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Why Are So Many Participatory Experiences Focused on Teens?

Museum 2.0

Over the past year, I've noticed a strange trend in the calls I receive about upcoming participatory museum projects: the majority of them are being planned for teen audiences. Why are teens over-represented in participatory projects?

Teen 24
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Against Participation

Museum 2.0

But Ultra-red reminded me that many environments function as distortion machines. Or should they opt out, find friendlier environments, and stop participating in discriminatory spaces? In other cases--like when I was asked to write a "fun" etiquette guide on how to visit museums--I said no.

professionals

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Guest Post: Oh Snap! Experimenting with Open Authority in the Gallery

Museum 2.0

It can be incredibly difficult to design a participatory project that involves online and onsite visitor engagement. We put couches and a coffee table in the room to entice visitors to spend time with the works and create a comfortable environment. We Blur Digital and Real-World Experiences The biggest difference between Oh Snap!

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NTEN Leading Change Summit #14lcs: Reflection

Beth's Blog: How Nonprofits Can Use Social Media

The Leading Change Summit was more intimate (several hundred people), participatory and interactive, intense, and stimulating. Good instructional design to create an environment for peer dialogue begins with good on boarding and for people to connect with something they already know or believe.

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Using Design Thinking for A Foundation’s Investment Strategy

Beth's Blog: How Nonprofits Can Use Social Media

In some ways, a design lab can be thought of as “participatory research and testing.”. Over the past twenty years, the Brainerd Foundation has invested nearly $50 million in organizations working to protect the environment in the Northwest. We finished with a group photo and fun co-creation reflection.

Design 50
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Gaming the Talkback Experience with the Signtific What If? Machine

Museum 2.0

It's fun, I learn something, I'm challenged to contribute something meaningful, and I connect with other users. And while it's fun as an online experience, I see the potential for Signtific to be repurposed in physical space as a dynamic platform for capturing diverse visitor opinions on a variety of "what if?"

Game 24
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Take a Side Trip to the Denver Art Museum

Museum 2.0

Side Trip is an immersive environment full of interactive experiences that let visitors share their own stories of the 1960s, make their own rock posters, and explore the music and vibe of the time. There are two aspects of Side Trip that really stand out: the immersive environment and the design of the interactives.

Denver 21