Difference between revisions of "Designing CLIO with the MUSETECH Model"

From CLIO

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====D1Pc. Integration with other ICT====
====D1Pc. Integration with other ICT====
It may be possible for CLIO to integrate with certain open-source collections databases, such as Collective Access<ref>https://www.collectiveaccess.org/</ref>, to pull multimedia and metadata for use in activities.
''Perspective: Cultural Heritage Professional''
 
It may be possible for CLIO to integrate with certain open-source collections databases, such as Collective Access<ref name=":0">https://www.collectiveaccess.org/</ref>, to pull multimedia and metadata for use in activities.  This is outside of the scope of the initial CLIO release and would need to be added in future versions.  The POP kiosk uses a Raspberry Pi microcomputer with the Debian operating system and could potentially be integrated with other electronics through ethernet, USB or GPIO ports.  CLIO is an open-source web application and can be used on any computer system capable of running a web server.
{{See|MUSETECH_Evaluation_Criteria_by_Cluster#D1Pc}}
{{See|MUSETECH_Evaluation_Criteria_by_Cluster#D1Pc}}


====D1Pd. Balance of physical with digital====
====D1Pd. Balance of physical with digital====
The kiosk had no speakers and didn’t make noise or auto-play mediaWhen inactive for a configurable amount of time, it would return to a screen illustrating the activities that were available with visual and textual instructions to interact.  There would be a card on the exhibit table talking about the Kiosk and how to use itThe goal was to help self-facilitate learners through the exhibit by interesting them with the objects, draw their attention to an activity before they left the table.
''Perspective: Cultural Heritage Professional''
 
For the BurkeMobile, the POP kiosk would not have any speakers, make noise or auto-play any multimedia.  We didn't want the kiosk to overpower the tangible parts of the exhibit, so it would blend into the background when not in use through various mechanismsAfter a configurable amount of time, the kiosk would return to a home screen illustrating the available activities with visual and textual instructions.  The screen can also be dimmed when not in use, temporarily overriding the facilitator and visitor brightness settings until interacted with.  There would be a card on the exhibit table talking about the kiosk, its activities and how to get startedOur goal was to help self-facilitate learners through the exhibit by interesting them with the objects and draw their attention to an activity before they left the table.
 
{{See|MUSETECH_Evaluation_Criteria_by_Cluster#D1Pd}}


====D1Pe. Clear understanding of the fabrication process====
====D1Pe. Clear understanding of the fabrication process====
''Perspective: Cultural Heritage Professional''
We would be creating documentation surrounding CLIO and POP that included guides for creating and editing activities, as well as creating and maintaining a POP prototype kiosk.  These guides would also act as quick primers into various subjects related to CLIO, such as JSON data storage or 3D printing procedures.  Workshops could be held where professionals are trained in the new processes by interactively doing it themselves under educator supervision.
{{See|MUSETECH_Evaluation_Criteria_by_Cluster#D1Pe}}
==== D1Pf. Level of in-house technical knowledge ====
''Perspective: Cultural Heritage Professional''
We wanted CLIO to be accessible to professionals without design or software development experience using an easy-to-use and interactive web interface for creating, managing and exhibiting activities.  We also wanted CLIO to accessible to developers looking to add new features, interact with external hardware, design activity types or create menus.  Our goal was to create defaults that work out of the box for institutions without designers or developers, but are easily changeable with the appropriate knowledge.  In addition, we would be creating extensive documentation surrounding the project.
{{See|MUSETECH_Evaluation_Criteria_by_Cluster#D1Pf}}


====D1Ma. Level of innovation and business intelligence====
====D1Ma. Level of innovation and business intelligence====
''Perspective: Museum''
This type of exhibit technology offers to different perspective for interactive content than many traditional means.  CLIO hopes to create an interactive exhibit framework that can be integrated into a museum's galleries and re-used through out different exhibits.  POP kiosks are small and portable, allowing them to be moved around your institution based on its changing needs, or even take them outside of the building to facilitate live lessons or pop-up exhibits. CLIO and POP are based on open hardware and software that are extensible, allowing these kiosks to control different exhibit elements such as lighting, sound or mechanics.  Additionally, the kiosk is modular, built using open hardware, and printed in-house, allowing individual parts to be replaced only as needed.
{{See|MUSETECH_Evaluation_Criteria_by_Cluster#D1Ma}}
====D1Mb. Brand name, uniqueness and originality====
====D1Mb. Brand name, uniqueness and originality====
''Perspective: Museum''
CLIO is intended to act as a framework that an institution can build on top of to create something that is unique, aligns with their mission and fits their design language.  By creating new activity types, theming interface elements, or changing filament colors, CLIO and POP can be customized to any institution.  The project is also based on open-source technologies that are available for free and built by the community.
{{See|MUSETECH_Evaluation_Criteria_by_Cluster#D1Mb}}
====D1Mc. Integration with other ICT====
====D1Mc. Integration with other ICT====
''Perspective: Museum''
It may be possible for CLIO to integrate with certain open-source collections databases, such as Collective Access<ref name=":0" />, to pull multimedia and metadata for use in activities.  This is outside of the scope of the initial CLIO release and would need to be added in future versions.  The POP kiosk uses a Raspberry Pi microcomputer with the Debian operating system and could be integrated with other electronics through ethernet, USB or GPIO ports.  CLIO is an open-source web application and can be used on any computer system capable of running a web server.
{{See|MUSETECH_Evaluation_Criteria_by_Cluster#D1Mc}}
====D1Md. Budget====
====D1Md. Budget====
''Perspective: Museum''
CLIO and POP are open-source so licensing costs aren't a consideration when budgeting for interactive activities and exhibits.  CLIO can be used on any computer system capable of running a web server, allowing institution to re-use existing hardware systems or utilize low-cost commodity hardware, such as Raspberry Pi and Adafruit.
{{See|MUSETECH_Evaluation_Criteria_by_Cluster#D1Md}}
====D1Me. Staff acceptance====
====D1Me. Staff acceptance====
''Perspective: Museum''
Initial education staff reception to CLIO and POP were generally positive with an interest in adding technology elements to their exhibits.  User interface evaluation was completed with the education staff and museum volunteers, which garnered feedback used to improve clarity and navigation of the interface.  General reception at the Lunch and Learn Seminars, as well as the MuseWeb 2020 conference, were generally positive with a majority of concerns relating to the ease of use and documentation of CLIO and POP.  Classroom teacher responses from the Nature in the Classroom remote pilot program was generally good, with several positive comments relating to its asynchronous possibilities and varied informal educational uses.
{{See|MUSETECH_Evaluation_Criteria_by_Cluster#D1Me}}
====D1Va. Co-design, front-end evaluation and visitor acceptance====
====D1Va. Co-design, front-end evaluation and visitor acceptance====
''Perspective: Visitor''


===(D2) Experience design and narratives===
Due to the Covid-19 crisis, all in-person visitor evaluation for the POP kiosk and CLIO interface were put on hold indefinitelyObservation of over 20 Nature in the Classroom remote pilot program through the Slater Museum garnered generally positive feedbackStudents were able to easily navigate all of the activities used within the lesson and they were all accessible through their home web browser while facilitators led the lesson with on-screen examples.
We wanted a kiosk that would integrate into the exhibit we were creating, while providing additional context or content, without being intrusiveThis required creating an interactive with a straight forward interaction paradigm. A kiosk system similar to the Many Voices project, where the user interacted with physical books, could create an interaction experience that greatly detracted from the BurkeMobile pop-up exhibitInitial BurkeBox prototypes allowed visitors to hold an object to a scanner to load information about the object, but we felt doing this in a pop-up exhibit would draw too much attention to the technology and risk visitors taking the pieces in error.  
{{See|MUSETECH_Evaluation_Criteria_by_Cluster#D1Va}}
====(D2) Experience design and narratives====


We opted for a small capacitive touchscreen with a one-finger navigable interface designed primarily for accessibility. This provided a familiar interaction paradigm to a cellphone or other touchscreen interface.  The kiosk allowed for device specific configuration so educational facilitators could change how the kiosk integrated with their exhibit.
====D2Pa. Experience added value====
 
====D2Pb. Relevance to Audience====
We chose to use interactive activities for CLIO instead of static object pages, more similar to the BurkeBox project. By designing a framework to create interactive activity templates, we could create new interaction metaphors that could more effectively communicate the points we were trying to make.  An interactive and looping slideshow could more effectively communicate the cyclical lifecycle of salmon than a static block of text.  With the initial release of the toolkit, there were fifteen activity templates.  The different experiences allow variety and unique experience within an interface that will work in an expected fashion. 
====D2Pc. Tailored content====
 
''Perspective: Cultural Heritage Professional''
The activities provided an educational, interactive and hopefully enjoyable experience.  Making these unique activities allowed us to tailor the experience more closely to the educational goals we were trying to achieve by using simple or familiar interaction paradigms, such as timelines, annotated images and card matching games. We aimed to make activities that could draw a impactful connection with subjects the student already knew, such as people, animals, or places.  By keeping most of the interactive content regional, such as related to the Sockeye Salmon or Hanford Reach, we could provide a personal connection to the interactive.


Each activity was meant to provide an experience that required differing levels of attention from the visitorMany activities were meant to engage and intrigue without requiring deep focus.  The content was designed to be easily digestible text with accompanying visual components.  Activities would only provide as much information as the visitor desired, by hiding additional information behind intentional user action, such as clicking a button or navigating. We aimed to make content that was relevant to the objects on the table, to provide added value if desired, but it was not required to enjoy the physical nature of the exhibit and the pre-existing kinetic activities, such as arranging blocks.
The activities provided an educational, interactive and hopefully enjoyable experience.  By creating different templated activity types, we could tailor the experience more closely to the educational goals we were trying to achieve by using simple or familiar interaction paradigms, such as timelines, annotated images and card matching games. An interactive and looping slideshow could more effectively communicate the cyclical lifecycle of salmon than a static block of text.


We wanted the ability to categorize activities by audiences, allowing the facilitators to tailor the content and experience for their exhibit on the fly.  Occasionally, the BurkeMobile would need to create condensed exhibits due to space concerns.  This would allow them to merge exhibits together as needed.  We discussed the possibility of creating the same activity for different age groups, such as children, teenagers, adults and mixed age groups.  For example, activities designed for mixed age groups could provide questions to indirectly facilitate questions within the group.
We wanted the ability to categorize activities by audiences, allowing the facilitators to tailor the content and experience for their exhibit on the fly.  Occasionally, the BurkeMobile would need to create condensed exhibits due to space concerns.  This would allow them to merge exhibits together as needed.  We discussed the possibility of creating the same activity for different age groups, such as children, teenagers, adults and mixed age groups.  For example, activities designed for mixed age groups could provide questions to indirectly facilitate questions within the group.
{{See|MUSETECH_Evaluation_Criteria_by_Cluster#D2Pc}}
====D2Pd. Attentional balance====
''Perspective: Cultural Heritage Professional''


''Primary Considerations: D2Pa, D2Pb, D2Pc, D2Pd, D2Pe, D2Ma, D2Mb, D2Mc, D2Vc, D2Vd, D2Ve, D2Vf, D2Vg, D2Vh''
We didn't want CLIO to require too much attention of event facilitators, educators and operation managers.  Kiosk systems can be configured to load Facilitator Mode at startup, allowing professionals to tailor the content to the audience, or they can always load the same exhibit.  Once a POP kiosk is set up in its environment, it will operate independently as a black box system.  If there are ever problems, the kiosk can be easily restarted.  When used with Facilitator Mode, professionals can reload the last used activities in the event of a system failure.
 
{{See|MUSETECH_Evaluation_Criteria_by_Cluster#D2Pd}}
====D2Pa. Experience added value====
====D2Pb. Relevance to Audience====
====D2Pc. Tailored content====
====D2Pd. Attentional balance====
====D2Pe. Social Interaction====
====D2Pe. Social Interaction====
====D2Ma. Interpretive, Educational, Learning Potential====
====D2Ma. Interpretive, Educational, Learning Potential====
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====D2Va. Engagement====
====D2Va. Engagement====
====D2Vb. Personalization====
====D2Vb. Personalization====
====D2Vc. Learning, Edutainment, Entertainment====
====D2Vc. Learning, Edutainment, Entertainment====
====D2Vd. Attentional Balance====  
====D2Vd. Attentional Balance====
We wanted a kiosk that would integrate into the exhibit we were creating, while providing additional context or content, without being intrusive.  This required creating an interactive with a straight forward interaction paradigm. A kiosk system similar to the Many Voices project, where the user interacted with physical books, could create an interaction experience that greatly detracted from the BurkeMobile pop-up exhibit.  Initial BurkeBox prototypes allowed visitors to hold an object to a scanner to load information about the object, but we felt doing this in a pop-up exhibit would draw too much attention to the technology and risk visitors taking the pieces in error.
 
Each activity was meant to provide an experience that required differing levels of attention from the visitor.  Many activities were meant to engage and intrigue without requiring deep focus.  The content was designed to be easily digestible text with accompanying visual components.  Activities would only provide as much information as the visitor desired, by hiding additional information behind intentional user action, such as clicking a button or navigating. We aimed to make content that was relevant to the objects on the table, to provide added value if desired, but it was not required to enjoy the physical nature of the exhibit and the pre-existing kinetic activities, such as arranging blocks.
 
====D2Ve. Affective Impact====
====D2Ve. Affective Impact====
====D2Vf. Social Interaction====
====D2Vf. Social Interaction====
====D2Vg. Ability to follow usage on other platforms====
====D2Vg. Ability to follow usage on other platforms====
====D2Vh. Sense of belonging to a community====
====D2Vh. Sense of belonging to a community====
''Perspective: Visitor''
We aimed to make activities that could draw a impactful connection with subjects the student already knew, such as people, animals, or places.  By keeping most of the interactive content regional, such as related to the Sockeye Salmon or Hanford Reach, we could provide a personal connection to the interactive.


===(D3) Interactions, affordances, and interaction metaphors===
===(D3) Interactions, affordances, and interaction metaphors===
Line 80: Line 124:
====D3Pa. Quality of Affordances====
====D3Pa. Quality of Affordances====
====D3Pb. Suitability of interaction metaphors====
====D3Pb. Suitability of interaction metaphors====
We chose to use interactive activities for CLIO instead of static object pages, more similar to the BurkeBox project.  By designing a framework to create interactive activity templates, we could create new interaction metaphors that could more effectively communicate the points we were trying to make.  An interactive and looping slideshow could more effectively communicate the cyclical lifecycle of salmon than a static block of text.  With the initial release of the toolkit, there were fifteen activity templates.  The different experiences allow variety and unique experience within an interface that will work in an expected fashion.
====D3Pc. Interface design====
====D3Pc. Interface design====
====D3Pd. Clarity of navigation====
====D3Pd. Clarity of navigation====
We opted for a small capacitive touchscreen with a one-finger navigable interface designed primarily for accessibility.  This provided a familiar interaction paradigm to a cellphone or other touchscreen interface.  The kiosk allowed for device specific configuration so educational facilitators could change how the kiosk integrated with their exhibit.
====D3Pf. Multisensoriality====
====D3Pf. Multisensoriality====
====D3Ma. (Ability to) follow-up usage on other platforms====
====D3Ma. (Ability to) follow-up usage on other platforms====

Revision as of 16:23, 29 November 2021

The MUSETECH Model[1] posits that in order for museums to successfully utilize technologies, there are three stakeholder perspectives that must be considered. Throughout all stages of a museum technology project, these perspectives offer views that complement and inform the others in a way that can build institutional synergy. This model also states that there are four primary stages or constituents of a museum technology project. These quartiles contain evaluation criteria per perspective, grouped by thematic categories, which allows for a granular overview of the considerations throughout each stage of the technology project.

As a team, we used our monthly workshops to consider each of the 121 Evaluation Criteria and our answers to these questions helped form the foundation of the project. As the scope of the project changed and new design proposals were considered, these evaluation criteria were re-visited and re-assessed. This continually evolving process guided our research, design and evaluation. By building upon the strengths of previous design proposals and workshopping the weaknesses, we were able to adequately assess each criteria. We have provided a brief overview for each quartile cluster.

Read more.png


Design Quartile

(D1) Design and product ideation

D1Pa. Design concept

Perspective: Cultural Heritage Professional

When considering how technologies were utilized, we decided specifically to pursue open-source web technologies. These technologies provide a versatility and portability that many other technologies did not, allowing them to be used on numerous devices. These technologies have matured with the internet. We would focus on active projects with growing documentation and communities in order to ensure future support. We would be creating a web application to exhibit interactive activities that could be integrated into informal education in numerous ways. We would be creating a portable interactive kiosk system using low-cost open hardware that ran an internal web server, allowing the exhibition software to function completely offline.


D1Pb. Integration with the exhibition

Perspective: Cultural Heritage Professional

We wanted to create an interactive experience that acted as a contextualizing part of the exhibit without overshadowing it. The POP kiosk was available to provide additional or related information to the exhibit objects through interactive activities, but it wasn’t meant to detract from the tangible exhibit. For use within the Nature's Network program, we wanted most interactive activities to be completable within thirty seconds with several longer ones available for use at the facilitator's discretion. Our hope was that it could lure their eyes towards objects that they had just learned about through the kiosk and continue moving visitors through the exhibit.


D1Pc. Integration with other ICT

Perspective: Cultural Heritage Professional

It may be possible for CLIO to integrate with certain open-source collections databases, such as Collective Access[2], to pull multimedia and metadata for use in activities. This is outside of the scope of the initial CLIO release and would need to be added in future versions. The POP kiosk uses a Raspberry Pi microcomputer with the Debian operating system and could potentially be integrated with other electronics through ethernet, USB or GPIO ports. CLIO is an open-source web application and can be used on any computer system capable of running a web server.


D1Pd. Balance of physical with digital

Perspective: Cultural Heritage Professional

For the BurkeMobile, the POP kiosk would not have any speakers, make noise or auto-play any multimedia. We didn't want the kiosk to overpower the tangible parts of the exhibit, so it would blend into the background when not in use through various mechanisms. After a configurable amount of time, the kiosk would return to a home screen illustrating the available activities with visual and textual instructions. The screen can also be dimmed when not in use, temporarily overriding the facilitator and visitor brightness settings until interacted with. There would be a card on the exhibit table talking about the kiosk, its activities and how to get started. Our goal was to help self-facilitate learners through the exhibit by interesting them with the objects and draw their attention to an activity before they left the table.


D1Pe. Clear understanding of the fabrication process

Perspective: Cultural Heritage Professional

We would be creating documentation surrounding CLIO and POP that included guides for creating and editing activities, as well as creating and maintaining a POP prototype kiosk. These guides would also act as quick primers into various subjects related to CLIO, such as JSON data storage or 3D printing procedures. Workshops could be held where professionals are trained in the new processes by interactively doing it themselves under educator supervision.


D1Pf. Level of in-house technical knowledge

Perspective: Cultural Heritage Professional

We wanted CLIO to be accessible to professionals without design or software development experience using an easy-to-use and interactive web interface for creating, managing and exhibiting activities. We also wanted CLIO to accessible to developers looking to add new features, interact with external hardware, design activity types or create menus. Our goal was to create defaults that work out of the box for institutions without designers or developers, but are easily changeable with the appropriate knowledge. In addition, we would be creating extensive documentation surrounding the project.


D1Ma. Level of innovation and business intelligence

Perspective: Museum

This type of exhibit technology offers to different perspective for interactive content than many traditional means. CLIO hopes to create an interactive exhibit framework that can be integrated into a museum's galleries and re-used through out different exhibits. POP kiosks are small and portable, allowing them to be moved around your institution based on its changing needs, or even take them outside of the building to facilitate live lessons or pop-up exhibits. CLIO and POP are based on open hardware and software that are extensible, allowing these kiosks to control different exhibit elements such as lighting, sound or mechanics. Additionally, the kiosk is modular, built using open hardware, and printed in-house, allowing individual parts to be replaced only as needed.

D1Mb. Brand name, uniqueness and originality

Perspective: Museum

CLIO is intended to act as a framework that an institution can build on top of to create something that is unique, aligns with their mission and fits their design language. By creating new activity types, theming interface elements, or changing filament colors, CLIO and POP can be customized to any institution. The project is also based on open-source technologies that are available for free and built by the community.

D1Mc. Integration with other ICT

Perspective: Museum

It may be possible for CLIO to integrate with certain open-source collections databases, such as Collective Access[2], to pull multimedia and metadata for use in activities. This is outside of the scope of the initial CLIO release and would need to be added in future versions. The POP kiosk uses a Raspberry Pi microcomputer with the Debian operating system and could be integrated with other electronics through ethernet, USB or GPIO ports. CLIO is an open-source web application and can be used on any computer system capable of running a web server.

D1Md. Budget

Perspective: Museum

CLIO and POP are open-source so licensing costs aren't a consideration when budgeting for interactive activities and exhibits. CLIO can be used on any computer system capable of running a web server, allowing institution to re-use existing hardware systems or utilize low-cost commodity hardware, such as Raspberry Pi and Adafruit.

D1Me. Staff acceptance

Perspective: Museum

Initial education staff reception to CLIO and POP were generally positive with an interest in adding technology elements to their exhibits. User interface evaluation was completed with the education staff and museum volunteers, which garnered feedback used to improve clarity and navigation of the interface. General reception at the Lunch and Learn Seminars, as well as the MuseWeb 2020 conference, were generally positive with a majority of concerns relating to the ease of use and documentation of CLIO and POP. Classroom teacher responses from the Nature in the Classroom remote pilot program was generally good, with several positive comments relating to its asynchronous possibilities and varied informal educational uses.

D1Va. Co-design, front-end evaluation and visitor acceptance

Perspective: Visitor

Due to the Covid-19 crisis, all in-person visitor evaluation for the POP kiosk and CLIO interface were put on hold indefinitely. Observation of over 20 Nature in the Classroom remote pilot program through the Slater Museum garnered generally positive feedback. Students were able to easily navigate all of the activities used within the lesson and they were all accessible through their home web browser while facilitators led the lesson with on-screen examples.

(D2) Experience design and narratives

D2Pa. Experience added value

D2Pb. Relevance to Audience

D2Pc. Tailored content

Perspective: Cultural Heritage Professional

The activities provided an educational, interactive and hopefully enjoyable experience. By creating different templated activity types, we could tailor the experience more closely to the educational goals we were trying to achieve by using simple or familiar interaction paradigms, such as timelines, annotated images and card matching games. An interactive and looping slideshow could more effectively communicate the cyclical lifecycle of salmon than a static block of text.

We wanted the ability to categorize activities by audiences, allowing the facilitators to tailor the content and experience for their exhibit on the fly. Occasionally, the BurkeMobile would need to create condensed exhibits due to space concerns. This would allow them to merge exhibits together as needed. We discussed the possibility of creating the same activity for different age groups, such as children, teenagers, adults and mixed age groups. For example, activities designed for mixed age groups could provide questions to indirectly facilitate questions within the group.

D2Pd. Attentional balance

Perspective: Cultural Heritage Professional

We didn't want CLIO to require too much attention of event facilitators, educators and operation managers. Kiosk systems can be configured to load Facilitator Mode at startup, allowing professionals to tailor the content to the audience, or they can always load the same exhibit. Once a POP kiosk is set up in its environment, it will operate independently as a black box system. If there are ever problems, the kiosk can be easily restarted. When used with Facilitator Mode, professionals can reload the last used activities in the event of a system failure.

D2Pe. Social Interaction

D2Ma. Interpretive, Educational, Learning Potential

D2Mb. Personalization potential

D2Mc. Public Outreach and Communication Potential

D2Md. Big Data Potential

D2Va. Engagement

D2Vb. Personalization

D2Vc. Learning, Edutainment, Entertainment

D2Vd. Attentional Balance

We wanted a kiosk that would integrate into the exhibit we were creating, while providing additional context or content, without being intrusive. This required creating an interactive with a straight forward interaction paradigm. A kiosk system similar to the Many Voices project, where the user interacted with physical books, could create an interaction experience that greatly detracted from the BurkeMobile pop-up exhibit. Initial BurkeBox prototypes allowed visitors to hold an object to a scanner to load information about the object, but we felt doing this in a pop-up exhibit would draw too much attention to the technology and risk visitors taking the pieces in error.

Each activity was meant to provide an experience that required differing levels of attention from the visitor. Many activities were meant to engage and intrigue without requiring deep focus. The content was designed to be easily digestible text with accompanying visual components. Activities would only provide as much information as the visitor desired, by hiding additional information behind intentional user action, such as clicking a button or navigating. We aimed to make content that was relevant to the objects on the table, to provide added value if desired, but it was not required to enjoy the physical nature of the exhibit and the pre-existing kinetic activities, such as arranging blocks.

D2Ve. Affective Impact

D2Vf. Social Interaction

D2Vg. Ability to follow usage on other platforms

D2Vh. Sense of belonging to a community

Perspective: Visitor

We aimed to make activities that could draw a impactful connection with subjects the student already knew, such as people, animals, or places. By keeping most of the interactive content regional, such as related to the Sockeye Salmon or Hanford Reach, we could provide a personal connection to the interactive.

(D3) Interactions, affordances, and interaction metaphors

BurkeMobile events were already loud and crowded so we chose to limit the sensory stimulation output by the kiosk. POP did not contain any speakers or haptics and we hoped this would prompt visitors to interact with exhibit objects for sensory information. This choice, however, made auditory experiences and accessibility features impossible initially.

We chose to design the interface with a simplistic menu and content system. We used established iconography and interface conventions so that visitors didn't feel like they were required to learn a completely new interface to get the full exhibit experience. We followed design guidelines from Apple, Google and Microsoft. During the prototyping phase, JavaScript became the primary language for the CLIO web applications because it was found be more responsive to user input. We designed to interface to only require one finger to fully operate, with multitouch interactive layered on top of those. Overall, the interface is purposefully minimalist to avoid extraneous visual information from the kiosk.

We refrained from animations if possible because they could cause problems for kiosk users with various impairments. The exhibit home screen was slightly animated with bright colors to draw attention, however, and this was a concession to provide some motion and visual sense of interactivity. There would be a card on the table detailing activities on the kiosk that were related to an object.

Primary Considerations: D3Pa, D3Pb, D3Pc, D3Pd, D3Pe, D3Pf, D3Ma, D3Mb, D3Va, D3Vb, D3Vc, D3Vd, D3Ve, D3Vf, D3Vg

D3Pa. Quality of Affordances

D3Pb. Suitability of interaction metaphors

We chose to use interactive activities for CLIO instead of static object pages, more similar to the BurkeBox project. By designing a framework to create interactive activity templates, we could create new interaction metaphors that could more effectively communicate the points we were trying to make. An interactive and looping slideshow could more effectively communicate the cyclical lifecycle of salmon than a static block of text. With the initial release of the toolkit, there were fifteen activity templates. The different experiences allow variety and unique experience within an interface that will work in an expected fashion.

D3Pc. Interface design

D3Pd. Clarity of navigation

We opted for a small capacitive touchscreen with a one-finger navigable interface designed primarily for accessibility. This provided a familiar interaction paradigm to a cellphone or other touchscreen interface. The kiosk allowed for device specific configuration so educational facilitators could change how the kiosk integrated with their exhibit.

D3Pf. Multisensoriality

D3Ma. (Ability to) follow-up usage on other platforms

D3Mb. Brand name, uniqueness, originality

D3Va. Utility, usability and ease of use

D3Vb. Intuitiveness, learnability and learning curve

D3Vc. Responsiveness

D3Vd. Clarity of navigation

D3Ve. Personalization

D3Vf. Social interaction

D3Vg. Ability to follow-up usage on other platforms

D3Vh. Presence of multisensoriality

(D4) Aesthetics, look and feel and visceral qualities

It was important that the POP kiosk followed the brand and design language of the BurkeMobile exhibits so that it could better blend in without being intrusive. The default CLIO interface is also customizable to allow the Burke to make the interface meet their design style guidelines. We wanted to keep the interaction with the kiosk pleasant, through the use of a quality multitouch glass touch screen. The kiosk case was printed in black with a protective bumper printed using the BurkeMobile design colors for the pop-up exhibit it was being included in.

Primary Considerations: D4Pa, D4Ma, D4Va

D4Pa. Look and feel (materials, textures, colours, weight)

D4Ma. Brand name, uniqueness, originality

D4Va. Look and feel

Content Quartile

(C1) Content creation

We needed the digital activities for CLIO to be easy to reproduce because we wanted to make it accessible to those without coding experience. To do this, we would be creating a collection of activities and interaction experiences that could be templated, allowing the creation of similar activities with different content or media. The templated data, which was used to populate the activity templates, was stored using JSON because it was more human-readable than XML, faster to transfer, more efficient to parse and had innate JavaScript support. During the interim design and development stages, this was an important factor because CLIO Create had not been created, meaning templating data for activities required a human to edit the configuration files.

Creating activities for CLIO as a team was a multi-step process, involving as many people as necessary, and the responsibilities were We created a rich text format template for drafting CLIO content that was given to educators to allow them to draft content while the software was still under active development. These templates were made accessible through the cloud which allowed educators to update the draft template at any time so it could be integrated into the POP and online portal prototypes. This process made it possible for software and content development to happen concurrently while still informing the other. Once the draft templates for each activity type were completed, it was simple for the Education team to propose activity ideas and begin drafting their concept of future activities.

Primary Considerations: C1Pa, C1Pb, C1Pc, C1Pd, C1Pe, C1Pf, C1Pg, C1Ma, C1Mb, C1Va

C1Pa. Utility, usability and ease of use

C1Pb. Learnability and learning curve

C1Pc. Personalization and adaptation

C1Pd. Multilingualism

C1Pe. Community Support

C1Pf. Technology knowledge and support in the house

C1Pg. Interoperability

C1Ma. Continuity of usage

C1Mb. Logging

C1Va. Perceived Content Quality

C1Vb. Visitor-created content, creation and curation

(C2) Content maintenance

In the case of the Burke Museum, many technology exhibits and projects were outsourced to design exhibit firms who often maintained them, as well. With CLIO, we wanted to set up the Education department to be able to update the content on their kiosks as they needed without relying on an out-of-house professional. While activities can't be edited in the field, they can be updated through the development machine at the institution. The same kiosk can also be re-used for multiple exhibits or demonstrations by creating and loading new content. Documentation for CLIO was considered imperative for it's success and was maintained throughout the project.

CLIO is based on web technologies, allowing for the integration of these activities into educational lesson plans that are available online. This allows institutions to extend the lifecycle of the content they create, allowing it to exist online as part of an archive, online exhibit or lesson plan. Activities can be displayed simultaneously in-person and online, or made available online after an in-person exhibit closes.

Primary Considerations: C2Pa, C2Pb, C2Ma, C2Mb, C2Va

C2Pa. Ability to make changes in-house

C2Pb. Potential for Documenting and archiving

C2Ma. Staff acceptance

C2Mb. Interoperability and Modularity

C2Va. Personalization

C2Vb. Social Interaction and Sharing

C2Vc. Continuity of usage

Compliance Quartile

(MP1) Health, safety and accessibility

Accessibly is a core ideal of this project. Using web-based technologies – such as HTML, CSS and JS – enabled us to refer to established literature for the accessibility of web-based content, such as the World Wide Web Consortium's Web Content Accessibility Guide[3]. These guidelines often include tests the quantify and score accessibility in a range of categories.

CLIO has an accessibility menu always accessible that can provide customizations to the content to make it more accessible, such as font face, text size and contrast modes. Activities also audiences enabling facilitators to use exhibit content that is better suited for their setup location or audience.

A glass screen made it easier to use disinfectant wipes on the screen and around the printed protective bumper. The only noted safety concern was the glass screen, which prompted the inclusion of a padded bumper and screen protector to mitigate potential harm caused by a cracked screen. Under heavy and continuous usage, POP kiosks can get warm to the touch but not uncomfortably so.

Primary Considerations: MP1Pa, MP1Pb, MP1Pc, MP1Ma, MP1Mb, MP1Mc, MP1Md, MP1Va, MP1Vb, MP1Vc

MP1Pa. Accessibility

MP1Pb. Appropriateness

MP1Pc. Safety

MP1Ma. Safety

MP1Mb. Emergency Management

MP1Mc. Disposal and recycling

MP1Md. Hygiene, cleaning and maintenance

MP1Va. Accessibility

MP1Vb. Appropriateness

MP1Vc. Safety

(MP2) Logging and monitoring

User and system logging and monitoring is possible with CLIO, but it was purposefully steered away from as it is outside of the context of this application. Because CLIO is web-based and uses a descriptive URL, web-based analytics software could be used to monitor activity access metrics.

Primary Considerations: MP2Pa, MP2Ma, MP2Va, MP2Vb

MP2Pa. Logging and monitoring

MP2Ma. Logs storage, access, privacy, analytics

MP2Va. Personalization

MP2Vb. Legal compliance

MP3. Ethics and legal issues

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MP3Pa. Protecting audiences

MP3Pb. Data gathering and protection

MP3Ma. Other legal issues

MP3Va. Trust and confidence in the museum

Operation Quartile

(O1) Deployment and setting-up

CLIO is a suite of web applications that is designed to run on almost any computer system by using a web browser. This allows institutions to repurpose old computers for new exhibit kiosks. All of the content within CLIO is also easily updated, meaning that the same kiosk systems can be used throughout multiple exhibits. If the exhibit is portable, you can even bring it with you to outreach programs outside of your institution and set it up without any internet access.

With CLIO, we created a black box system that restricts that actions that a user can accomplish with a kiosk system. Users and facilitators are restricted to the CLIO interface with all access to the underlying systems completely disabled, making it more difficult for the system to be used incorrectly. Kiosk systems will automatically start into the CLIO web application without any interaction necessary. If there is ever a problem, simply restarting the kiosk will fix most problems. It is possible for the institution to edit the kiosk operating system to change configuration settings or create entirely new kiosk clones.

We wanted to create a kiosk and content creation system that could be handled by in-house personnel with access to the kiosks, applicable guides and minimal computer experience. This ecosystem was kept simple, with access to the inner workings of CLIO still accessible for those who did have coding experience. Once an activity is created for CLIO and placed on the kiosk, it will work without the need for any technical knowledge.

While working with the BurkeMobile, we monitored a facilitated event, as well as their setup and breakdown procedures. They were often working against a clock; needing to set up before a program, or needing to break down quickly to get to the next one. We needed CLIO to work as seamlessly and simply as possible, only requiring the facilitators to setup the kiosk and hit the power button to get it ready to add to an exhibit. Depending on their schedule or audience, they could reload their last exhibit or set up a new one with the activities on the kiosk. They could also configure the kiosk for specific event parameters, like turning on dark mode in a dark room. At the end of an event, they could unplug the kiosk without needing to power it down and pack it away safely for transport. By creating padded bumpers, they were easier to stack without damaging the screen. A hard screen cover was also considered.

Primary Considerations: O1Pa, O1Pc, O1Pd, O1Pe, O1Ma, O1Mb, O1Mc, O1Md, O1Va

O1Pa. Ease of use for installation

O1Pb. Distance monitoring

O1Pc. Workflow

O1Pd. In-house technical knowledge

O1Pe. Additional staffing required

O1Ma. Set-up and start-up parameters

O1Mb. Modularity and Interoperability

O1Mc. Staff and front-desk training

O1Md. Distribution, recovery and guarantee

O1Va. Visitor experience quality and customer care

O1Vb. Visitor-owned devices

(O2) Robustness and maintenance

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Untreated PLA is recyclable through properly equipped Waste management. Damaged or defective electronics can be disposed of responsibly.

O2Pa. Environmental constraints

O2Pb. Robustness

O2Pc. Level of customized maintenance required

O2Pd. Updating and replacing

O2Ma. Storage Costs

O2Mb. Level of maintenance

O2Mc. Loss, deterioration, theft, replacement

O2Md. Reusing and disposing

O2Va. Robustness

O2Vb. Responsiveness

O2Vc. Stability

O2Vd. Speed and speed of recovery

(O3) Power and energy

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O3Pa. Day to day running and maintenance

O3Pb. Stability

O3Ma. Interventions in the exhibition space

O3Va. Overall experience, preventing feelings of failure and frustration

(O4) Costs

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Kiosks can even be made FROM recycled computers or filament.

O4Pa. Workforce, time, additional staff

O4Ma. Financial Costs and Investment

O4Mb. Running and maintenance costs

O4Va. Overall experience, prevent feelings of failure and frustration

(O5) Additional Resources

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O5Pa. Instructions and “how to” guides

O5Ma. Impact on adapting, financing, sponsoring

O5Mv. Uptake

References