Tag Archives: The Pen

Process Lab: Citizen Designer Digital Interactive, Design Case Study

Fig.1. Process Lab: Citizen Designer exhibition and signage, on view at Cooper Hewitt.

Fig.1. Process Lab: Citizen Designer exhibition and signage, on view at Cooper Hewitt

Background

The Process Lab is a hands-on educational space where visitors are invited to get involved in design process. Process Lab: Citizen Designer complimented the exhibition By the People: Designing a Better America, exploring the poverty, income inequality, stagnating wages, rising housing costs, limited public transport, and diminishing social mobility facing America today.

In Process Lab: Citizen Designer participants moved through a series of prompts and completed a worksheet [fig. 2]. Selecting a value they care about, a question that matters, and design tactics they could use to make a difference, participants used these constraints to create a sketch of a potential solution.

Design Brief

Cooper Hewitt’s Education Department asked Digital & Emerging Media (D&EM) to build an interactive experience that would encourage visitors to learn from each other by allowing them to share and compare their participation in exhibition Process Lab: Citizen Designer.

I served as project manager and user-experience/user-interaction designer, working closely with D&EM’s developer, Rachel Nackman, on the project. Interface Studio Architects (ISA) collaborated on concept and provided environmental graphics.

Fig. 2. Completed worksheet with question, value and tactic selections, along with a solution sketch

Fig. 2. Completed worksheet with question, value and tactic selections, along with a solution sketch

Process: Ideation

Project collaborators—D&EM, the Education Department, and ISA—came together for the initial steps of ideation. Since the exhibition concept and design was well established at this time, it was clear how participants would engage with the activity. Through the process of using cards and prompts to complete a worksheet they would generate several pieces of information: a value, a question, one to two tactic selections, and a solution sketch. The group decided that these elements would provide the content for the “sharing and comparing” specification in the project brief.

Of the participant-generated information, the solution sketch stood out as the only non-discrete element. We determined that given the available time and budget, a simple analog solution would be ideal. This became a series of wall-mounted display bins in which participants could deposit their completed worksheets. This left value, question, and tactic information to work with for the content of the digital interactive.

From the beginning, the Education Department mentioned a “broadcast wall.” Through conversation, we unpacked this term and found a core value statement within it. Phrased as a question, we could now ask:

“How might we empower participants to think about themselves within a community so that they can be inspired to design for social change?”

Framing this question allowed us to outline project objectives, knowing the solution should:

  • Help form a virtual community of exhibition participants.
  • Allow individual participants to see themselves in relation to that community.
  • Encourage participants to apply learnings from the exhibition other communities

Challenges

As the project team clarified project objectives, we also identified a number of challenges that the design solution would need to navigate:

  • Adding Value, Not Complexity. The conceptual content of Process Lab: Citizen Designer was complex. The design activity had a number of steps and choices. The brief asked that D&EM add features to the experience, but the project team also needed to mitigate a potentially heavy cognitive load on participants.
  • Predetermined Technologies. An implicit part of the brief required that D&EM incorporate the Pen into user interactions. Since the Pen’s NFC-reading technology is embedded throughout Cooper Hewitt, the digital interactive needed to utilize this functionality.
  • Spatial Constraints. Data and power drops, architectural features, and HVAC components created limitations for positioning the interactive in the room.
  • Time Constraints. D&EM had two months to conceptualize and implement a solution in time for the opening of the exhibition.
  • Adapting to an Existing Design. D&EM entered the exhibition design process at it’s final stages. The solution for the digital interactive had to work with the established participant-flow, environmental graphics, copy, furniture, and spatial arrangement conceived by ISA and the Education Department.
  • Budget. Given that the exhibition design was nearly complete, there was virtually no budget for equipment purchases or external resourcing.

Process: Defining a Design Direction

From the design brief, challenges, objectives, and requirements established so far, we could now begin to propose solutions. Data visualization surfaced as a potential way to fulfill the sharing, comparing and broadcasting requirements of the project. A visualization could also accommodate the requirement to allow an individual participants to compare themselves to the virtual exhibition community by displaying individual data in relation to the aggregate.

ISA and I sketched ideas for the data visualization [figs. 3 and 4], exploring a variety of structures. As the project team shared and reviewed the sketches, discussion revealed some important requirements for the data organization:

  • The question, value and tactic information should be hierarchically nested.
  • The hierarchy should be arranged so that question was the parent of value, and value was the parent of tactics.
Fig. 3. My early data visualization sketches

Fig. 3. My early data visualization sketches

Fig. 4. ISA’s data visualization sketch

Fig. 4. ISA’s data visualization sketch

With this information in hand, Rachel proceeded with the construction of the database that would feed the visualization. The project team identified an available 55-inch monitor to display the data visualization in the gallery; oriented vertically it could fit into the room. As I sketched ideas for data visualizations I worked within the given size and aspect ratio. Soon it became clear that the number of possible combinations within the given data structure made it impossible to accommodate the full aggregate view in the visualization. To illustrate the improbability of showing all the data, I created a leaderboard with mock values for the hundreds of permutations that result from the combination of 12 value, 12 question and 36 tactic selections [fig. 5, left]. Not only was the volume of information overwhelming on the leaderboard, but Rachel and I agreed that the format made no interpretive meaning of the data. If the solution should serve the project goal to “empower participants to think about themselves within a community so that they can be inspired to design for social change,” it needed to have a clear message. This insight led to a series steps towards narrativizing the data with text [fig. 5].

Concurrently, the data visualization component was taking shape as an enclosure chart, also known as a circle packing representation. This format could accommodate both hierarchical information (nesting of the circles) and values for each component (size of the circles). With the full project team on board with the design direction, Rachel began development on the data visualization using D3.js library.

Fig. 5. Series of mocks moving from a leaderboard format to a narrativized presentation of the data with an enclosure chart

Fig. 5. Series of mocks moving from a leaderboard format to a narrativized presentation of data with an enclosure chart

Process: Refining and Implementing a Solution

Through parallel work and constant communication, Rachel and I progressed through a number of decisions around visual presentation and database design. We agreed that to enhance legibility we should eliminate tactics from the visualization and present them separately. I created a mock that applied Cooper Hewitt’s brand to Rachel’s initial implementation of the enclosure chart. I proposed copy that wrapped the data in understandable language, and compared the latest participant to the virtual community of participants. I opted for percentage values to reinforce the relationship of individual response to aggregate. Black and white overall, I used hot pink to highlight the relationship between the text and the data visualization. A later iteration used pink to indicate all participant data points. I inverted the background in the lower quarter of the screen to separate tactic information from the data visualization so that it was apparent this data was not feeding into the enclosure chart, and I utilized tactic icons provided by ISA to visually connect the digital interactive to the worksheet design [fig. 2].

Next, I printed a paper prototype at scale to check legibility and ADA compliance. This let us analyze the design in a new context and invited feedback from officemates. As Rachel implemented the design in code, we worked with Education to hone the messaging through copy changes and graphic refinements.

Fig. 5. A paper prototype made to scale invited people outside the project team to respond to the design, and helped check for legibility

Fig. 5. A paper prototype made to scale invited people outside the project team to respond to the design, and helped check for legibility

The next steps towards project realization involved integrating the data visualization into the gallery experience, and the web experience on collection.cooperhewitt.org, the collection website. The Pen bridges these two user-flows by allowing museum visitors to collect information in the galleries. The Pen is associated with a unique visit ID for each new session. NFC tags in the galleries are loaded with data by curatorial and exhibitions staff so that visitors can use the Pen to save information to the onboard memory of the Pen. When they finish their visit the Pen data is uploaded by museum staff to a central database that feeds into unique URLs established for each visit on the collection site.

The Process Lab: Citizen Designer digital interactive project needed to work with the established system of Pens, NFC tags, and collection site, but also accommodate a new type of data. Rachel connected the question/value/tactic database to the Cooper Hewitt API and collections site. A reader-board at a freestanding station would allow participants to upload Pen data to the database [fig. 6]. The remaining parts of the participant-flow to engineer were the presentation of real time data on the visualization screen, and the leap from the completed worksheet to digitized data on the Pen.

Rachel found that her code could ping the API frequently to look for new database information to display on the monitor—this would allow for near real-time responsiveness of the screen to reader-board Pen data uploads. Rachel and I decided on the choreography of the screen display together: a quick succession of entries would result in a queue. A full queue would cycle through entries. New entries would be added to the back of the queue. An empty queue would hold on the last entry. This configuration assumed that if the queue was full when they added their entry participants may not see their data immediately. We agreed to offload the challenge of designing visual feedback about the queue length and succession to a subsequent iteration in service of meeting the launch deadline. The queue length has not proven problematic so far, and most participants see their data on screen right away.

Fig. 6. Monitor displaying the data visualization website; to the left is the reader-board station

Fig. 6. Monitor displaying the data visualization website; to the left is the reader-board station

As Rachel and I brought the reader board, data visualization database, and website together, ISA worked on the graphic that would connect the worksheet experience to the digital interactive. The project team agreed that NFC tags placed under a wall graphic would serve as the interface for participants to record their worksheet answers digitally [fig. 7].

Fig. 7. ISA-designed “input graphic” where participants record their worksheet selections; NFC tags beneath the circles write question, value and tactic data to the onboard memory of the Pen

Fig. 7. ISA-designed “input graphic” where participants record their worksheet selections; NFC tags beneath the circles write question, value and tactic data to the onboard memory of the Pen

Process: Installation, Observation & Iteration

Rachel and I had the display website ready just in time for exhibition installation. Exhibitions staff and the project team negotiated the placement of all the elements in the gallery. Because of obstacles in the room, as well as data and power drop locations, the input wall graphic [fig. 7] had to be positioned apart from the reader-board and display screen. This was unfortunate given the interconnection of these steps. Also non-ideal was the fact that ISA’s numeric way-finding system omitted the step of uploading Pen data at the reader-board and viewing the data on-screen [fig.1]. After installation we had concerns that there would be low engagement with the digital interactive because of its disconnect from the rest of the experience.

As soon as the exhibition was open to the public we could see database activity. Engagement metrics looked good with 9,560 instances of use in the first ten days. The quality of those interactions, however, was poor. Only 5.8% satisfied the data requirements written into the code. The code was looking for at least one question, one value, and one tactic in order to process the information and display it on-screen. Any partial entries were discounted.

Fig. 8. A snippet of database entries from the first few days of the exhibition showing a high number of missing question, value and tactic entries

Fig. 8. A snippet of database entries from the first few days of the exhibition showing a high number of missing question, value and tactic entries

Conclusion

The project team met the steep challenges of limited time and budget—we designed and built a completely new way to use the Pen technology. High engagement with the digital interactive showed that what we created was inviting, and fit into the participatory context of the exhibition. Database activity, however, showed points of friction for participants. Most had trouble selecting a question, value and tactic on the input graphic, and most did not successfully upload their Pen data at the reader-board. Stringent database requirements added increased difficulty.

Based on these observations, it is clear that the design of the digital interactive could be optimized. We also learned that some of the challenges facing the project could have been mitigated by closer involvement of D&EM with the larger exhibition design effort. Our next objective is to stabilize the digital interactive at an acceptable level of usability. We will continue observing participant behavior in order to inform our next iterations toward a minimum viable product. Once we meet the usability requirement, our next goal will be to hand-off the interactive to gallery staff for continued maintenance over the duration of the exhibition.

As an experience, the Process Lab:Citizen Designer digital interactive has a ways to go, but we are excited by the project’s role in expanding how visitors use the Pen. This is the first time that we’ve configured Pen interactivity to allow visitors to input information and see that input visualized in near real-time. There’s significant potential to reuse the infrastructure of this project again in a different exhibition context, adapting the input graphic and data output design to a new educational concept, and the database to new content.

Iterating the “Post-Visit Experience”

The final phase of a visitor’s experience at Cooper Hewitt, after they’ve left the museum, is what we call the “post-visit experience.” Introduced along with the Pen in March, it is a personalized website that displays a visitor’s interactions with the museum as a grid of images, including objects they collected from the galleries and wallpapers they created in the Immersion Room.

Our focus leading up to its launch was just to have it working, and as such, some of the details of a visitor’s experience with the application were overlooked. As a result of this, our theoretically simple interface became cluttered with extra buttons, calls to action and explanatory texts. In this post, I’ll present the experience as it existed before and describe some of the steps we took in the past month to iterate on the post-visit experience.

The “Before” Experience

ticket_old

First, let’s walk through the experience as it existed up until this week. The post-visit begins when a visitor accesses their personal website, which they could do by going to a URL on their physical ticket. On the ticket above, that URL is https://cprhw.tt/v/brr6. The domain is our “URL shortener,” https://cprhw.tt, followed by /v/ to indicate a visit (the shortener also supports /o/ for objects or /p/ for people), followed by a four or five-character alphanumeric code which we call the “shortcode.” If a visitor recognized this whole thing as a URL, they would get access to their visit. If a visitor didn’t recognize this as a URL, they would hopefully go to our homepage and find the link that took them to the “visit shortcode page” seen below.

Screen Shot 2015-10-29 at 4.03.33 PM copy

From here, they would enter their shortcode and get their visit. A visit page contains a grid of all the images of items you collected and created during your visit to the museum, which looked like this:

Screen Shot 2015-10-29 at 12.37.47 PM

You will notice the unwieldy CTA. It’s big, it’s ugly and it gets in the way of what we’re all here to do, but this was our first opportunity to present the concept of “visit claiming” to the visitor. Visit claiming is the idea that your visit is initially anonymous, but you can create an account and claim it as your own. Let’s say the visitor engages the CTA and claims their account. They are taken through a log in / sign up flow and return to their visit page which has now been linked to their account.

After claiming a visit, the visitor has access to some new functionality. At the top of the page are the token share tools. Under every image now live privacy controls, in the form of a repeated paragraph. At the very bottom of the page are buttons to make everything public, export the visit and delete the visit.

Screen Shot 2015-10-29 at 12.38.28 PM Screen Shot 2015-10-29 at 12.38.57 PM

What to Work On?

The goal for this work was to redesign the post-visit experience to put the visitor’s experience above all of our functional and technical requirements. At this point, we were all familiar with the many complex details along the way, so we met to discuss the end-to-end experience. Taking a step back and thinking in terms of expectations — both ours and the visitors’ — helped us rebuild the experience from the ground up. Feedback we had collected both anecdotally and through our online feedback form was helpful in this process. Once we had an idea of a visitor’s overall expectations of the post-visit experience, we were able to turn that into actionable tasks.

Step 1: Redesigning Visit Retrieval

Screen Shot 2015-11-02 at 5.45.33 PM

The first pain point we identified was the beginning of the experience: visit retrieval. Katie, our former Labs technologist, has written before about some of the ways we’ve tried to get visitors quickly up to speed on “how everything works” — the idea that you get a pen, you use the pen to collect objects, you go to a website and you get your objects. Her work focused on informational postcards and the introductory script used by the visitor experience staff. In the case of the visit retrieval flow chart above, this helped reduce the number of “no” answers to the two questions: “do I have my ticket?” and “do I recognize the URL on my ticket?”

That second question — “do I recognize the URL on my ticket?” — is not a question we would have expected visitors to even be asking. To us, the no-vowel/non-standard-TLD “URL-shortener”-style URL, a la bit.ly or t.co, has an instantly recognizable purpose. Through visitor feedback, we learned that for some visitors, it understandably looked more like an internal tracking number than the actual website we wanted people to go visit.

For these visitors, the best-case scenario is that the they would go to our main website where we provide links, both in the header and on the homepage, to the “visit retrieval” page. Here it is again, for reference:

Screen Shot 2015-10-29 at 4.03.33 PM copy

Since we expected users to go straight to the URL on their ticket, this page was more of a backup and as such hadn’t received a lot of attention. As a consequence of this, there were a few things that confused users on the page. First, the confirm button’s CTA is “fetch,” which is different from the “retrieve” used in the header and “access” used on the ticket. Second, the placeholder text in the input field is cut off. Third, the introduction of the word “shortcode,” which we’ve always used internally to refer to a visitor’s visit ID, had no meaning in the visitor’s mind. We tried explain it by saying that it means “the alphanumeric code after the final slash on your ticket,” which is a useless jumble of words.

Our approach to this was to eliminate the “do I recognize the URL?” question and its resulting outcomes (the dotted box in the flow chart above) and replace it with self-evident instructions. To that end, we redesigned both the visit retrieval page and the ticket itself. Here’s the new ticket:

ticket_new

We’ve provided a much more human-friendly URL in “www.cooperhewitt.org/you” and established the shortcode (now just called “code”) as a separate entity. Regardless of whether or not visitors were confused by the short URL, the language on the new ticket fits with our desire to use natural language wherever we can to avoid having the digital experience feel unnecessarily technical.

The visit retrieval page (which is accessed via the URL on the ticket) also got an update. The code entry field got much bigger and we tucked a small FAQ below it. We also standardized on the word “retrieve” as the imperative.

Screen Shot 2015-10-29 at 12.17.46 PM

Screen Shot 2015-11-03 at 2.46.14 PM

Step 2: Redesigning the Visit Page

The next pain point we identified was the visit page itself, and specifically how we used it to explain claiming and privacy. Here’s the page again for reference:

Screen Shot 2015-10-29 at 12.37.47 PM

The problem concerning how we explained claiming is fairly straightforward. The visual design of the CTA is obtrusive, but it was our only opportunity to explain the benefits of claiming a visit. We sought to find a less obtrusive, more intuitive way to explain why claiming a visit is an option our visitors might want to take advantage of.

The problem concerning how we explained privacy is the more complicated of the two issues. It specifically regards the concept of the “anonymous visit.” Visits aren’t connected with visitor’s identities in any way except in that only they know the code. We do this because we need a way to uniquely identify each museum visit and the shortcode keeps that unique ID at a reasonable length. We also want to allow visitors to have an anonymous post-visit experience, meaning they can see everything they did in the museum without having to sign up for an account. But we don’t expect everyone to remember their shortcode or hold on to their ticket forever, so we allow visitors to create an account on our website and “claim” their visits. A claimed visit is linked to a visitor’s email address, so now they can throw out their ticket and forget their shortcode. Over time, we also hope that visitors will claim multiple visits with their accounts so they get a complete history of their relationship with our museum.

The problem this presents is that we have to treat every visitor who has a code as if they are the owner of that visit. This manifests itself in a specific (but important) use case. If a visitor shares their visit on social media while it is unclaimed, then any person who accesses the visit will also have the option to sign up and claim it as their own.

Further compounding this issue is the fact that we automatically make claimed visits private. We do this because in claiming an account, the visitor is effectively de-anonymizing it. Claimed visits are linked to real-world identities (in the form of a username) and for that reason we make it an opt-in choice to go public with that connection.

The goal of redesigning this page, then, was to allow the visitor to navigate the complex business logic without having to fully comprehend it. In talking this through we concluded that by consolidating the visit controls (which previously only appeared on the claimed visit page) and adding them (greyed out) to the unclaimed visit we could solve many of our problems. Why have a paragraph of explanatory text about why you should claim your visit when we could just show you the control panel that claimed visits have access to? A control panel presents the functionality plainly and concisely, without confusing language.

This also allowed us to establish a language of icons that we could reuse elsewhere to replace explanatory sentences. We also agreed to standardize on the word “claim” as the action that we wanted visitors to engage in, as it more effectively conveys the idea that other people have visits as well but we need to know that this one was yours.

Best of all, it allowed us to build off the work we’d done earlier this year which had the explicit purpose of organizing our code and visual hierarchy to better support future iterations.

Here’s what that ended up looking like.

Screen Shot 2015-10-29 at 12.21.16 PM

Interacting with any of the controls invokes a modal dialog that prompts the user claim their visit. If they’re not logged in, they are presented with a login / signup prompt. Otherwise they are asked to confirm their desire to claim the visit. Once claimed, the controls function as expected. Like the changes we made to the ticket design, it moves towards a more self-evident experience that requires less information processing time on the visitor’s part.

Screen Shot 2015-10-29 at 12.21.44 PM

Finally, some bonus gifs to show off the interaction details. The control panel has some rollover action:

controls

We use modal dialogs to confirm privacy changing, deleting and claiming actions:

publicification

A Brief Bit About Code

Powering the redesign was a complete overhaul of the Javascript that powers these pages. Specifically, we reorganized it to remove inline code and decouple API logic from DOM logic. In lay terms, this means separating the code that says “when I click this thing…” from the code that says “…perform this action.” When those separate intentions are tightly coupled, the website is less flexible and doing maintenance work or experimenting with alternate user flows requires more effort than necessary. When separate, it makes reusing code much more straightforward, which will allow us to tweak and test with ease going forward. Recent frameworks such as Angular or React, which we’ve only just started experimenting with, excel at this. For now, we opted for a slightly modified module pattern, which gives us just enough structure to keep things organized without having to learn a new framework.

What’s Next?

The changes have only been live for a few days now so it will take some time to build up enough numbers to see where to focus our future improvements on this part of the site. Specifically, we will be looking at the percentage of visitors who visit their website and the percentage of those visitors who create accounts, and hope to see the rate of change increasing for both of those numbers.

One part of this visitor flow where we hope to do structured A/B tests is with the “sign up” functionality. Right now, when a visitor enters their code and clicks the “Retrieve” button, they are taken immediately to their visit page. We want to test whether adding in a guided “visit claiming” flow, which would optionally hold the user’s hand through the account creation process before they’ve seen their objects, results in more account creations. We’ll wait and collect enough “A” data before rolling the “B” test out.

Of course, there are big questions we can start answering as well. How can we enhance the value of a visitor’s personal collection? Right now we have rudimentary note-taking functionality which is severely underutilized. What do we do with that? What about new features? We have all of our object metadata sitting right there waiting to be turned into personalized visualizations. (Speaking of that – we have public API methods for visit data!) Finally, how can we complete the cycle and turn the current “post-visit” into the next “pre-visit” experience?

With each iteration, we strive not only to apply what we’ve learned from visitors, colleagues and peers to our digital ecosystem, but also to improve the ease with which future iterations can be made. We are better able to answer questions both big and small with these iterations, which we hope over time will result in a stronger and more meaningful relationship between Cooper Hewitt and our visitors.

5 months with the Pen: data, data, data

Its been five hectic months since the Pen started being distributed to visitors at the ticket counter, and we’ve been learning a lot. We last made some basic stats available at the 100 day mark, but how has usage changed – especially now that almost every area of the museum has been changed over in terms of exhibitions and objects? And what are the tweaks that have made the difference?

Take up rates are improving

March 10 to August 10 total number of times the Pen has been distributed – 62,015
March 10 to August 10 total number of eligible visitors – 65,935
March 10 to August 10 mean take up rate – 94.05%

The Pen launched on March 10, four months after the museum opened its doors, and by the end of March the Pen had a take up rate of 80.44%. By the end of April this had improved to 96.88% and by the end of July to 97.44%. A huge amount of effort by the front-of-house team to improve their scripting and ‘pitch to visitors’ made the difference upfront, and that was backed up by optimisations to the Pen distribution processes later. Late July also saw the introduction of the Pen into Pay-What-You-Wish Saturday evenings which relied a lot on having more streamlined Pen handout processes being implemented. Still to come is the integration of the Pen into education visits and school groups.

Pen usage is improving

March 10 to August 10 total objects collected – 1,394,030
March 10 to August 10 total visitor-made designs saved – 54,029
March 10 to August 10 mean zero collection rate – 26.7%

Not everyone who takes the Pen ends up using it. Some visitors wander around with it but choose not to save anything.

In April we saw a high of 31.28% not using their Pen, and we believe that a sizeable portion of this was actually the result of some backend issues that saw some visitors not being able to ‘write’ the contents of their Pen to their account. We noticed an uptick in “I visited, used the Pen, but there’s nothing when I go to my ticket’ emails coming in to our Zendesk customer service helpdesk. Throughout May and June we tracked down the source of some of these problems and began to resolve them. By the end of July the non-use rate was down to 22.4% and is tracking under 20% for August so far.

Those who do use the Pen, though, use it a lot. The average number of objects saved by a visitor has varied between 33.2 (March) and 26.99 (June) – significantly more than expected. The average number of ‘visitor-made designs’ (wallpapers, 3d models, Sketchbot portraits) has stayed relatively steady at 1.2 per visitor.

Time on campus is stable

March 10 to August 10 mean time on campus – 99.56 minutes

Cooper Hewitt is not a large museum. There’s a lot to do, but it is physically quite small at 16,000 square feet of gallery space. One of the aims of the new museum experience and redesign was to extend the time that visitors spent on site. As the Pen is handed out at the moment of admission and returned upon exit, the time between these two events is a pretty accurate indication of the time each visitor spends in our building (inclusive of shop and cafe).

Month to month the average has oscillated between 91.84 minutes and 104.31 minutes. Because of changes in the way that Pens are collected at the end of the visit, times from July onwards have to be adjusted downwards by 30 minutes. In order to speed the museum exit experience, front-of-house staff clear the Pen deposit box every 30 minutes instead of individually meaning that some Pens may have been sitting ‘unreturned’ for a while.

Post-visit logins need improvement

March 10 to August 10 post visit website retrieval rate – 33.8%

Each ticket that is paired with a Pen contains a unique URL which allows a visitor to login after their visit to see what they collected and designed. For well over 20 years this has been seen, perhaps misguidedly, as the holy grail of museum experiences – “they came to the museum and they enjoyed themselves so much, they went back to the website for more afterwards”. Falk & Dierking, amongst others, have emphasised that visitors recall their museum visits as an amalgam of experiences and often not in the categories or strict differentiations of specific exhibitions, programs, or objects that museum professionals expect.

For the first 4 months, March through June, the percentage of visitors retrieving their visit data from the unique URL on their ticket was flat at 35%. In July we started to see this drop to 30.65%. We’re looking into some of the potential causes for this drop – this may be related to the Pen box at the exit operating in a less-staffed mode (previously every Pen was collected by a front-of-house staff member who would verbally remind the visitor to check out their visit using the URL on their ticket as they left the museum). We will soon be trialling a slightly redesigned ticket with a simpler, clearer call-to-action and URL, as well as better exit signage as a reminder.

That said, these figures for post-visit access are vastly better than most other known initiatives in the museum sector where post-visit web use is usually well under 10%.

Soon, too, the post-visit experience online will see some small tweaks and improvements deployed that will make it easier to navigate, explore, and export your visit.

Surprises

Visitors continue to surprise us. Many of the creations that are being drawn in the Immersion Room are astounding in their complexity and they remain a firm favourite on social media. A simple look at Instagram photos posted from our location make it very clear that visitors love the interactivity and the ability to ‘put themselves into the museum’. Popular objects, too, continue to be a balance of ‘unexpected gems’ and ‘known favourites’.

We’re in the process of drawing up some maps that will help us visualise the distribution of ‘popularity’ throughout the physical gallery spaces. This sort of spatial visualisation, coupled with new data as the objects on all three floors of the museum are switched out for new exhibitions, will help the museum differentiate between the effect of ‘location as an attractor’ [are things closer to doors/thresholds more popular than things in the middle of the room etc], ‘aesthetic qualities as an attractor’ [are bold objects more popular than more subtly displayed/lit objects], and the influence of ‘known classics’ or the concept of ‘landmark objects’ in design of exhibitions (see the work of Stephen Bitgood).

We’re also interested in sequencing. What order do visitors move through spaces? Does this change by visitor-type or by the type of exhibitions on view? How long does it take before visitors of different types take to make their ‘first collection’?

So many questions!

You can always keep an eye on the top line numbers and very basic Pen statistics on our site, and Labs will continue to blog results at periodic milestones.

The digital experience at Cooper Hewitt is supported by Bloomberg Philanthropies.

100 days

Museum Stats | Collection of Cooper Hewitt, Smithsonian Design Museum

Today marks the 100th day since the Pen started being distributed to visitors. Its been a wild ride and the latest figures are far beyond our estimations.

As of today, Pens have been handed out to 40,846 visitors which represents about 93% of all eligible visitors so far. We’re not currently distributing Pens on Saturday nights, nor to education groups, so they’re excluded from the count.

When we were thinking about the Pen and its integration into the museum, ubiquity was a critical concern. We knew that making it an ‘addon’ or ‘optional’ wasn’t going to achieve the behavior change that we desired, so continuing to make the on-boarding process easier for visitors and staff has been very important.

All of that would be for nought, if those Pens weren’t being used. Those Pens have collected 889,156 objects – averaging nearly 22 per Pen. That’s really surprised us! With a median of 11 we are still working on new methods in the galleries to help visitors collect more with their Pens, and in some cases, get started.

We’ve been equally excited that visitors have chosen to save 35,138 of their own creations from the wallpaper room, 3D designs, and Sketchbot portraits.

We’ve seen dwell times on the campus – from the times visitors take the Pen to when they return on exit – balloon out to a current average of 102 minutes, slightly less on weekends.

Another surprise has been the ‘most collected object’. It is the Noah’s Ark cut paper from 1982, an object that is on display towards the back of Making Design on the 2nd floor – certainly not the first object a visitor encounters. We probably shouldn’t be very surprised though, as it does also show up frequently as a visitor favorite on Instagram.

If you’d like to see what else is popular then hop over to our newly public ‘basic statistics‘ page where the top six objects and other numbers update daily.

And as for the post-visit experience? Just over 25% of ticketed visitors check out their collections after their visit, and a third of them decide to create accounts to permanently store their collection.

Over the coming months we’ll be working on continuously improving the Pen experience in the galleries – and as next week’s new exhibitions open to the public, the museum will have changed over almost every gallery since December. A lot of those improvements are going to be, as we’ve already seen, not technical in nature, but about more human-to-human interaction and assistance.

The digital experience at Cooper Hewitt is supported by Bloomberg Philanthropies.

Label Writer: Connecting NFC tags to collection objects

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Labels, for better or worse, are central to the museum experience. They provide visitors with access to basic object information (metadata) and a tiny glimpse into the curatorial research for everything in the galleries, helping to place objects in context. At Cooper Hewitt, they are also the gateway through which the Pen‘s “collect” interaction is realized.

In order for the Pen to know which object label you’re trying to collect, every label in the museum contains an NFC tag that is written with the object’s ID. When an object gets added to our database we give it an ID, an integer that is unique across our entire online collections database. Our beloved Spanking Cat, for example, has the ID number 18382391. Writing that number to an NFC tag is a simple task, but doing it hundreds of times for every new exhibition we roll out will get tedious very quickly. Thus, Label Writer was born.

Label Writer is an Android app that writes, reads and locks NFC tags based on the object to which the label refers. The staff member can look up the objects that are in a given room of our museum, select one or more of them, and assign them to the label in question. They can search for specific objects in case an object’s location hasn’t been updated yet. They can also write tags for videos and shop items.

The front and back of the NFC tag we use in our labels, with pennies for scale

From left to right: the back and front of the NFC tags we use in our labels, and pennies for scale.

Planning

After thinking about the app we came up with the following requirements:

  1. When processing a user’s visit, we need to know what type of thing they’ve collected. When the Pen launched, this was either objects or videos, and has since grown to include shop items. To facilitate that process, Label Writer would have to distinguish between types of things and write tags that indicated that.
  2. It would need to write multiple things to a tag, including things of different types. One label might contain three objects. Another label might contain one video and two objects.
  3. It would need to lock tags. Leaving the tags unlocked would enable anyone with an NFC-enabled smartphone to walk around the galleries and overwrite our tags. Locking the tags prevents this.
  4. It would need to read tags and display images of what’s on a tag. This is so we can double-check what is on a tag before we lock it. We only print one copy of every label – sometimes through an offsite service – and the wall labels (as opposed to the rail labels) have their NFC tags glued in and unable to be replaced.
  5. Label Writer would have to present objects in a constrained format — having to find the object on a label from our total collection of 210,000 objects every time, through accession number lookup or other traditional searches, would get annoying very quickly.
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The NFC tags on our wall labels are built in to the label.

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The NFC tags on our rail labels are interchangeable.

Production

I decided to build the app in Android because it has great support for NFC and we have plenty of Nexus 9 tablets at the museum for use in the galleries. I started with this boilerplate for an Android read/write NFC app and performed initial tests to make sure we could write a tag that could be read by some of the early Pen prototypes. Once that was established, I began fleshing out the UI of the app and worked on hooking it up to our API.

The API gives us so much to work with on the app’s frontend. Being able to display an object’s image is a much better way to confirm that a label is written correctly than by comparing IDs or accession numbers. The API also lets us see all of the objects in a given room of the museum, which means that the user can write labels in an ordered fashion. When the labels arrive from the printer they are grouped by room, and often we will not write the tags until they have been installed in the galleries, so “by room” is a convenient way to organize objects on the frontend. It also gives us easy access to videos and shop items, and allows the app to easily be expanded to write labels for more things from our collections database. Since our collections site alpha, we have stressed the importance of an easily-accessed permanent ID for everything: people, objects, videos, exhibitions, locations etc., and now with the Pen we can prepare labels that allow users to collect any one of those things during their visit to the museum.

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When I took all these screenshots, the app was called “Tag Writer”, as in “NFC Tag Writer.” But “Label Writer” sounds better.

When the app is opened, the user is prompted with a few ways to group objects. Since we added videos and shop items to the app, this intro screen has grown a bit so it will probably get a redesign when we next expand its capabilities. But for now, users have a few options here:

  1. They can select a room from a dropdown menu (here’s a list of all of our rooms)
  2. They can enter an individual accession number
  3. They can enter a video’s ID
  4. They can search the shop (see Aaron’s recent post about adding shop items to our online collection)

When one of these options is used, the relevant objects appear on the screen. For example, selecting Room 106 brings up some of the posters from our current How Posters Work exhibition. Being able to display the images of the posters makes it much easier for the user to confirm that they are connecting the dots accurately — accession numbers and object IDs are easily confused (not to mention boring to look at).

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The user can then tap one or more objects to add them to a label. In the screenshot below, you can see that two objects have been selected and the orange bar at the bottom has formatted them to be written to a tag — in this case, chsdm:o:68730187;18708395. The way that things get written to tags follows a format we agreed upon early in the Pen design process, as various developers would be building applications that relied on reading and parsing a Pen’s content. In brief, chsdm is a namespace for our museum that is not particularly necessary but serves as a header for what follows. o stands for object and then the ID (or semicolon-delimited IDs) that follow are the IDs of objects. The letter can change: v for video, s for shop, and on and on for whatever other things we might eventually write to tags. We add a pipe character (|) to delimit multiple types of things on a tag, so a tag with an object and a video might look like chsdm:o:18714653|chsdm:v:68764195. But all of this is handled by the app based on what the user selects in the interface.

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Next, a user can hold the tablet up to the object label to write the NFC tag. When the tag is written, the orange bar at the bottom turns green to let the user know it went okay. Later, using the “Read Tags” functionality of the app, the user can confirm the tag’s contents by reading the NFC tag. The app parses the tag and loads the things it thinks the tag refers to. When this is confirmed, the user can lock the tag to make sure nobody overwrites it.

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Here’s everything, from start to finish, using the object-lookup-by-accession-number functionality.

Next Steps

I mentioned that the home screen of this app will get a redesign as we allow more types of things to be written to tags. The user experience of the tag writing process needs a little finessing — a bug in how success messages get displayed has resulted in a few tags that get written with bunk data. Fortunately that is caught in the “read” phase of the workflow, but should be corrected earlier.

Overall, as we keep swapping out exhibitions, Label Writer will get more and more use. We will use these opportunities to collect feedback from the app’s users and make changes to the app accordingly.

Collect all the things – shoeboxes, shop items and the Pen

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You can now collect any object in the collection, or on display, from the collections website itself. Just like in the galleries there is a small “collect” icon on the top right-hand side of every object page on the collections website. It’s not just individual object pages but also all the object list pages, too. So many “collect” icons!

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  Objects that haven’t been collected yet have a grey icon.

  Objects that have been collected in the galleries, as part of a visit to the museum, have a pink icon.

  Objects that that have been collected on the collections website have an orange icon.

Simply click the grey icon to collect an object or click one of the orange or pink icons to remove or un-collect that object.

That’s it!

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Just like visit items, things you collect on the website have a permanent URL that can be made public to share with other people and can be given a bespoke title or description. Objects that you collect on the collections website live in something we’re calling the “shoebox”.

You can get your to shoebox by visiting https://collection.cooperhewitt.org/users/YOUR-USERNAME/shoebox or if you’re already logged in to your Cooper Hewitt account by visiting https://collection.cooperhewitt.org/you/shoebox/.

There is also a handy link in the Your stuff menu, located at the top-left of every page on the collections website.

The shoebox is the set of all the objects you’ve collected (or created) on the website or during your visits to the museum. Although visits and visit items overlap with things in your shoebox we still treat them differently because although you need to be logged in to you Cooper Hewitt account to add things to your shoebox a visit to the museum can be entirely anonymous if a visitor so chooses.

The default view for the shoebox is to display everything together in reverse-chronological order but you can filter the view to show only things collected online or things collected during a visit. You can also see the set of all the objects you’ve made public or private.

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logged out view (large version)

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logged in view (large version)

But it’s not just objects, either. You can already collect videos during your museum visit so those are included too. Ultimately the only limit to what you might collect with the Pen is time-and-typing. Things we’re thinking about making collect-able include: entire exhibitions or the introductory texts on the wall for an exhibition or people or individual rooms in the Mansion.

Museum retail

We’ve started this process by allowing you to collect things in the museum Shop.

By “things in the Shop” we mean all the things that have ever been sold in the Shop over the years. And by “all the things” we mean almost all the things. There is some technical hoop-jumping related to inventory management systems and that is why we don’t have everything yet but we’ll get there in time.

We are a captial-D design museum with a capital-D design shop and many of the things that have been available in the Shop have gone on to become part of our permanent collection so it only makes sense to give them a home on the collections website. In fact MoMA already does similarly with their “find related products in the MoMA Store” feature though ours is a bit different.

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You can see for yourself at https://collection.cooperhewitt.org/shop

The /shop section is divided in two parts: Brands and Items (and all the items for a given brand of course). There isn’t a whole lot of extra information beyond titles and links to the SHOP Cooper Hewitt website for those items that are currently in-stock but it’s a start. Like the rest of the collections website we’ve started with the idea that providing permanent stable URLs that people can have confidence we create something that can be improved on over time.

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Shop items and brands don’t get updated as regularly as we’d like yet. We are still working through the fiddly details of bridging our systems with the Shop’s ecommerce and POS system and some things still need to be done by hand. We’ve been able to get this far though so we expect things will only get better.

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You might be wondering…

You might be reading this and starting to wonder Hmmm… does that mean I can also collect things in the Shop as I walk around the museum with the Pen? the answer is… Yes!

As of this writing there are only one or two items that can be collected with the Pen because the Shop staff are still getting familiar with the tools and thinking about how making collect-able labels changes in their day-to-day workflow. The obvious future of this might be the infamous ‘wedding register’, however we believe that many museum visitors actually would like to bookmark objects to possibly buy later, or just remember as part of their overall visit to the ‘museum campus’.

Practically what that has meant are some changes to Sam‘s “tag writer” application (the subject of a future blog post) to fetch shop items via our API and then letting the Shop folks decide what they want to tag and when they want to do it.

There has been a whole lot of change here over the course of the last three years and allowing the various parts of the museum warm up to the possibilities that the Pen starts to afford at their own pace and with not only a minimum of fuss but plenty of wiggle-room for experimentation is really important.

In the meantime we hope that you enjoy collecting at least more, if not all, of the things that make up the museum.

Understanding how the Pen interacts with the API

Detail of instructional postcard now available to museum visitors at entry to accompany The Pen.

Detail of instructional postcard now available to museum visitors at entry to accompany The Pen.

The Pen has been up and running now for five weeks and the museum as a whole has been coming to terms with exactly what that means. Some things can be planned for, others can be hedged against, but inevitably there will be surprises – pleasant and unpleasant. We can report that our expectations of usage have been far exceeded with extremely high take up rates, over 400,000 ‘acts of collection’ (saving museum objects with the Pen), and a great post-visit log in rate.

The Pen touches almost every operation of the museum – even though the museum was able to operate completely without it from our opening in December until March. At its most simple, object labels need NFC tags which in turn needs up-to-the-minute location information entered into our collection management system (TMS); the ticketing system needs a constant connection not only to its own servers but also to our API functions that create unique shortcodes for each visitor’s visit; and the Pens need regular cleaning and their monthly battery change. So everyone in the museum has been continuously improving and altering backend systems, improving workflows, and even the front-end UI on tablets that the ticket staff use to pair Pens with tickets.

Its complex.

Katie drew up (another) useful diagram of the journey of a Pen through a visit and how it interacts with our API.

Single visit 'lifecycle' of The Pen. Illustration by Katie Shelly, 2015. [click to enlarge]

Single visit ‘lifecycle’ of The Pen. Illustration by Katie Shelly, 2015. [click to enlarge]

Even more details of the overall system design and development saga can be found in the (long) Museums and the Web 2015 paper by Chan & Cope.

The digital experience at Cooper Hewitt is supported by Bloomberg Philanthropies. The Pen is the result of a collaboration between Cooper Hewitt, SistelNetworks, GE, MakeSimply, Undercurrent, and an original concept by Local Projects with Diller Scofidio + Renfro.