Category Archives: Infographics

User Experience & Art Museum

          User Experience is the psychological feeling of the user when using the product. The UX may come from the first impression the product makes on the user, or it may come from the positive or negative impact the user has felt for a long time. The ideal user experience is one where the user feels happy, satisfied, proud and even in love with the product. To achieve this, of course, you need to understand the target user and their needs, design around the core tasks, and add a little surprise, especially to the core interaction process.

 

Websites about the User Experience

User experience (abbreviated as UX) is how a person feels when interfacing with a system. The system could be a website, a web application or desktop software and, in modern contexts, is generally denoted by some form of human-computer interaction (HCI). I listed 7 webs from the article “What is User Experience Design? Overview, Tools, and Resources.” (Smashing Magazine. 5 October 2010.), and I also found another web of UX named UX collective which one  becoming increasingly popular, and with that comes a lot of clutter, noise, and disorientation. 

Public Participation in the Arts Through Electronic or Digital Media

This infographic is about the public participation in the arts through electronic or digital media. According to the survey, there are some main categories (types of art) that people using electronic to participate in. in addition, the National Endowment for the Arts also gives the data of 2017. Such comparison shows that the percentage of people using technology to participate in arts is increasing.

Arts Participation with Technology

As technology continues to advance worldwide, adults are utilizing these new advancements to experience art in ways that were unimaginable 30 years ago. With help from the internet, social media and various handheld and wireless devices, art lovers now have an unlimited amount of access to their artistic passions. The data included in the following infographic is from a survey hosted by the National Endowment for the Arts in 2008. The survey’s focus was on public participation in the arts and included responses from over 18,000 adults regarding their art activities on a yearly basis.

Should Mobile Devices be used in the Arts?

Today, mobile devices are prevalent in all aspects of society, and in many artistic fields, one question continues to be asked, “Should mobile devices be used in the arts?”. The answer is it depends on the type of arts organization in question. Many organizations walk a fine line in between those who want mobile devices to be integrated into the arts and those who do not, and often struggle with keeping both sides happy. However, that is not to say that organizations should be forced to choose one side or another; they must simply communicate their stances to their patrons.

The Impact of Social Media on the Arts

Social Media is a growing and necessary part of the arts world. Much of advertising for arts events is done through social media. It is accessible, user friendly, and reaches a wide and diverse range of people which is why it has become an integral part of the arts. Social media, in all of its wonder, does bring some drawbacks to the table. The increased use of technology and social media during performances has become disruptive, leading to a less immersive experience. With free access to knowledge provided by the internet an expectation has developed that art, especially advertised or provided through the internet, should be free. With its benefits and drawbacks, social media is still a valuable tool and will most likely become even more beneficial to the arts as time passes.

Pros and Cons of Mobile Device Usage at Arts Performances

In an age where technology is infiltrating almost every aspect of society, it is almost impossible for arts organizations to exist without some form of digital strategy. The theater has remained a timeless space in many ways. For centuries people have gathered to view live entertainment of many different genres, however today there is one thing that makes present day theater goers vastly different than our predecessors, and that is cell phones. People are often quick to criticize the use of cell phones at performances, however, we must acknowledge that times change and consider the positive impacts that cell phones can have on making an arts organization’s show a success. After all, the best publicity is word of mouth and what could be better than the news of your event reaching thousands instantly through our beloved handheld devices?

How can arts organizations use social media to their advantage and should mobile device usage be embraced at art events or should use be more limited?

Using Technology as an Arts Manager

According to the NEA, 118M Americans use technology to interact with the arts.  Arts managers in the field have confirmed that it plays an important part in how patrons find events, engage and give feedback on programming, donate money, and consume marketing materials.  Technology also gives many the chance to create and share art online, something which many arts managers claim is trivializing “serious” art.  Despite this, there is a upwards trend in galleries exhibiting artists who work solely in technological media such as VR and use social media as the main channel for their work.

How to Use Live Broadcasting to Expand and Retain Audiences

Live Broadcasting is an effective tool for expanding adult audiences. Data collected by the NEA (2008) shows that adults participate in the arts through media. However, this population does not replace the live arts experience for an online one, rather, the later is simply a different experience. To reward arts media participants, organizations such as the National Theatre (London) and the Metropolitan Opera have screened live broadcasts of select performances, giving them an, “experience of artistic merit…not second-class” (David Sabel, National Theatre). The digital and live experiences of art should be of the highest quality and the success of live broadcasting makes this clear.