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Case Study: Information Age at the Science Museum 3

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Amplifying access and inclusion through audience participation

Jessica Bradford, Interpretation ManagerScience Museum

1. Information Age case study: what was our approach to access?2. Visually-impaired Advisory Panel

Role Tactile map Tactile objects Audio description app Challenges and opportunities

3. Working with hard-of-hearing adults Initial consultation Participatory projects

4. Evaluation5. Next steps

Session outline

Case Study: Information Age at the Science Museum

3

Access strategy

Information Age aspired to be the most accessible gallery at the Science Museum to date. Incorporating an inclusive design ethos, we ensured all elements of the project were as accessible as possible for visitors who have disabilities, while enhancing access and engagement for all. We adhered to relevant recognised guidelines for access, but moved beyond these and incorporated innovative strategies to break down traditional barriers to access.

We recognise that visitors face a range of barriers when visiting museums including:•Sensory barriers•Physical Barriers•Intellectual Barriers•Attitudinal barriers

Our aim was to introduce innovative and creative strategies to break down these barriers.

What are the barriers?

• Large print book at entrances• Tactile map at entrances• Tactile objects• Braille labels alongside tactile

objects• Large print labels alongside

tactile objects• Audio-described tour• Object handling• Transcripts for audio-only

exhibits• Two through lifts providing

access to mezzanine level

Accessible features in Information Age• Cane detector floor

markers to highlight hazards

• Subtitles on all films• Audio exhibit content• Induction loops• British Sign Language• Audio descriptions app

for blind and visually impaired visitors

• Makaton resource pack

A participatory approach

• For the level of ambition, intermittent consultation would be insufficient

• A panel was formed of 7 regular and highly-committed members, each with varying degrees of sight loss.

Blind and visually impaired advisory panel

• Over the course of more than two years, the panel met regularly and focused their discussion on the ways in which we could improve the gallery’s accessibility for the visually impaired audience.

• There were 28 meetings in total, led by the project’s Access Expert.

• Special consideration given to facilitation and feedback mechanism

• Practicalities and payment

Blind and visually impaired advisory panel

The role of the panel:

•Identifying needs and barriers

•Reflection upon best practice in other institutions

•Analysis of current Science Museum provision

•Outlining a strategy for Information Age

•Developing interpretation briefs

•Testing prototypes

Blind and visually impaired advisory panel

Example #1: tactile map

The map was considered by participants to have the right level of detail to provide an overview of the gallery without becoming confusing. Participants expressed their gratitude for being able to carry it around with them and refer back.

Example #2: tactile objects

Example #3: audio description app

• Audio descriptions developed with VOCALEYES• Curatorial team briefing documents, followed

by tours (with hard hats!) of the objects once installed

• Reviewed and edited by the team

“It provides me with a level of independence and freedom to explore the gallery”

“It's the main way that I get information about what is in the gallery”

Testing of the app also revealed key limitations

•Unpredictable and slow pick-up of signals, which can become frustrating

•New technology could be confusing for less experienced users and there is no staff support available within the gallery

•The app only provides detailed information about the gallery and there are likely to be many barriers faced by visitors before reaching the space

•The app does not eliminate the need for additional support as it has limited orientation capacity

Challenges and opportunities of the approach

• Careful, structured facilitation is vital, and takes time

• Expectations are high, so disappointment is possible

• Innovation is unpredictable

Challenges and opportunities of the approach

• Resources delivered are as accessible as possible

• Understanding the complexities of the project

• Adaptability

• Joined-up strategy

Communication technology is essential to the lives of people who are hard of hearing

Technologies can break down barriers created by hearing loss

A hard of hearing person’s priorities for communication technologies often differ from those of a hearing person

Accessible technologies are relied upon by people with hearing loss for everyday communication

Consultation with hard of hearing visitors

Participatory project: the impact of the WWW

•9 participants•2 facilitators: Content Manager and Disability Access Advisor•8 sessions over 15 months•2 days of filming•Evaluation

Evaluating the outputs

• Innovative solutions have great benefits and bring new challenges

• It’s crucial to get the basics right

• A diverse offer conveys the impression that the museum has thought about ‘everyone’

Next steps: New Medicine Galleries

• Huge opportunities and challenges inherent in the subject matter

• New Advisory Panels: physical and sensory disability and mental health

• New participation projects

• The second generation of Audio-Eyes

Questions and discussion

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