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Museum 2.0 Rerun: Answers to the Ten Questions I Am Most Commonly Asked

Museum 2.0

This August/September, I am "rerunning" popular Museum 2.0 Originally posted in April of 2011, just before I hung up my consulting hat for my current job at the Santa Cruz Museum of Art & History. I''ve spent much of the past three years on the road giving workshops and talks about audience participation in museums.

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Reflections on a Weekend with Ze Frank and His Online Community

Museum 2.0

It's not every day that a visitor buys pizza for everyone in the museum. Then again, Saturday was hardly normal at the Santa Cruz Museum of Art & History. The sheet gave people a lightweight tool to use in social interaction, to trade and share stamps. The museum itself was well-integrated into the event.

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Museum Photo Policies Should Be as Open as Possible

Museum 2.0

I'm working on a section of my book about sharing social objects and am writing about the most common way that visitors share their object experiences in museums: through photographs. Revenue Streams: Museums want to maintain control of sales of "officially sanctioned" images of objects via catalogues and postcards.

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Answers to the Ten Questions I am Most Often Asked

Museum 2.0

I've spent much of the past three years on the road giving workshops and talks about audience participation in museums. The Museum 2.0 In 2008, the conversation started shifting to "how" and "what." Are there certain kinds of institutions that are more well-suited for participatory techniques than others? Yes and no.

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Quick Hits: Funding, Facts, and Futurecasting

Museum 2.0

First, I want to extend a huge THANK YOU to everyone who has contributed to the nascent Museum 2.0 We're still looking for your Museum 2.0-related Now, onto the links: If you have a great idea for a participatory learning project that uses digital tools, the MacArthur Foundation wants to give you money. Living Archive.

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Game Friday: Spore, Self-Expression, and the Pitfalls of Creating Your Own Universe

Museum 2.0

Games are already highly participatory, but over the last few years game designers have been giving players more control over the gameworld and experience. Spore was released in September of 2008 to huge sales expectations. Expo about Spore , and claimed that the power of Spore is not as a game but as a "self-expression tool."

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The Participatory Museum Process Part 1: Overview and Statistics

Museum 2.0

This is the first of a four-part series on the behind-the-scenes experience of writing The Participatory Museum. Overview: Stages of Development and Participation Types The Participatory Museum was written over a 15 month period that began in December of 2008. Content review (stealth).