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L'Awesome Box ou comment hacker le système RFID d'une bibliothèque - Lionel Dujol m’a récemment fait découvrir un chouette dispositif passerelle de médiation numérique des savoirs.

L'Awesome Box ou comment hacker le système RFID d'une bibliothèque -

L’Awesome Box est un dispositif tellement simple qu’on se demande pourquoi personne n’y avait pensé ! C’est donc une boite de retour qui est destinée aux documents que les usagers ont trouvé awesome (formidaaaaable). Une fois déposés dans cette boite, le retour est effectué et les documents sont tagués avec la mention awesome. La liste des titres est alors publiée automatiquement sur une page web et la liste est également diffusée sur twitter.

C’est tout bête et c’est même pas récent puisque le projet date de 2011. Typiquement le genre de dispositif qui permet de percevoir les investissements liés à la RFID comme des opportunités de médiation et pas uniquement comme des coûts logistiques. Ce projet est issu du Library Innovation Lab de Harvard lil.law.harvard.edu Sur le même thème. Residence design d'architecture art retour ce soir #champslibres les questions que ça pose. #rdv4c.

Yoga au musée

Au Danemark, pas de bibliothèque sans café. How a New Dutch Library Smashed Attendance Records. Facing declining visitors and uncertainty about what to do about it, library administrators in the new town of Almere in the Netherlands did something extraordinary.

How a New Dutch Library Smashed Attendance Records

They redesigned their libraries based on the changing needs and desires of library users and, in 2010, opened the Nieuwe Bibliotheek (New Library), a thriving community hub that looks more like a bookstore than a library. Guided by patron surveys, administrators tossed out traditional methods of library organization, turning to retail design and merchandising for inspiration. They now group books by areas of interest, combining fiction and nonfiction; they display books face-out to catch the eye of browsers; and they train staff members in marketing and customer service techniques. The library is also a Seats2meet (S2M) location where patrons are empowered to help one another in exchange for free, permanent, coworking space, and they utilize the S2M Serendipity Machine to connect library users in real-time.

The Smithsonian's Cooper Hewitt: Finally, the Museum of the Future Is Here. Some things belong in a museum.

The Smithsonian's Cooper Hewitt: Finally, the Museum of the Future Is Here

But at the Smithsonian's recently reopened museum of design, a team has been rethinking what a thing is in the first place. Tessellated smiley faces in the Cooper Hewitt’s “immersion room,” which projects decorative patterns on the wall and lets users design their own (Robinson Meyer/The Atlantic) Very soon, every visitor to the Cooper Hewitt, the Smithsonian’s recently reopened design museum, will receive a giant pen. This pen is not really a pen. On the table, it looks like a gray plastic crayon the size of a turkey baster. Museums Seek to Lure, Then Lock In, Teenage Connoisseurs. Photo Walking past Ghirlandaio’s “Old Man With a Young Boy” at the Louvre over Christmas break, I listened as my 18-year-old son, Ethan, explained how the artist was among the first to portray eye contact within a portrait; how Leonardo used the color blue to convey distance; how Raphael was a favorite of the Medicis.

Museums Seek to Lure, Then Lock In, Teenage Connoisseurs

Jerry Saltz on the New Whitney Museum. How the Whitney might just solve the impossible problem of contemporary art.

Jerry Saltz on the New Whitney Museum

Curatorial staff and art handlers placing artwork on the sixth floor for the inaugural exhibition,“America Is Hard to See.”Photograph by Nic Lehoux, Courtesy of the Whitney I’ve spent much of my life in and in love with museums. When I was 10 years old, there was no mention of art in my home. But then my mother began driving me from the suburbs to the Art Institute of Chicago.

There, she looked at art on her own for hours, leaving me to do the same. Museums See Different Virtues in Virtual Worlds. Photo LIKE vodka and fun-house mirrors and trips to Japan, the Internet can make you feel bigger than you are.

Museums See Different Virtues in Virtual Worlds

It persuades vitamin D-starved shut-ins to try their hand as webcam stars. It tempts the rude to imagine their impertinence catching global fire through that perfectly worded comment. It seduces the artisanal cheese maker with visions of a worldwide market beyond the alley boutique. Museum Making. 65176-animer-la-bibliotheque-via-les-medias-sociaux.pdf. When the Art Is Watching You. KiiCS-Guide_Science%20Gallery.pdf. Louvre pour tous sur Twitter : "La culture de l'interdit est oppressante dans les musées À quand un permis de voir ? #NePas...

Curators of sweden

SFMOMA’s Art Game Laboratory: Real-Life Mad Science Experiments in Visitor Engagement. Erica Gangsei, San Francisco Museum of Modern Art, USA www.sfmoma.org/artgamelab Abstract ArtGameLab is an interactive exhibition of crowd-sourced game prototypes that opened at the San Francisco Museum of Modern Art on January 15, 2012.

SFMOMA’s Art Game Laboratory: Real-Life Mad Science Experiments in Visitor Engagement

The exhibition engages the museum’s community to invent games that test out new ways of experiencing the museum, and is populated by five responses to an open call for game designs. The exhibition also provides ongoing opportunities for continued community dialogue about games—through online channels, onsite visitor feedback mechanisms, and live programming focused on games. The mini-workshop connected with this paper will provide hands-on opportunities to play the five games that are part of ArtGameLab. Keywords: games, community, crowdsourcing, analog/digital, audience interaction, prototyping.