Upwardly mobile
June 10th, 2009
Mobile phones are ubiquitous. In any busy public place, a large proportion of people is either talking on or fiddling with a phone handset.
And if they are not, there is a high chance they are wearing headphones connected to an iPod or other music player. For many of us, the portable communications-cum-media device is now as familiar as a wristwatch.
It is no surprise, then, that museums and galleries have seen an opportunity to harness our connection with our mobiles and iPods to deliver multimedia content, cheaply and efficiently, to visitors.
The appeal is obvious: practically every visitor carries a mobile phone, most of which can play multimedia files. All the museum has to do is deliver the content; no hardware acquisition and maintenance costs, no staff needed to hire out and recharge guide devices.
Unsurprisingly, mobile phones have been viewed as an “Eldorado” by museums, removing lots of the problems of hiring out equipment such as PDAs (personal digital assistants).
One of those problems is, of course, cost. Setting up and running a PDA-based multimedia guide can prove prohibitively expensive for smaller institutions. Even large museums find the cost too high for exhibitions not intended as blockbusters. Purchasing PDAs, lanyards, charging racks, security tags, cases and so on can run into tens of thousands of pounds pretty quickly.
“It seems that many museums long for a time when they could forego the cost of maintaining their own devices in a constantly evolving hardware environment,” says Peter Samis, who develops interactive educational technologies at San Francisco Museum of Modern Art (SFMoma).
If visitors used their own mobile phones, on the other hand, they could get museum-generated content at no cost to visitors and relatively cheaply for the museums. In certain set-ups, this promise is achievable.
Inevitably, there is a “but”. The “Eldorado” of visitor-provided hardware has not really emerged in any big way. This is partly to do with technical obstacles and partly due to behavioural resistance from visitors.
Dial up and download
At SFMoma two recent exhibitions included mobile phone-delivered audio tours as part of their interpretation. For 246 & Counting, an exhibition about building a museum collection, an audioguide was available through a dial-up number.
Visitors were given a card showing the audio items available and how they related to the exhibition. To access these clips, the visitors dialled a main number followed by the corresponding item code.
A similar mobile phone guide was set up for The Art of Participation, an exhibition looking at the history of audience interaction in art. This had the additional option of a podcast, with higher-quality audio files that could be downloaded to the phone or music player via the museum’s website at any time before (or after) the visit.
Both systems gave the visitors autonomy to choose what they would like to listen to and both were relatively simple and inexpensive for the museum to deliver. On the downside, dial-up guides require some call payment which, especially for foreign visitors making international calls, could turn out to be more expensive than hiring a traditional audio tour.
And the podcast, while convenient and offering much higher quality audio than the dial-up guide, requires preplanning on the part of the visitor if they want to play the guide during the visit.
Despite these issues, SFMoma expected the guides to appeal to visitors. In reality, they were barely used. Calls to the dial-up guides, in particular, scarcely broke an average of 20 per day - a negligible proportion of the visitors to the exhibition.
Use of the mp3 podcast for The Art of Participation was nine times higher, but that still amounted to relatively few of the exhibition’s visitors.
So why was take-up so poor? The answer, according to the museum’s visitor research, might actually be a general lack of interest in using mobile phones for museum tours.
SFMoma’s experiences show that the convenience and low cost of mobile-delivered content may not yet be enough to engage visitors. “People ask: ‘Do I really want to use a mobile phone in a museum? I’m on it all day’,” says Lindsey Green, head of key accounts at multimedia guide company Antenna Audio. Uncertainty about costs is also an issue.
“In the UK there’s currently no way of making free calls on a mobile and people don’t necessarily understand SMS (short message service) billing or how many free minutes they might have. Across Europe, where many visitors come from other countries, international roaming charges could make something that’s supposed to be cheaper much more expensive. So take-up is low.”
Samis’ assessment of SFMoma’s trials is even more damning: “The majority of visitors solidly prefer a museum-provided device. And who can blame them? Cellphone reception varies, the audio can be poor, and foreign visitors must pay outrageous international roaming charges.
“Barring the aid of a headset, users are asked to hold a device to their ear for extended periods - a physically taxing experience for some. Podcasts, while offering superior sound quality, require pre-visit planning. Finally, wi-fi networks are temperamental, especially in crowded situations.”
The iPod option
When Tate Liverpool organised Gustav Klimt: Painting, Design & Modern Life in Vienna 1900 in 2008, the museum created the UK’s first multimedia guide designed specifically for the iPod Touch and the iPhone. Developed by Tate Media, the guides offer something of a middle ground between asking visitors to use their own phones and hiring equipment.
Visitors to Tate Liverpool could hire a preloaded iPod Touch for £3 or connect to the gallery’s Klimt wi-fi network and view the guide on a wireless device’s web browser. In addition, a podcast of the guide could be downloaded at any time from the Tate’s website. The only snag with this was that the podcast used mp4 files that failed to play correctly on all hardware.
So how did visitors respond? According to Doug McFarlane, the digital production coordinator at Tate Media, iPod loans exceeded 10,000 - about ten per cent of visitors, which is pretty high for a multimedia guide, and the wireless site received 11,000 hits.
“People loved it and we got great feedback. The iPod is light, the screens are great and they are really easy to use, even for an older demographic,” says McFarlane.
As part of SFMoma’s study into visitors’ use of different interpretation systems, Antenna Audio developed a PDA-based multimedia guide for the museum’s exhibition Frida Kahlo in 2008. This allowed users to “tap” on the PDA screen to reveal audio information about a particular area of a painting.
Unlike the mobile phone content, this “touch-and-listen” feature proved a resounding success, where tapping the screen effectively became equivalent to pointing at the work and asking a question.
“One of the ways a multimedia tour can improve on traditional audio tours is to be less long-winded and more specific, responding to the visitor’s increments of curiosity,” says Samis.
It is these “increments of curiosity” that are being harnessed by UK company Hypertag in its guide system, which uses visitors’ mobile phones. With Hypertag’s Mentor product, users download a special Java-based application directly to their phone, for free, through a Bluetooth point in the museum. This enables the phone to receive content via Bluetooth from small devices located next to objects in the exhibition.
The tags have a range of around two to four metres and are wired to a power source (although they can run on batteries for a short time). If the building has a wireless network, content on the tags can be updated remotely and the museum can also gather information about visitor usage.
The usual barrier to this type of system is the huge variation in the capabilities of different phone handsets, according to Jonathan Morgan, the managing director of Hypertag. The company overcomes this through a database of handset models, and content that is tailored to each model.
A visitor who is interested in the object they are viewing can use their Bluetooth-enabled phone to download the content from the tag to watch or listen there and then, or save it for after the visit. There are no phone calls involved, no wi-fi networks and there is no need to prepare for the visit in advance.
Using devices outside
So far the historic houses and museums that have worked with Hypertag, such as Down House, Charles Darwin’s home in Kent, and the Royal Institution in London, have opted for lending PDAs to visitors, however.
The Derbyshire Dales National Nature Reserve, Lathkill Dale, is pioneering the first Bluetooth wildlife guide in the UK, with tags placed outdoors. Visitors can download information about species of flowers and butterflies and a historic quarry.
But what of the assertion that people already spend enough time on their mobiles? Is it possible to create a guide where the user is not always looking at the screen? “It’s about getting the implementation right,” says Morgan. “The experience is accretive - when people see something they are interested in, they want to find out more about what they are seeing.”
One of the benefits of mobile phones that arguably remains relatively untapped by museums is that they allow users to record their own interpretation. In an era of audience participation and a lessening of top-down didacticism, this self-generated interpretation might well appeal to democratic-minded museum educators and curators. And it is this aspect of the hardware that has been put to use by Ookl, a mobile-based learning system developed by design consultancy The Sea.
The National Maritime Museum (NMM) in London installed Ookl in its Atlantic Worlds gallery last September for use with school groups studying transatlantic slavery. Pairs of pupils are given a phone and objects in the gallery are marked with a code which, when entered into the phone, “collects” that object and offers additional information or raises a related question.
The pupils then have to answer this either by further examination of the object or investigation of the rest of the gallery. In other words, the phone causes them to look up as well as down.
“We were worried that kids would spend the whole 45-minute slot looking at their phones, but that hasn’t happened,” says Charlie Keitch, a formal learning officer at NMM.
As well as delivering information and asking questions, the phones let the students take photographs, write notes and make films, just like any other mobile phone. The difference is that all this material, along with the “collected” objects, is automatically uploaded to a personalised web page, for post-visit use back at the school.
“It’s a data-gathering device to help you answer questions, but it also tells you which other people have collected the same object. This hugely increases conversations about the objects, which was one of the things we wanted to do,” says Natasha Waterson, the digital project manager at NMM.
An Ookl licence gives museums standard Nokia phones preloaded with proprietary software and a 3G phone contract, allowing the phones to connect to the company’s website. Calling functions are disabled, but your museum or site will need a good signal to the phone network, or wireless internet access.
A licence for 32 handsets costs just over £10,000 per year. “This allows you to pilot with minimal risk, as you haven’t got to make your own hardware investment and the back-end development has already been done,” Waterson says.
Clearly, school groups have different requirements to the average family. Nonetheless, the NMM system shows how standard mobile phone functions can stimulate investigation and interpretation. And both Ookl and Hypertag compile information to use post-visit as you go - something that traditional guides do not.
While it is this combination of content and experience that is more important than the hardware, the mobile phone, however ubiquitous and smart, brings with it drawbacks as well as advantages.
If loaned equipment loaded with bespoke software continues to provide the richest, most compelling way of viewing information, visitors may favour that over using their own phone, even if it means spending a little more money all round.
This article was written for Museum Practice, Summer 2009.
Posted in Exhibition, Interaction, Museums | 3 Comments »