Yours Truly transformed thousands of pieces of Vizcaya correspondence into an interactive storytelling experience built around human-centered design. Rather than simply digitizing archival material, the project asked visitors to explore James Deering’s personality and choices through letters, multimedia, QR-triggered interpretation, and a responsive content system. The result connected archival access, visitor experience, infrastructure, and storytelling in a single platform that also created a foundation for future digital interpretation at Vizcaya.
Tag Archives: Case Studies
Lessons Cooper Hewitt learned in the making of “The Pen”
Cooper Hewitt’s Pen looked deceptively simple: a physical object visitors could use to collect and interact with museum content. Behind it was a much larger institutional system involving collections data, APIs, gallery design, hardware development, visitor behavior, branding, and years of iteration. These notes from Museums and the Web capture the project’s less glamorous lessons—trade-offs, technical dependencies, cost, failure, and the realization that a successful interactive can touch nearly every part of an institution.
Museum Interactive: Alchemical Quest Rare Books Exhibit Case Study
Alchemical Quest documents the development of a digital interactive created around rare books and alchemical imagery at the Chemical Heritage Foundation. The project required choices about interpretation, interface design, content production, hardware, visitor behavior, and the relationship between a digital experience and physical objects. The case study is especially valuable for what it reveals about complexity: even a relatively small museum interactive depends on coordination across curatorial, technical, design, and operational systems.
Case Study: Livestreamed Interactive Webcasts for Cultural Institutions
This case study examines livestreamed webcasts as a way for cultural institutions to extend programs beyond the building while allowing remote audiences to participate in real time. Rather than treating video as simple documentation, the approach combined live production, audience interaction, moderation, institutional expertise, and post-event reuse. The project explores how relatively accessible technologies can turn a physical program into a broader public conversation when participation is designed into the experience from the beginning.