Accessing smartphones - Mobile for all (Universal Crit) Museums and The Web

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Information about Accessing smartphones - Mobile for all (Universal Crit) Museums and The Web

Published on April 5, 2014

Author: SofieAndersen



Mobile technologies are radically changing the lives of many individuals with disabilities while concurrently becoming ubiquitous in museums and cultural attractions. Smartphones and screen based mobile technologies have the potential to both positively and negatively impact the experiences of individuals with access needs. At the heart of this issue is 1, considering how smartphones are used by individuals with access needs, 2, determining which features of commercial devices and apps are working correctly, and 3, documenting what is already being applied to mobile experiences in museums.

This 'how to' talk is informed by the industry trends outlined in recent mobile surveys and conference discussions, including Museums and Mobile surveys 2009-2013, TechatLead and the Access issue of Curator Magazine, July 2012. For instance, the 2013 Museums and Mobile results identified 70% of the 551 global surveyed institutions as providing a smartphone solution for their general visitors ( The speakers will discuss these results as well as impart practical tips and outline challenges for using smartphone technology to shape and enrich the experiences of access audiences visiting cultural institutions.

Speakers from Art Beyond Sight, Seattle Art Museum, Antenna International and CogApp will reference their own projects and experiences, consider case studies and developments in the commercial and research communities, and show how institutions can serve access audiences with smartphones. They will look at how devices and apps impact the experience of access audiences visiting in person as well as learning remotely about cultural institutions and heritage sites. The workshop will be supported by findings from surveys conducted by Antenna International in partnership with access advocacy group Art Beyond Sight.

Crit Hosts: Corey Timpson, Director, Design + New Media and Collections, Canadian Museum for Human Rights @coreytimpson @cmhr_news Morgan Holzer, Information Architect, NY Public Library @msh @nypl Sina Bahram, President, Prime Access Consulting, Inc. @SinaBahram Presenters: Sofie Andersen, Sr Digital Media Strategist, Antenna International /Antenna Lab @antenna_lab @sofieny Annie Leist, Visual Artist & Project Coordinator, Art Beyond Sight @ArtByndSight @artaccessannie Joe Baskerville, Chief of Technology, Cogapp @cogapp @joe_baskerville Tasia Endo, Assistant Museum Educator for Interpretative Technology, Seattle Art Museum @iheartSAM @tasiaendo

Research: • 61 individuals with disabilities • 44 cultural institutions • 9 access organizations Individuals skewed towards blind/low vision and we saw a drop off in some answers. More to come…..

Museums and Mobile

Museums and Mobile • 35% museums considering converting from audioguides to smartphones. • 38% say they are offering mobile devices with access features.

Smartphones & Everyday life • Device ownership by individuals –disabled population aligns with everyone. • 60% iPhones, 31% Android phones/tablets and 25% iPads. • Complex array of daily tasks – wayfinding, social, paying bills etc. • 65-69% have used audioguide or smartphone to visit.

Museums and Access • Majority of museums provide access programs and in a variety of ways– 93%. • Challenges: Dispersed information, ambient noise, exterior locations, complex spaces, busy environments. Photo of Annie Leist at MFA Boston (courtesy of NYTimes)

Museums and Access • 1/3 of individuals come to a museum once a month and 1/3 once a year. • Spend significant time at museums – come regularly and spend 1-2 hours (64%) or longer.

Mobile Interpretation and Access • Individuals with disabilities highly rated learning and sharing – customization also important. • No one approach fits all, “If a device with the screen is used, then the screen should be legible to people of all vision levels, unless an alternative is provided.” • Museums considering mobile are hindered by funding and uncertain mobile strategy.

• Voiceover • Guided access • Hearing aid support • Magnify mode • Inverted mode • Assistive touch • Switch control Device accessibility features

• Web (App) content • Hybrid Apps • Native Apps Developer quick tips

Apple VoiceOver : Demo Tutorial

CONTENT AND FUNCTIONALITIES Current Practices Screen readers and Text to Speech Adjustable Font Sizes Transcripts Verbal Description Audio Verbal Description Video Captions Signed Videos Navigation/Geofencing QR/NFC/AR/IR UI/Design Multisensory

Screen readers • Full screen reader in device settings/out of the box & app functionality. • Text to Speech API’s part of app software/native apps. • Most used smartphone technology (72%) but apps have to be optimized; many museum apps don’t currently work with them.

Text Control and Magnification Current Practices • Ability to adjust size of text with either a pinch/zoom or toggle button. • Audio or label text for visitors who are deaf or low-vision use with TTS/screen reader functionality. • Adjustable text sizes highly rated feature (41%).

MEDIA- AUDIO+ VIDEO DESCRIPTIONS • Visual descriptions are highly most highly rated interpretation (77%), then technical information about the work. • Opinions from the public are least important.

MEDIA: VIDEO Current Practices • Videos captions for the deaf users are also useful for everyone in noisy environments. • Sign languages are not static languages, the same idea can be expressed in multiple ways.

WAYFINDING Navigation/ Geofencing 74% of adult Americans use phone for geo-location info (PEW14). GPS, AR, turn by turn or sensory. QR/NFC/IR – potential but ‘point and click’ problematic at close range. Wearable technology – Google Glass, Orcam.

MULTI-SENSORY Tactile overlays Polarized screens Braille displays Haptic feedback/vibrations Induction loops Screen/button combos Tactile/audio combos Tactus/Touch Revolution Antenna Screen/Keypad Tactile/audio experiments- Tooteko, Disney Research

UI DESIGN Experiments

UI DESIGN Spaulding Rehabilitation Hospital

UI DESIGN Spaulding Rehabilitation Hospital

LESSONS LEARNED Seattle Art Museum

Rembrandt, Van Dyck, Gainsborough: The Treasures of Kenwood House, London European Masters: The Treasures of Seattle February 14 – May 19, 2013

Raise awareness Utilize access tools Design once Test early and often Allow customization Train staff RECOMMENDATIONS

Apple Accessibility: • Android: • • • http://eyes- html Microsoft App Builder: • App-Development:-Create-an-App-with-Assistive-Technology-/ Verbal Description and Museum Experiences for Low-Vision visitors • • aper.pdf RESOURCES/TOOLS

ABS/AI Survey/Research – 2014 & ongoing n&source=1 PEW Internet and American Life – 2013 & 2014 Museum Mobile 2013- survey and analysis Wireless Rehabilitation 2013- National Survey and Reports IBM CSUN 2013 report AFB 2014 conference papers CSUN 2014 conference initial reports RESEARCH REFERENCED

 All museums and individuals with disabilities participating and spreading the word about AI14 survey  Co-presenters Annie Leist, Joe Baskerville, Tasia Endo, and research support from Blaire Moskowitz.  ABS staff Elisabeth Axel, Nina Levant, Ibraheem Fakir.  Sina Bahram, Prime Access Consulting, Inc,.  Tom Babinski of IBM for use of CSUN13 research.  American Foundation for the Blind Technology Lab  Matt Kaplowitz Bridgemultimedia  Museum Access specialists Rebecca McGinnis, Hannah Goodwin, Beth Ziebarth, Danielle Linzer.  Information videos produced by Lou Giansante for ABS. ACKNOWLEDGEMENTS With thanks for participation and ongoing research

Sofie Andersen Sr Digital Media Strategist Antenna International Twitter: @antenna_lab @sofieny Blog:

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