In this presentation—tailor-made for MCN—panelists will lift the veil to reveal the aspects of the development process for a handful of exciting interactive projects and offer a no-holds-barred tutorial on how your museum can create its own interactive. We’ll offer candid observations and revelations about what worked and what didn’t, what we’d do again or not—as the case may be—from the practical to the pie-in-the-sky.
Love them or hate them, BLE beacons continue to be an important tool to consider when planning your on-site mobile strategy. We will take a candid look at their relative successes and shortcomings across a number of projects we have developed and implemented. Included in the discussion: how beacons be used to increase and assist accessibility as well as be one of the primary triggers for content. Using 3-5 active mobile apps in which we have implemented beacons as examples, we will provide insights on how to plan for their inclusion (and installation), how to optimize their effectiveness, how they can affect and enhance narrative strategies, and some additional pros and cons.
Using discussion of beacons as the point of departure, we will then present an in-depth look at The Hunger Games: The Exhibition. Lionsgate Entertainment and Acoustiguide teamed up to create a mobile tour experience for the traveling exhibition of set re-creations, costumes and other artifacts from the blockbuster Hunger Games franchise. Like any museum exhibition, it faced the challenges of how to communicate with visitors, create content with a cohesive narrative flow and move people through the exhibition smoothly. It all had to be presented in the kind of shiny package HG fans would expect and let them share it on pretty much any social media platform.
With everything on the table from personalizing the tour, to Augmented Reality and Image Recognition, to high-end video, to games and quizzes, to hidden content – all triggered by BLE beacons - the sky was the limit. But then a funny thing happened… everyone took a step back to think about how all these things fit together.
Panelists will discuss the collaborative process and how technology and narrative interact, the ever-elusive balance between heads-up and heads-down engagement, as well as the in-gallery versus “real world” appeal of mobile apps. And by the time of this presentation we hope to share some of the reactions from the visitors.
Presenters will include Jeff Hunt, Creative Director, and Simon Dale, Chief Software Architect, Acoustiguide Interactive; John Simoniello, Senior Producer and Michael Suswal, Head of Strategy and Development, Entertainment, Acoustiguide, Inc.