Sitting with a bunch of adults and arguing about what's going to be most effective for kids is just sort of self-defeating.
From Jake Barton
Kids are prone to be on their phone and their iPads, prone to sharing things and making things. Instead of trying to divorce education from that, let's lean into that.
From a UX standpoint, the toughest battle is how to make a platform that's really open so kids can use it but has sort of hooks and constraints so it's actually driving towards revealing parts of the world through science or through mathematics.
People come to museums for storytelling and engagement, and the technology needs to facilitate that.
I often say to prospective clients, 'Nothing will age faster than your hardware.' Even the thinnest touch screen will look like a toaster oven in a number of years.
As long as your storytelling and emotional depth are intact, that's what people will focus on.
Museums, I think, are becoming more and more aware of how to turn themselves into a must-see spectacle.
Whether it's a computer or a pen drawing, design is about drawing shapes and making physical things.
The Hewitt sisters were these amazing - both sort of philanthropists and dilettantes who went out and single-handedly collected all of these of-the-moment designs in wallpaper and textiles and in graphic design in order to teach people about design.
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