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Technology doesn’t just entertain us and make our lives easier — it has the capacity to change the world for the better, too. Green technologies can combat global warming. Biomedical devices can eliminate barriers for people with disabilities. E-learning can open previously unimaginable possibilities for children. And that’s just scratching the surface. These are the products and technologies that won’t just upgrade our lives — they’ll upgrade our world.

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Hook up with local radio stations, offer content and ideas for a regular science-themed slot with competitions to win tickets and accompanying online content. Tell stories, go behind the scenes, Q&A, bringing the centre to life and making it fun and engaging to attract new audiences.

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Talking Science the science radio show developed by the University of Aberdeen Public Engagement with Research Unit and Shmu FM.
Talking Science brings a mix of news, interviews and regular features including science you can try at home and a weekly sound of science competition.

Researchers from across the University are interviewed on air, and there will also be a focus on topics being discussed at forthcoming Café Scientifique sessions and other events.

The new Talking Science show is presented by the Public Engagement with Research team working with staff and students across the University.

The show airs at 2pm each Tuesday and is available to listen again online.

Talking Science is supported by a science engagement grant from the Scottish Government aimed at encouraging widening access with hard to reach groups and rural communities. Shmu FM broadcasts to the seven regeneration areas in Aberdeen and is at the forefront of Community Media development in Scotland, supporting residents in radio and video production, traditional and on-line publications, music production and digital inclusion. The organisation also supports other disadvantaged communities, both geographic and communities of interest, with an employability and training arm and a programme for offenders, both pre and post release.

Talking Science is the second University based show to feature in the Shmu schedule, as the Growth Matters programme is hosted by Cruickshank Botanical Gardens curator Mark Paterson.

If you would like to get involved with the programme or suggest topics for the team please get in touch.

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Talking Science the science radio show developed by the University of Aberdeen Public Engagement with Research Unit and Shmu FM. Talking Science brings a mix of news, interviews and regular features including science you can try at home and a weekly sound of science competition.

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The leaders of tomorrow? Why wait until tomorrow. The #iwill campaign works with organisations to champion young people as leaders of change. #PowerOfYouth

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Too often society fails to listen to young people's views, or recognise their ability to make a positive difference. It's time for that to change. Whatever your age or experience, join with us and say #iwill.

make a positive difference on the issues that affect lives, communities, and society

Young people aren't just the leaders of tomorrow. We have the energy, skills and ideas to change society and the environment for the better today. Yet society often fails to listen to our views or recognise our ability to make a positive difference.

FIGHT YOUR CAUSE

#iwill Champions are young people, 10-25, who want to play their part in society by campaigning, volunteering or fundraising to make a difference in their communities. Join with hundreds of other young people across the UK.

LEAD THE MOVEMENT

#iwill Ambassadors are remarkable 10-25 year-olds from all backgrounds. But they all have one thing in common - a passion that drives them to help others.

Each year we recruit 50 ambassadors, so you can find out how to apply in 2024.

PLEDGE YOUR SUPPORT

Signing the Power of Youth Charter is a great way to publicly show your organisation's commitment to empowering young people to make a positive difference.

10 Stories, 10 Years

We believe there is no one way to do social action. Every person has a unique journey and a powerful story to tell. Here from #iwill Ambassadors past and present and start your journey today.

10 years of #iwill

10 years ago, in 2013, #iwill was founded to showcase the Power of Youth social action and encourage others to better involve young people in the decisions that are being made. Join us as we celebrate 10 years of #iwill and help build the Movement.

#IWILL CHAMPIONS

#iwill Champions are children and young people who are working to make a positive difference in their communities, and wider society, through social action. Whether you are collecting items for a foodbank for the first time, or you are a young trustee of a national charity, your social action matters.

POWER OF YOUTH SIGNATORIES

Organisations that have already pledged to support youth social action

What's on

Discover the newest updates and happenings at iWill.

Frequently Asked Questions

How is #iwill involved in promoting youth social action?

#iwill is a prominent organisation that champions and empowers young people to engage in social action. Through our programmes, resources, and partnerships, #iwill provides support, guidance, and opportunities for youth action. The organisation encourages young individuals to take an active role in addressing societal challenges and becoming catalysts for change.

The #iwill Movement comprises around 300 #iwill Ambassadors who represent diverse backgrounds throughout the UK. They all share a common passion for creative positive social or environmental change. These Ambassadors have played a significant role in advocating youth social action and influencing the direction and initiatives of #iwill. We also have around 500 #iwill Champions who are enthusiastic young individuals who take action with us online. We collaborate with our #iWill Ambassadors and Champions through various means, involving them in shaping the campaign's strategy, promoting the message of youth social action , and encouraging organisations to participate.

How can I get involved in youth action through #iwill?

Our passion lies in creating a community that recognises and supports the potential of young individuals. We strive for a society where every young person is empowered and prepared to influence and guide transformation, both within their personal sphere and local communities.

Getting involved in youth action through #iwill is easy and impactful. You can explore various opportunities such as volunteering, participating in youth social action projects, or joining local youth campaigns supported by #iwill. If you would like to become a Champion , join us! Whatever your age, we want you to be a part of our growing movement.

Are there any success stories supported by #iwill?

Yes! The #iwill Movement has witnessed numerous success stories resulting from its support of youth social action. From launching impactful community projects to organising successful fundraising campaigns, young individuals have made significant contributions with #iwill's guidance. These success stories highlight the transformative power of youth social action and serve as inspiration for others to get involved. To mark 10 years of the #iwill Movement, we shared 10 stories which you can learn more about here .

How can youth organisations in the UK collaborate with #iwill?

Youth organisations in the UK can collaborate with #iwill by exploring partnership opportunities. #iwill welcomes collaborations with like-minded organisations that share a commitment to promoting youth social action. By working together, we can enhance the collective impact of our efforts and create a stronger network for youth community efforts across the country. Organisations should consider signing up to the Power of Youth Charter to demonstrate their commitment to empowering and supporting youth social action.

Sign up to our newsletter

Keep up-to-date with the latest news and progress.

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Youth Action: UK Youth Charity Empowering 10-25 Year Olds

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Society often fails to listen to young people's views or recognise their ability to make a positive difference - it's time for youth action.

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Hidden London virtual tours:
Discover two stations, King William Street and Brompton Road, which have extremely restricted access so we’ll never be able to offer public tours, or the fascinating history of the Holborn, Kingsway and Aldwych area. With these digital tours, you’ll get the special opportunity to take a peek inside with an expert guide via Zoom.

You’ll be able to see a gallery of photos and videos as well as archival footage and never-before-seen footage from our collection as your expert guide takes you through the history of the location. You’ll also get the opportunity to ask your guide any questions you might have.

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Explore 'forgotten' parts of the Tube network on atmospheric tours of disused stations and tunnels, go behind the scenes at some of London's busiest stations, and uncover some of the City's fascinating history with our expert guides.

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Bringing communities together using digital

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Bringing communities together using digital

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The Eden Project's Big Lunch Community board full of social media posts.

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More #BigLunch celebrations are underway in support of St Petrocs.

- St Petrocs (@stpetrocs) June 2, 2019

2015: we hosted first @thebiglunch. 2016: neighbour hosted second. Today another neighbour hosted mince pies & drinks. We're a community!

- Karamat Iqbal (@ForwardPartners) December 11, 2016

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More #BigLunch celebrations are underway in support of St Petrocs. - St Petrocs (@stpetrocs) June 2, 2019 2015: we hosted first @thebiglunch. 2016: neighbour hosted second. Today another neighbour hosted mince pies & drinks. We're a community! - Karamat Iqbal (@ForwardPartners) December 11, 2016

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Collaborations with companies who already engage communities with STEM.
Example: Kids Invent Stuff duo Ruth and Shaun who run monthly competitions and actually make the winning idea! The design, build and demo of the inventions are filmed and shared on YouTube.

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Kids Invent Stuff is the YouTube channel where 4-11 year olds have the chance to get their invention ideas built by engineers Ruth & Shawn!

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What is Citizen Sensing?
Citizen Sensing is about empowering people and places to understand and use smart tech and data from sensors to tackle the issues they care about, connect with other people who can help, and take positive, practical action.

Sensors that collect data are increasingly embedded into our lives – in our mobile phones, streets and buildings, cars and powerlines, even in our kettles and clothes. Too often in this swelling flow of connectivity and information people and places are treated as passive sources of data. What information is being collected? By whom and for what purpose?

Example of a Citizen Sensing Project:

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The final design for the portable sensors was shaped like a ladybird. It could be attached to bicycles, bags and car windscreens in order to gather NO2 data on the move. Six of these portable sensors were tested.

One participant commented: "You just cycle along and [the sensor] collects the readings of pollution levels. On top of that, I've also been keeping a diary of the travel, what the weather is like and how bad the traffic is."

13 community spaces were also fitted with stationary sensors.

KWMC was exploratory and 'tech agnostic' in its approach to sensing: combining different types of data, gathering data from different sources, mixing existing technology with prototypes, and responding to citizen feedback.

A team of researchers and technologists also came together as part of this project, including Ben Gaster and Kev Kirkland, to develop data and sensing tools and kits for future sensing projects, including the UWE sense boards and

Find out more about how the UWE Sense air quality sensors work in the video below:

In March 2019 KWMC ran three 'making sense of your data' workshops where citizens and representatives from community organisations learned how to interpret and analyse the air quality data they had collected from the portable 'ladybird' sensors and the stationary sensors on buildings. KWMC's digital fabrication experts supported them to design and make interactive tools to help them tell their data 'story' back in their community.

For example: one group made a 'travel air gauge' inspired by the mechanics of a see- saw: it encouraged visitors to reflect on the environmental impact of their transport choices then act differently the next time they travelled to rebalance the scale.
KWMC also worked with digital artists and technologists to create visualisations of the air quality data. The visualisations were printed onto postcards and distributed around east Bristol. The data is also viewable via an open source platform.

The hyper-local information gathered by citizens enabled them to seek out 'cleaner' travel routes and change their own travel behaviour, and better understand the issue or air pollution so they can champion change on a wider scale.

Alice* attended one of the data workshops and observed that "it's not always about the data - sometimes it's about being more aware." The pilot prompted her to make a major lifestyle change and 'get rid' of her car.

Sioban* tested a ladybird sensor and commented that 'gathering data from the general public' can 'definitely be used to improve the quality of life in the urban environment'. She said: "As an architect, I can then use that information when I'm designing spaces and actively respond."

*Names have been changed

The air quality pilot ran from 2017 to 2019. Through the damp homes and air quality pilots (2016-2019) - both part of the REPLICATE project - KWMC engaged over 1,000 people with the process of 'citizen sensing', over 1,232 hours and 693 engagements.

The Bristol Approach to citizen sensing inspired Sam Prince to begin working with air quality sensors - find out more in the video below:

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Adverse health effects caused by air pollution are increasingly being recognised and debated at national and international level. Knowle West Media Centre is currently working with communities in East Bristol to gather air quality data using sensor technology to see what can be done to tackle the problem of poor air quality at a local level.

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Public interventions to raise awareness of issues and challenges using art and mixed media...

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Made by

Other Animals is a series of public interventions which uses soft robotic sculptures to raise awareness of local ecological issues and the wider climate crisis.

This project was started in January 2020 as part of the Watershed/MAYK Winter Residency program and is currently at the research and development stage.

I'm interested in building synthetic orgainsms which can stimulate an emotional response in encounters with an audience. I want to emphasise a sense of connection to the environment, not to think of nature as something separate from, but rather contingent with our human experience as living creatures and explore the fragility of the systems which support life. The sculptures will be positioned in public places in the city centre, they will have embedded capacity for human interaction and will also be responsive to environmental stimuli.

The research process has lead me into thinking a lot about the materials I work with and how to minimise the waste and environmental impact of making this type of work. I will incorporate various organic and recycled materials into the fabric of the sculptures.

I have started an experiment growing mushroom mycelium which I will use for solid, skeletal parts in the sculpture and also a type of bacterial cellulose which I can use for creating skins and sacks, the majority of the work will be biodegradable after its useful lifespan. The main drawback of this is that it will take time to grow these materials but I'm interested to play with them and get an understanding of their properties - how strong are they? How flexible? Can they be drilled? Do they hold the shape of a mould?

I've been looking at creatures at various scales on the spectrum, from unicellular microscopic creatures to more complex vertebrates and human anatomy. I'm interested in working from the context of the public sites as the key influence in the morphology and design of the sculptures. I've been drawing inspiration from soft robotics, using pneumatics and hydraulics to inflate soft bodies and build experimental muscle systems.

By the end of the residency I aim to have created a few working prototypes and tested it outside in the city. While in Bristol, PM Studio has introduced me to conversations with various roboticists and researchers such as Open Bionics, Rusty Squid, Fungal Architecture, Playable Cities and Richard Sewell which have been massively helpful in the development of this project.

Project blog

Studio themes

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Other Animals is a series of public interventions which uses soft robotic sculptures to raise awareness of local ecological issues and the wider climate crisis. This project was started in January 2020 as part of the Watershed/MAYK Winter Residency program and is currently at the research and development stage.

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Connect is a project that NUSTEM are running with the Centre for Life, funded by the North of Tyne Combined Authority. A 3-year programme where families make digital puppets which react to each other over the internet

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Black2Nature run nature camps for VME children and teenagers, conferences on how the environmental sector (nature, nature conservation, environmental, environmental educators, environmental media and wildlife/environmental film-making) can become ethnically diverse and engage VME people.

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Black2Nature

How Mya-Rose Craig, AKA Birdgirl, is helping inner city children connect with nature.

Black2Nature was set up in 2016 by its now 17-year-old president, Mya-Rose Craig AKA Birdgirl, following her conference looking at how we can get more Visible Minority Ethnic (VME) people engaged with nature.

As a young British Bangladeshi birder she was acutely aware that there was nobody like her out in the countryside, so organised a nature camp for teenagers, Camp Avalon 2015, when she was 13 years old.

Since then, Mya-Rose has organised eight more weekend nature camps for VME children and teenagers from inner-city Bristol. We try to have children and young people from all ethnicities and backgrounds attending, to promote community cohesion.

Camp Chew is a one night camp for children age 8-11 years and takes place around Chew Valley Lake just south of Bristol. Many of those attending will have never seen a cow or a sheep, have never stroked a dog and are frightened of anything that moves. Camp Avalon is a two night camp for teenagers age 12-19 which takes place near Glastonbury.

The camps provide a wide range of activities, as we know from experience that everyone engages with nature in their own way. Activities include camp cooking, toasting marshmallows, birding, mothing, bat walk, night birding, wildlife sketching and photography, bird ringing, pond dipping, bio blitzing, talks, discussions about the environment, and topics like the impacts of climate change.

Our camps are vegetarian and we promote a zero-waste mentality, incorporating issues such as plastics. The only exception is that we provide takeaway fish and chips for lunch to the children. Most have never had their own portion, normally having to share with siblings or cousins.

We hope that by making these basic connections with nature it will become relevant to them and they'll feel inspired and supported.

Find out more about the camps on Mya's Blog and if you're interested in volunteering please email Mya-Rose on [email protected] .

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How Mya-Rose Craig, AKA Birdgirl, is helping inner city children connect with nature.

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Nesta: How to use games to involve the public in decisions about research and innovation policy.

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In Cambridge, they managed it by using Minecraft and virtual reality. Participants were able to walk around a virtual model of a planned neighbourhood regeneration project, then roll up their sleeves and build their own ideas. The workshop generated 'a hugely diverse and creative range of proposals' said James Delaney, from the University of Cambridge.

Games are wonderful tools to start conversations. They are great at illustrating the trade-offs associated with making certain choices, they encourage players to really develop an understanding of the perspectives of their team members or opponents, and they are able to present data, ideas and trends in new and intuitive ways. As such, games present a real opportunity to be used for serious purposes, like the planning example above.

When it comes to research and innovation, games are largely used for two reasons: to improve public understanding and for citizen science.

Public understanding

Games are a great tool for improving public understanding of science, research and innovation because they can reach audiences who don't engage with these subjects in other ways. For example, lots of games are aimed at helping children understand science, from Public Health England's Stop the Spread game about how colds spread, to Aardman's Hungry City game, which was designed to educate children and families about the future of food, health and the environment. Other examples of public understanding games include Nesta's Superbugs game, which is about raising awareness of antimicrobial resistance.

Games can also help adults learn more about science and innovation too. For example, the surreal and fascinating PlayStation game Everything, supported by the Wellcome Trust, which ultimately brings home the message to players that in the universe, everything is connected. Another example is the Developing Beyond programme, which has funded a number of science games, from Terramars, a game about terraforming of Mars, to Seed, a virtual reality game which teaches players about engineering plant life.

Another example is The Uber Game. Developed as a digital tool by the Financial Times, it's an interactive game propelling the players into the role of a full-time Uber driver. The game is based on interviews with and research on Uber drivers in the San Francisco area. It forces the public to better understand what it might mean to be part of the 'gig economy' and what working conditions might look like for the more than 2 million Uber drivers worldwide.

Citizen science

Games are also regularly used for citizen science. If you like puzzle games, you can have a go at Phylo and contribute to DNA research. Or if you are interested in simulation games, you can have a go at Cancer Crusader, where players help to design new clinical pathways for cancer patients. One final example is Zooniverse, from the Citizen Science Alliance, which is a science games portal with dozens of games, from nature to climate change, humanities to art.

How do citizen science games work? The focus of the best games is getting players to complete a task by either giving them rewards or making the game play itself addictive.

Towards games for informed and inclusive policymaking

Beyond public understanding and citizen science, we think games have a lot of potential to enable informed and inclusive conversations about research and innovation policy, whether that's about the regulation of emerging technologies or priorities for research and innovation funding. At present however, games are used much less for these purposes. One analysis of 87 life science games found no games that were about these 'upstream' issues, such as the planning and design of research or research programmes.

We think there are two avenues which could be explored: one is taking games which are made for policymakers and using them for public engagement and the other is exploring gamification techniques in traditional public engagement work.

The European Commission's Scenario Exploration System is a board game that is designed to engage players in future-thinking and scenario building, through impersonating different types of stakeholders with different long-term objectives, and within different time horizons (5, 10 and 20 years). Because it creates a coherent and realistic path to the future, the game acts as a safe space in which players can dabble with various responses or interventions, seeing how that affects the interests of other players.

Another example of games being used by policymakers is an innovation policy themed board game developed by Nesta and Digital Liberties. Players take on the role of innovation policymakers attempting to put together a package of policies to address large social issues, like air pollution or data protection for example. Players must then use a range of tools to uncover evidence and policy ideas from five different stakeholder groups. The game also includes a fixed budget and event cards that are meant to disrupt the game and force players to adapt their strategy.

When it comes to gamification, we have seen several examples where game-like elements are being introduced into public engagement exercises. For example, many councils have used budget simulators to engage the public in thinking about how they fund their services. Another example is Nesta's recent public dialogue on the social and ethical challenges of using AI in healthcare, where we asked participants to work together to build paper algorithms. These examples are perhaps stretching the meaning of gamification from being about gaining points, competing and winning, to simply making an experience engaging and entertaining. However, we think these are early signs of an interest and willingness to use methods from the world of games to engage the public in discussions about research and innovation policy.

What we're doing at Nesta

We now think there is an opportunity to bring together these different elements - the creativity of games designed to inform the public or involve them in citizens science and games designed to engage policymakers in thinking about policy issues in creative ways - and test them as a method of public engagement: how can games enable inclusive and conversations around research and innovation policy?

As a first step, we would like to bring together the best examples of games being used in this way. What examples have we missed? We aim to publish a report on creative approaches to public engagement later this year. Following this we are planning to hold a workshop on games and public engagement. Check the Everyone Makes Innovation Policy page for updates or follow @FEngasser or @tom_saunders.

This blog is part of Nesta's Everyone Makes Innovation Policy grant programme. As part of this we are running a short blog series on creative approaches to public engagement. Next in the series we have a blog on the use of storytelling in science and innovation policymaking.

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How to use games to involve the public in decisions about research and innovation policy

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In Cambridge, they managed it by using Minecraft and virtual reality. Participants were able to walk around a virtual model of a planned neighbourhood regeneration project, then roll up their sleeves and build their own ideas. The workshop generated 'a hugely diverse and creative range of proposals' said James Delaney, from the University of Cambridge.

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YOUR MUSEUM NEEDS A PODCAST: A STEP-BY-STEP GUIDE TO PODCASTING ON A BUDGET FOR MUSEUMS, HISTORY ORGANIZATIONS, AND CULTURAL NONPROFITS

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by Hannah Hethmon

Want to start a podcast for your organization, but unsure of where to begin? Looking for new ways to meaningfully engage your audience? Need to convince leadership that a podcast is the right move for your museum, history organization, library, religious institution, or cultural nonprofit? This practical and action-oriented beginner's guide will show you how to create a great podcast on a budget, from choosing a topic to reaching the right audience. Each chapter is tailored to the needs of cultural nonprofits, giving you a detailed roadmap for producing a podcast that supports your institutional mission.

Available on Amazon.com as a paperback, e-book, and Audible audiobook (for non-Us, just search on amazon.co.uk/DE/es/etc

By Jessica Abel
Go behind the scenes of seven of today's most popular narrative radio shows and podcasts, including This American Life and RadioLab, in graphic narrative.
With the help of This American Life's Ira Glass, Jessica Abel, a cartoonist and devotee of narrative radio, uncovers just how radio producers construct narrative, spilling some juicy insider details.

by Jack Hart

From the work of the New Journalists in the 1960s, to the New Yorker essays of John McPhee, Susan Orlean, Atul Gawande, and a host of others, to blockbuster book-length narratives such as Mary Roach's Stiff or Erik Larson's Devil in the White City, narrative nonfiction has come into its own. Yet writers looking for guidance on reporting and writing true stories have had few places to turn for advice. Now in Storycraft, Jack Hart, a former managing editor of the Oregonian who guided several Pulitzer Prize-winning narratives to publication, delivers what will certainly become the definitive guide to the methods and mechanics of crafting narrative nonfiction.

By Kristen Meinzer

Though they are the fastest-growing form of media, podcasts can actually be tricky to create-and even harder to sustain. Few know the secrets of successfully creating a knockout podcast better than Kristen Meinzer. An award-winning commentator, producer, and former director of nonfiction programming for Slate's sister company, Panoply, Meinzer has also hosted three successful podcasts, reaching more than ten million listeners. Now, she shares her expertise, providing aspiring podcasters with crucial information and guidance to work smarter, not harder as they start their own audio forum.

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Want to start a podcast for your organization, but unsure of where to begin? Looking for new ways to meaningfully engage your audience? Need to convince leadership that a podcast is the right move for your museum, history organization, library, religious institution, or cultural nonprofit?

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Simple how to... videos for communities and audiences to try at home, or outside. Themed according to weather/season/topics.

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Tyrannosaurus rex is probably the most famous dinosaur that ever lived, capturing our imagination with its fearsome face, terrifying teeth and comically small arms.

The video above shows how to draw a cartoon T. rex. Written instructions can be found below.

How to draw a T. rex

You will need:

1. In pencil, draw a triangle, a circle and a rectangle. You might find it helpful to use our shapes template PDF (189KB) as a guide.

2. Draw a zigzag line, starting near the centre of the circle. At the bottom add a small rectangle.

3. Use the thicker pen to outline your T. rex, beginning with its back. Starting at the tip of the triangle, draw a slightly wavy line along one side of the triangle and up the circle. Draw another curved line that slightly dips down the other side of the circle and then goes up towards the rectangle.

4. For the head, use the rectangle as a guide but round the corners, add a bump above where the eye will be and leave a gap for the mouth.

5. Add a curvy mouth, with matching top and bottom lines.

6. Using the zigzag and rectangle as a guide, draw a leg and foot. Start by drawing a backwards 'C' inside the circle. Add a small 'C' at the corner of the zigzag. Follow the zigzag down to add the bottom part of the leg, and add toes at the rectangle.

7. For the back of the leg, draw a short 'C' at the top of the other side of the zigzag, then a wide 'C' down to the next corner of the zigzag. Finish the bottom of the foot with another backwards 'C' and a horizontal line.

8. Starting at the tip of the triangle, draw a slightly wavy line along the bottom of the triangle. Stop this line before it gets to the circle. You've now finished the tail.

9. Start a new curved line that goes around the outside of the circle on either side of the leg. This will be the belly.

10. Between the circle and the rectangle draw a very small arm. Use two curved lines for the upper arm, two straighter lines for the lower arm and a small 'C' where the arm bends. Put two fingers on the end.

11. Draw a short line between the arm and the head. This will be the neck.

12. Add a second arm and leg for the other side. Remember: the top of this second leg and arm will be hidden by the dinosaur's body.

13. Carefully erase all of the pencil lines.

14. Use a thinner pen to draw an eye, nostril and pointy teeth. Add a small black circle in the eye.

15. With the same pen, add claws to the fingers and toes.

16. Add markings on the back (stripes, spots, any pattern you like) and a thin line starting near the end of the tail to show where the soft under belly is.

17. Colour in your drawing.

Top T. rex drawing tips from our artist

The creator of the cartoon T. rex in the video is Museum scientist Zach Dickeson (see more of his artwork on Twitter @ZachDickeson). He has these tips for budding artists:

A big, chunky head with a ridge above the eye is what really makes this drawing look like T. rex.

Another key feature is the way the legs bend like a zigzag.

If possible, use two different size pens. A thick outline makes the shape of the dinosaur stand out more. Use a thinner pen to draw the teeth, add the claws and fill in the details of the face and pattern. It makes them clearer.

How to give your dinosaur character

'There are a few things to think about,' says Zach.

Do you want your T. rex to be fierce or smiley?

'Go up at the corner of the mouth to make it look smiley', says Zach. 'If you make your dinosaur's eye small, it looks really mean. An oval shape helps it look meaner too.'

Where is your dinosaur looking? Forwards, backwards, upwards or at you (gulp!)? Where you put the black circle inside the eye will change which direction the dinosaur seems to be looking in.

Do you want your dinosaur to have its mouth shut, or open to show off its terrible teeth?

Zach says, 'Teeth are really fun to draw. Why not try drawing them slightly wonky? - It makes the dinosaur look a bit goofy.'

Zach also has other tips on how to make your picture extra interesting.

'Colour does a huge amount,' says Zach. 'You could also add a background, setting your dinosaur wherever you'd like it to be. Or you could even draw yourself next to it.'

Bringing dinosaurs to life through palaeoart

Above we've shown you how to draw a simple, cartoon dinosaur. But art can also help us imagine what long-extinct animals looked like.

People who draw lifelike pictures of dinosaurs or other prehistoric animals are called palaeoartists.

How do they draw realistic pictures of an animal no one has ever seen alive?

Dinosaur researcher Prof Paul Barrett, who has worked with a number of palaeoartists, talks us through the process.

Step 1: Begin with the bones

To work out what a dinosaur looked like, palaeoartists start with the fossils that have been found. They fit the bones together in the right positions in their drawing with the help of dinosaur experts.

Complete skeletons are rare, so it's like putting together a jigsaw that has missing and broken pieces. The more bones there are, the more accurate the reconstruction will be.

Comparing the skeletons of closely related dinosaurs can help fill in gaps. And if the left leg bones are missing, for example, a mirror image of the right leg is a good substitute.

Step 2: Next come the muscles

Adding muscles helps give the dinosaur a more realistic shape.

Rough patches on fossil bones sometimes show where the muscles attached. We also know that dinosaurs had the same basic body plan as modern birds, crocodiles and lizards.

Step 3: Add the outsides

Occasionally a fossil shows what kind of skin a dinosaur had. We know that dinosaurs had scales like those on crocodile legs, with lots of bumps of different sizes.

Some of the best fossils have been found in China. They have lots of detail on them, because the fossils sank into fine-grained mud. All the small, meat-eating dinosaurs found there show more than just scales on their outsides. Some, including Sinosauropteryx, had a fluffy covering over part of their body. Others, like Caudipteryx and Microraptor, had feathers.

The discovery in 2012 of a 1.4 tonne tyrannosaur Yutyrannus suggests even some of the big meat-eating dinosaurs had feathers. Some scientists think T. rex may also have had feathers. Others disagree. The hunt for fossil evidence continues.

Step 4: Colour it in

Palaeoartists complete their picture by colouring it in.

Fossils do not usually preserve the colour of dinosaurs or their markings. So palaeoartists use clues from animals alive today, particularly birds - dinosaurs' closest living relatives, and animals that are reptiles like dinosaurs, such as crocodiles and lizards.

An artists' impression

Palaeoartists base their work on the evidence available at the time. This is why different pictures of the same dinosaur can look quite different.

Take a look at some pictures from the 1960s that we now know aren't quite right.

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Tyrannosaurus rex is probably the most famous dinosaur that ever lived, capturing our imagination with its fearsome face, terrifying teeth and comically small arms. The video above shows how to draw a cartoon T. rex. Written instructions can be found below. You will need: 1. In pencil, draw a triangle, a circle and a rectangle.

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Add a kids page to your website with all the content created to share on social media. Use it for community groups, families, home schoolers with clear categories for ages/activities. Good for SEO too! Great example from the Tate:

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Play free games and quizzes, find art activities, explore homework help and share your art with Tate Kids. The best art website for kids.

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Lots of User-Generated Content
Engage visitors, social media fans and listeners to send in their photos, videos, stories, questions, experiments and ideas to share and use as content. A great way to look at trends, what's on people's minds and keeping people connected. Also good for growing communities online organically using hashtags and collaborations with existing groups.
On a bigger scale, We The Curious used visitor's ideas and questions to create Project What If...

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We've also been continuing to work with our community partners across Bristol through our MakeSpace project. Each partner is designing an exhibit, together with an artist, in response to one of our constellation questions. The exhibit will be made, and you'll be able to experience it when you visit Project What If.

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Science sleepovers with stories, makes and inventions - for real in class/family bubbles or remotely with live link ups.

Centres could collaborate with science kit creators Curiosity Box for kits to send out in advance of the sleep over.

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Just like Dr Merritt Moore Jamie's other love is ballet, she's is a talented dancer who also loves science just like Merritt. When we got Dr Merritt Moore's Curiosity Box she was thrilled.

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Museums n'that - the Leeds Museums & Galleries podcast

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This is Museums n'that, a podcast by Leeds Museums & Galleries. Museums attract passionate people like moths to a flame and this podcast gets to the very heart of the things that make them tick, by asking the questions you actually want to know.

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Online resource bank that provides people with the tools and knowledge they need to build their digital skills

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Online resource bank that provides people with the tools and knowledge they need to build their digital skills

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Resources to help museum people understand and use digital tools and channels, hand-picked by Culture24

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Resources to help museum people understand, manage, create and use all things digital, by Culture24 and friends

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Lessons in Herstory is an app that uses AR to bring to life the forgotten heroes in U.S. history textbooks—women. By putting a new lens on history, this app has the power to inspire the next generation through the stories of powerful women.

Could this app be used to tell the herstory of female scientists too as visitors scan exhibits or images in your centre?

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Did you know that only 11% of the stories in U.S. History Textbooks are about women?

Lessons in Herstory is an app that uses AR to bring to life the forgotten heroes in U.S. history textbooks-women. By putting a new lens on history, this app has the power to inspire the next generation through the stories of powerful women.

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Lessons in Herstory is an app that uses AR to bring to life the forgotten heroes in U.S. history textbooks-women. By putting a new lens on history, this app has the power to inspire the next generation through the stories of powerful women.

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Inspired by life hacks and blind hacks, can you use science to make life easier and fun at the same time? Can you make something easier to understand with a science hack? Or merge science and magic in a hack to wow?

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Discover top tips and hacks from people living with sight loss

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English Heritage took an entertaining and informative approach on the historic sites it manages, starting with a mini-guided tour of Stonehenge with a live stream of the summer solstice sunrise at the prehistoric monument.

Martin Jefferies, social media manager at English Heritage said he hopes access to TikTok’s younger audience will provide the charity with an opportunity to explore different types of content.

“We think that TikTok is a safe space to explore stories that matter most to young people, so things like black history, LGBTQ stories from some of our sites, women’s history as well – it feels like a very safe, welcoming environment”.

English Heritage has over 112k followers on TikTok with over 1.6M likes.

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A comprehensive digital guide for anyone visiting Eureka with children with autism, disabilities and those who need extra support. Designed to help with planning a visit in advance, for example the sights, sounds and smells in each area of the centre. The guide also links to photos of the staff who have been specifically trained as 'enablers' to support children during their visit.

Could this lead onto an idea to create digital sensory guides for a range of experiences, such as a playground or going to the supermarket, or how about a digital sensory guide to the human body?

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What will you experience at Eureka!?

At Eureka! there are lots of things to touch, see, smell and hear. We've created a sensory code to help you find out the sounds, smells, sights and things to touch in each different area of the museum.

As you explore this website, you'll see the sensory code symbols against each different area so you'll know what to expect when you visit.

Click an icon below to see how the sensory code will help you

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At Eureka! there are lots of things to touch, see, smell and hear. We've created a sensory code to help you find out the sounds, smells, sights and things to touch in each different area of the museum. As you explore this website, you'll see the sensory code symbols against each different area so you'll know what to expect when you visit.

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Louvre Abu Dhabi launches the world's first roadside gallery

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Louvre Abu Dhabi launches the world's first roadside gallery

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The billboard gallery spans 100 km of the Dubai-Abu Dhabi highway, and you can tune in to the radio to hear a curator’s take on each work as you drive past.
Could this idea be used to engage audiences in science projects/sharing content in the areas where they live/work/play? QR codes or links to social, creates a quick and easy way to share too.

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The drive along Sheikh Zayed Road between Dubai and Abu Dhabi is an experience that is better lived than described. Bright lights flashing at you from a Nissan Patrol 2 metres from your bumper, the strange midway interlude of a green forest. The famous description of war - long patches of boredom punctuated by moments of terror - does not seem far off.

The road is indelibly a part of the Abu Dhabi and Dubai experience and now, true to UAE form, it takes its place in the Emirates' growing list of world firsts: it will be a museum esplanade in itself.

Louvre Abu Dhabi and Abu Dhabi Media have announced the Highway Gallery, in which billboards showing treasures from Louvre Abu Dhabi are placed along 10-kilometre intervals. Cars pass a trigger a few metres before the billboard, and if you are tuned to any of the three radio stations partnering on the project - Radio 1 FM (100.5 FM), Classic FM (91.6 FM) or Emarat FM (95.8 FM) - a short blurb on the artwork, or artefact, plays on the airwaves.

"We thought that for this month of innovation we are going to do something pioneering," says Saif Ghobash, the Director General Department of Culture and Tourism - Abu Dhabi (DCT). "We decided to launch the first-ever - in the world - roadside gallery. The concept is: you're on the highway for about an hour and a half and we have a lot of art here, and so we brought the art to you on the road. You can see a piece and listen to a nicely curated explanation of it. It's entertaining and educating for the driver, and for the children if they're in the car."

The 30-second audio discussions are written by the Louvre Abu Dhabi curators, and include major Louvre Abu Dhabi works and loans such as Piet Mondrian's Composition with Blue, Red, Yellow and Black (1922); the first work by Leonardo da Vinci ever shown in the Emirates, (1495-1499); and one of the oldest monumental statues still existing La Belle Ferronniere , a haunting sculpture of a two-headed figure from the Neolithic era (about 6500 BCE) that was found in Ain Ghazal, Jordan. ("No, you're not seeing double!" says the female voice introducing this last one.)

The initiative is part of DCT's and Louvre Abu Dhabi's broader programme to build an audience for art and increase cultural engagement in the Emirate. While the Louvre Abu Dhabi is becoming an international tourist destination, the Highway Gallery is aimed more at bringing local audiences and residents into the museum.

"Highway traffic is mainly used by residents," says Ghobash. "Part of our mandate is not only to build visitor figures but to get people to explore and interact with our message of cultural dialogue and interaction with the museum, so we took the message to them."

The selection of works, consonant with the museum's universal vision, stretches across time and geographical locations, from Egypt - the richly coloured sarcophagus of Hennuttawy (950-990 BCE) - to the United States. Nestled behind the metal barrier alongside the road is Louvre Abu Dhabi's iconic portrait of the US' first president, George Washington, which, you might learn if you are zipping by it, was actually painted 23 years after his death. Other works include Vincent Van Gogh's 1887 and a 2,000-year-old coin from the United Arab Emirates. Self Portrait

Pairing the billboards with the audio discussions allows Highway Gallery to function not only as teasers for the works in Louvre Abu Dhabi, but also as a mode of education. The spots will run in Arabic and English in the direction from Dubai to Abu Dhabi and the experiment will last for four weeks - marking the month of innovation. The transmitter on each of the boards is partly powered by solar energy.

"This road is so important, linking the two main cities," says Manuel Rabate, the director of Louvre Abu Dhabi. "We thought, what can we add with an interesting, creative process? Let's bring the content to the people, if they can learn something, we can change a little bit the monotony of the drive."
Global Art Forum: What does artificial intelligence look like? How the Saudi art scene is determined to keep up with the changes of its country From One Louvre to Another tells the story of the Louvre in Paris
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One of the billboards shows the famous Mari-Cha lion (1000-1200), which stood next to kings and queens in Mediterranean palaces, but was made by Arab craftsmen. The bronze statue is one of the earliest known automata - mechanical figures that speak or move on their own - and the Louvre Abu Dhabi curators speculate that the Mari-Cha lion contains a mechanism by which moving its tail causes it to roar.

The radio spot ends with this - the lion's ! Hopefully not a new moment of terror for the old Sheikh Zayed Road, but a way to make the drive home a little more special.

The Highway Gallery runs until mid-March, and can be seen when driving from Dubai to Abu Dhabi on the E11. The radio stations to tune into are 100.5 FM, 91.6 FM and 95.8 FM.

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Louvre Abu Dhabi launches the world's first roadside gallery

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The drive along Sheikh Zayed Road between Dubai and Abu Dhabi is an experience that is better lived than described. Bright lights flashing at you from a Nissan Patrol 2 metres from your bumper, the strange midway interlude of a green forest.

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Fonts, colours, text size, subtitles - how accessible is your website? Do you know about the accessibility widget?

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International Day of People with Disabilities

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International Day of People with Disabilities 2020

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International Day of People with Disability (IDPWD) is held on 3 December each year. Today, countries all around the world celebrate the day.

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International Day of People with Disabilities 2020

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Using vibrations to feel objects, sensations or textures using a phone or specific hardware.

Touchscreens and haptic feedback: new forms of interaction

Haptic technology offers users a truly immersive experience when using touchscreens interfaces: direct information transfer between display and the fingertip.

Surface haptics may be defined as providing programmable haptic effects on physical surfaces, making interfaces come to life.

Tactile Haptic feedback recreates the sense of touch, detecting forces and tactile stimuli in the form of vibrations, texture rendering, simulated clicks, pulses, and buzzes…

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The need for Haptics

Haptics, the science of sensing through touch, is at the root of how we communicate and execute everyday actions. Drinking a glass of water, typing on a keyboard or even walking relies on haptics, through force feedback stimulation of mechanoreceptors.

Thousands of such receptors in our skin convert mechanical information into electric signals to muscles that allow us to move our body as we desire.

Haptic technology is based on this very natural human function. With 18,000 mechanoreceptors in one hand - representing 31% of the total number in the body - our fingertips provide powerful tools that engineers are now taking into account when designing tactile electronic displays.

"The feel of touch
is about five times
faster than vision."Ambient Touch: Designing Tactile Interfaces for Handheld Devices, I. Poupyrev, S. Maruyama, J. Rekimoto

The importance of touch

Touch is the first of the five senses we develop as infants.

Researchers agree that it is the most immediate and intimate one and that interaction and physical connection are essential for our emotional and social health, much more so than aural or visual senses.

In spite of the importance of the sense of touch, haptics has been overlooked for several years by screen designers.

All surfaces will be screens in the future

Just as predicted by Kevin Kelly, it is reasonable to expect that most surfaces in the future will be turned into screens.

Everywhere we look there are multiple opportunities for displays: some that already exist - oven and fridge doors, smartphones, computer screens... - and others that we can only imagine as a concept in 2020: car windshields, windows, wooden tables, lamp posts, living rooms walls...

"Turning all surfaces
into screens."4th out of the 12 technological forces that will shape the next thirty years, according to Kevin Kelly in his book The Inevitable (2016).

"All devices [will] need to interact.
If a thing does not interact,
it will be considered broken."The Inevitable, by Kevin Kelly.

Touchscreens and haptic feedback: new forms of interaction

Haptic technology offers users a truly immersive experience when using touchscreens interfaces: direct information transfer between display and the fingertip.

This is surface haptics.
Surface haptics may be defined as providing programmable haptic effects on physical surfaces, making interfaces come to life.

Tactile Haptic feedback recreates the sense of touch, detecting forces and tactile stimuli in the form of vibrations, texture rendering, simulated clicks, pulses, and buzzes...

Types of Haptic Feedback

By working on the friction coefficient, Hap2U emphasises and diversifies touch sensations (intense or soft clicks, buttons, elasticity, and all kinds of relief and textures, etc.) so that each application can be personalized.

Just by tapping or sliding a finger on the screen, users feel the turn of a real knob, the push of real cursor, and other digital textures and applications.

Tap, click and audio: For keyboards, buttons actions.

Texture rendering: Slider, scroll wheel for controls, texture rendering on the screen surface.

Multi-touch: users can use multiple fingers in different areas of the screen simultaneously and receive the corresponding haptic feedback from each section. The feedback can vary in texture, relief, or intensity.

3D: Apply a "3D button" that can take various shapes onto a flat surface such as an oven or an industrial machine. It picks up on the haptic feedback emanating from the surface.

Infinite integration possibilities

Ease of integration

Low consumption: The impact on display power consumption is minimal, at roughly one per cent.

Compatibility : Hap2U uses the existing touch sensors to track finger position and deliver feedback.

Clustering: The actuators on the edges can be driven in clusters to independently activate multiple areas of the screen.

Adaptability: OEMs can integrate haptics into plastic, wood, metal or glass.

Hap2U's technology is based on a piezo actuators solution. Two generations have been developed:

Generation I

500µm thick piezo ceramics.
Markets: automotive and industrial.
The technology can be applied either on the bezel area or underneath the display itself.

Generation II

Patented 2µm piezo thin film.
Markets: All types of mobile devices.
This is the world's thinnest and most reliable haptic technology. Its thickness aims to address devices for which the form factor and weight are essential. Actuators are applied directly under the display stack and don't impact its quality or performance.

Materials

Hap2U developed a unique hardware setup which is able to embed haptic features in any material.

This is a revolution: After having developed haptics on glass, Hap2U deploys it on wood, plastic, and metal.

In the future, haptics will be integrated on the plastic armrests of your car, fitted into the design foot of a wooden lamp, bring accessibility to the blind and visually impaired. ... the applications are endless.

Any device with control-needs is a target for Hap2U technology.

The main aim is to make obsolete physical control features, such as scroll wheels, sliders and buttons, that are deemed fragile and not user-friendly.

Hap2U's Surface Haptics technology

How does it work?

The touch screen sends the finger position to the control unit.

A dedicated output signal is sent to piezoelectric actuators.

Actuators modulate friction underneath the fingertip in real time, providing local haptic feedback.

Ultrasonic vibrations

As opposed to haptic feedback delivered by inertial-based solutions, which move the whole device, Hap2U offers a solution that focuses the energy on the top of the display surface - Surface Haptic Feedback.

This solution is based on ultrasonic vibrations beneath the display surface. This ultrasonic lubrication at high vibrational amplitudes creates more or less friction, offering detailed sensations.

Piezoelectric Actuators

Hap2U uses piezoelectric actuators, electronic components made of ceramic material capable of changing shape when under electrical voltage.

Motion and force are generated depending on the voltage applied.

The shape of the actuator changes and the display vibrates accordingly, producing a more or less intense friction sensation under the fingertip.

This friction varies in real-time, and gives the user a unique real-life sensation of touch.

Hardware

The hardware design of Hap2U technology has been carefully developed to offer:

Compactness

The technology is embedded inside the display itself, the thickness of the piezoelectric representing just 2 microns of material.

Responsiveness

Low latency in delivering the haptic signal, hap2U technology responds in real-time

Robustness

Users experience the same haptic effect even in harsh, wet, or dirty environments.

Versatility

The technology can be integrated into all touch interfaces: from smart watches to panel PCs.

Software

Dedicated Application Programmable Interface (API) compatible with all Operating Systems (OS)

User-friendly Software Development Kit to build dedicated applications.

For new applications, Hap2U offers a SDK including a library from basic to more complex haptic features, and compatible with major OS.

For early developers, widgets, including plug, play sliders or scroll wheels, can be used. It allows to drag and drop the object, size it and customize the haptic feedback directly on the touch screen.

For those aiming to enrich the texture library, a Haptic Creation Tool (HCT) is available, making texture addition on top of a picture as easy as coloring it.

HAP2U demo Kit : The Xplore Touch®

Cover glass

External glass layer touched by the finger

Hap2U patent

Actuators

Piezoelectric ceramics

Touch Screen

Display stack, in all technologies (LCD, OLED...)

Casing

External plastic box

Hap2U patent

Electronics

Discrete PCB
or Integrated Chip

Casing

External plastic box

Legend

Legend of product decomposition !

1Cover glass

External glass layer touched by the finger

Hap2U patent

2Actuators

Piezoelectric ceramics

3Touch Screen

Display stack, in all technologies (LCD, OLED...)

4Casing

External plastic box

Hap2U patent

5Electronics

Discrete PCB
or Integrated Chip

6Casing

External plastic box

RESPONSIVE

With no added latency in delivering the haptic signal, hap2U technology responds in real-time.

ROBUST

Even in harsh, wet, and dirty environments, users experience the same haptic effect.

VERSATILE

Our technology can be integrated into all touch interfaces: from smart watches to panel PCs.

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Surface Haptics: feedback technology for tactile screens - Hap2U

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Haptics, the science of sensing through touch, is at the root of how we communicate and execute everyday actions. Drinking a glass of water, typing on a keyboard or even walking relies on haptics, through force feedback stimulation of mechanoreceptors.

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New app in development at Techniquest science centre to enable non-English or Welsh speaking communities to visit

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Techniquest is committed to providing an inclusive and supportive environment for all visitors. As a result, we are developing an App with our community, for our community. They have requested that we create the App in the most popular languages they speak which include, Arabic, Polish, Bengali, Somali, Urdu, Chinese and French.
What are the aims of the project?
Our aim is to reach out to members of the community who experience communication barriers in their everyday lives. Through research and consultation with local groups we discovered that many individuals who are deaf, visually impaired or speak English as a second language (ESOL) felt that there were barriers to their learning, making interactions with our exhibits challenging. As a result, our new project will provide widespread enjoyment, strengthening communication links and facilitating a social experience for all. We will utilise customer and community feedback to provide an accessible and welcoming centre that emphasises learning and education for all members of the community.
Partners
Techniquest is committed to working with diverse and dynamic groups in order to expand our understanding of how better to serve our local community. We are currently working with groups from Sight Life Cardiff who will be assisting with the audio description element of our project. In addition, we have also consulted Wales Council for the Deaf members in order to invite feedback regarding the accessibility of our centre. We have also developed a link with the Language Café based in Riverside (South Riverside Community Development Centre) who will support us with more basic language translation.
What next?
We are seeking collaboration with individuals or groups who can support us with the translation of our exhibits into the languages aforementioned. Techniquest is currently developing an exciting new Science Capital project which will launch over the coming months. This is your opportunity to make a difference within the local community by demonstrating inclusivity and community, both of which are values at the heart of Techniquest's ethos.
Do you have these skills? Contact us!

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Connect, اتصل, mettre en contact, جوڑنا... with us for our new App! * Techniquest

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Techniquest is committed to providing an inclusive and supportive environment for all visitors. As a result, we are developing an App with our community, for our community. They have requested that we create the App in the most popular languages they speak which include, Arabic, Polish, Bengali, Somali, Urdu, Chinese and French.

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Create family friendly podcasts run by science centres for families, teenagers, adults and anyone who wants to engage with science via audio.

Some ideas on everyday topics:
- Food provenance 'What's for tea?' The science behind the food on your plate.

- How does the heating work? Snuggle up next to the radiator and listen in - could be linked to reducing heating bills and CO2 emissions.

- How many t-shirts/tops are there in your drawer? Discuss cotton/materials, where they come from, production, clothing waste and the effects on the environment.

- Fun science quizzes with score boards online/social.

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What On Earth: The Sustainable Podcast sees Sarah discusses the issues affecting our planet with a different topic each week. It's a lighthearted, chatty and informative look at climate change, backed up by the experts at environmental charity, Hubbub. Created by Hubbub Presented by Sarah Divall Produced by Ross Buchanan

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Drive yourself around the science centre, and with the help of a member of the team have a go at some of the hands-on activities

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...with real live audience!

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Painting with Light is a team of professional lighting and multimedia experts who design and produce visual experiences by combining lighting, video, scenic and architectural elements, sound and special effects.

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Mix up the traditional treasure trail with a digital version... Collaborate with shops, cafes, businesses locally and create a trail in your local area with QR codes, clues, problems to solve, challenges, activities and incentives to get families out and about being curious.

Example here of downloadable Treasure Trails in towns and cities around the UK: Things to do in Bristol - The Bristol Harbourside Treasure Trail (treasuretrails.co.uk)

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Explore Bristol's Harbourside with this self-guided Treasure Hunt themed walking Treasure Trail. Great fun for the whole family at any time of the year.

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#ShopMuseums campaign launched to promote online museum shops, a nationwide initiative to encourage people to shop directly from museum's websites.

Could be an idea for next year with gift vouchers, memberships and gifts for centres that have online shops.

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With many museums, galleries and cultural institutions under lockdown once more, 15 museums have launched a campaign to inspire shoppers to use their purchasing power to support their favourite cultural attractions.

The #ShopMuseums campaign aims to encourage people to buy their gifts, books, Christmas decorations, homeware, artwork, jewellery and clothing from online museum shops in the run-up to Christmas.

Participating institutions include Imperial War Museums, Natural History Museum, British Museum, Science Museum, Tate Britain, the Wallace Collection, British Library, Royal Museums Greenwich, National Army Museum, National Portrait Gallery, Whitechapel Gallery, Museum of London, Norfolk Museums Service, Tyne & Wear Archive & Museums and Beamish, the Living Museum of the North.

The campaign is also working closely with #MuseumShopSunday, which was set up by the Association for Cultural Enterprises to support a retail push for museums on the Sunday following Black Friday.

Currently in its fourth year, #MuseumShopSunday generates significant momentum for museum retail around the end of November. The #MuseumShop campaign is keen to build on that and encourage consumers to think more broadly about museums' retail offer over a longer period of time.

The participating institutions are running a number of special offers to mark #MuseumShopSunday, which takes place on Sunday 29 November this year.

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#ShopMuseums campaign launched to promote online museum shops

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With many museums, galleries and cultural institutions under lockdown once more, 15 museums have launched a campaign to inspire shoppers to use their purchasing power to support their favourite cultural attractions. The #ShopMuseums campaign aims to encourage people to buy their gifts, books, Christmas decorations, homeware, artwork, jewellery and clothing from online museum shops in the run-up to Christmas.

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BBC Children in Need used TikTok to engage families during lockdown, sharing the videos and creating a buzz to help raise money during lockdown.

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Keeeep Dancing on TikTok, with BBC Children in Need & Strictly 💃🕺

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What’s your lockdown 2:0 hobby? Are you trying your hand at baking, painting or...ballroom dancing? Whatever you’re taking up this second lockdown, there’s one thing that will put a smile on your fac

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A physical and digital heritage engagement project. It helps get kids out to explore cultural places and spaces in a fun and interactive way.

Here’s how Go Walkeez works:
Children walk a specially designed sausage dog toy through physical cultural spaces. The dog is linked to a Go Walkeez! app that prompts children with open-ended questions to go search and sniff out material heritage that they find interesting. The children then take photographs of the dog with their spotted findings and share the images online on the Walkies’ website.

Inclusive access and diverse audience participation is one of the key ‘ethos’ of Go Walkeez! It's designed to strengthen a number of different learning skills so for children who struggle with traditional book learning access shouldn’t be a problem. The dogs are cuddly friends to help everyone including those who have difficulties engaging in new spaces to feel more confident and safe.