Promoting an innovation competition and mentoring the finalist through their innovation camp and development week.
Principal’s Challenge is an annual innovation competition for students at the University of Oslo in partnership with the municipality of Oslo. EngageLab took on the responsibility for promoting the competition and mentoring the finalist through their innovation camp and development week. This years challenge was “Innovation for the elderly” – and hence the promotion and mentoring involved knowledge on health informatics and social entrepreneurship. We used tweaking of social media, physical installations, posters and banners to promote the competition.
Project manager Idunn Sem
EngageLab members
Edith Isdal
Ole Smørdal
Jeremy Toussaint
Richard Nesnass
Types of engagement
Profiling
Concept development & mentoring
Physical Installation
Social Media misuse
Technologies
Print
Social Media
Video editing and After Effects
Design & development of a participatory museum installation at the National Museum of Architecture and Design
EngageLab have been involved in design & development of a participatory museum installation at the National Museum of Architecture and Design dedicated to emphasis the role of inspiration in architectural practice inviting visitors to contribute to the museums growing collection of inspirational pictures through Instagram. The design challenge was to integrate an old chest of such inspirational pictures and post cards used in an architect office into the exhibit in a fun and interactive way.
Project manager Richard Nesnass
Idunn SemEngageLab members
Ole Smørdal
Edith Isdal
Jeremy Toussaint
Terje Thoresen
Partners
The National Museum of Art, Architecture and Design
Types of engagement
Workshop design
Concept & design work
Application implementation
Systems integration
Physical installationTechnologies
Social media harvesting
Online publishing
Enable aims to build competence among teachers and rehabilitation workers who serve persons with sensory impairment through media rich, universally accessible content across platforms.
Enable is a NORHED funded design, development and competence building project with the overall goal of contributing to competence building among teachers and rehabilitation workers who serve persons with sensory impairment. The projects build on experiences from developing the media rich and universally accessible site Sansetap.no adapted to an East African context. The content will be of relevance for the Master program at Kyambogo and the programs at UDSM, KISE and primary teachers colleges.
Media rich content will help students acquire an understanding of concepts where words alone are inefficient. Linked to the online published editorial content there will be connected a social website where the students can discuss and upload their own videos. The intention is to use existing social media solutions.
EngageLab will design and develop a hybrid solution which combines internet connection to local storage of video material. This is an intermediate solution that can be used until extended bandwidth and stable networks are becoming a reality. Within the next few years we assume many students will use smart phones and tablets, therefore the interface will be designed for handheld technology. Because of the universal design, the web portal will be used in sign language training, and provide inspiration to others, dealing with design of learning materials and web development.
Project manager Professor Bjørn Skaar
Dr. Yngve Refseth EngageLab members
Ole Smørdal
Idunn Sem
Jeremy Toussaint
Types of engagement
Design work
Design workshops
DevelopmentTechnologies
HTML 5
Cross platform publishing
Social media integration
RareICT help patients living with chronic conditions and family members in their everyday work
RareICT combines wikis, semantic tagging and meta-data in a secure environment for patient-provider communication, MinJournal. Patients, their relatives, and health workers are offered a dynamic virtual environment to accumulate, exchange, develop and discuss contributed information, experiences and knowledge in a secure setting.
EngageLab developed the wiki in collaboration with IT-avdelingen, Oslo Universitetssykehus HF. A series of participatory design workshops were held with patients and their relatives as well as health professionals.
Project manager Professor Anne Moen
anne.moen@medisin.uio.noEngageLab members
Ole Smørdal
Idunn SemPartners
Senter for sjeldne diagnoser, Rikshospitalet
Institute of Health and Society
IT-avdelingen, Oslo Universitetssykehus HF, Rikshospitalet
Types of engagement
Design work
Design workshops
Participatory design
Web design
DeploymentTechnologies
Social media (wiki)
MinJounal (secure access)
Munch and Multimodality explores innovative ways engaging young people in Edvard Munch's artworks.
EngageLab have been involved in design of a project room in the National Gallery building dedicated to exploring and learning about Edvard Munch and his art.
Partnering with EngageLab on the Munch and Multimodality project was both rewarding and crucial for the development of our interactive project room at the National Museum of Art, Architecture and Design. Over a year long process, EngageLab allowed us to quickly develop rapid prototypes of interactive experiences. Through this process we were able to make decisions about the design and learning goals of the space. One goal of the project was to incorporate a broad variety of interactive technology in order to explore a variety of activities. Working together, we incorporated a multitouch table, QR codes, RFID tags and social media into four interactive stations. In addition to the development of these prototypes, the lab’s support was crucial for the installation and continued support of the room in the building of the museum’s National Gallery. Several of these initial prototypes (including a station where visitors could pose with Edvard Munch’s self portraits) have continued to be developed as both successful activities by the museum and to inspire my own research on embodied aspects of visitors’ meaning making practices. Project manager Rolf Steier
Project manager Research fellow Rolf Steier
rolf.steier@iped.uio.noEngageLab members
Jeremy Toussaint
Terje ThoresenPartners
The National Museum of Art, Architecture and Design
Types of engagement
Design work
Application implementation
Systems integration
TestingTechnologies Digital representations
Social media
Interaction design
Multi-touch screens
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Interaction Designer
CONTACT/Trango developed an experimental zone for visitor engagement and participation in a museum reconstruction process
Barcode 6 is an excavated boat and said to close a missing link in Norwegian boat history. The boat have been reconstructed in an open workshop in front of the entrance to the Maritime Museum. The boat builder have documented the process, using a blog and Facebook.
EngageLab has been part of establishing an Experimental Zone at the boat lab where we have explored means and conditions for visitor participation in this process. We have given advices on the set up of blogs, video, and developed digital media that experiment with relations between the documentation of the reconstruction process and visitor’s media practices.
“EngageLab enabled the Barcode project to support mediation and documentation of the reconstruction of the excavated boat Barcode 6 using social media and screen based access for the public. The pilot-project revealed “experimental zones” as a design approach for collaborative design processes in museums real communication settings. This led to further research into how design processes in museums may be set up and how these may involve participants and visitors in museum communication”. Project manager, Professor Dagny Stuedahl
Project manager Professor Dagny Stuedahl dagny.stuedahl@umb.noEngageLab members
Ole Smørdal
Idunn Sem
Jeremy Toussaint
Terje ThoresenPartners
The Norwegian Maritime museum
Types of engagement
Design work
Design workshops
Experimental zones
Participatory design
EvaluationsTechnologies
Digital archives
Social media (Blogger and Facebook)
Multi-touch screens
Multi-modal representations
Related publications:
Smørdal,O., Stuedahl,D., Sem, I. 2014. Experimental zones: Two cases of exploring frames of participation in a dialogic museum. Digital creativity 25:2. To be published in June
Stuedahl, D. 2012. Studying museum blogs and Facebook activities. Panel Presentation Engaging Museums: contesting place and space through digital media. 4th European Communication Conference, Istanbul, October 24-27
Stuedahl, D. & Smørdal, O. 2012. Experimental zones – spaces for new forms of participation in museum exhibition development. The Transformative Museum, Roskilde University/ South Danish University, 23.-25.May 2012
Stuedahl, D. & Smørdal, O. 2012. Matters of durability, maintenance and continuity in digital intangible heritage. Conference paper High-Tech Heritage. How are digital technologies changing our views of the past? Center for Heritage and Society, University of Massachussets May 2-4, 2012
Stuedahl, D. & Smørdal, O. 2011. Re-thinking museum assemblies. Exploratory paper for Re-thinking technology in museums, University of Limerick, Ireland May 26 – 28 2011.
Improving the semantic interoperability of digital learning resource across Europe
Calibrating eLearning in Schools (CALIBRATE) was organised to add value to the services provided for by national content portals and improve the ability of schools to easily locate and access a wider and more diverse collection of learning resources at an European level.
In CALIBRATE we have researched ways to improve the semantic interoperability of digital learning resource descriptions for use in European learning resource brokerage systems. Explored to what extent IMS Learning Design is able to model collaborative learning processes and scenarios in order to support the collaborative use of digital learning resources.
In the Calibrate project EngageLab enabled us to explore activity theoretical approaches to understand European curriculum plans and learning resource descriptions. Based on activity theory the project revealed “topics”, “goals” and “activities” as the main facets of European curriculum plans. These three facets were transformed into semantic descriptors improving the access to digital learning resources in repositories around Europe. Based on this work we have further explored the application of activity theoretical approaches to design for teaching and learning in Norwegian schools. Teaching and learning reflect a complex activity system with various motives and potential outcomes. To understand such processes and design for educational activities we need rich and robust didactical models. Activity theory may be an approach to achieve this aim. Project manager, Professor Trond Eiliv Hauge.
EngageLab members
Ole Smørdal
Idunn Sem
Jeremy Toussaint
Tony Apperitano
Edith Isdal
Thomas Drevon
Partners
University of Twente
Joseph Fourier University
Duisburg-Essen University
University of Bergen
Fraunhofer Institute (IAIS)
University of Cyprus
University of Turtu
De Praktijk
Stichting Technasium
ENOVATE
Ontario Institute for Studies in Education
Types of engagement
Design work
Software
Evaluations
Technologies
Message servers
Java
JavaFx and Flash
Multi-representations
We TWEAK wikis, adding scaffolds for students’ concept development and providing means for teachers to participate in the wiki
The TWEAK project develops new designs and models that balance learner exploration and negotiation with more goal directed efforts to bring knowledge advancement more up front in school subjects.
EnageLab have contributed with design and development of a concept board and activity visualisation (for formative assessment) in the wiki, and designed and developed a note-sharing tool (Socius).
“EngageLab enabled the Tweak project to materialise our idea – to tweak and customise technology to better meet teacher and students needs as opposed to off-the-shelves solutions. Through iterative and participatory design processes with teachers and learners, we developed a concept board and activity visualisations. Among its findings the project revealed challenges in introducing wikis in assessment practices in schools. The project led to the spin-off note-sharing application Socious.” Project Manger Associate Professor Ingvill Rasmussen
Project manager Associate Professor Ingvill Rasmussen ingvill.rasmussen@iped.uio.noEngageLab members
Ole Smørdal
Jeremy Toussaint
Edith IsdalPartners
Ullern Upper Secondary School
Stovner Upper Secondary School
Types of engagement
Design work
Design workshops
Software development
Participatory design
EvaluationsTechnologies
Message server
Social media (wiki and blog)
Tablets
Sansetap is a research and development project focusing on the communication possibilities for people with visual and/or hearing impairments, and the design perspectives for universal accessibility.
Engagelab, in collaboration with Skådalen and Huseby kompetansesentre, has been part of designing and developing the web portal “sansetap.no” for the Norwegian Directorate of Health. The portal uses extensively video and audio in order to try explaining the extent of the impairment(s), either via real-life examples or via simulators. The portal has been built as a best-practice example, integrating as much as possible universal accessibilty on the web, according to the latest standard. This applies to all web content, including a multimedia player, which Engagelab has had the responsability to implement.
Project manager Bjørn Skaar bjorn.skaar@iped.uio.noEngageLab members
Idunn Sem
Jeremy Toussaint
Edith Isdal
Terje Thoresen
Knut QvalePartners Skådalen
Huseby Kompetansesenter
Types of engagement
Design work
Development work
Universal Accessibility
A Multipurpose Platform for Visitor Studies and Audience Research
The overarching idea in VisiTracker is to develop an existing prototype from the CONTACT project into a market-ready product used to conduct visitor studies in museums, cultural heritage organizations and other institutions in the cultural sector. The aim is to introduce a new standard of practice in the field of visitor studies at a national level.
About the project
There is a real need for learning perspectives, practical methods, and innovative tools that can produce greater insight into visitors’ learning and engagement in the cultural sector. Informed by findings in visitor studies research, VisiTracker will support real-time recording and advanced analyses of observations of group behaviors and interactions, supplemented by survey data capturing attendance statistics and demographics.
VisiTracker is the name of the tablet-based application and portal service currently under development that functions as a research tool supporting real-time observation and analysis of behavior in public spaces. VisiTracker allows observers to collect demographic information about museum visitors or other public spaces, tracking their paths through the space and recording location, time, and types of interactions as they occur, e.g., gaze, dwell time, reading, writing, moving, holding, talking, pointing.
Visualizations of the analyzed data are available in representations such as graphs, heat maps, pie charts, and spreadsheets. In addition, VisiTracker may be used to conduct surveys, interviews, pre/ post testing, and video recordings, and to secure participants’ consent to collect data in keeping with ethics regulations.
Akerselva Digitalt explores citizen participation through relations between social media platforms and historic photos of industrial heritage along the Akerselva
Akerselva Digitalt is a research project exploring citizen participation and active communication of industrial heritage along Akerselva and working class history of Oslo.
EngageLab have contributed design and integration of historic photos of industrial heritage into a massive social media platform, Instagram, and have co-designed cultural probes for participant ethnographic surveys of perceptions of places along the river.
EngageLab members
Ole Smørdal
Idunn Sem
Edith Isdal
Partners
The Norwegian Museum of Science, Technology and Medicine
Oslo Museum
Sagene district (bydel)
Types of engagement
Design work
Design workshops
Technology integration
Experimental zones
Technologies
Digital archives
Social media (Instragram)
Locative media
In investigating mixed reality arts GRIG looks at processes of integration and generation.
The GRIG project uses mixed reality to refer to environments and movements in them that involve the blends, variations and flows of digital media and information systems and the ways we enagage with them through our embodied selves. We prefer mixed reality to other well known terms such as virtual reality and hybrid reality.
Types of engagement
Experimental design
Participatory design
Technologies
Social media
The Design Workshops at The Norwegian Museum of Science and Technology investigates various types of visitor involvement, immersive and game based interaction and conceptual learning.
During a two week intense collaborative design workshop curated by EngageLab we designed, prototyped and user tested both analogue and digital museum installations to support The Norwegian Science and Technology Museum’s existing exhibition “Energitivoli” with personal involvement into environmental issues and conceptual learning in energy consumption. As part of the challenge we also designed, prototyped and tested an interactive and immersive museum installation and game to support the “Oil & Gass” exhibition in progress. All work was done in close collaboration with curators and technical staff at The Norwegian Science and Technology Museum.
Project manager Edith IsdahlEngageLab members
Ole Smørdal
Idunn Sem
Jeremy Toussaint
Edith Isdal
Richard Nesnas
Partners
The Norwegian Science and Technology Museum
Museum visitors
Types of engagement
Design workshops
Software development
Scenography
Participatory design
Evaluations and testing
Snøkult is a traveling workshop on architecture for middle school students
Snøkult is designed and produced in a collaboration with the National Museum of Art, Architecture and Design and Snøhetta, for the Cultural Rucksack program (Den kulturelle skolesekken).
Types of engagement
Design work
Paper mockups
Usability studies
Piloting
International collaboration
Design workshops
Participatory design
Evaluations
Technologies
Multitouch table
Wifi
Digital cameras with wifi
Social media
MAPPA represents an attempt to add new modes of feasibility and content to experimental urban mapping methodologies using assets of locative media technologies.
MAPPA assesses potential for commercialization as part of the YOURban project. It investigates tools and means to create engagement and a sense of ownership and responsibility towards our physical, social and cultural world.
The experimental mapping approach derived from Urban Gallery differentiates Mappa from other mapping applications that represent more traditional approaches to map making. As such Mappa has more affinity to locative art practices than to more traditional GPS/GIS-types of mapping.
Project manager Professor Andrew Morrison andrew.morrison@aho.noEngageLab members
Ole Smørdal
Idunn Sem
Jeremy Toussaint
Richard Nesnass
Edith Isdal
Partners
Faster Imaging
Harvard University
RMIT University
Statsbygg
Norwegian Museum of Science and Technology
Types of engagement
Design work
Design workshops
Software development
Participatory design
Paper mockups
Usability studies
Piloting
EvaluationsTechnologies
Digital archives
Social media (Instragram and Facebook)
Tablets
Smart phones
Locative media
Big data
Enable aims to build competence among teachers and rehabilitation workers who serve persons with sensory impairment through media rich, universally accessible content across platforms.
Sansetap is a research and development project focusing on the communication possibilities for people with visual and/or hearing impairments, and the design perspectives for universal accessibility.
Akerselva Digitalt explores citizen participation through relations between social media platforms and historic photos of industrial heritage along the Akerselva
The Design Workshops at The Norwegian Museum of Science and Technology investigates various types of visitor involvement, immersive and game based interaction and conceptual learning.
MAPPA represents an attempt to add new modes of feasibility and content to experimental urban mapping methodologies using assets of locative media technologies.