2022 UX Design in Museums: How Are “Innovative” Exhibits Driving Attendance?

2022 UX Design in Museums: How Are  “Innovative” Exhibits Driving Attendance?

User Experience Designers in today’s world must discover new ways to evolve their work alongside the external challenges that they encounter. Since the Covid pandemic began, many museums have adapted their exhibits to be accessible online, allowing for continued traffic and artist exposure— from the living room couch rather than in person. How have levels of digital readiness compared to user experiences?

The Connection of Digital Placemaking and Inequity

The Connection of Digital Placemaking and Inequity

Through a narrative-focused approach to digital placemaking, users gain an understanding of the environment they inhabit and perhaps a sense of “home.” However, A true collective experience cannot take place when certain populations lack the access and/or ability to participate in events, particularly in a digital space. Digital inequity has been entrenched as a significant barrier to education, employment, healthcare, and commerce in the 21st century.

The Current State of Linguistic Representation and Accessibility in the Artistic Sector

The Current State of Linguistic Representation and Accessibility in the Artistic Sector

Language-based diversity and the related questions of physical accessibility are regularly left out of these conversations; whether conscious or not, DEI efforts in popular arts and media regularly function on the outskirts of language-based representation and accessibility. For members of minority and underrepresented demographic groups, representation in arts and entertainment not only impacts how the world sees them, but guides how they see themselves.

In the News: October 2022

In the News: October 2022

As issues surrounding AI and NFTs continue to come to light, conversations about ethical uses of technology become more complex. This month, we are taking a look at stories that address the issues of data privacy in AI technology, the ongoing legal battlefield of NFTs, and digital strategies in theatre.

The Challenge to Keep Millennials and Gen Z Interested in Long-Form, High Quality Content: Part Two

The Challenge to Keep Millennials and Gen Z Interested in Long-Form, High Quality Content: Part Two

Social media is infused into the daily lives of Gen Z and Millennials. In order to reach and meaningfully engage with IND18-35, organizations should build a thoughtful social media presence to funnel the IND18-35 community to specific content. Initially, organizations should identify existing Gen Z and Millennial parties as key stakeholders and partner with them to create interactive, promotional content on social media. The focus should be on TikTok and YouTube as 75% of survey respondents ranked one of these platforms as their primary source of short-form content.

The Challenge to Keep Millennials and Gen Z Interested in Long-Form, High Quality Content: Part One

The Challenge to Keep Millennials and Gen Z Interested in Long-Form, High Quality Content: Part One

Millennial and Gen Z consumers have forever altered the entertainment landscape. Shifts in their viewing habits are being motivated by a sense of community, increasingly short attention spans, and pragmatic decision-making spurred by coming of age in a digital and internet-driven environment. To fulfill these motivations, they have increasingly turned their attention to short-form content. this article offers insights on how and why Gen Z and Millennial consumers watch content.

Managing Privacy, Identity, And Virtual Worlds In Video Games: Part Two

Managing Privacy, Identity, And Virtual Worlds In Video Games: Part Two

In Part Two investigating video game user privacy, the authors highlight the study’s user research and give an analysis of how gamers and companies perceive data privacy, as well as which video game companies provide the most options in terms of privacy settings.

Managing Privacy, Identity, and Virtual Worlds in Video Games: Part One

Managing Privacy, Identity, and Virtual Worlds in Video Games: Part One

The video gaming business is now a world-leading entertainment industry with nearly 180 billion U.S. dollars in market value (Statista, 2021). As more private information and in-game data are collected and utilized to support gaming, it may also threaten the safety of gamers' privacy. Therefore, it is essential for gaming companies to understand the business implications of collecting and using gamers’ private information. There have been studies that take account of the privacy landscape across industries, but privacy in the gaming industry remains less examined given its complexity and rapid recent growth.

In the News: September 2022

In the News: September 2022

In the past month, AI has been dominating arts news. As its role as a collaborator and partner in visual art projects grows in popularity, many question its ethics and even object to its use in the arts entirely. There’s no doubt of its benefit in certain contexts. For instance, in the area of cultural preservation projects, which may take humans much longer if unassisted by the technology. But, understandably so, there also seems to be a looming fear in the artist community that it will displace human artists. Many object to even calling AI-generated or AI-assisted art “art.” While the future is uncertain concerning the legality and ownership of such “artwork,” these conversations are important to have. And it is vital to stay informed on the various issues involving AI in art, both good and bad, to see how the law adapts.

The Arts Education for All Act: A Catalyst for STEAM Education

The Arts Education for All Act: A Catalyst for STEAM Education

The demand for STEM practitioners is growing in tandem with the demand for workers who are equipped to think about their social and ethical aspects. The intrinsic values of the arts, such as empathy, community, and imagination, combined with the logic of the STEM model, create a more well-rounded experience for youth. Agnes Chaves, a new media artist and founder of STEMarts Lab, advocates for the idea that STEAM education practices allow students to understand the ethics behind new technologies and their impact on nature and humanity when approaching a problem. Particularly for larger societal problems such as digital inequity, it’s crucial that students perceive themselves as caretakers of the planet and global citizens.