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Gothic castle bursts from mobile phone

The self-service venue: Five opportunities for cultural venues

Findings following research by Indigo into audience attitudes towards the use of self-service technology in cultural venues. Sponsored by Point One.


Published: 2023 | Resource type: Research

A phone, tablet and laptop on a desk.

Optimizing the online experience

An abstract from a Spektrix Insights report that focuses on optimizing the online experience. Spektrix is a Pioneer Sponsor of A New Adventure, AMA Conference 2022.


Published: 2022 | Resource type: Guide/tools

Exceeding Customer Expectations Front Cover

Increasing audience efficiencies and exceeding expectations

How Komedia Bath are increasing efficiencies and enhancing customer experience through mobile scanning, e-ticketing, and the Ticketsolve Check-In App. Ticketsolve is a Pioneer Sponsor of A New Adventure, AMA Conference 2022


Published: 2022 | Resource type: Case studies

AMA Digital Marketing Day 2018: Christian Payne

One of three short screencasts made for AMA’s Digital Marketing Day 2018.  


Published: 2018 | Resource type: Article

Spektrix Insights Report 2019: Executive Summary

The Spektrix Insights Report is a look into the consumer transaction data of up to 343 arts organisations which use the Spektrix Ticketing, Marketing, and Fundraising CRM system. The report was published in May 2019 and is available in full, here: http://www.spektrix.com/insights2019


Published: 2019 | Resource type: Research

Cuseum: Results from Augmented Reality Museum Visitor Impact Study

To measure the public’s interest in new ways to access content at museums, Cuseum conducted an on-site survey. The objective of the study was to evaluate the impact that new forms of mobile technology, such as augmented reality, have on the visitor’s experience.


Published: 2018 | Resource type: Research

Digital R&D logo and cover title

Making Digital Work: Mobile

Explore key principles to making mobile work in this collection of articles, which share learning from the Digital R&D Fund for the Arts.


Published: 2016 | Resource type: Guide/tools

Culture 24

Understanding mobile and tablet use of your website

This guide was commissioned by The Audience Agency from Culture24 as part of Audience Finder. Learn how to gather evidence about device-specific user behaviour on your website, when you need to do something about it and what you should be considering.


Published: 2014 | Resource type: Guide/tools

The impact of digital devices on video advertising

In this article, Owen Buttolph, Business Analyst at MediaCom Edinburgh, considers the different roles that digital devices (mobile, tablet, laptop) can play in our lives based on how we use them and the implications for digital marketing activity.  It makes reference to a recent study published in the Journal of Advertising Research that explored the effectiveness ... Read more


Published: 2013 | Resource type: article

Using SMS to communicate with audiences

The Men’s Store opened in central Glasgow in 2004. It was one of the first salons in Glasgow to offer male only grooming. This article from outside the arts offers a few tips on the practicalities of using SMS to communicate with customers. Store Manager Matt Jameson shares what has worked, what hasn’t and what ... Read more


Published: 2013 | Resource type: article

How to develop a great iPad app

As part of the celebrations in 2013 to mark the centenary of the birth of Benjamin Britten, one of the best known composers of the 20th Century, the Britten-Pears Foundation produced an online interactive resource and an iPad app based around one of his best known orchestral works: The Young Person’s Guide to the Orchestra. The ... Read more


Published: 2013 | Resource type: Case studies

Mobile Marketing article headline

Strengths and weaknesses of mobile marketing platforms

Nancy Proctor analyses some of the strengths and weaknesses of three popular mobile marketing platforms.


Published: 2009 | Resource type: article

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Developing older people's digital literacy through creative engagement

FACT (Foundation for Art and Creative Technology) is the UK’s leading media arts centre based in Liverpool. Can you hear me? I can see you! was FACT’s year-long programme working with residents of Sheltered Housing across Liverpool, Wigan and Warrington. Supported by the Baring Foundation, the programme set out to build the digital literacy of the ... Read more


Published: 2013 | Resource type: Case studies

How mobile can reach out to a non-traditional arts audience

Background In early 2011 Thought Den were commissioned to produce a playful mobile-based experience to take Tate’s collection of artworks beyond the physical walls of the gallery. Their previous app, Tate Trumps, was hailed as a game-changer and demonstrated public appetite for mobile experiences. Magic Tate Ball was designed to appeal to more casual mobile ... Read more


Published: 2013 | Resource type: Case studies

How to develop a successful mobile app

National Museums Scotland formally launched its Museum Explorer mobile app in October 2012. The app is available to download on iPhone, iPod Touch or iPad and challenges visitors to discover and explore the museum by tracking down nine mystery objects to find 4-digit codes to unlock special explorer badges. Collecting all nine badges enables visitors to become the ... Read more


Published: 2013 | Resource type: Case studies

Developing apps to raise awareness and drive exhibition attendance

A case study following the development of the Museum of London’s iPhone and iPad app to coincide with their Dickens and London exhibition. Explains the background to the project, the objectives behind creating an app, the process of building the app, and the outcomes. Discover what the museum discovered around app pricing and driving footfall ... Read more


Published: 2013 | Resource type: Case studies

SoLoMo – social, local, mobile

Over the last few years, the term SoLoMo, short for ‘Social Local Mobile’, is being used more and more. At its heart is an important concept that will become increasingly important to arts organisations. Having an effective social local mobile strategy simply means understanding the changing customer behaviours that have been brought about by smartphones ... Read more


Published: 2013 | Resource type: Guide/tools

Creating an app to increase engagement and grow audiences

The London Orchestral Marketing Consortium worked with developer Kodime to create an app, Student Pulse, which combined paperless ticketing, a loyalty scheme, social sharing functions and geolocation services. By looking at the motivations and attendance patterns of their target audience – students – the consortium worked out what was needed for an effective app. This ... Read more


Published: 2013 | Resource type: Case studies

Open licensing and mobile tools to encourage engagement with art

Describes how a group of Danish art galleries joined forces to develop a shared mobile platform based on open content. The case study explores the collaborative process and the benefits of cross-institution collaboration when developing an in-gallery mobile tool designed to encourage greater engagement. It also looks at the adoption of open licences such as the Creative Commons ... Read more


Published: 2013 | Resource type: Case studies

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Marketing dance studio spaces to dancers

This short guide outlines the ways in which dance studio’s can market themselves to dancers and dance students.


Published: 2011 | Resource type: Guide/tools