Surprisingly, few are talking about what could be the biggest user experience story of 2014: The introduction of the Disney Magic Band.
Once activated, park Guests use the Magic Band to gain access to the park, get in priority queues for the attractions, pay for their purchases at the concession stands, and even get into their hotel room.
In an era of greater entertainment opportunities with on-demand availability, people had begun chiefly seeking out cultural experiences that are defined by "fun." Museums, as traditionally construed, had become boring. Venable embraced this as gospel, and rethought the IMA from ground up.
New media technology provides a "Third Space" where some Muslims who are using social media to contest gender assumptions, normative aspects of religious practice, and cultural experience. In this context, YouTube offers such a space as an informal meeting place to create community and to express new identities.
Virtually every category of consumer is spending less on physical products and more on non-physical ones such as digital products, online education, and personal experiences.
museum borrowed from social networking platforms and created a dynamic ecosystem that invites different
evels of involvement from three types of people--creators, commentators and consumer
The museum's bold step was reaching out to creators--Portland's creative community--and inviting them to make their own exhibitions and events exploring the creative revolution in China as part of the total China Design Now exhibition experience.
To extend community involvement online, the museum created CDNPDX.org where sixteen different blog editors from the community contribute content and editorial perspectives daily.
While including potentially offensive underground comics and "amateur" art may make some traditional museum-goers uncomfortable, the museum believes that inviting people to be part of the experience is necessary to remain relevant and worth the risk.
A team of researchers across Europe is conducting an experiment to bring the museum into the school using virtual reality technology.
CONNECT project
The CONNECT project team believes that by linking the classroom with science centres, museums, planetariums and observatories, it can marry the best elements of formal curricula with informal learning.
link four science centres with participating classrooms in each country.
demanding technical challenges. A museum needs a series of access points around the various exhibits, for example, so students can really ‘visit’ the museum instead of watching a series of presentations. ‘In some museums that’s easy because there are high ceilings to fix the access points, in others it’s quite a challenge,’ explains Sotiriou …
In its software, CONNECT has produced a stunning virtual museum, featuring colourful, exciting graphics that allow a student to try experiments and then view the results. This advanced learning environment is called the CONNECT Virtual Science Thematic Park –
How does this virtual Aquarium on wheels work? You connect to the truck's wifi connection on your touch-enabled smart phone. Then you can login as a male or female diver and swim around the tank full of sharks, turtles, penguins, sardines and jellyfish, all displayed on the side of the truck. When you encounter one of the creatures, you and the creature react and you win a "badge." At the end of the interaction, you can post an image of the badges you won on Facebook.