these challenges be mitigated?

Everyone on the team is hoping to get an interpretation for installations that is interesting and easy to use without compromising the museum’s reputation. This sweet-spot is a bit of a holy grail. But, diminishing inter-personal challenges and developing better systems is essential to improving interpretation. Sound systems result in superior products, and broken systems result in subpar products. Think of how a broken conveyor belt will not be able to create wonderful chocolates.

The first step in developing a good working process is to agree that ideal interpretation and installations need to be easy to access, understandable, and grounded in research. Like a three-headed dog, these three elements have to work in concert to go forward. Often museums allow their legacy to serve an anchor preventing action towards innovation and excellence. Museums can also be fooled by the newest fads to skew too far away from their core competencies.

After agreeing to collective and balanced actions, teams need to determine more practical issues, such as work plans, sign-offs, and tone. Underlying these practical issues the teams need to decide and articulate the no-go zones for their institution. Every institution has issues that cannot be discussed easily. Donor issues and collection histories often top these lists. In working with teams, I like to put these issues on paper. This process can feel uncomfortable. But, these lists are also freeing, in that one person on the team is not required to be the guardian of these verboten topics.

Finally, any good plan needs some follow through. Often, the best-laid intentions are destroyed because there is no big stick. Museum staff managers are rarely given training on deescalating emotional conflict; a fear of conflict is epidemic in many museum senior staff members. With so much work and so little time & money, who can fault these managers. The result is a culture of conflict-avoiding people finding ways to step around and then crashing into challenging personalities. When I have worked on successful installation and interpretative teams, there is a person who is judge, jury, room mother, and traffic controller. (Ideally, the team has been set up so that everyone is on their best behavior and everyone understands they are in this together FOR the visitor, so challenges don’t bubble up.)

Conclusion

Interpretative work is basically like all human to human communication, prone to emotions and challenges. In installation work, the bigger challenge might be that the people starting the conversations about the collections (the staff) are not actually present with the receivers (the visitors). The installations, from signs to interactives, need to speak to visitors on their own. When the systems create these installations are smooth, the conversations can go singingly.

 

On Thursday, we will talk about questions teams can ask themselves to hit the ideal sweet spot for interpretation. 

This topic also ties in with a previous post about the relationship between interpretation and research.

Content Strategy Matrix for Developing Compelling Content (Graphic)

The best writing is complex. Persuasive text needs to inform in order to convince the reader. Inspiring texts often grow from a kernel of fact. Enjoyable texts are the best way to feed people information. While creative writers have more latitude to move their readers, every writer needs to understand how to balance these aspects of the written text.

In informational or interpretive text, non-specialists have a low threshold for information overload. Entertainment is a wonderful way to engage people information, like a spoon full of sugar. Convincing and inspiring people is much more challenging in interpretive text than in creative text.  Convincing people with ideas is often about arming them with relevant ideas. Inspirational texts are, perhaps, the hardest types of interpretive texts. Inspiration often requires empathy and emotional engagement, a tall order for most interpretive text. But, some of the most successful types of inspirational text balance information, persuasion, and inspiration.

 

 

 

While each text needs to balance the different elements, overall, when working on interpretative content for an exhibition, the writer should be aware that each element has a different weight. Think about reading heavy, emotional text; you can only take so much. On the other hand, humorous or entertaining text can be read by the ream. Therefore, be thoughtful when constructing an exhibition to weigh the various aspects.

 

Thinking Systematically about Content / Interpretation in #Museums

 

Thinking systematically about content creation requires having a facile ability to navigate between communicating the overall idea and articulating the component concepts. The ideal systematic thinker is both a big picture and detail-oriented person. While some people seem naturally able to employ systematic thinking, practice can help anyone become more capable of working systematically.

Why Systematic Thinking for Content Creation?

We all think differently with varied knowledge bases and ideological beliefs. Good communicators are able to frame their ideas in ways that address the cognitive complexity of humans. Strong communication frames complexity simply.

Every writer who creates a paragraph that communicates an idea has practiced systematic thinking. Good writers develop themes by knitting together persuasive, satisfying sentences into a compelling, cohesive message. Writers focus on the parts as well as the whole when they ply their craft. Each sentence matters as much as the paragraph as a whole in order to ensure that the message is communicated.

Content-creation requires the same type of systematic thinking. Exhibitions, labels, interactives are just like that paragraph–tools to share a complex message simply.

How?

Just as writing takes practice, content planning is a honed skill. Putting together ideas is not like simple math. Rather than a simple jigsaw puzzle, most messages need to be communicated using a series of complex and overlapping ideas. When interconnected in a certain manner, these ideas come together to express the message.

Just as writers are usually big readers, good content creators explore how others share messages. Be a purposeful consumer. Notice how the ideas are combined to express a message. Make value judgments about the efficacy of the message communication.  This type of thoughtful communication, paired with actual practice with content creation, will improve your ability to communicate well.

 

Emotions and Customer Experience

Customer/ Visitor Experience basically encompasses connection your visitor has with your organization from the signs on the street to the moments in the galleries. CX overarches both onsite and offsite; physical and digital. Experience is, therefore, a huge concept. As with all large concepts, considering constituent aspects.

Touchpoints:

The concrete elements that express the experience to customers/ visitors are a good place to start. These elements are where the ideas of the experience come to fruition, where theory becomes action. Here are some examples:

  • Discovery:
    • Word of Mouth
    • Social Media
    • Online
  • Research:
    • Social Media
    • Online
    • Front of Line Staff
  • Initiation:
    • Parking
    • Entrance
    • Front of Line Staff
    • Point of Sale
  • Consumption:
    • Galleries
    • Labels
    • Educators
    • Interactives
  • Review:
    • Word of Mouth
    • Social Media
    • Online

Reactions:

The touchpoints should spark reactions in visitors. These reactions aren’t just procedural. For example, a common museum touchpoint is a map that should help people get to places, at a bare minimum. But, the map should also communicate welcome and ease. People should feel comfortable.

Museums often focus on the procedural element to the touchpoints and therefore miss the mark with reactions. An effort needs to be placed on understanding that touchpoints evoke attitudinal (not just behavioral) reactions. Without careful consideration, those touchpoints will strike the wrong chord.

Actions:

Thinking big picture is a good improve the alignment of the touchpoints and the reactions. Start with the action you hope to evoke. So, for the map, for example, you are communicating welcome. You want people to feel ready and able. Certainly, you want them to get to each of the galleries. They won’t even want to get to your collection if they feel overwhelmed or turned off from the map.