CultureHive > Tags > apps
19th July 2013 Sara Lock

Resources tagged with "apps"

Creating a collaborative digital archive

Discover how a group of cultural organisations across Manchester created a collaborative digital archive, and used it to tell stories about the city's experiences of the First World War through an app and website. Led by Imperial War Museum North, 26 galleries, libraries, archives and museums combined their collections and archives into one cohesive digital resource. Institutions involved included Manchester Art Gallery, Whitworth Art Gallery, National Football Museum, Salford Museum and Art Gallery, Greater Manchester Archives and The Lowry.

By Rebecca BartlettPublished:2014 Type: case-study


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How NHS Scotland revamped their evaluation processes and channels

Take a look at this non-arts case study for a brief overview of how NHS Scotland revamped their evaluation processes and channels.  NHS Scotland invested in an app to help them capture patients’ digital stories via video based questionnaires.  They also developed an innovative online research package that allows children, their families and carers to express themselves through drawings (launched in early 2013).  The early feedback from staff and patients on these news tools has been very positive.  One of the main benefits is that the approach gives patients the ability to say what they want, where they want, and when …

Published:2013 Type: case-study


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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 app, aimed at 7–11 year olds, is a fun and creative way to introduce young people to the joys of the orchestra and the thrill of music-making. In this case study, Katie Moffat talks to Kevin Gosling, Director of Communications at Britten-Pears Foundation, about how this app …

Published:2013 Type: case-study


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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 users on an international scale. The target audience It was important the mobile application appealed not just to existing fans of Tate and their collection, but to a wider audience with only a casual or passing interest in art. People who are interested in a more playful experience than …

By Ben TempletonPublished:2013 Type: case-study


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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 ultimate museum explorer. In this case study, Hugh Wallace, Head of Digital Media at National Museums Scotland, describes the processes behind the development of this new app.

Published:2013 Type: case-study


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Marketing using visual effects and augmented reality

Discover how a digital agency created a web-based augmented reality app to raise awareness of the film, The Hobbit, and boost ticket sales. Targeting Hobbit franchise fans, Tolkien fans, web and social media users, Play Nicely created an experience which let you become a dwarf from the Hobbit universe, and record and share video with friends. 

Published:2013 Type: case-study


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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 to physical locations with a digital campaign.

By Vicky LeePublished:2013 Type: case-study


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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 case study describes the development process from both the marketers' and the developers' perspectives.

Published:2013 Type: case-study


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How to use handheld technology well in museum and arts settings

A roundup of research into the use of handheld devices at museums and cultural venues across the world, with short case studies of some organisations’ experiences. The author also gives his top eight issues to pay attention to when creating and launching a handheld device operation, including apps, from guarding the quality of the visitor experience to defining objectives, managing expectations and building in sustainability of the product.

Published:2013 Type: guide-toolkit


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How MoMA integrates mobile into the communications mix to engage audiences

A keynote speech describing MoMA’s progress with mobile technology, from audio guides to integrated and sophisticated apps on multiple platforms, and now QR codes. Arts marketers can learn from the experience of a leading museum, what audiences like, what they don’t like, and what has driven increased visitor engagement. Also what the benefits have been , for internal and external advocacy.

Published:2013 Type: case-study


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Using mobile marketing to engage new audiences

Mobile is becoming a crucial part of the marketing mix. Mike Saunders, of visual art app Artfinder, looks at why this is, and how mobile can be used to reach new and existing audiences and visitors.

Published:2013 Type: article


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The changing role of the marketer

A transcript from a presentation at the 2010 AMA conference by Penguin Digital. The changing role of the marketer - push vs pull marketing.

Published:2012 Type: article


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