CMOM/Dr Seuss: Sneetches Wall
Using Sneetches imagery along with Seussian sound effects, multiple visitors via four touch screen monitors, collaboratively built multimedia storybooks. At any point they could invite others outside the museum to continue the collaborative process via social media.
National Institute of Health
The Family Health Clubhouse used the GraffitiWall engine to bring the museum’s exhibition into the home with an online community—a more dynamic, visually stimulating, family-oriented alternative to Facebook.
The GraffitiWall-powered Choices Change YOUR World!™ let up to three children play the multiplayer game at once, using touch-screen panels. Sound, movement, and depth created a digital world that enveloped the children. They earned points, stars, and other rewards as they made choices that promoted their personal health. At the same time, they encouraged each other to make healthy choices that improved and beautified the virtual environment. Each time a child visited the exhibition and logged into the game, they had the opportunity to increase their cumulative personal score and build on their knowledge of healthy lifestyles.
“Both the exhibition component and the online community invite families to engage more deeply with one another and with the Museum,” said Andrew Ackerman, CMOM’s Executive Director. “Our goal is to change behavior, and the power and flexibility of GraffitiWall® enables us to meet that mission. It gives us the tools to reach out and increase communication with our audiences exponentially.”
GraffitiWall® software includes diagnostic tools that enable CMOM to learn about their audience’s needs and preferences, both as Museum visitors and as at-home website users. Its administrative tools enable CMOM to personalize the experience for its audience.
Linda Gottfried, the Chief Creative Officer of GraffitiWall® designed the two applications. Tori Kass, CMOM: Project Director for the Health Initiative, says “Linda created a game and a website that immerse families in a whimsical virtual world—a safe, fun learning environment where they can communicate and collaborate with each other as they gain a better understanding of healthy living.”
Past Immersive Projects
AMC/Sundance Asia: Breaking Bad:
A Second Screen TV Multiplatform Experience: GraffitiWall was used as a second screen experience for AMC/Sundance Channel Global’s most popular show, Breaking Bad. The Breaking Bad GraffitiWall encouraged tune in because it captured the tone of the show, and provided fans with an outlet to role-play their favorite Breaking Bad personas. While watching the show, fans “dressed” as their favorite characters in the form of interactive avatars, and inhabited virtual replicas of the show. While in character, fans discussed the episode as the story unfolded.
Beyond the show’s airtime, fans returned to see this show-within-a-show as well as add to its running conversation. They also played with the “Better Ask Saul” legal advice game, which plays off the popular Saul Goodman attorney character.
Results - Increased Audience Share!: In two weeks the Breaking Bad GraffitiWall had more members than AMC/Sundance Channel Global’s Twitter account. And in one month, the user-base was larger than AMC/Sundance’s subscriber-base. In addition, the Breaking Bad GraffitiWall helped grow the show’s overall Facebook “Likes” 30% in only two months, and screen grabs of its GraffitiWall garnered more “likes” than photos taken from the show.
FEL!X: Building Resilience & Hopefulness
During Times of Crisis
The FEL!X methodology utilizes a combination of historic dramatic role-play and game-like interactions to help students explore difficult topics in a safe and engaging way. GraffitiWall LLC has a new FEL!X module, Building Resilience, that helps middle and high school students negotiate the social and emotional challenges of today’s Coronavirus Pandemic by exploring those challenges first in historical context to develop an understanding of how others have coped with crises, and then from a personal perspective.
Goals & Outcomes of Building Resilience
The goal of the module is to build participant resilience, empathy and hopefulness. Students role-play a diverse range of historical personas to understand how others have dealt with challenges - some heroically and others more negatively. They will see that humanity has survived and sometimes thrived following a pandemic, thanks to a mixture of hoping, coping, innovation and collaboration. FEL!X’s Building Resilience will establish a safe, structured environment for social and emotional learning with following outcomes:
- Be more hopeful.
- - Understand that we're not powerless.
- - Learn how to articulate and make sense of ones current situation.
- - Improve listening and discussion skills.
- - Understand that we can work towards a greater good.
- - Build a greater sense of empathy to counter much of the self-aggrandizing (self-centered) focus of social media.
- - Experience the power of collaboration. This project involves teamwork!
Summary Description of Building Resilience
FEL!X consists of six 90-minute sessions. During the first session students practice role-playing around a topic related to overcoming fear, anxiety, guilt, and hypervigilance. An adult actor will serve as a resource, helping students connect with the emotions inside their characters to facilitate their experience of historical empathy.
The second session is organized around The Black Plague: Social Justice & Having Power or Having Feelings of Helplessness. The main discussion question will be: How do powerful people use their power to help or hurt others in difficult times?
A solutions-based journalist will participate in this session.
The third session focuses on the 1918 Flu: Safety and Feelings of Security (including racism): How do you balance your own needs for safety and security with the needs of the vulnerable? How does this fit with the long-term needs of the community?
In preparation for the final session students will write bios of their future selves. The final session’s role-play will focus on the themes of hoping, coping, collaboration, and innovation: What social or political tools from history have you used in your life to help yourself and/or your community? A solutions-based journalist will join in the discussions. This session will give participants an opportunity for resolution as well as a final chance to provide feedback.
The core creative team of FEL!X includes Linda Gottfried, the founder and creative director at GraffitiWall, LLC whose background includes developing interactive experiences for entertainment, education, and healthcare, Joseph Gottfried, M.D., Child, Adolescent, and Adult Psychiatrist and Professor at the University of Colorado, and Karen Snider, M.Ed Harvard, Former Project Director at the Boston Children’s Museum and Deputy Director for Exhibitions at the Children’s Museum of Manhattan.
Social Media Manager
Hunter Sabia joined the GraffitiWall team in 2013 as the social media manager. She helped launch the online Breaking Bad interactive experience, which included the “Better Ask Saul” game. She designed all digital communications, which included sitelets on Facebook, Tumblr, Twitter, Pinterest, Google Plus to promote current projects, as well as writing press releases for the launches of GraffitiWall Liberty and its mobile app, AvatarMaker~Liberty~ the 1776 edition.
Previously she worked as a Junior Publicist for Black Liner Productions. She helped create and execute strategies for the Bacon Brothers 2013 tour. Communicating with the client’s customer base via digital and traditional media, including branding, websites, PR and publicity, sponsorships, email, facebook, lead generation through contests and twitter to promote band name were all a part of her duties.
Jennie Morris, Vice President Affiliate Marketing, AMC/Sundance Channel Global
Scholastic/Apple Computer/Smithsonian: National Archives: Celebration of the Bicentennial of the Constitution
This walk-in environment at The National Archives in Washington D.C. invited visitors to step back in time to become a U.S. Constitutional delegate. Their job was thento discuss, vote on principles, and then decide whether to sign the Constitution alongside John Hancock et al. It didn’t occur to many visitors until participating in this interactive environment of the convention that there were controversial issues included within the Constitution. End result: though many added their names, there were others who didn’t feel comfortable doing so. This initiative was so popular that the exhibit was extended for an additional year specifically by the U.S. Congress.
James has been working on the leading edge of software development for over 25 years. Early in his career he came up with one of the first screens savers (Harper & Row’s "Fishies") and a Hypertext browser that predated the web. He has led the software development for influential interactive installations such as Sony Wonder, the Chicago Symphony Orchestra’s ECHO Learning Center, Levi’s Union Square Flagship Store and Spotlight Live. Most recently he has developed many mobile applications, taking advantage of the exciting new platforms produced by Apple and Google (Android). Throughout his career James has been an advocate for end users, focusing on creating software that is approachable, fun and intuitive.
Chief Creative Officer
To quickly learn about FEL!X, Linda's current initiative scroll to bottom of this bio and go to: What Is FEL!X
Under the umbrella of GraffitiWall®, a boutique of interactive experiences, Linda has developed innovative immersive platforms for healthcare, cultural organizations, education, and television. Her clients include AMC, Aventis Pasteur, Macmillan Publishers, Smithsonian, JetBlue, Dr. Seuss, Pharmacia, Time Warner, Scholastic, and other cultural entities. In early 2000’s she built a social media patent portfolio that was sold to one of the largest Chinese Internet companies as it was expanding into the US market.
One of GraffitiWall's greatest achievements was a successful second screen experience created for the AMC/Sundance Channel's Emmy Award winning Breaking Bad, which boasted more members than AMC/Sundance had subscribers. The common thread in all of GraffitiWall's interactives is immersion in situations that are outside everyday experiences. From navigating life in a virtual wheelchair, to walking through Breaking Bad locations as the key characters, users walk in the shoes, and into the predicaments, of others.
Gottfried designed software to launch Apple’s first color Mac, and content to launch “HyperCard,” a precursor to Internet hyperlinks. She helped develop FreeRide Media’s “The Magic Bus,” an online game that rewarded visitor participation and was ranked #2 by The New York Times in 2001 for most time spent and pages visited on any web site. Gottfried has earned numerous awards for publishing and entertainment programs, including the New York International Film Festival for a 3D computer-animated marketing vehicle for Konica, top prize for the category of Public Environments from the New York International Festivals for three museum walk-in interactive spaces, as well as the Japanese International Music Festival for a computer animation based on an ancient Egyptian folktale, which was also highlighted on CBS Nightly News. In 2002, her interactive exhibit, which invited children to virtually step into the shoes of painter, Elizabeth Murray to create Murray-esque masterpieces, at the Children’s Museum of Manhattan (CMOM) was among The New York Times’ best exhibits of the year.
Collaboration with Children’s Museum of Manhattan (CMOM)
In 2011, she partnered with CMOM to create two software applications using the GraffitiWall platform for their EatSleepPlay initiative. These applications play crucial roles in the museum’s national health initiative to combat childhood obesity. The National Institutes of Health and the New York City Department of Health and Mental Hygiene are also involved in this national initiative. These platforms serve to help children and their families connect within a community within the museum and from home while using immersive multiplayer games to encourage healthy lifestyle choices. These are part of the permanent exhibit housed at the museum.
AMC/Sundance: Breaking Bad Example
Gottfried developed a Second Screen TV Multiplatform Experience for AMC/Sundance Channel Global’s most popular show, Breaking Bad. The Breaking Bad GraffitiWall encouraged tune in because it captured the tone of the show where fans had an outlet to role play their favorite Breaking Bad personas. While watching the show, fans “dressed” as their favorite characters in the form of interactive avatars and inhabited virtual replicas of the show. While in character, fans discussed the episode as the story unfolded. Beyond the show’s airtime, fans returned to see this show-within-a-show as well as add to its running conversation. They also played with the “Better Ask Saul” legal advice game, which plays off the popular Saul Goodman attorney character.
Real Time Breaking Bad Social Media Results Using GraffitiWall: Increased Audience Share!: For example, in two weeks the Breaking Bad GraffitiWall had more members than AMC/Sundance Channel Global’s Twitter account. And in one month, the user-base was larger than AMC/Sundance’s subscriber-base. Also, the Breaking Bad GraffitiWall helped grow the overall Facebook “Likes” 30 percent in only two months and screen grabs of its GraffitiWall garnered more “likes” than photos taken from the show.
Patent Portfolio: In 2001 Gottfried began building a patent portfolio consisting of social media tools. Filed initial patents prior to the Facebooks of the world. One of the largest Chinese Internet / gaming companies bought this portfolio, as they were expanding business in the U.S.
Currently: GraffitiWall Presents FEL!X!!!!!
GraffitiWall® recently introduced FEL!X, a software program that uses historical roleplaying to teach important social skills like empathy, cultural sensitivity, decision making, and the ability to read social cues. For these reasons, FEL!X has the potential to be useful in many areas, like mental health, education, and human resources.
FEL!X comes preloaded with templates, allowing one to easily and continually create immersive role-playing activities. The first version of FEL!X is aimed at helping people who have autism spectrum disorder, since it’s been shown that autistic individuals often benefit from roleplaying everyday situations. FEL!X encourages users to step out of their everyday lives and into the shoes of historical and literary figures, so it gives them a chance to confront a variety of challenging obstacles, as well as share their experiences more honestly and safely. At the same time, FEL!X lets therapists who are working with the program guide their patients more effectively.
FEL!X engages its users through a variety of tools that include video selfies and chat rooms. It also lets users become avatars of historical characters like Cleopatra, Benjamin Franklin and Mother Jones. Because the software tracks the behavior of its users, as well as physiological factors like heartbeats, it can be used by healthcare providers to better understand how their patients are progressing or digressing.
“FEL!X uses displacement, allowing patients to delve deeply into issues to explore relationships from multiple points of view,” said Dr. Kenneth Watanabe, a psychiatrist and the medical director of the University of Colorado Mountain Crest Behavioral Healthcare Center in Fort Collins, Colorado. “It creates an environment for patients to practice and master therapeutic techniques. FEL!X can be used as a fun, relaxing activity, and as a distraction mechanism, to avoid harming oneself and others.”
FEL!X has already been introduced to patients who are on the autism spectrum at the Mountain Crest Behavioral Healthcare Center. While results are early, they’ve already shown that patients who use FEL!X have greater rapport with their therapists and caregivers.
In the United States, some 3.5 million people now live with some form of autism. For many, autism makes it difficult to correctly interpret facial expressions and emotions, as well as show empathy, and that often causes them to be ostracized and bullied. FEL!X helps patients build socially acceptable behaviors like these, so that with practice, they become more routine.
The software is now designed to be used with mobile devices, laptops, desktops, and wearables like the Apple watch. While the first version of FEL!X helps patients understand and respond to social cues, later versions will address topics like dealing with bullying, cyber privacy, and LGBTQ issues. In addition, FEL!X has widespread applications for education, human resources, and cultural sensitivity. The FEL!X Team is currently working with historians and tech leaders, such as Andy Mink of the National Humanities Center, to engage students in building historical empathy through dramatic role-playing.
FEL!X was developed by Linda Gottfried, the founder and creative director at GraffitiWall. Joseph Gottfried, MD, a child and adolescent psychiatrist at the Mountain Crest center, joined the FEL!X team because he recognized the program’s potential to help his patients, like those who have Asperger’s syndrome, a form of autism. Dr. Gottfried subsequently formed an advisory team for FEL!X that is now made up of patients, medical staff, and business leaders.
Click here to watch Asperger advisors for FEL!X talk about the many benefits of roleplaying:
The GraffitiWall platform (www.graffitiwall.com) provides a design rich online environment that engages audience alongside full social networking capabilities that allow Brands to build and own their Brand-saturated online community. With GraffitiWall any Brand can have a low cost expansion into homes or offices of their audiences. GraffitiWall clients include AMC Networks, Dr. Seuss, JetBlue, Children’s Museum of Manhattan, Williams College, Amherst College, and New York University Hospitals.
Art Inside Out
Children’s Museum of Manhattan (CMOM)/Art Inside Out: Elizabeth Murray Walk-in environment
Visitors essentially could step inside Elizabeth Murray’s iconic painting, "Plan 9," where her vibrant abstract rendering of a table setting in which the utensils seem to bend and melt like Salvador Dalí's timepieces. In addition to the painting, the space featured large cutouts of its elements. Families used computers to make their own Murray Masterpiece, by rearranging her vocabulary of visual elements, and her color palette. The touch screen system gave children the ability to elongate and stretch shapes with their fingers and add colorful brushstrokes; as they worked, their paintings in progress appeared on a large video screen. In CMOM’s classroom, students could print out their masterpieces. The Elizabeth Murray simulator was so popular that it was moved permanently to another floor when the Art Inside Out exhibition was taken down for a new exhibit.
U.S. West Telecom/Colorado Historical Society/The Denver Public Library/The Denver Art Museum: The Real West
Virtual manipulation of three different communication devices from the late 19th century added an interesting highlight to this exhibit. Each of the three venues highlighted an artifact within eyeshot of its corresponding interactive environment. For example, an actual telegraph key appeared in a case adjacent to a replica telegraph office at the history museum. A Ute musical instrument called a morache was situated next to the Ute Indian immersive environment at the library, and Albert Bierstadt’s grand Land’s Peak painting was within view of a replica of Bierstadt’s studio complete with virtual painting tools at the art museum.
Each interactive environment consisted of an activity where museum visitors could virtually use the selected artifact as if they were transported back in time to the apropos location and situation. For example, at the history museum, visitors sat in the mini telegraphic office to become an 1870’s telegraph operator. First visitors see a vintage film clip showing lighting striking and destroying the train trestle wrapped around a cliff. It’s up to the visitor to send the correct railroad morse code, to warn an approaching train to prevent impending disaster. If the user sent the wrong message, the train crashed magnificently into an abyss, but if the user sent the correct message, the train screeched to a halt just in time, and the user was rewarded with a congratulatory letter from President Grover Cleveland.
The Denver Zoo: Primate Panorama
The zoo’s objective: learn how we as primates are similar physically and behaviorally to other primates. Using video and still video capture devices Primate Panorama invited zoo visitors to simulate getting into the skin of gibbons, gorillas, orangutans, and chimpanzee. To further reinforce this point, visitors sat fully surrounded by primates including the orangutan habitat, protected by glass walls.
The Montclair Art Museum
Situated in the museum’s Hudson River School section, which included Bierstadt paintings, visitors could collect sketches “onsite,” just as Bierstadt did, and then compose their own masterpieces in Bierstadt’s studio.
CMOM/Dr. Seuss/JetBlue: Oh the Places You’ll Go! Multiplayer Arcade Balloon Race
Visitors collected points and experiences as they explored whimsical Seussian worlds via a hot air balloon. Though there were three walk-in balloons to accommodate three players at a time, and the “race” was projected on wall-sized monitors, the object wasn’t to beat others to the end point, but rather to discover and meet a range of Seussian characters and share experiences with them. To encourage a slower pace, visitors could miss fun and interesting surprises if they flew too fast.
GraffitiWall is Immersive Roleplaying!
GraffitiWall LLC is an interactive agency featuring its own product GraffitiWall®, a toolkit to build immersive experiences where fans can role-play & personalize YOUR message using mobile devices, laptops, and public space setups. We have a proven track record of fan engagement where fans interact with each other and you in real time.
With GraffitiWall you can:
• Build customizable virtual environments to immerse fans in new and exciting worlds.
• Invite fans to chat and socially share from any location, on any device.
• Communicate with your audience.
• Track conversations and media usage from multiple touch points.
How does GraffitiWall Work?
GraffitiWall presents brand saturated entertainment environments that fully reflect your message and story in the form of multiplayer games, mobile apps, online activities, and walk-in environments. GraffitiWall comes preloaded with avatars, environments, videos, sound effects and conversations that reflect the tone of your show or initiaitve. Fans can select from a range of characters to walk into the environment, and using the multimedia creation and sharing tools, personalize YOUR story and call it their own.
Plugging in interactive activities is easy and they invite fans to further participate with you as well as engage with others. Participation is tracked along with conversations, keywords, media usage and maniputation, thereby giving you invaluable insights into what resonates with your audience.
Mobile App, AvatarMaker~Liberty~1776
Celebrates Champions of Freedom on the Liberty4All GraffitiWall
Celebrate July 4th early by using GraffitiWall’s new app, AvatarMaker~Liberty~1776 to embed your “selfie” into an image of your favorite Founding Father or Mother hen share your thoughts with others on the meaning of freedom at GraffitiWall’s Liberty4All page.
The development of the free iPhone and iPad app AvatarMaker~LIBERTY~1776 follows on the heels of GraffitiWall’s extremely successful collaboration with the AMC/Sundance Channel Global. This collaboration developed a Breaking Bad GraffitiWall, through which fans could select from a cast of Breaking Bad avatars to role play within virtual representations of the show's locations before, during and after the show aired. This created a show within a show. Not only did the Breaking Bad GraffitiWall initiative encourage tune in but by the end of its run, the Breaking Bad GraffitiWall had more members than AMC/Sundance Channel Global's fan base on Twitter and more members than it had viewers of this Emmy Award Winning show.
To Linda Gottfried, Chief Creative Officer of GraffitiWall, "The goal of this 4th of July initiative is to both introduce users to champions of Liberty and then invite them to tell their personal stories. To start the process, users can get in character by becoming one of the Founding Moms and Dads using the AvatarMaker~Liberty~1776 app. For example, users can insert their selfies into the portraits of, say, Martha Washington or Thomas Jefferson. Then, decked out in a powdered wig, users can step back to 1776, via the Liberty4All GraffitiWall to interact with American champions of freedom. As they continue down the path, they will meet others who have fought for various types of liberty into the current day. We look forward to collecting and incorporating user experiences based on the struggles for economic, gender-base, social, and political liberties, among others, as their stories of personal challenges run beside the heroes of the past."
Mary Ann McNair, the Historian & Director of Content behind the app, sums up the message behind the app this way: “What events in our lives have been so important that we would risk everything to evoke change? It is this exploration and connecting it with our own lives that will eventually lead to a greater understanding of humanity, compassion, and our obligation to stand up for what is right. That’s what our aim is with Liberty4All.”
The app is the latest innovation by GraffitiWall LLC, a leader in interactive. The GraffitiWall platform (www.graffitiwall.com) provides a design rich, online environment that engages audiencesalongside full social networking capabilities that allow Brands to build and own their Brand-saturated online community. With GraffitiWall, any Brand can have a low cost expansion into the homes or offices of their audiences. GraffitiWall clients include AMC Networks, Dr. Seuss, JetBlue, Children’s Museum of Manhattan, Williams College, Amherst College, and New York University Hospitals.
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