The Programming Innovation subgroup will discuss and explore opportunities for innovative programming, including new ideas emerging from the conference, partnerships with each other, and taking best practice to scale.

Definition of Innovation
Innovation is . . .
  • Bringing together existing things, models, technologies in new ways
  • A new way of looking
  • New ways to engage new audiences
  • Something new that's beneficial
  • Programs that transcend bricks and mortar because they are new benficial and unique
  • An experience that is new exciting and engaging that you can be enriched physically, emotionally and mentally
  • Virtual + real experiences = love
  • Doing something that is unexpected and going beyond where you would normally go
  • Surprising and unexpected that get a positive visceral response
  • Work that challenges prior assumptions
  • Juxtaposition of seemingly diparate ideas
  • Breaking down boundaries between traditional disciplines to go beyond where your individual experitse would normally lead
  • A novel way of instilling wonder
  • Have the audience interact with the collection as an active participant not as a passive witness.
  • Perturbing
  • Participatory
  • 'Its a pilot'
  • Interest-driven learning

Sources of Innovation (other than museums)
  • Nature
  • TED talks
  • Radio Lab
  • Kids
  • Story Collider
  • Pop Culture
  • Pretentious art design catelogues
  • the Apple store
  • Dance
  • 3M
  • Food
  • Indigenous cultures
  • Old books
  • the Internet
  • Local cultures
  • Visiting other museums
  • The problem itself
  • Apps
  • Business sector
  • Science research
  • Pop science books
  • Friends
  • History
  • The Daily Show
  • Taking a class
  • New projects
  • Languages
  • Ancient cultures
  • Travel
  • Home depot
  • Model rockets
  • Sci-fi fantasy
  • TV
  • Grand parents
  • Professional development
  • Cocktails
  • Circus
  • Family
  • Museum trade journal
  • Work
  • Formal education
  • Videos
  • conference
  • Not work
  • Formal teachers
  • Play/fun
  • Sports
  • Music
  • Scientists

Innovative Projects/Programs/Places
1. Florida State Museum. Project: Redesign the collections as part of a new addition. Inspired by the shopping mall design and industry. They are trying to redesign the wayfinding and organization through this new area. It is innovative because it is challenging assumption

Enablers: research into shopping malls and airports
Barriers: accessing the space, staffing
Suggestion: Paco Underhill's book, The Science of Shopping (research on retail).

2. Unexpected experiences: 1) rat with maggots with no labels, 2) the fish x-rays at NMNH 3) Museum of Jurassic Technology. It is innovative because it is unexpected. visceral, juxtaposition.

Enablers: lack of money, simplicity, bringing together people from different backgrounds
Barriers: lack of vision or creativity

3. Science Gallery, Trinity College, Dublin (IRE). Topic was infection. Programming included simulating an outbreak, use theater, staff shows up in hazmat suit. Innovation included writing an RFP with just an idea statement that was sent out to artists and scientists with the thought that the exhibit would created through the ideas brought in to finish the concept. It is innovative because it included 'live' research in the gallery, active, inclusive.

Enablers: working fast and cheap; small set of decision makers,
Barriers: closed system

4. "Navigating Change". Audience of 4-5 graders in Hawaii. Students are taken out into nature to see how elements in nature are connected. Students would colect and analyse data, pull invasives, take samples, and bring them back to the classroom to examine. They were positioned as the stewards of the places were studying. This is innovative because it included partnerships, engaging, transcends the classroom, active learners.

Enablers: coalition provides resources; funding for buses
Barriers: lack of funding to bring students to locations; bureacracy

5. Earthquake exhibit at the California Academy of Science. This exhibit will include a mobile app game being created by students in an after school program. Students do content research and go through the design process which is integrated to the exhibit. It is innovative because the students are driving the learning, creating something for the exhibit.

Enablers: organizational culture that supports risk-taking
Barriers: never been done and the unknown outcome makes staff nervous; managing expectations