111. Why Software Hasn't Eaten Museums (Yet) Titelbild

111. Why Software Hasn't Eaten Museums (Yet)

111. Why Software Hasn't Eaten Museums (Yet)

Jetzt kostenlos hören, ohne Abo

Details anzeigen

Nur 0,99 € pro Monat für die ersten 3 Monate

Danach 9.95 € pro Monat. Bedingungen gelten.

Über diesen Titel

Museums today are filled with software, yet they've largely avoided being "eaten" by the tech industry. Unlike music or movies, exhibitions can't be downloaded or scaled infinitely. There's only one Mona Lisa. But if the wrong platform finds the right leverage, that immunity may not last. Which is why the kind of software museums choose matters. TilBuci (https://tilbuci.itch.io/tilbuci) is a free, open-source tool used by museums to build touchscreens, kiosks, and projections. It was created by Brazilian software developer Lucas Junqueira after watching too many digital exhibitions quietly break down once the opening buzz faded. Designed to be usable by museum staff long after developers leave, TilBuci treats software not as a product, but as infrastructure. In this episode, Lucas Junqueira talks about what it takes to build museum software that lasts. Through the story of a projection still running on the facade of the Space of Knowledge museum in Belo Horizonte over a decade after it opened, we explore how open, locally controlled tools extend the life of museum systems, and what's at stake if a tech platform ever inserts itself between museums and their audiences. Image: A projection animates the façade of the Espaço do Conhecimento (Space of Knowledge) museum at Praça da Liberdade (Liberty Square) in Belo Horizonte, Brazil. Lucas Junqueira's software TilBuci is running the projection. Topics and Notes 00:00 Intro 00:15 The Rise of Software in Museums 00:56 Software Eating the World 02:19 Why Are Museums Different? 03:16 Lucas Junqueira and TilBuci (https://tilbuci.itch.io/tilbuci) 05:09 Challenges and Innovations 08:09 The Flash Apocalypse 10:12 What's at Stake 11:48 Jurassic Park on Club Archipelago (http://jointhemuseum.club/) 13:00 Outro | Join Club Archipelago 🏖 (http://jointhemuseum.club/) DIVE DEEPER WITH CLUB ARCHIPELAGO 🏖️ Unlock exclusive museum insights and support independent museum media for just $2/month. Join Club Archipelago Start with a 7-day free trial. Cancel anytime. Your Club Archipelago membership includes: 🎙️Access to a private podcast that guides you further behind the scenes of museums. Hear interviews, observations, and reviews that don't make it into the main show.🎟️ Archipelago at the Movies, a bonus bad-movie podcast exclusively featuring movies and other pop culture that reflect the museum world back to us.✨A warm feeling knowing you're helping make this show possible. Transcript Below is a transcript of Museum Archipelago episode 111. For more information on the people and ideas in the episode, refer to the links above. View Transcript Welcome to Museum Archipelago. I'm Ian Elsner. Museum Archipelago guides you through the rocky landscape of museums. Each episode is rarely longer than 15 minutes. So let's get started. If you've been to a museum lately, any museum big or small, you've probably noticed ever more software-driven experiences. Interactive touchscreens, projections, buttons, videos are all controlled by software. Lucas Junqueira: I've seen mostly all exhibitions have at least some kind of interaction or some pieces of the exhibition that require some kind of software to enable it. This is Lucas Junqueira, a Brazilian museum professional and software developer. Lucas Junqueira:  Okay. My name is Lucas Junqueira. I've been working on this exhibition museum scene for quite some time right now. It's tempting to see the increase of software in museums as another example of software eating the world. This phrase, "software eats the world", was coined by investor Marc Andreessen in a 2011 Wall Street Journal opinion piece. The idea isn’t that software replaces everything. It’s that software absorbs the value layer of company after company, industry after industry. In the "software eats the world" thesis, traditional music labels only exist to provide software companies (like Apple Music and Spotify) with content. The software, everything from how the app looks on your phone to what song is recommended next, sits higher on the value chain than the music itself. Even the network effects of which app your friends use, matter more than what you listen to. Netflix, Salesforce, and the game Angry Birds are some examples Andreessen mentioned back in that 2011 essay, plus plenty of other companies I barely remember. But the core of the thesis, even if it's not explicitly mentioned, is the zero-marginal cost nature of distributing software. Whatever the up-front cost of developing Angry Birds is, it doesn't actually matter since the company can distribute it to every phone on the planet for zero dollars. Once it exists, it can be copied endlessly, instantly, and globally. Which is exactly what museums can’t do. And this is where museums are different. Museums aren’t infinitely scalable, and they aren’t frictionless. You can't really download an exhibition in the way that you can download a song. You have to show up. ...
Noch keine Rezensionen vorhanden