PLAY SCVNGR @ JOSLYN: Integrating Location Based Gaming in an Art Museum Laura Huntimer Interpretive Media Manager, Joslyn Art Museum, Omaha NE, USA March 2011 Introduction It all started with a cold call from Nick Herbold at SCVGNR on a crisp October 2009 day here at Joslyn Art Museum in Omaha, Nebraska. Nick wanted to visit with someone about something called SCVNGR. I thought, ok, what could it hurt to learn more, however I knew I would have to figure out a polite way to say “no thank you” due to our unfortunate economic state, as many museums were experiencing at that time. We set up a time to meet – a Friday afternoon. It did not take long before I was hooked! I wanted to see what the back‐end looked like, and on a Friday afternoon at the end of my day after a long, very long week, my mind started racing. I immediately started coming up with ideas with how we could use this technology at Joslyn – use it not pay for it. This idea of location‐based gaming was just filled with awesomeness. I took an enormous amount of notes after asking every question about SCVNGR that you could possibly pose. Then I demonstrated it to my boss and questioned, can we do this? And the answer was not this year due to budget constraints. Sadly, I had to call back with the update. I told him not to forget about us because again, I was hooked. We kept in contact as SCVNGR grew and developed, so did my interest in creating treks at Joslyn. Eventually after the start of the new year, SCVNGR @ Joslyn became a reality, and we started the process of integrating location based gaming into our technology plan. Background | planning and development process Joslyn Art Museum was a generous gift to the people of Omaha from Sarah H. Joslyn (1851– 1940), who upon her husband’s death, devoted herself to creating a memorial that would perpetuate their shared interests in music and art, as well as benefit the greatest number of people possible. When it opened on November 29, 1931, the new museum received several private collections as gifts, as well as collections from the Art Institute of Omaha and the Friends of Art. After she gave this gift, Sarah decided it was up to Omahans to determine what to do with it, and said, “If there is any good in it, let it go on and on.” The Walter and Suzanne Scott Pavilion, a 58,000 square‐foot addition built in 1994, connects to the original Art Deco Memorial building with the magnificent glass ConAgra Atrium. In 2007, Joslyn celebrated 75 years of achievement and inspiration, and soon after a year of events construction started on the Peter Kiewit Foundation Sculpture Garden that opened to the public on June 6, 2009. Then on October 31, 2009, Joslyn Art Museum opened a children's Discovery Garden, the final phase of the campus redevelopment. (For additional Joslyn history, visit www.joslyn.org) ‐ 1 ‐ LMH rev 3/16/11 PRE‐SCVNGR. Joslyn has had the traditional interactive museum‐type offerings: • Interactive computer kiosks featuring Art of the American West and Native American Art • Art Packs filled with hands‐on activities for families to take into the galleries • Audio Guides featuring the extensive Art of the American West collection • Scott EdTech Gallery with computers highlighting various interactive programs and web sites While these are still valid offerings for visitors who would prefer the solo experience of an audio guide or the hands‐on tactile encounter the Art Packs provide, but what about the high‐tech savvy audience glued to their mobile devices? Do we really want to tell them to put away their cell phone*? It would seem like this is an easy way to alienate an important audience, and strengthen the flawed image that an art museum is an arrogant place intended only for those intelligent enough to view art. *At the start of this experiment, cell phones and photography were NOT allowed in the galleries, and these rules have since reversed. SCVNGR EXPERIMENT. When SCVNGR was officially part of the Museum’s agenda, I took ownership of the bulk of this program creating the content as well as making sure all the moving pieces fit together. The treks, a series of challenges connected and automated through SCVNGR technology to create an engaging experience for museum visitors, were built completely in house. Most staff members were hands off at first when it came to the technology, and it took much coaxing to get them to at least try a challenge. Then I was able to get SCVNGR on the schedule for the summer programs under the Late ‘til 8 umbrella. So at first, I was the team, but I should include SCVNGR as creative partner because when they say they are there to help you after you begin planning and building your treks, they really are available in ways I that could be described simply as Customer Service Plus. Their staff created a static web page, reviewed scripts, designed graphics, and answered more questions than you can imagine. I’m a museum educator; we’re inquisitive. So who is SCVNGR? The company is quite fun to work and interact with, just look at the titles of some of the staff members: Chief Rockstar (COO), Pixel Czar (Design Architect), Clue Shredder (Game Designer), and King of Bling (Designer). And be prepared to be called “Rockstar,” and get ready to capture the ENERGY everyone expresses. The company is fairly young, in fact their Chief Ninja (that’s “founder” for those of us with an old school vernacular), Seth Preibatsch, is in his early 20s. But do not let his age distract you as he created his first web start‐up when he was twelve. FIRST ATTEMPT. After a disappointing summer 2010 of Late ‘til 8 events, ZOMG!, enter the fabulous Kellian Adams, better known as the Institutional Mastermind at SCVNGR. Nick was transitioning to a new position, SCVNGR Guru and Recruiter, and he was putting me in the quite capable hands of Kellian. I will admit, after the dismal summer, I was ready to throw in the towel. This is after thirteen evenings sitting outside conversing with visitors to convince them that it is ok to use your mobile device as more than a phone or a time piece. I think I had heard every kind of rejection including versions of “it’s not you, it’s me” from those who did not text. (For additional comments about Late ‘til 8, see case study in Resources and Technical Details) ‐ 2 ‐ LMH rev 3/16/11 It is important to mention that during the summer, SCVNGR was also transitioning from the text‐ only based version to the next generation featuring downloadable apps for mobile devices while keeping the text as an option. This was an interesting switch because at the time there were only two people Joslyn staff members who could help me test, one with a Droid and the other with an iPod Touch. We here in the Midwest have somewhat of a slower adoption rate with regards to technology I have discovered. In fact I just purchased my first iPhone after waiting on pins and needles waiting for my contract to allow me the upgrade (and yes, I don’t know how I lived before it!). THE TEAM. Kellian certainly breathed life back into this project of utilizing their technology at Joslyn. She had spectacular advice as well as the drive to make our next event we decided upon to feature SCVNGR, College Night, a success. Though she understood and empathized with me about the rejection, she had a plan that included a spreadsheet with more tasks than I could image for this so there was no time to waste. I needed an intern, marketing team, and volunteers. Check, check and check. The intern was a University of Nebraska at Omaha international studies student, Amber Green, and had worked at previous museums with technology. It would be her job to research and select artworks for the trek as well as securing rewards. The marketing team was our Marketing and Design Coordinator, Jennifer Gleason and Communications and Marketing Manager, Amy Rummel and who created the flyers and eventually added the SCVNGR information to Joslyn’s Members Magazine, respectively. The volunteers consisted of another UNO student, Katie Grant, who helped test the trek, promote College Night and oversee the hands‐on activity that was part of the trek. Members of Joslyn’s high school volunteer group called JAMbassadors were on hand during the program to promote the trek and assist as needed. I also called on Director of Adult Programs, Susie Severson, to review the trek script as College Night was her program. PLATFORM. The great thing about SCVNGR is that a majority of the general public today has some kind of “mobile device” on which you play the treks. This includes playing via app on iPhones, iPod Touches, iPads, and Android. And to oblige those who have yet to adopt the smart technology, users may still play via text, which fortunately many of Joslyn visitors seem to use. So for Joslyn, all we have to do is supply the visitor with instructions. This platform is so accommodating that it would be easy to recommend this to other institutions. FUNDING. In the beginning, there was no budget dedicated to SCVNGR. Fortunately, SCVNGR understands that museums in the non‐profit world were hit quite hard by the economic downfall. For 2011, SCVNGR offered a scholarship program to which we applied, and were grateful to receive the grant so we will be able to go ahead with plans to integrate SCVNGR technology into more Museum programs. THE SELL. One crucial aspect of gathering support for something new is to have an optimistic boss like mine, Director of Education Nancy Round, who allows you the freedom to pursue these types of projects and provides enthusiastic encouragement along the way. And then when considering sell of this product to the rest of the Museum stakeholders (education colleagues and various staff members necessary for the promotion and the success of the program), it was both that of a hard sell and easy sell. ‐ 3 ‐ LMH rev 3/16/11 While that may seem like a paradox, allow me to explain. It was easy because I explained how the product worked to these key players through demos and discussions about it so much. Any time a new program came up in a meeting, I inserted my thoughts on how a SCVNGR trek could be incorporated. Everyone loved the idea of having this technology available to offer to our growing tech savvy audience. In fact now a few months into it, and I have education colleagues and members of our development department coming to me saying that they would like to offer a SCVNGR trek at their various events. HUZZAH! The hard sell though was actually getting colleagues to try it for themselves. In the Museum I believe there are now probably no more than five people with smartphones, and those who are texting are not sure if they are ready to try something new. I received so many “I should try this” or “no I haven’t yet, but I need to” excuses. At this point, however, I am happy to report that a majority of these stakeholders have tried it. The common response back, “This is so cooool!” Yes, with that many o’s in cool. COST TO THE USERS. Currently the use of this technology is free to users and there are no plans to charge. The app to download is free, and regular text charges apply if users do not have text plan for their phone. Loaners have been discussed to accommodate those who do not have a mobile device or forgot to bring it to the Museum. However, through casual observation those who do not have their own mobile device would not be interested in borrowing something from the Museum. They are quite content to view the museum offerings without the use of high‐ tech devices. Further thought will need to be given to the idea of loaners. App Content The content arrives to the user in two forms. First, up, users playing via text (which was the original intent of SCVNGR). Users text a keyword to SCVNGR (728647), and they will receive the place and challenge in the form of a text message (SMS). The order of the challenges via text depends on how the path was set in the builder: SmartRoute or Linear. When the path is set to Linear it means I will determine the route in which they will follow when doing this trek. The SmartRoute options determines where users are during the trek based on the questions being accessed, and the technology will redirect users so there is more balance at the various places. The linear is advantageous if you want the “story” to unfold in a certain order and perhaps with the final challenge you want them to do a specific directive (for example, come to the SCVNGR table to collect your reward). The app version throws your control out the window….well, somewhat. Each challenge entered into the builder has a place. Remember in text form, users will receive their place information via a text message. Those users playing via app view a list of places and they may determine their own route by selecting the place in which they would like to visit first, second, etc. Each place then lists the titles of the challenges located there. If one would like to somewhat control the order in which the challenges are accessed, the builder could name the challenges 1, 2 3, etc. This idea is of course dependent on the user following those “directions.” ‐ 4 ‐ LMH rev 3/16/11 FIRST ATTEMPT. When I first started using SCVNGR at Joslyn, it was for the newly formed program Late ‘til 8. Every Thursday during the summer of 2010, various programs were offered to museumgoers. Everything from lectures, to art making, to tours, to performances to finally, “cell phone games” (as the Museum dubbed them at first) were planned. The SCVNGR treks were to be the outdoor (and free) activity that would be available for those thirteen evenings. They were high‐tech sculpture garden tours which while they were for this specific 13 installment event, they could easily fall under the available the entire time category. SECOND ATTEMPT IS A KEEPER. Then after the bleak summer of “cell phone games” during this Late ‘til 8 program (more about that in the feedback area) as I mentioned earlier, Kellian determined I would have one program where we followed all the guidelines correctly, and how could we lose doing this at College Night. We had the correct demographic and it did prove to be quite a successful event. Kellian would not have allowed this event to fail. And then I started looking for more events on the books at Joslyn to offer this technology. Until here we are today, and I have almost a dozen treks in the works. A majority of them are for upcoming events or special exhibitions, however there are some like the sculpture garden ones and a highlights tour that will be available for the general public when they visit. WRITING THE TREKS/CHALLENGES. One thing consistent with all trek building is that I start with a word document I call the “script” of the trek. This is where I start writing the challenges and the details of the trek. It is easy to do a quick character count (all the key fields in the builder need to stay under a certain number of characters. For example, challenges and done messages must be 160 characters or less). I also have a blank trek script that I give to my colleagues when they want to have me build a trek for their event. This helps them get into the mindset of SCVNGR as well as understand how concise the challenges need to be. Example of blank trek script (including basic info and details): _______________________ Trek BASIC INFO Keyword: [jam will be first 3 characters] Title: [25 character limit] Description: [160 character limit] Image: [pic to go with trek/small thumbnail] follow link to see examples http://www.scvngr.com/joslyn SOME DETAILS Map: [map of the Museum – can be customized for each trek] Competitive trek: [yes or no] SMS: [for those using text, is it linear goes in a specific order or Smart Route (SR distributes the challenges to that there are not a lot of users in one area] for those using the app, order cannot be specified. CHALLENGE Place: [Gallery/Location]; [brief directions]; Description: [160 character limit‐description of the gallery or special exhibition] Title: [Can be the name of the artwork] Points: [2‐5] Challenge: [160 character limit] Challenge Type: [STR‐Specific Text Response; OR‐Open Response; PC‐Photo Challenge] Answers: [Only necessary for a STR answer] ‐ 5 ‐ LMH rev 3/16/11 Multimedia: [Small image or video for Smart Phone users] Done Message: [160 character limit] Incorrect Message: [160 character limit – only necessary for an STR answer] Fail Message: [160 character limit – only necessary for an STR answer] There are four types of challenges: Specific Text Response, Open Response, Photo Challenge, and QR Code. I have not utilized the QR Code one, yet. For the STR, all acceptable answers need to be provided in the builder. SCVNGR will handle misspelled words, which is an upgrade from the text only version where I would have to guess the potential mistakes. The OR is where you write an open‐ended question, and they may answer back anything. And finally the PC is now much easier to write since non‐flash photography is now allowed in Joslyn’s galleries. Users snap a pic and submit via app or email or MMS the pic to pics@scvngr.com. AUDIENCE. The audience for the treks varies from middle school students to college students/young professionals to families. And one surprising group that is expanding is the Baby Boomer visitors. With each event it seems that the latter group is becoming more adventurous with their technology use. So when writing the content for the treks the audience must be considered. For the members’ events they are written for the family audience, however when the audience is not to be so across the board (for example, College Night), the challenges may be written at a different level. Also, artworks with more controversial subjects may be selected for this students and young professionals audience. One thing to remember though when writing the challenges is that they are meant to be fun and not meant to test their art history knowledge. Member’s Event Standard Text Response Challenge Example: Challenge: Look for the painting “Giorgio Cornaro with a Falcon.” Who is at his side? a) cat, b) monkey, c) lion or d) dog. Answers: d, dog, d)dog, d) dog Done Message: Correct! Titian was known for his portraits. Stop by the EdTech Gallery to create a virtual portrait or one on paper. College Night Standard Text Response Challenge Example: ­ Challenge: With my clever hands I left no detail out, from leather glove to the falcon’s hood. I betrayed my Italian origins by the dark tonality of my portrait. Who am I? Answers: Titian Done Message: Correct! Titian was an exceptional artist whether he was painting landscapes or portraits, and his unique use of color was extremely influential. Titian (Tiziano Vecelli) (1488/90-1576), Italian; Venetian Giorgio Cornaro with a Falcon, c. 1537, oil on canvas, Museum Purchase. Joslyn Art Museum ‐ 6 ‐ LMH rev 3/16/11 College Night Standard Text Response Challenge Painting with controversial subject example: Challenge: In this case three IS a crowd. Find “Abelard & Heloise Surprised by the Abbot Fulbert.” Abelard is Heloise’s teacher…& lover. How many books do you see? Answers: 4, four Done Message: Correct! The tragic love affair ultimately ends with Abelard becoming a monk (after being castrated!) & Heloise becoming a nun. Vignaud, Jean (1775-1826), French Abelard and Heloise Surprised by the Abbot Fulbert (Les Amours d'Héloïse et d'Abeilard), 1819, oil on canvas, Museum Purchase, Collector's Choice. Joslyn Art Museum. A new audience for these treks is the self‐guided school groups. Teachers are looking for things to do when they bring their students on these visits, and we’ve been handing them the instructions for various treks as well as working with some groups to develop a customized highlights tour. One of the great things about SCVNGR is that within each trek, I may activate or deactivate a challenge. This allows me to customize the highlights tour based on the audience level and/or the needs of the teachers bringing the students. Want to include a specific artwork? Done. Want to keep it to a set number of challenges? Done. The customization allowed within the SCVNGR platform allows for more flexibility than a traditional audio tour or even a cell phone tour. ENGAGING VISITORS. The SCVNGR treks allow us the opportunity to engage visitors in a unique way with the artwork. This is a site‐specific experience. Following advice of Kellian, the challenges need to have responses where the visitor needs to be in the presence of the art and answers are not easily “Googled.” While you may access the trek via text from anywhere in the world, it will not make a lot of sense without having the artwork in front of you to study it and complete your challenge. Playing Joslyn’s treks via app is not possible unless you are physically in Omaha. Each trek has an anchor point so for example, the anchor in the Museum’s treks is Joslyn’s address. The Museum’s treks will not show up on your list of “nearby treks” until you are within a certain mile radius (determined by SCVNGR). TRANSITIONING FROM TEXT‐ONLY TO APP‐CENTERED. When I first started building my treks, it was a text only version of the SCVNGR Builder. With this version I had to write a clue for visitors to find the object, and then create a challenge when the user reached the artwork. For very first trek I decided to write the clues as limericks for visitors to find the sculpture. The visitor would text the last name of the artist, and when they got that correct their challenge would arrive. If visitors needed help, they could text “hint” (and with the app‐centered builder you may put write a hint in the “incorrect message” field). ‐ 7 ‐ LMH rev 3/16/11 Sculpture Garden Games 1 example: Clue: When in need of REST, A place to sit becomes your QUEST. 4 legs it must PRESENT with colors that ACCENT. Reaching this artwork, you’ll not feel STRESSED. Hint: Fire fuel + older boy = artist’s last name Custom Correct Message: You got it! Be sure to take a moment to sit & look around the garden. Inhale the smell of the mingling aromas of Amur Corktree & Amur Chokecherry trees. Challenge: Tell us what words you would use to describe this artwork? Hint: You may want to consider texture, color, shape & style words for your description. Custom Correct Message: Really? Quite interesting! Get ready for your next clue! Woodman, Betty. Bronze Bench #5 . Joslyn Art Museum (For examples of text‐only treks, see Sculpture Garden Tours 1 & 2 Trek Scripts) As SCVNGR evolved, the app‐centered builder eliminated using clues and hints to find the place you need to be. Rather it would give you the place, and then the user would receive a challenge to earn points. Go Places, Do Challenges and Earn Points. The process of getting to the place became automated for those playing via text. And so I began writing challenges for College Night. College Night Photo Challenge Example: Challenge: Find "Three Guardian Figures." We are taking applications for a guardian position. Put on your fierce face & pose for the camera. Done Message: That was great! You will definitely be considered for the position! College Night Attendees submitted photo challenge for this trek challenge. College Night Open Response Challenge Example Challenge: Make your way to Veronese’s “Venus in the Mirror." How do you feel about this painting? How would you depict the Goddess of Love? Done Message: That's intriguing! The symbolic presence of Venus appears in art to represent love, lust, fertility, beauty, and sexuality. Veronese (Paolo Caliari) (1528-1588), Italian; Venetian, Venus at Her Toilette, c. 1582, oil on canvas, Museum Purchase. Joslyn Art Museum ‐ 8 ‐ LMH rev 3/16/11 Another idea was to have College Night attendees create some kind of art. Without a budget for this project, the intern, Amber, came up with an idea to make an environmentally friendly “Little Dancer” after the artwork Little Dancer Aged Fourteen, by Edgar Degas. She collected twigs, leaves, berries and other items from her backyard. College Night Photo Challenge Example: Challenge: Reproduce an environmental friendly Little Dancer in the Fountain Court using the materials provided. Snap a pic; show the volunteer to claim your prize! Done Message: Very cool! Did you know works by Degas & fellow Impressionists were deemed unsuitable by the Academy? Today their work is some of the most popular art. College Night Attendees submitted photo challenge for this trek challenge. The content developed for the SCVNGR treks is exclusively available through the treks. While some consideration was thought that there could be a paper guide version, I quickly dismissed that idea to encourage use of the technology. The goal is to embrace and encourage technology use so why offer a paper version. There has been a thought to transition the clips from the traditional audio guides to a perhaps SCVNGR. There is a section where a video may be uploaded so perhaps this audio could be used there. That planning is further down the road. (For more challenge examples, see College Night and Members Preview trek scripts) Feedback Data Rather than distribute an evaluation to SCVNGR users, I would ask a question or two and then simply listen to what they had to say. My goal was to get them hooked on using this technology, and I thought a paper copy of a survey would go against the idea of presenting a high‐tech experience. Many visitors loved the idea of being able to use their phone while viewing the artwork. They like the idea of the interaction and responses. However, while people liked this aspect, a number of people loathed the idea of using their phone. Most of these comments came from visitors who only used their phone to talk or basic basic texting. It was interesting that some visitors were expecting the solo experience of an audio guide with only minimal interaction from the trek. They wanted to stroll about the gardens with their glass or wine, while kids loved the idea of racing each other and earning points. The basic tour could be accomplished using the SCVNGR technology combined with some creative writing, but since that goes against the intent of SCVNGR, I felt it best to create that interactive experience. Through the SCVNGR place page/web site (www.scvngr.com/joslyn), I am able to view the statistics of the trek. At times I do call on Kellian to assist me in interpreting the data. One of ‐ 9 ‐ LMH rev 3/16/11 the easiest ways to gauge the effectiveness is checking the number of “People” on the statistic pages to see how many people played the trek. I take note when there are special events, mark the number of people and then check it periodically to record the stats. This is true for those treks that go from being an event‐only trek with rewards to one that is available all the time for the general public. And speaking of rewards. That is another key element to the SCVNGR mantra. Go places, do challenges, earn points. The points are a form of reward (not prize) that users receive when they play. For special events at the Museum, our rewards have varied from SCVNGR sunglasses, and art books at College Night to Museum Shop coupons and boxes of cards at Museum members only events. When I was first offered this during the summer as part of the Late ‘til 8 program, users would ask what they get for doing this, and quite a few wanted more than “the satisfaction of playing and completing” a trek. So I started bringing postcards with me to handout to users who completed the treks. They would return to my humble little table, tell me how many points they received, and this was also an opportunity to gather the all‐important feedback while giving them their reward. At the most recent members only event, I had a great opportunity to visit with two Generation Z’ers who quite energized after completing the trek and receiving their reward while waiting for their sister to finish. The trek they just completed had six challenges, and they said they would have liked it to have more challenges. They enjoyed the “bit of history” after the answer message. They also said they liked that it was “fast stuff” to read (remember only 160 characters), because if it was too long, they wouldn’t want to read it at all (just think of all those unread labels on the wall next to the artwork). I think that sums up the prime audience’s attention span, and it also shows why this technology is critical to reaching this audience. (For additional feedback, see case studies in Resources and Technical Details) Mobile Product Design Control of content was one of the significant motivators for selecting SCVNGR. Once signed on with SCVNGR, you can login whenever you want, 24/7. Think of an idea for a trek at 3 in the morning, all you have to do is login and start building. You control the content, how it is written, and when it is available for people to play. We are leaving the information age of the late 90s and mid 2000s settling into the age of the social experience. Facebook and Twitter are blazing the way for companies like SCVNGR to insert itself into this social media while providing a service that is quite different from anything out “there.” To understand it, think of it as building a game layer on top of the world, and that is the idea of SCVNGR according to the Chief Ninja. Users playing via the app version may check‐in at the place where their challenges are. After completing a challenge using Facebook or Twitter, players may post what they just did letting all their friends and followers know. Another layer to the SCVNGR is that you can friend other SCVNGR players. Also with the app, you can see “what others are doing” once you complete a challenge. Is there anyone in the same gallery? Who was the last person to play? ‐ 10 ‐ LMH rev 3/16/11 Joslyn is just beginning to develop a social networking strategy. A Facebook page is an appropriate start and there is promise with the new web site that is in development to encourage more social interaction though YouTube, Twitter, blogs, and of course, Facebook accounts. Small steps, but we as an institution are getting “there.” Marketing | explaining it to the average museum visitor We first marketed this as “cell phone games” during the Late ‘til 8 programs. It was included on all of the marketing information sent out to the media. And one way to measure the success of it, I would suppose, is how people would avoid my table when they came to the Museum for the other activities that were part of that program (those scheduled activities proved to be my competition). In fact when this one couple passed by they were practically clinging to the opposite wall so as to avoid me. When I said “hello” and thought I would take a chance and tell them what I was doing, and they said they were afraid that I was promoting the cell phone stuff. For the College Night program in October, there was not a specific budget for the SCVNGR piece of the event, so some creative thinking had to happen. Two thousand postcards were being printed, and we were able to add the SCVNGR Bot and a QR code to take students to a College Night static web page. Then a press release including these details went out to five TV stations, six broadcasting companies along with their affiliated radio stations, about 200 newspapers (with extra push to The Reader and two college papers Creightonian and UNO Gateway). Over 2600 members received an electronic email and 5000 households received the members’ magazine. The turnout for college night was better than in years past. For the evening, there were signs to get the students up to our table. And one of the key components Kellian’s noted was to get SCVGNR on the program (hard copy handed to students upon their arrival) that would help draw attention to it. And with subsequent events, the inclusion of SCVNGR on the program continues to be an important element of success. MEMBERS’ MAGAZINE. Since College Night, there has been a “teaser” in the Members’ Magazine, and the “Play us on SCVNGR” button placed in various locations of the magazine. The idea is that this would pique members’ curiosity. The Development Department’s goal for SCVNGR is to get members used to having a trek available at their events. And at the most recent event, members were ascending the stairs with their phones ready to pick up their instructions and get set on their adventure. (For a view of the “teaser,” see the Members Mag & SCVNGR page) The upcoming magazine has a number of treks, and it seemed time to expand on the teaser from the previous magazine. There needed to be a delicate balance to attract the tech-savvy, but not push away those just beginning to use mobile technology. By adding the trek names and keyword to various articles and announcements in the magazine as well as the detailed instructions, it will encourage members to play, or at least be interested in learning more. ‐ 11 ‐ LMH rev 3/16/11 Spring Members’ Magazine Copy: Play SCVNGR @ Joslyn Joslyn is pleased to announce SCVNGR awarded us with a grant to provide you exciting treks making interactive connections with the art. We are grateful for this opportunity to meet one of the Museum’s goals: integrate technology into programs. Not only will our tech‐savvy members enjoy playing, but also those of you who just started to text will be engaged with the treks. All you need is a mobile device. What is SCVNGR? SCVNGR is a powerful form of location‐based social media that’s about going places, doing challenges, and earning points . . . all with just a mobile device. SCVNGR’s big idea “is to build a game layer on top of the world.” Joslyn will build treks taking you to different places in the Museum while giving you creative challenges to answer. You will earn virtual rewards in the form of points and sometimes even real‐world rewards at events. Start playing today! How Do You Play? First, look for the SCVNGR button in your member’s magazine and online with programs and exhibitions. The button will also show the trek’s name and keyword. Next, grab your mobile device and follow the steps using either the trek name or keyword to access the challenge‐filled trek. Play via app! 1. Download the free SCVNGR app for iPhone, iPod Touch or Android 2. Set up a quick SCVNGR account and go to TREKS 3. Find TREK NAME and start playing! Play via text! 1. Text KEYWORD to 728647 2. Instructions will be sent via text. 3. Respond to move on.* *regular text message rates apply For more info on activated TREKS scan this QR code or visit to www.scvngr.com/JOSLYN Play SCVNGR at Joslyn!! Reflections One of the most challenging aspects of this was marketing it to Joslyn visitors. I naively thought that since I found the technology so exciting, that it would not take great deal of effort to “convince” them to try it. As I mentioned previously in this case study, rejection was overwhelming at times and quite draining. I remember the first night out, and I was ready to “sell” it. A few no’s at first, which was understandable, and then I had the perfect first users. I explained how the SCVNGR works and they were high‐fiving each other. ‐ 12 ‐ LMH rev 3/16/11 When I first started working with SCVNGR technology, I thought that most of my time would be spent researching and building the treks, however it seems more time is needed to determine how to promote it. Surprisingly, the least challenging aspect is researching and building the trek. For example, Friday morning of the member’s preview I was able to participate in the walk through the special exhibition that included five galleries and see it installed for the first time. After spending about 60 minutes in the galleries, it was time build the trek. I completed it, tested it, and printed my signs about two hours before the scheduled start of the evening. (For additional reflections, see case studies in Resources and Technical Details) This project of SCVNGR @ Joslyn has been a somewhat slow learning curve and adoption rate with the smart technology, however at this point, I would consider it a success. There are no definite plans for future additional mobile services or products. I look forward to the additional events with a SCVNGR component planned, and it has been quite a tremendous educational and simply fantastic experience integrating SCVNGR into Joslyn Art Museum. Resources and Technical Details College Night Flyer Members Mag & SCVNGR Sculpture Garden Games 1 Trek Script* Sculpture Garden Games 2 Trek Script* College Night Trek Script Members Holiday Trek Script SCVNGR Trek_blank SCVNGR Case Study_ Late ‘til 8** SCVNGR Case Study_College Night** SCVNGR Case Study_Members Holiday** *written for text only version of SCVNGR; Late ‘til 8 **written for SCVNGR ‐ 13 ‐ LMH rev 3/16/11 Images from The Glory of Ukraine Member’s Preview, February 11, 2011 Challenge: Find the ARGALI HEAD. Study the bronze with curved horns & note the hollow neck most likely attached to a large pole to become a “battering” what? (3 letters) Answers: RAM Done Message: Correct! An argali is the largest species of mountain sheep & known for its virile power. Adding a rams head to a pole is how “battering ram” got its name. Challenge: Find the ZOOMORPHIC STATUETTE WITH WHEELS. What animal does it look like? a) DOG, b) PARROT, c) WHALE or d) BULL. Answers: d, bull, d)bull, d) bull Done Message: Correct! Zoomorphic means having the form of an animal & the bull symbolizes male fertility. ‐ 14 ‐ LMH rev 3/16/11