My favourite bright spark, Sarah Dines, has been at it again, this time opining a piece In Praise of the Humble Audio Guide. In it Sarah talks about the tried and tested benefits of the museum audio tour we all love, and why there are serious issues with the roll out of so-called audio tour mobile apps for self-guidance around a museum.
I like the piece because it echoes sentiments I have written before about museums and why they should develop web apps rather than mobile applications. The notion of change for change’s sake, where it isn’t required, irks me, and truly, as Sarah points out, if it ain’t broke, don’t fix it.
To my mind, the most important lessons to learn from the piece are three-fold.
- Improve not replace – Existing products can always be enhance, improved, brought up-to-date. It is a mistake to assume that because something is newer it is automatically better. I see it all too often, when apps are updated to something new and the experience and usability are degraded. This happens in so many industries.
- Experience is king – When visiting a museum, the ‘consumption’ of an exhibition is the purpose, not to get lost in some new-fangled multimedia application. The audio tour is unobtrusive, you can listen and view artwork at the same time, but this isn’t true of an app, as Sarah demonstrates. Even the access buttons on an audio tour device can be felt in a way they cannot on a flat screen, so you can in fact use one without being distracted to glance down.
- Balance - Rather than a knee-jerk reaction to developments around you, do things in a considered fashion. Plan them and make sure they are executed properly and in a balanced manner. Prior planning and analysis of product development will make for a better formed and used product. Make sure the emphasis of development, from the application code to the design, and most importantly the content are balanced.
I understand that museums want to jump onto the next big thing and harness the powers of web 2.0, to create their very own cool corner of the web but in their haste they need to consider the reality.
An app in itself will not, by default, improve the experience, enhance the exposure of the museum to the outside world, and drive visitors. Though the possibility of any of these things exists. The chattering classes online will always be taken by the next big thing, but as quick as they start, they will stop, and unless you create a ‘sticky’ app, as quickly as they install and app they will remove it. An audio tour guide isn’t for life, it’s not even for Christmas, it is of course only for the duration of your walk around an exhibit, but it serves its purpose, and does it with aplomb. It might not have the thrills and shills of an iPhone app, but it’s reliable and dependable.
Personally, as I have said before I think museums should focus on what they do and do it well, if stuff ain’t broke don’t fix it. Build web apps, not iPhone apps, and create amazing exhibitions that draw the crowds in on the back of their ‘pulling power’. In an age of cuts, cuts, cuts, every step needs to be considered and jettisoning existing tools for the sake of expensive, development heavy options, that may or may not work out, or improve things, doesn’t seem like the best sense to me.

After some 10 years of post graduate life under the belt, and a slew of working experience, I have to ask myself, is there really any benefit in working crazy hours? Pulling all nighters for the sake of completing poorly managed projects, or running on empty for the sake of accomplishing your goals?
Web-head & art collector, living in East London and huffing on the fumes of the planet since '78. Here are my thoughts.