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Museullaneous
User-testing mobile apps
What's the process when user-testing mobile apps (or any other digital product)?
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Science
Kiwis track Great White Sharks
A team of New Zealand scientists are researching the secret lives of White Sharks.
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At the Museum
Gamification, Audiences and Social Good
Gamification is an emerging practice involving applying game elements and design techniques to non-game contexts. What are some of the benefits and potential risks in museum contexts?
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Science
DigiVol:Let's celebrate......100,000 images taken
Since May, 2011 DigiVol volunteer digitisers have taken over 100,000 images from Entomology, Malacology and Archival Materials.
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Science
Our Global Neighbours # 3: Frontiers of Archaeology
From the prehistory of primates to space.
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Education
Museum2you wins award!
Museum2you is the proud winner of the Museums & Galleries National Award 2012 for best Temporary Exhibition.
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Museullaneous
Making land work?
Two pieces of sandalwood from Vanuatu provide a key for understanding the cultural ties between indigenous people and their land.
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Science
Balinese Expressions # 1: Reunion with the Forge Collection
Jane Hubert and Olivia Forge visit Australian Museum
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Science
A Survey of our Surveyors (Timor-Leste Expedition)
After ten posts, you probably know what I thought of the trip ('twas great!), but what did our scientists make of their time in Timor?
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Science
24 September: And That's A Wrap (Timor-Leste Expedition)
The collecting component of the Museum's biggest expedition in 100 years has come to an end. A look at the last day as well as a look back.
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Museullaneous
Jurassic Lounge: A Case Study
The Jurassic Lounge event can be seen as an ideal model for successfully attracting the young adult audience to museums. A case study was conducted on the event for the audience research study "Engaging Young Adults in Museums".
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Museullaneous
The Survey: What young adults want in museums
To determine the needs and wants of young adults in museum visiting for the audience research study; Engaging Young Adults in Museums; a short ten question online survey was created and distributed to young adults aged 18-26 years via social media websites such as Facebook.
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Museullaneous
Attempts of museums around the world to capture the young adult audience
What are museums around the world currently doing to capture the young adult audience? The second topic investigated in the audience research study "Engaging Young Adults in Museums".
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Museullaneous
The Barriers of Museum Visiting For Young Adults
The key barriers preventing young adults from attending museums was the first topic investigated in the audience research study. Engaging Young Adults in Museums.
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Museullaneous
Engaging Young Adults in Museums: Reason for Research
Engaging Young Adults in Museums an audience research study aimed at discovering the reasons why young adults don't visit museums.