Informal Learning in Health Care 2.0

August 19, 2009

transform-masthead

Update:

The presentations from Transform are now available online. Take some time and listen to these videos if you are in the least interested in how to transform health care. 


Health care is increasingly gaining attention as an area in which innovation involves informal learning, and many of the other topics that go along with using Web 2.0 to engage people. The current debates at the national level about changing health insurance carry with them an underlying focus on innovation in the design and delivery of healthcare services, an area referred to for several years as Health Care 2.0. And the Mayo Clinic is always at the top of the list when innovation is discussed in healthcare. So, it isn’t a surprise that the Mayo Clinic is sponsoring a symposium in September focusing specifically on innovating health care experience and delivery.

The symposium includes a number of segments with intriguing topics. However, the two I find most interesting are the Redefining Roles and the Content, Community, Commerce, Care, & Choices segments. It looks like a promising experience for those fortunate enough to attend.

Redefining Roles
This segment will introduce the emerging roles of disruptive technology and business model innovations in making products and services in health care affordable and accessible. It will touch upon the evolution of health care delivery systems — particularly hospitals — from geographically-centered and costly entities to decentralized and more focused operations. Participants will be introduced to emerging business models in health care, including facilitated networks — online communities of people who help to teach one another about how to live with their diseases. This segment will also explore the notion that health care can be designed to minimize the degree to which it disturbs peoples’ lives.

Content, Community, Commerce, Care, & Choices
Communities of people are sharing health care-related content online. This has come to be called “Health 2.0.” Individuals and organizations have built business ventures around sharing content. But what does it take for these models to evolve into reliable facilitators of wellness? How can these communities link with existing bricks-and-mortar care delivery systems in ways that help people in their journey to wellness? What are “microchoices” and how might they be more powerful than all of health care?

My interest in using communities to enhance the service experience goes back several years. I had not considered their application to health care services until recently when an associate pointed me to several hospitals using social media to connect with patients. It looks like a promising area for innovation and highlights the relevance of informal learning to health care services. 

Thanks to Tim Brown at Design Thinking for the pointer to the Mayo symposium.

Posted by Larry R. Irons

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Talking about Flatland as Visualized by Carl Sagan

July 29, 2009

I first read Edwin Abbot’s Flatland several decades ago. It is considered the first science fiction novel, after all, since its first printing in 1885. I must say though, the simplicity of the story never really hit me until I watched the following Carl Sagan interpretation of it recently.


Social Business Design and Multichannel Team Collaboration

July 7, 2009

hub

David Armano recently asked the question, Is the Hub and Spoke Model Adaptable? Anyone who ever worked on a project team in a large organization, especially corporate enterprises, probably recognizes the hub and spoke team design depicted in the graphic above. In this post I take a closer look at the hub and spoke design’s purpose in hierarchical, bureaucratic, organizations–the kind associated with industrial society. Our next post discusses how David answered his question and what an adaptable hub and spoke model implies for social business design.

Project management, typically consisting of one or more team leads clustered in the hub, considers the failure of any spoke’s functional work practices to align with approved best practices as evidence of process ignorance, a failure of competence in following the detailed process requirements in the team’s project plan, not a failure of the organization’s adaptive capability. The hub and spoke model’s basic idea is that a matrix-organization, consisting of cross-functional project teams, optimizes the traditional hierarchical organization by adding increased flexibility in responding to market demands for innovation in products and services, and maintaining adherence to a standard management process. However, as Rob Cross and Robert Thomas observe in their recent book, Driving Results Through Social Networks,

…most projects and processes are enabled by productive networks that form among some (but not all) team members in combination with relationships that bridge to key resources and expertise outside of the team.

In other words, much of the collaborative effort going into innovation projects also involves social networks that aren’t part of project teams. Instead, these networks emerge from relationships with others in the enterprise, or from outside friends and associates. Perhaps this is one of the reasons that some research into geographically distributed teams shows that on average, only 75% of the employees on any given distributed team agree about who is, and who is not, on their team. The challenge increases in importance as project teams form and disband more rapidly to manage risk and opportunity, thereby increasing the already fuzzy distinctions of formal organization, i.e. official teams, and informal organization, i.e. social teams.

Ross Mayfield summarized the point well in the following observation:

Process is “how work should be done.” And Practice is “how work is actually done.” When process fails (exceptions), people use practice to fix things. When process doesn’t exist, practice fills the void. While people don’t realize it when they engage in practice, they actually are tapping into community — an informal social network within or beyond the enterprise to discover expertise and get things done. The problem is that we haven’t had the tools to support good practice. The problem is that we haven’t developed the group memory around practice that creates institutional leverage. In fact, we still design organizations to prevent practice and cultures that hoard knowledge and communities. 

I suggest that the real value of social business design comes from the promise it holds for enabling management practices to develop to deal with the following fact:  Social networks do not respect organizational walls, they never did.

Shared experience, not just shared information, is fundamental to the social networks underlying collaboration and innovation. Many, if not most, employees don’t only need to get to know one another through reputation systems, like who people tag as possessing expertise. As Thomas Vander Wal continues to point out, comfort with one another is needed to develop a shared experience that encourages the open sharing of information.  

Collaboration means getting to know that other employees possess expertise on this or that topic, but also developing comfort with one another by sharing significant symbols relating to self, family, friends, and social activities, thereby understanding one another as people. Shared experience with co-workers and customers is a key factor in innovative business practices. It is especially important to multichannel collaboration.

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Social Business, the Golden Rule, and Open Empathy Organization

May 20, 2009

empathyI first took real notice of the term “social business” in a post early this year over at Peter Kim‘s blog. The concept of social business is not limited to those enterprises seeking to “generate social improvements and serve a broader human development purpose,” though these are certainly admirable goals. Rather, social business is increasingly discussed as a frame of analysis for considering the business implications of  large numbers of people using web 2.0 technologies, especially social media, within corporate enterprises as employees, or outside them as customers.

Channels, policies, processes, touch points and transactions are increasingly viewed as parts of the social experience organizations use to engage employees in collaboration, and customers in conversation. The common goal of the discussion involves transforming business practices to incorporate social relationships into the value proposition to customers and other stakeholders.

My recent reading of Wired to Care by Dev Patnaik (with Peter Mortensen) provided some basic insights for me in thinking about the development of social business practices. I highly recommend it to anyone with an interest in the intersection of experience design and organization. The book explores the concept of empathy in a manner that speaks to the social business discussion by pointing out that the result of a transformation is more than adoption of new technologies such as social media.

Wired to Care offers an approach to organizing business as well as creating design insights on how to engage customers to improve products and services. One of my earliest posts on Skilful Minds, Break the Golden Rule with Customer Dialogue Support, offered the following observation,

Many “customer care” approaches call for treating customers the way you’d like to be treated—the so-called Golden Rule. Treating customers the way we, as service providers want to be treated implies that we inherently know what’s best for them. A customer dialogue approach alternatively assumes that customers know, or can quickly learn, what’s best for them as individual customers. We need to treat customers the way their actions indicate they want, not the way we would want to be treated as a customer.

Reading Wired to Care persuaded me that my previous point only moved the discussion a part of the way to an understanding of the nuances of the Golden Rule for business. Wired to Care offers an interesting point of view on the limitations inherent in the traditional understanding of the Golden Rule, while contending that a full appreciation of it reveals truths about us as individuals, and our relationship to organizations, whether as employees or customers. It outlines three levels of the Golden Rule:

  1. “Do unto others as you would have them do unto you” — the most basic level with limited efficacy unless people share the same view of the world
  2. “Do unto others as they would have done to them” — requires increased empathy to distinguish the wants and needs of individuals
  3. “Do unto each other as we would have done unto us” — provides for empathy by focusing on “how we’d all like to be treated, inside the company and out,” yet also recognizes that good business practice might additionally require treating people “better than they expect to be treated”

Dev contends that the third level of the Golden Rule provides a basis for integrating empathy into the everyday practices of organizations. Though he does not use the term social business, Dev’s analysis offers a foundational strategy for implementing social business through the concept of an Open Empathy Organization.

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Social Media, Word of Mouth, and the Cynefin Framework

April 20, 2009
cynefin
The Cynefin Framework

As noted in a previous post, the promises made by brands are increasingly judged on whether they converge with the customer experience across channels of service in organizations. The challenge is a longstanding one for all organizations. However, the increasing adoption of social media makes the challenge more pressing as word of mouth (WOM) from customers, suppliers, competitors, or others amplifies their ability to communicate their experience with your brand to others. Word of mouth communities and networks using social software are increasingly spread over regional, national, and international borders, making them much more important to those who market branded products and services, online and off.

Speaking the language of customer-centricity is not good enough. Companies must talk-the talk and walk-the-walk for brand strategy. Brand strategies are most effective when based in the design and delivery of business services themselves.  Listening to the conversations people engage online about a topic (such as your brand), and eliciting the participation of those people in the development and refinement of products and services, are two key parts of an experience design strategy. Even though you may think this is a “Duh!” insight, consider recent findings on the engagement gap.

PriceWaterhouseCooper’s 12th Annual CEO Survey recently reported that most CEOs,

…believe that data about their customers (94%), brand (91%) and employees (88%) are important or critical to long-term decision-making. However, strikingly low percentages of CEOs say they have comprehensive information in these and other critical areas that contribute to organisational agility. Just 21% have comprehensive information about the needs and references of customers and clients. Less than one third feel they have all the information they need about reputation (31%) and the views and needs of employees (30%).

Not surprisingly, the ability to anticipate customer needs is the widest gap between the information CEOs report they need to make decisions about the long-term success of their businesses, and what they currently possess. This post explores the Cynefin (pronounced cunevin) Framework as a helpful approach for thinking about the importance of dialogue with customers in efforts to bridge insight and action.

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Brand Experiences are for Employees and Customers

April 6, 2009

cem_puzzleThe topics discussed at Skilful Minds fall in a range of challenges involved in translating strategic business goals, and the complex needs of people, into exceptional experiences, for employees who provide products and services and those who consume them, whether the latter are customers, users, learners, or just plain people. Commentators and practitioners of experience design tend to focus on the latter while largely ignoring the former. A few recent posts by influentials speak directly to these concerns and merit specific attention for their insights into experience design and brands.

The underlying theme is that brands are not simply about the way customers view products and services. The way employees engage customers in the design, development, and delivery of those products and services is also crucial to brands. However, exhorting employees to live the brand and talk customer-centricity is a prescription for failure when isolated from transformational changes to a company’s engagement with customers.

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Remembering VizAbility

March 3, 2009

vizMet Dave Gray, Andrew Simone, and Jim Durbin for coffee yesterday afternoon and thoroughly enjoyed the conversation over a range of topics. Dave’s approach to connecting visualization and explanation is always impressive. Andrew and I stayed around a while after the others left to talk about a range of things, but in particular his own interest in how we communicate what we know visually. The conversation led me to remember a Handbook from the mid-1990s that I worked through at one time called VizAbility, by Kristina Hooper Woolsey.

Upon entering my office at home I immediately pulled it out and popped in the CD to re-acquaint myself with a few of the exercises . I know a lot of books were written on visual design and communication over the past decade, but in my opinion VizAbility really stands out as both a classic and enduring resource of inspiration. It helped me through the visual design side of a couple of tough multimedia projects when I first read it in 1996. A short excerpt gives a good sense of its approach.

…for most of us, drawing is relegated either to our early school years or the hobbies of late adulthood, as if it were relevant on to the beginning and end of our lives. It is a skill that is approached lightly or not at all during the bulk of our education or professional activities.

But excluding people from the experience of drawing because they are not artistically “gifted” is like excluding people from speaking because they are not great orators or from writing because they are not first-class novelists. Drawing is not just a way to produce art, reserved for those talented in techniques and materials. It is a critial skill for bringing ideas into the world, and a tool for better learning and communication.

Anyone who doesn’t know the book ought to check it out. Now if I could just let that insight sink in again ;-)

Posted by Larry R. Irons

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eLearning and Experience Design for Learnable Services

February 23, 2009

questionholesGood service is one of those experiences most of us recognize when we get it. Much of the time though, a good service experience is as much a result of how learnable the provider makes its business processes, the context of the service, as it is the products and services themselves. I discussed this a couple of years ago in a post on the importance of a dialogue strategy for customer experience management. A dialogue strategy builds on the assumption that companies learn more from customers when customers learn from them. More recently I noted that,

The increasing maturity and diffusion of social media over the ensuing years makes it clear that a dialogue strategy provides a coherent framework for communications, whether addressing collaboration, innovation, marketing, sales, support, or branding. The key to the process is understanding customers, attracting them, engaging them, and learning from them to improve products and services, thereby strengthening your brand…

Strategists increasingly recognize that listening to customers, engaging them in dialogue, and acting on what is learned lies at the heart of experience design’s relevance to brands, customers, and social media.

These insights are relevant to the current shift in focus for experience design, from primarily emphasizing the design of products to also emphasizing the design of services, as exemplified in Peter Merholtz’s recent series in Harvard Business online. Okay, you may ask, how does this all relate to eLearning and learnability?

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Museum of Lost Interactions: The Social Communicator in 1932

February 2, 2009
socialcommunicator
The Social Communicator

While reading the posts over at Design Observer recently, I scrolled through the images of the day and clicked on The Social Communicator image. The link takes you to The Museum of Lost Interactions (MoLi).

The Museum of Lost Interactions opened in 2006, and many of you may know about it already because of the initial sensation it caused among prominent thinkers about technology like Bruce Sterling. However, for those who don’t, I thought you might want to. MoLi is located in the University of Dundee’s Interactive Media Design program. MoLi aims to raise public awareness of the history of interaction design.

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Online Brand Conversations and the Engagement Gap

January 27, 2009
box

We Need A New Box

A recent report from the Chief Marketing Officer Council provides an interesting set of insights into the engagement gap. The engagement gap refers to the difference between the influence of the Internet in consumer decision making and the amount of spending, and effort, by corporations and government agencies in trying to interact with and shape the thinking behind those decisions.

The CMO Council report summarizes the overall results of the survey as follows:

What we are seeing is much stronger sensitivity to engage directly with customers and learn more about what shapes, influences and impacts purchasing decisions and intentions to do business. The move to quantify “customer affinity” and increase “customer advocacy” has become a new measure of marketing effectiveness…

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Open Innovation at Procter & Gamble’s Social Media Lab?

January 27, 2009
p_g_social_media_lab_small

P&G Social Media Lab

As part of an overall critique of self-oriented approaches to innovation, Skilful Minds first considered open innovation at Procter and Gamble back in 2006. The latter post is one of the most visited here.

Given my recent focus on transformation as a fundamental concern for those interested in design and innovation, the recent publicity about P&G’s Social Media Lab instantly drew me to take a look.

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Transformation as a Deep Metaphor for Design

January 7, 2009

Bruce Nussbaum recently declared Innovation is Dead, initiating a lively discussion around the issue of whether one term for change is better than another.

Before listing out Bruce’s key points, it is important to recognize that he isn’t saying that innovation is unimportant. Rather, he is pointing to the necessity of approaching meaningful change as a transformation of relationships between people and institutions, not just innovation at the edges through altering the systems allowing us to manage products and services.

Following his initial post, Bruce summarized his thinking in succinct form.

1- Our institutions aren’t working. They are broken. Corporations, investment banks, health care, schools, universities, Congress, transportation. The current crisis is accelerating the breakdown in the major institutions of our lives that began in the 90s.

2- Digital technology is disintermediating every organization, eroding the role of all middle men and women, from ad agencies to college professors, from newspaper editors to hospital administrators, from political parties to savings banks. The shape of all our institutions is radically changing.

3- The power to create and participate is moving to the masses. Digital technology is giving everyone the tools to tinker again, to design and shape their learning, their working, their play. Craft is back in newly significant ways that we are just beginning to understand.

4- “Innovation” is inadequate as a concept to deal with these changes. You have “game-changing” innovation, which is big but rare and incremental innovation which is small but common. “Innovation” implies changing what is. “Transformation” implies creating what’s new. That’s what we need today, a huge amount of totally “new.”

5- Design is the answer. I use the term “transformation” to capture the immensity of the task ahead of us and to guide us in the magnitude of that task, but the actual tools, methodologies and, yes, philosophy of that mission is found within the space of design and design thinking.

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Gestural Interfaces and Experience Design

December 11, 2008

gesture_bookDan Saffer’s recent book, Designing Gestural Interfaces, makes you think anew about the hand dryers and faucets in public restrooms that respond to waving hands. In fact, Dan notes that gestural interfaces are currently found in specialized products paired to specialized activities in specialized environments. As he observes,

 

Public restrooms are currently a great example of this, but other spaces could easily take on this sort of “hothouse” environment. The next likely place for such experimentation is kitchens: they feature lots of activities, plus a contained environment with tons of specialized equipment (pp. 160-161)

Designing Gestural Interfaces is the first attempt I’ve seen to provide an in-depth discussion of the challenges in designing devices that people control through gesturing. Although it isn’t the central point of the book, Dan discusses restroom interfaces that wet hands, dry hands, flush toilets, and dispense SaniSeats. And one of his example photographs is notated, “Apparently, public restrooms are excellent places to find gestural interfaces.”

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Lateral Thinking in Design

December 3, 2008

ideasearching1I just finished reading David Bramston’s new book, Basics Product Design: idea searching. First, I highly recommend the book, both for its writing and the visualizations of product ideas offered in it. The design of the book itself is as striking as the product designs it discusses and shows.

Given my recent posts on the importance of metaphorical understanding in the design of ubiquitous computing devices as well as design research more generally, Bramston’s distinction between literal thinking and lateral thinking in product design caught my attention.

Lateral thinking is a capacity to address conventional thoughts and assumptions related to a particular problem from a different or unorthodox angle…A literal approach to design still requires an imaginative approach, but tends to concentrate on more obvious aspects – a direct interpretation of meaning….In generating ideas for a design it is worthwhile exploring both aspects of literal and lateral thought patterns and, where possible, to instigate a hybrid approach of the thinking methods.

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Deep Metaphor: Exploring the Say-Mean Gap in Design Research

December 1, 2008

In recent posts I discussed different gaps, from the community gap in particular to the encompassing engagement gap. Each of those discussions attempted to size up a disparity between the attention currently given to the importance of community and social media by companies and the reality of the commitment of resources to them based on recent research in the United States and Europe.

We hear a lot of discussion these days about Web 2.0 and social media, especially on whether adoption is driven by demographics, lifestyle, or something else. Recently, while reading Marketing Metaphoria by Gerald Zaltman and Lindsay Zaltman, it struck me that regardless of the patterns of Web 2.0 and social media adoption, the applications tap into basic sensibilities for connection that we all share, regardless of age and lifestyle. As I note below, a sense of connection is an example of a deep metaphor that the Zaltmans discuss in relation to people, products, and brands.

Deep metaphors underlie the way people understand the context of problems they face in their everyday lives. Though the concept of deep metaphor was initially outlined in Lakoff and Johnson’s book Metaphors We Live By, Marketing Metaphoria takes it a step further by developing useful techniques for exploring how deep metaphors affect the perception of brands and products and, by implication, how to approach the say-mean gap in design research.

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Brand Dialogue Strategy in Social Media

November 18, 2008

question1At least since publication of the Cluetrain Manifesto, with its meme that markets are conversations, observers noted the importance of what customers say about a brand, online and off — but especially those online. However, a somewhat subtler point from Cluetrain is increasingly relevant to brands and social media. The point was made in the book’s Thesis 39: “The community of discourse is the market.” In fact, the thesis actually consists of several ancillary ones: Read the rest of this entry »


CABA’s Connected Home User Interface Project

November 14, 2008

cabaI received an email alert from the Contintental Automated Building Association’s (CABA) Connected Home Research Council indicating it is initiating a new project on the Connected Home User Interface. Our last post discussed these issues in the relation to Whirlpool’s CentralPark Connection and questioned designs that depend on a single user interface to “intelligent” appliances and, by implication, homes. CABA’s Connected Home Research Council’s research agenda on the Connected Home User Interface characterizes the issues in the following manner.

The evolution of the digital home lifestyle has been, in part, created by consumer demands that are driving tremendous industry change and opportunity. The connected home offers various promises to simplify interaction and engagement of consumers with family, entertainment, career and home system solutions

Two of the open questions that have yet to be answered is (1): How do product developers and managed solution/service providers best aggregate data into potentially, one single user interface that is both intuitive and adds value to the holistic connected home? And (2): How does the user interface solution support the delivery of the digital lifestyle promise?

CABA’s Connected Home Research Council (CH-RC) is sponsoring a consumer research study that will define the specific attributes or baseline criteria of a ‘connected home user interface’ for consumers when managing the connected home.

Current Steering Committee members seek answers to some of the following questions:

  • What type of information and/or control do consumers really want (passive versus interactive data)?
  • What type of access, convergence of services and data set to home service content is desired?
  • How can the whole home solution enhance the digital lifestyle?

What do you think about the questions posed by the Connected Home User Interface project?

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Metaphorical Refrigerators, Design, and Ubiquitous Computing

November 11, 2008
centralpark_frig

Whirlpool CentralPark Connection

I’ve been meaning to write about Dan Saffer’s Masters Thesis since reading it a couple of years ago. A recent post by Mike Kuniavsky provides an opportunity to do so. Also, it appears that Dan left his position at Adaptive Path to found Kicker Studio, a product design company. In The Role of Metaphor in Interaction Design, Dan noted that metaphors help users/customers understand new products and services by providing cues that orient and personify the experience of the familiar with the new.

In other words, metaphors help us understand one thing in terms of another by highlighting similarities between the two, while at the same time implicitly recognizing differences. Dan also added that metaphors introduced to facilitate adoption of a new product can also limit its innovation in other ways. He specifically pointed to the Workspace is a Desktop metaphor, which conceptualizes the computer as an office tool primarily. I would add that the metaphor contributed to the myth of the paperless office by obscuring the differences between desktops and graphical user interfaces. Specifically, Dan contended that,

it could be argued that the desktop metaphor has hindered the development of ubiquitous computing as much as some hardware factors (p.22).

At the same time, he observed that the desktop metaphor was much more effective in gaining the widespread adoption of computers when compared to the previous metaphor, i.e. computers as programming environments. He recommended that whenever designers use a metaphor in a new product they need to begin with what is new, the subject of the metaphor, rather than what the metaphor refers to. In other words, don’t force functionality into a metaphor. Use the metaphor to support a concept rather than the other way around. The point builds on the design principle of Cooper, Reiman, and Cronin in About Face 3.0 to, “Never bend your interface to fit a metaphor” (p. 279).

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Bringing Personas to Life in Social Media Marketing

October 22, 2008

David Armano recently made a distinction between interactive advertising and social media which he depicts in the image on the left. He noted that many companies mistake interactive advertising with social media and notes that the two differ in the place of PEOPLE in the strategy. Specifically, David points out that interactive advertising involves Human-Technology Interactions. Whereas, social media involves Human-Human Interactions enabled by technology.

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Experience Design using Bone Conduction

October 16, 2008

Skilful Minds reminded readers about place-based story  experiences like [murmur] recently after I visited the Missouri Botanical Gardens (MoBot) to see the Niki exhibit. The Niki exhibit showed forty mosaic sculptures done by Niki de Saint Phalle (1930 – 2002). Each concept used cell phones to either allow visitors to places to share stories about the place, as in [murmur], or allow visitors to listen to stories about specific exhibit items, as in the Niki exhibit.

Yanko Design showcased a design recently called touched echo developed by Markus Kison. Touched echo makes a place-based story experience available to visitors without the use of devices like cell phones. Although the technology was anticipated in an early experiment by Laurie Anderson called the Handphone Table, applying it to place-based stories is a new and innovative experience design. The design works by using bone conduction for hearing rather than transmitting audio waves through the air.

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