My opening remarks for MCG's Museums+Tech 2017

My notes introducing the theme of the Museums Computer Group's 2017 conference and a call to action for people working in cultural heritage technology below.

A divided world

2016 was the year that deep fractures came to the surface, but they’d been building for some time. We might live in the same country as each other, but we can experience it very differently. What we know about the state of the world is affected by where we live, our education, and by how (if?) we get our news.

Life in 2017

Cartoon of a dog surrounded by fire drinking coffee

    'This is fine' (KC Green)

We can't pretend that it'll all go away and that society will heal itself. Divisions over Brexit, the role of propaganda in elections, climate change, the role of education, what we value as a society – they're all awkward to address, but if we don't it's hard to see how we can move forward. And since we're here to talk about museums – what role do museums have in divided societies? How much do they need to reflect voices they mightn't agree with? Do we need to make ourselves a bit uncomfortable in order to make spaces for sharing experiences and creating empathy? Can (digital) experiences, collections and exhibitions in cultural heritage help create a shared understanding of the world?

'arts and cultural engagement [helps] shape reflective individuals, facilitating greater understanding of themselves and their lives, increasing empathy with respect to others, and an appreciation of the diversity of human experience and cultures.' From Understanding the value of arts & culture: The AHRC Cultural Value Project by Geoffrey Crossick & Patrycja Kaszynska

I've been struck lately by the observation that empathy can bridge divides, and give people the power to understand others. The arts and culture provide opportunities to 'understand and share in another person's feelings and experiences' and connect the past to the present. How can museums – in all their different forms – contribute to a more empathic (and maybe eventually less divided) society?

'The greatest benefit we owe to the artist, whether painter, poet, or novelist, is the extension of our sympathies. … Art is the nearest thing to life; it is a mode of amplifying experience and extending our contact with our fellow-men beyond the bounds of our personal lot.' George Eliot, as quoted in Peter Bazalgette's The Empathy Instinct

Digital experiences aren't shared in the same way as physical ones, and ‘social’ media isn't the same as being in the same space as someone experiencing the same thing, but they have other advantages – I hope we'll learn about some today.

We need to tell better stories about museums and computers

Woman with buckets of computer cables
Engineer Karen Leadlay in Analog Computer Lab

Shifting from the public to staff in museums… Museums have been using technology to serve audiences and manage collections for decades. But still it feels like museums are criticised for simultaneously having too much and too little technology. Shiny apps make the news, but they're built on decades of digitisation and care from heritage organisations. There's a lot museums could do better, and digital expertise is not evenly distributed or recognised, but there's a lot that's done well, too. My challenge to you is to find and share better stories about cultural heritage technologies connecting collections, people and knowledge. If we don't tell those stories, they'll be told about us. Too many articles and puff pieces ignore the thoughtful, quotidian and/or experimental work of experts across the digital cultural heritage sector.

[Later in the day I mentioned that the conference had an excellent response to the call for papers – we learnt about more interesting projects than we had room to fit in, so perhaps we should encourage more people to post case studies to the MCG's discussion list and website.]

The Museums+Tech 2017 programme

  • Keynote: ‘What makes a Museum?
  • Museums in a post-truth world of fake news
  • Challenging Expectations
  • Dealing with distance; bringing the museum to the people
  • How can museums use sound and chatbots?
  • Looking (back to look) forward

Speaking of better stories – I'm looking forward to hearing from all our speakers today – they're covering an incredible range of topics, approaches and technologies, so hopefully each of you will leave full of ideas. Join us for drinks afterwards to keep the conversation going. And to set the tone for the day, it's a great time to hear Hannah Fox on the topic of 'what makes a museum'

Speaking of the conference – a lot of people helped out in different ways, so thanks to them all!

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The state of museum technology?

On Friday I was invited to Nesta's Digital Culture Panel event to respond to their 2015 Digital Culture survey on 'How arts and cultural organisations in England use technology' (produced with Arts Council England (ACE) and the Arts and Humanities Research Council (AHRC)). As Chair of the Museums Computer Group (MCG) (a practitioner-led group of over 1500 museum technology professionals), I've been chatting to other groups about the gap between the digital skills available and those needed in the museum sector, so it's a subject close to my heart. In previous years I'd noted that the results didn't seem to represent what I knew of museums and digital from events and working in the sector, so I was curious to see the results.

Digital Culture 2015 imageSome of their key findings for museums (PDF) are below, interspersed with my comments. I read this section before the event, and found I didn't really recognise the picture of museums it presented. 'Museums' mightn't be the most useful grouping for a survey like this – the material that MTM London's Ed Corn presented on the day broke the results down differently, and that made more sense. The c2,500 museums in the UK are too varied in their collections (from dinosaurs to net art), their audiences, and their local and organisational context (from tiny village museums open one afternoon a week, to historic houses, to university museums, to city museums with exhibitions that were built in the 70s, to white cube art galleries, to giants like the British Museum and Tate) to be squished together in one category. Museums tend to be quite siloed, so I'd love to know who fills out the survey, and whether they ask the whole organisation to give them data beforehand.

According to the survey, museums are significantly less likely to engage in:

  • email marketing (67 per cent vs. 83 per cent for the sector as a whole) – museums are missing out! Email marketing is relatively cheap, and it's easy to write newsletters. It's also easy to ask people to sign up when they're visiting online sites or physical venues, and they can unsubscribe anytime they want to. Social media figures can look seductively huge, but Facebook is a frenemy for organisations as you never know how many people will actually see a post.
  • publish content to their own website (55 per cent vs. 72 per cent) – I wasn't sure how to interpret this – does this mean museums don't have their own websites? Or that they can't update them? Or is 'content' a confusing term? At the event it was said that 10% of orgs have no email marketing, website or Facebook, so there are clearly some big gaps to fill still.
  • sell event tickets online (31 per cent vs. 45 per cent) – fair enough, how many museums sell tickets to anything that really need to be booked in advance?
  • post video or audio content (31 per cent vs. 43 per cent) – for most museums, this would require an investment to create as many don't already have filmable material or archived films to hand. Concerns about 'polish' might also be holding some museums back – they could try periscoping tours or sharing low-fi videos created by front of house staff or educators. Like questions about offering 'online interactive tours of real-world spaces' and 'artistic projects', this might reflect initial assumptions based on ACE's experience with the performing arts. A question about image sharing would make more sense for museums. Similarly, the kinds of storytelling that blog posts allow can sometimes work particularly well for history and science museums (who don't have gorgeous images of art that tell their own story).
  • make use of social media video advertising (18 per cent vs. 32 per cent) – again, video is a more natural format for performing arts than for museums
  • use crowdfunding (8 per cent vs. 19 per cent) – crowdfunding requires a significant investment of time and is often limited to specific projects rather than core business expenses, so it might be seen as too risky, but is this why museums are less likely to try it?
  • livestream performances (2 per cent vs. 12 per cent) – again, this is less likely to apply to museums than performing arts organisations

One of the key messages in Ed Corn's talk was that organisations are experimenting less, evaluating the impact of digital work less, and not using data in digital decision making. They're also scaling back on non-core work; some are focusing on consolidation – fixing the basics like websites (and mobile-friendly sites). Barriers include lack of funding, lack of in-house time, lack of senior digital managers, slow/limited IT systems, and lack of digital supplier. (Many of those barriers were also listed in a small-scale survey on 'issues facing museum technologists' I ran in 2010.)

When you consider the impact of the cuts year on year since 2010, and that 'one in five regional museums at least part closed in 2015', some of those continued barriers are less surprising. At one point everyone I know still in museums seemed to be doing at least one job on top of theirs, as people left and weren't replaced. The cuts might have affected some departments more deeply than others – have many museums lost learning teams? I suspect we've also lost two generations of museum technologists – the retiring generation who first set up mainframe computers in basements, and the first generation of web-ish developers who moved on to other industries as conditions in the sector got more grim/good pay became more important. Fellow panelist Ros Lawler also made the point that museums have to deal with legacy systems while also trying to look at the future, and that museum projects tend to slow when they could be more agile.

Like many in the audience, I really wanted to know who the 'digital leaders' – the 10% of organisations who thought digital was important, did more digital activities and reaped the most benefits from their investment – were, and what made them so successful. What can other organisations learn from them?

It seems that we still need to find ways to share lessons learnt, and to help everyone in the arts and cultural sectors learn how to make the most of digital technologies and social media.  Training that meets the right need at the right time is really hard to organise and fund, and there are already lots of pockets of expertise within organisations – we need to get people talking to each other more! As I said at the event, most technology projects are really about people. Front of house staff, social media staff, collections staff – everyone can contribute something.

If you were there, have read the report or explored the data, I'd love to know what you think. And I'll close with a blatant plug: the MCG has two open calls for papers a year, so please keep an eye out for those calls and suggest talks or volunteer to help out!

Creating simple graphs with Excel's Pivot Tables and Tate's artist data

I've been playing with Tate's collections data while preparing for a workshop on data visualisation. On the day I'll probably use Google Fusion Tables as an example, but I always like to be prepared so I've prepared a short exercise for creating simple graphs in Excel as an alternative.

The advantage of Excel is that you don't need to be online, your data isn't shared, and for many people, gaining additional skills in Excel might be more useful than learning the latest shiny web tool. PivotTables are incredibly useful for summarising data, so it's worth trying them even if you're not interested in visualisations. Pivot tables let you run basic functions – summing, averaging, grouping, etc – on spreadsheet data. If you've ever wanted spreadsheets to be as powerful as databases, pivot tables can help. I could create a pivot table then create a chart from it, but Excel has an option to create a pivot chart directly that'll also create a pivot table for you to see how it works.

For this exercise, you will need Excel and a copy of the sample data: tate_artist_data_cleaned_v1_groupedbybirthyearandgender.xlsx
(A plain text CSV version is also available for broader compatibility: tate_artist_data_cleaned_v1_groupedbybirthyearandgender.csv.)

Work out what data you're interested in

In this example, I'm interested in when the artists in Tate's collection were born, and the overall gender mix of the artists represented. To make it easier to see what's going on, I've copied those two columns of data from the original 'artists' file and copied them over to a new spreadsheet. As a row by row list of births, these columns aren't ideal for charting as they are, so I want a count of artists per year, broken down by gender.

Insert PivotChart

On the 'Insert' menu, click on PivotTable to open the menu and display the option for PivotCharts.
Excel pivot table Insert PivotChart detail

Excel will select our columns as being the most likely thing we want to chart. That all looks fine to me so click 'OK'.

Excel pivot table OK detailConfigure the PivotChart

This screen asking you to 'choose fields from the PivotTable Field List' might look scary, but we've only got two columns of data so you can't really go wrong. Excel pivot table Choose fields

The columns have already been added to the PivotTable Field List on the right, so go ahead and tick the box next to 'gender' and 'yearofBirth'. Excel will probably put them straight into the 'Axis Fields' box.

Leave yearofBirth under Axis Fields and drag 'gender' over to the 'Values' box next to it. Excel automatically turns it into 'count of gender', assuming that we want to sum the number of births per year.

The final task is to drag 'gender' down from the PivotTable Field List to 'Legend Fields' to create a key for which colours represent which gender. You should now see the pivot table representing the calculated values on the left and a graph in the middle.

Close-up of the pivot fields

 

When you click off the graph, the PivotTable options disappear – just click on the graph or the data again to bring them up.

Excel pivot table Results

You've made your first pivot chart!

You might want to drag it out a bit so the values aren't so squished. Tate's data covers about 500 years so there's a lot to fit in.

Now you've made a pivot chart, have a play – if you get into a mess you can always start again!

Colophon: the screenshots are from Excel 2010 for Windows because that's what I have.

About the data: this data was originally supplied by Tate. The full version on Tate's website includes name, date of birth, place of birth, year of death, place of death and URL on Tate's website. The latest versions of their data can be downloaded from http://www.tate.org.uk/about/our-work/digital/collection-data The source data for this file can be downloaded from https://github.com/tategallery/collection/blob/master/artist_data.csv This version was simplified so it only contains a list of years of birth and the gender of the artist. Some blank values for gender were filled in based on the artist's name or a quick web search; groups of artists or artists of unknown gender were removed as were rows without a birth year. This data was prepared in March 2015 for a British Library course on 'Data Visualisation for Analysis in Scholarly Research' by Mia Ridge.

I'd love to hear if you found this useful or have any suggestions for tweaks.

A New Year's resolution for start-ups, PRs and journalists writing about museums

Some technology in a museum

Dear journalists, start-ups, agencies and PR folk,

I get that you want to talk about how amazing some new app, product or company is, but can you please do so without resorting to lazy, outdated cliches?

I've seen far too many articles make un-evidenced claims like 'museums don't realise people have different preferences for activities in their galleries' or that museums are 'repeatedly turning a blind eye to technology, rather than recognizing it could be used to deliver an experience unique to every visitor'. If your app, product or company is good enough, you shouldn't need to do the 'competition' down to stand out, and besides, sometimes my eyes hurt from rolling so hard.

I know that traditionally everyone makes New Years resolutions for themselves, but in the spirit of disruption (ha! not really) I'd like to suggest a New Years resolution for you:  leave those cliches about dusty old museums behind and find out what people in your city love about their museums. Find a new angle for your piece, one that recognises that museums don't always get it right but that they've probably been thinking about the best uses of technology for their audiences longer than you have.

Museums have been experimenting with new technologies for decades. The post-2008 financial cuts might have reduced the number of digital pilot projects across the sector as a whole but most museums are still investing in improving the visitor experience, engaging wider audiences and making a difference in the lives of their communities. You probably don't need to lecture them on what they could be doing – they already know, and wish they had more resources to do cool things.

You could even check out past papers and discussions at conferences and groups like the Museum Computer Network (MCN), Museums and the Web, the Museums Computer Group (MCG), MuseumNext, the Visitor Studies Group (VSG), the many fantastic museum technology, design and audience research blogs, the #musetech hashtag (when agencies aren't spamming it) and much, much more if you wanted some inspiration or to learn what's been tried in the past and how it worked out…

Yours in museums,

Mia

P.S. Not every museum is an art gallery. Some are history or science museums, others are really, really specialised. Please stop conflating 'museum' with 'art museum'.

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All the things I didn't say in my welcome to UKMW14 'Museums beyond the web'…

Here are all the things I (probably) didn't say in my Chair's welcome for the Museums Computer Group annual conference… Other notes, images and tweets from the day are linked from 'UKMW14 round-up: posts, tweets, slides and images'.

Welcome to MCG's UKMW14: Museums beyond the web! We've got great speakers lined up, and we've built in lots of time to catch up and get to know your peers, so we hope you'll enjoy the day.

It's ten years since the MCG's Museums on the Web became an annual event, and it's 13 years since it was first run in 2001. It feels like a lot has changed since then, but, while the future is very definitely here, it's also definitely not evenly distributed across the museum sector. It's also an interesting moment for the conference, as 'the web' has broadened to include 'digital', which in turn spans giant distribution networks and tiny wearable devices. 'The web' has become a slightly out-dated shorthand term for 'audience-facing technologies'.

When looking back over the last ten years of programmes, I found myself thinking about planetary orbits. Small planets closest to the sun whizz around quickly, while the big gas giants move incredibly slowly. If technology start-ups are like Mercury, completing a year in just 88 Earth days, and our audiences are firmly on Earth time, museum time might be a bit closer to Mars, taking two Earth years for each Mars year, or sometimes even Jupiter, completing a circuit once every twelve years or so.

But museums aren't planets, so I can only push that metaphor so far. Different sections of a museum move at different speeds. While heroic front of house staff can observe changes in audience behaviours on a daily basis and social media platforms can be adopted overnight, websites might be redesigned every few years, but galleries are only updated every few decades (if you're lucky). For a long time it felt like museums were using digital platforms to broadcast at audiences without really addressing the challenges of dialogue or collaborating with external experts.

But at this point, it seems that, finally, working on digital platforms like the web has pushed museums to change how they work. On a personal level, the need for specific technical skills hasn't changed, but more content, education and design jobs work across platforms, are consciously 'multi-channel' and audience rather than platform-centred in their focus. Web teams seem to be settling into public engagement, education, marketing etc departments as the idea of a 'digital' department slowly becomes an oxymoron. Frameworks from software development are slowly permeating organisations that use to think in terms of print runs and physical gallery construction. Short rounds of agile development are replacing the 'build and abandon after launch' model, voices from a range of departments are replacing the disembodied expert voice, and catalogues are becoming publications that change over time.

While many of us here are comfortable with these webby methods, how will we manage the need to act as translators between digital and museums while understanding the impact of new technologies? And how can we help those who are struggling to keep up, particularly with the impact of the cuts?

Today is a chance to think about the technologies that will shape the museums of the future. What will audiences want from us? Where will they go looking for information and expertise, and how much of that information and expertise should be provided by museums? How can museums best provide access to their collections and knowledge over the next five, ten years?

We're grateful to our sponsors, particularly as their support helps keep ticket prices affordable. Firstly I'd like to thank our venue sponsors, the Natural History Museum. Secondly, I'd like to thank Faversham & Moss for their sponsorship of this conference. Go chat to them and find out more about their work!

Looking for (crowdsourcing) love in all the right places

One of the most important exercises in the crowdsourcing workshops I run is the 'speed dating' session. The idea is to spend some time looking at a bunch of crowdsourcing projects until you find a project you love. Finding a project you enjoy gives you a deeper insight into why other people participate in crowdsourcing, and will see you through the work required to get a crowdsourcing project going. I think making a personal connection like this helps reduce some of the cynicism I occasionally encounter about why people would volunteer their time to help cultural heritage collections. Trying lots of projects also gives you a much better sense of the types of barriers projects can accidentally put in the way of participation. It's also a good reminder that everyone is a nerd about something, and that there's a community of passion for every topic you can think of.

If you want to learn more about designing history or cultural heritage crowdsourcing projects, trying out lots of project is a great place to start. The more time you can spend on this the better – an hour is ideal – but trying just one or two projects is better than nothing. In a workshop I get people to note how a project made them feel – what they liked most and least about a project, and who they'd recommend it to. You can also note the input and output types to help build your mental database of relevant crowdsourcing projects.

The list of projects I suggest varies according to the background of workshop participants, and I'll often throw in suggestions tailored to specific interests, but here's a generic list to get you started.

10 Most Wanted http://10most.org.uk/ Research object histories
Ancient Lives http://ancientlives.org/ Humanities, language, text transcription
British Library Georeferencer http://www.bl.uk/maps/ Locating and georeferencing maps (warning: if it's running, only hard maps may be left!)
Children of the Lodz Ghetto http://online.ushmm.org/lodzchildren/ Citizen history, research
Describe Me http://describeme.museumvictoria.com.au/ Describe objects
DIY History http://diyhistory.lib.uiowa.edu/ Transcribe historical letters, recipes, diaries
Family History Transcription Project http://www.flickr.com/photos/statelibrarync/collections/ Document transcription (Flickr/Yahoo login required to comment)
Herbaria@home http://herbariaunited.org/atHome/ (for bonus points, compare it with Notes from Nature https://www.zooniverse.org/project/notes_from_nature) Transcribing specimen sheets (or biographical research)
HistoryPin Year of the Bay 'Mysteries' https://www.historypin.org/attach/project/22-yearofthebay/mysteries/index/ Help find dates, locations, titles for historic photographs; overlay images on StreetView
iSpot http://www.ispotnature.org/ Help 'identify wildlife and share nature'
Letters of 1916 http://dh.tcd.ie/letters1916/ Transcribe letters and/or contribute letters
London Street Views 1840 http://crowd.museumoflondon.org.uk/lsv1840/ Help transcribe London business directories
Micropasts http://crowdsourced.micropasts.org/app/photomasking/newtask Photo-masking to help produce 3D objects; also structured transcription
Museum Metadata Games: Dora http://museumgam.es/dora/ Tagging game with cultural heritage objects (my prototype from 2010)
NYPL Building Inspector http://buildinginspector.nypl.org/ A range of tasks, including checking building footprints, entering addresses
Operation War Diary http://operationwardiary.org/ Structured transcription of WWI unit diaries
Papers of the War Department http://wardepartmentpapers.org/ Document transcription
Planet Hunters http://planethunters.org/ Citizen science; review visualised data
Powerhouse Museum Collection Search http://www.powerhousemuseum.com/collection/database/menu.php Tagging objects
Reading Experience Database http://www.open.ac.uk/Arts/RED/ Text selection, transcription, description.
Smithsonian Digital Volunteers: Transcription Center https://transcription.si.edu/ Text transcription
Tiltfactor Metadata Games http://www.metadatagames.org/ Games with cultural heritage images
Transcribe Bentham http://www.transcribe-bentham.da.ulcc.ac.uk/ History; text transcription
Trove http://trove.nla.gov.au/newspaper?q= Correct OCR errors, transcribe text, tag or describe documents
US National Archives http://www.amara.org/en/teams/national-archives/ Transcribing videos
What's the Score at the Bodleian http://www.whats-the-score.org/ Music and text transcription, description
What's on the menu http://menus.nypl.org/ Structured transcription of restaurant menus
What's on the menu? Geotagger http://menusgeo.herokuapp.com/ Geolocating historic restaurant menus
Wikisource – random item link http://en.wikisource.org/wiki/Special:Random/Index Transcribing texts
Worm Watch http://www.wormwatchlab.org Citizen science; video
Your Paintings Tagger http://tagger.thepcf.org.uk/ Paintings; free-text or structured tagging

NB: crowdsourcing is a dynamic field, some sites may be temporarily out of content or have otherwise settled in transit. Some sites require registration, so you may need to find another site to explore while you're waiting for your registration email.

It's here! Crowdsourcing our Cultural Heritage is now available

My edited volume, Crowdsourcing our Cultural Heritage, is now available! My introduction (Crowdsourcing our cultural heritage: Introduction), which provides an overview of the field and outlines the contribution of the 12 chapters, is online at Ashgate's site, along with the table of contents and index. There's a 10% discount if you order online.

If you're in London on the evening of Thursday 20th November, we're celebrating with a book launch party at the UCL Centre for Digital Humanities. Register at http://crowdsourcingculturalheritage.eventbrite.co.uk.

Here's the back page blurb: "Crowdsourcing, or asking the general public to help contribute to shared goals, is increasingly popular in memory institutions as a tool for digitising or computing vast amounts of data. This book brings together for the first time the collected wisdom of international leaders in the theory and practice of crowdsourcing in cultural heritage. It features eight accessible case studies of groundbreaking projects from leading cultural heritage and academic institutions, and four thought-provoking essays that reflect on the wider implications of this engagement for participants and on the institutions themselves.

Crowdsourcing in cultural heritage is more than a framework for creating content: as a form of mutually beneficial engagement with the collections and research of museums, libraries, archives and academia, it benefits both audiences and institutions. However, successful crowdsourcing projects reflect a commitment to developing effective interface and technical designs. This book will help practitioners who wish to create their own crowdsourcing projects understand how other institutions devised the right combination of source material and the tasks for their ‘crowd’. The authors provide theoretically informed, actionable insights on crowdsourcing in cultural heritage, outlining the context in which their projects were created, the challenges and opportunities that informed decisions during implementation, and reflecting on the results.

This book will be essential reading for information and cultural management professionals, students and researchers in universities, corporate, public or academic libraries, museums and archives."

Massive thanks to the following authors of chapters for their intellectual generosity and their patience with up to five rounds of edits, plus proofing, indexing and more…

  1. Crowdsourcing in Brooklyn, Shelley Bernstein;
  2. Old Weather: approaching collections from a different angle, Lucinda Blaser;
  3. ‘Many hands make light work. Many hands together make merry work’: Transcribe Bentham and crowdsourcing manuscript collections, Tim Causer and Melissa Terras;
  4. Build, analyse and generalise: community transcription of the Papers of the War Department and the development of Scripto, Sharon M. Leon;
  5. What's on the menu?: crowdsourcing at the New York Public Library, Michael Lascarides and Ben Vershbow;
  6. What’s Welsh for ‘crowdsourcing’? Citizen science and community engagement at the National Library of Wales, Lyn Lewis Dafis, Lorna M. Hughes and Rhian James;
  7. Waisda?: making videos findable through crowdsourced annotations, Johan Oomen, Riste Gligorov and Michiel Hildebrand;
  8. Your Paintings Tagger: crowdsourcing descriptive metadata for a national virtual collection, Kathryn Eccles and Andrew Greg.
  9. Crowdsourcing: Crowding out the archivist? Locating crowdsourcing within the broader landscape of participatory archives, Alexandra Eveleigh;
  10.  How the crowd can surprise us: humanities crowdsourcing and the creation of knowledge, Stuart Dunn and Mark Hedges;
  11. The role of open authority in a collaborative web, Lori Byrd Phillips;
  12. Making crowdsourcing compatible with the missions and values of cultural heritage organisations, Trevor Owens.

How can we connect museum technologists with their history?

A quick post triggered by an article on the role of domain knowledge (knowledge of a field) in critical thinking, Deep in thought:

Domain knowledge is so important because of the way our memories work. When we think, we use both working memory and long-term memory. Working memory is the space where we take in new information from our environment; everything we are consciously thinking about is held there. Long-term memory is the store of knowledge that we can call up into working memory when we need it. Working memory is limited, whereas long-term memory is vast. Sometimes we look as if we are using working memory to reason, when actually we are using long-term memory to recall. Even incredibly complex tasks that seem as if they must involve working memory can depend largely on long-term memory.

When we are using working memory to progress through a new problem, the knowledge stored in long-term memory will make that process far more efficient and successful. … The more parts of the problem that we can automate and store in long-term memory, the more space we will have available in working memory to deal with the new parts of the problem.

A few years ago I defined a 'museum technologist' as 'someone who can appropriately apply a range of digital solutions to help meet the goals of a particular museum project', and deep domain knowledge clearly has a role to play in this (also in the kinds of critical thinking that will save technologists from being unthinking cheerleaders for the newest buzzword or geek toy). 

There's a long history of hard-won wisdom, design patterns and knowledge (whether about ways not to tender for or specify software, reasons why proposed standards may or may not work, translating digital methods and timelines for departments raised on print, etc – I'm sure you all have examples) contained in the individual and collective memory of individual technologists and teams. Some of it is represented in museum technology mailing lists, blogs or conference proceedings, but the lessons learnt in the past aren't always easily discoverable by people encountering digital heritage issues for the first time. And then there's the issue of working out which knowledge relates to specific, outdated technologies and which still holds while not quashing the enthusiasm of new people with a curt 'we tried that before'…

Something in the juxtaposition of the 20th anniversary of BritPop and the annual wave of enthusiasm and discovery from the international Museums and the Web (#MW2014) conference prompted me to look at what the Museums Computer Group (MCG) and Museum Computer Network (MCN) lists were talking about in April five and ten years ago (i.e. in easily-accessible archives):

Five years ago in #musetech – open web, content distribution, virtualisation, wifi https://www.jiscmail.ac.uk/cgi-bin/webadmin?A1=ind0904&L=mcg&X=498A43516F310B2193 http://mcn.edu/pipermail/mcn-l/2009-April/date.html

Ten years ago in #musetech people were talking about knowledge organisation and video links with schools https://www.jiscmail.ac.uk/cgi-bin/webadmin?A1=ind04&L=mcg&F=&S=&X=498A43516F310B2193

Some of the conversations from that random sample are still highly relevant today, and more focused dives into various archives would probably find approaches and information that'd help people tackling current issues.

So how can we help people new to the sector find those previous conversations and get some of this long-term memory into their own working memory? Pointing people to search forms for the MCG and MCN lists is easy, some of the conference proceedings are a bit trickier (e.g. search within the museumsandtheweb.com) and there's no central list of museum technology blogs that I know of. Maybe people could nominate blog posts they think stand the test of time, mindful of the risk of it turning into a popularity/recency thing?

If you're new(ish) to digital heritage, how did you find your feet? Which sites or communities helped you, and how did you find them? Or if you have a new team member, how do you help them get up to speed with museum technology? Or looking further afield, which resources would you send to someone from academia or related heritage fields who wanted to learn about building heritage resources for or with specialists and the public?

Sharing is caring keynote 'Enriching cultural heritage collections through a Participatory Commons'

Enriching cultural heritage collections through a Participatory Commons platform: a provocation about collaborating with users

Mia Ridge, Open University Contact me: @mia_out or https://miaridge.com/

[I was invited to Copenhagen to talk about my research on crowdsourcing in cultural heritage at the 3rd international Sharing is Caring seminar on April 1. I'm sharing my notes in advance to make life easier for those awesome people following along in a second or third language, particularly since I'm delivering my talk via video.]

Today I'd like to present both a proposal for something called the 'Participatory Commons', and a provocation (or conversation starter): there's a paradox in our hopes for deeper audience engagement through crowdsourcing: projects that don't grow with their participants will lose them as they develop new skills and interests and move on. This talk presents some options for dealing with this paradox and suggests a Participatory Commons provides a way to take a sector-wide view of active engagement with heritage content and redefine our sense of what it means when everybody wins.

I'd love to hear your thoughts about this – I'll be following the hashtag during the session and my contact details are above.

Before diving in, I wanted to reflect on some lessons from my work in museums on public engagement and participation.

My philosophy for crowdsourcing in cultural heritage (aka what I've learnt from making crowdsourcing games)

One thing I learnt over the past years: museums can be intimidating places. When we ask for help with things like tagging or describing our collections, people want to help but they worry about getting it wrong and looking stupid or about harming the museum.

The best technology in the world won't solve a single problem unless it's empathically designed and accompanied by social solutions. This isn't a talk about technology, it's a talk about people – what they want, what they're afraid of, how we can overcome all that to collaborate and work together.

Dora's Lost Data

So a few years ago I explored the potential of crowdsourcing games to make helping a museum less scary and more fun. In this game, 'Dora's Lost Data', players meet a junior curator who asks them to tag objects so they'll be findable in Google. Games aren't the answer to everything, but identifying barriers to participation is always important. You have to understand your audiences – their motivations for starting and continuing to participate; the fears, anxieties, uncertainties that prevent them participating. [My games were hacked together outside of work hours, more information is available at My MSc dissertation: crowdsourcing games for museums; if you'd like to see more polished metadata games check out Tiltfactor's http://www.metadatagames.org/#games]

Mutual wins – everybody's happy

My definition of crowdsourcing: cultural heritage crowdsourcing projects ask the public to undertake tasks that cannot be done automatically, in an environment where the activities, goals (or both) provide inherent rewards for participation, and where their participation contributes to a shared, significant goal or research area.

It helps to think of crowdsourcing in cultural heritage as a form of volunteering. Participation has to be rewarding for everyone involved. That sounds simple, but focusing on the audiences' needs can be difficult when there are so many organisational needs competing for priority and limited resources for polishing the user experience. Further, as many projects discover, participant needs change over time…

What is a Participatory Commons and why would we want one?

First, I have to introduce you to some people. These are composite stories (personas) based on my research…

Two archival historians, Simone and Andre. Simone travels to archives in her semester breaks to stock up on research material, taking photos of most documents 'in case they're useful later', transcribing key text from others. Andre is often at the next table, also looking for material for his research. The documents he collected for his last research project would be useful for Simone's current book but they've never met and he has no way of sharing that part of his 'personal research collection' with her. Currently, each of these highly skilled researchers take their cumulative knowledge away with them at the end of the day, leaving no trace of their work in the archive itself. Next…

Two people from a nearby village, Martha and Bob. They joined their local history society when they retired and moved to the village. They're helping find out what happened to children from the village school's class of 1898 in the lead-up to and during World War I. They are using census returns and other online documents to add records to a database the society's secretary set up in Excel. Meanwhile…

A family historian, Daniel. He has a classic 'shoebox archive' – a box containing his grandmother Sarah's letters and diary, describing her travels and everyday life at the turn of the century. He's transcribing them and wants to put them online to share with his extended family. One day he wants to make a map for his kids that shows all the places their great-grandmother lived and visited. Finally, there's…

Crowdsourcer Nisha.She has two young kids and works for a local authority. She enjoys playing games like Candy Crush on her mobile, and after the kids have gone to bed she transcribes ship logs on the Old Weather website while watching TV with her husband. She finds it relaxing, feels good about contributing to science and enjoys the glimpses of life at sea. Sites like Old Weather use 'microtasks' – tiny, easily accomplished tasks – and crowdsourcing to digitise large amounts of text.

Helping each other?

None of our friends above know it, but they're all looking at material from roughly the same time and place. Andre and Simone could help each other by sharing the documents they've collected over the years. Sarah's diaries include the names of many children from her village that would help Martha and Bob's project, and Nisha could help everyone if she transcribed sections of Sarah's diary.

Connecting everyone's efforts for the greater good: Participatory Commons

This image shows the two main aspects of the Participatory Commons: the different sources for content, and the activities that people can do with that content.

The Participatory Commons (image: Mia Ridge)

The Participatory Commons is a platform where content from different sources can be aggregated. Access to shared resources underlies the idea of the 'Commons', particularly material that is not currently suitable for sites like Europeana, like 'shoebox archives' and historians' personal record collections. So if the 'Commons' part refers to shared resources, how is it participatory?

The Participatory Commons interface supports a range of activities, from the types of tasks historians typically do, like assessing and contextualising documents, activities that specialists or the public can do like identifying particular people, places, events or things in sources, or typical crowdsourcing tasks like fulltext transcription or structured tagging.

By combining the energy of crowdsourcing with the knowledge historians create on a platform that can store or link to primary sources from museums, libraries and archives with 'shoebox archives', the Commons could help make our shared heritage more accessible to all. As a platform that makes material about ordinary people available alongside official archives and as an interface for enjoyable, meaningful participation in heritage work, the Commons could be a basis for 'open source history', redressing some of the absences in official archives while improving the quality of all records.

As a work in progress, this idea of the Participatory Heritage Commons has two roles: an academic thought experiment to frame my research, and as a provocation for GLAMs (galleries, museums, libraries, archives) to think outside their individual walls. As a vision for 'open source history', it's inspired by community archives, public history, participant digitisation and history from below… This combination of a large underlying repository and more intimate interfaces could be quite powerful. Capturing some of the knowledge generated when scholars access collections would benefit both archives and other researchers.

'Niche projects' can be built on a Participatory Commons

As a platform for crowdsourcing, the Participatory Commons provides efficiencies of scale in the backend work for verifying and validating contributions, managing user accounts, forums, etc. But that doesn't mean that each user would experience the same front-end interface.

Niche projects build on the Participatory Commons
(quick and dirty image: Mia Ridge)

My research so far suggests that tightly-focused projects are better able to motivate participants and create a sense of community. These 'niche' projects may be related to a particular location, period or topic, or to a particular type of material. The success of the New York Public Library's What's on the Menu project, designed around a collection of historic menus, and the British Library's GeoReferencer project, designed around their historic map collection, both demonstrate the value of defining projects around niche topics.

The best crowdsourcing projects use carefully designed interactions tailored to the specific content, audience and data requirements of a given project. These interactions are usually For example, the Zooniverse body of projects use much of the same underlying software but projects are designed around specific tasks on specific types of material, whether classifying simple galaxy types, plankton or animals on the Serengeti, or transcribing ship logs or military diaries.

The Participatory Commons is not only a collection of content, it also allows 'niche' projects to be layered on top, presenting more focused sets of content, and specialist interfaces designed around the content, audience and purpose.

Barriers

But there are still many barriers to consider, including copyright and technical issues and important cultural issues around authority, reliability, trust, academic credit and authorship. [There's more background on this at my earlier post on historians and the Participatory Commons and Early PhD findings: Exploring historians' resistance to crowdsourced resources.]

Now I want to set the idea of the Participatory Commons aside for a moment, and return to crowdsourcing in cultural heritage. I've been looking for factors in the success or otherwise of crowdsourcing projects, from grassroots, community-lead projects to big glamorous institutionally-lead sites.

I mentioned that Nisha found transcribing text relaxing. Like many people who start transcribing text, she found herself getting interested in the events, people and places mentioned in the text. Forums or other methods for participants to discuss their questions seem to help keep participants motivated, and they also provide somewhere for a spark of curiosity to grow (as in this forum post). We know that some people on crowdsourcing projects like Old Weather get interested in history, and even start their own research projects.

Crowdsourcing as gateway to further activity

You can see that happening on other crowdsourcing projects too. For example, Herbaria@Homeaims to document historical herbarium collections within museums based on photographs of specimen cards. So far participants have documented over 130,000 historic specimens. In the process, some participants also found themselves being interested in the people whose specimens they were documenting.

As a result, the project has expanded to include biographies of the original specimen collectors. It was able to accommodate this new interest through a project wiki, which has a combination of free text and structured data linking records between the transcribed specimen cards and individual biographies.

'Levels of Engagement' in citizen science

There's a consistent enough pattern in science crowdsourcing projects that there's a model from 'citizen science' that outlines different stages participants can move through, from undertaking simple tasks, joining in community discussion, through to 'working independently on self-identified research projects'.[1]

Is this 'mission accomplished'?

This is Nick Poole's word cloud based on 40 museum missionstatements. With words like 'enjoyment', 'access', 'learning' appearing in museum missions, doesn't this mean that turning transcribers into citizen historians while digitising and enhancing collections is a success? Well, yes, but…

Paths diverge; paradox ahead?

There's a tension between GLAM's desire to invite people to 'go deeper', to find their own research interests, to begin to become citizen historians; and the desire to ask people to help us with tasks set by GLAMs to help their work. Heritage organisations can try to channel that impulse to start research into questions about their own collections, but sometimes it feels like we're asking people to do our homework for us. The scaffolds put in place to help make tasks easier may start to feel like a constraint.

Who has agency?

If people move beyond simple tasks into more complex tasks that require a greater investment of time and learning, then issues of agency – participants' ability to make choices about what they're working on and why – start to become more important. Would Wikipedia have succeeded if it dictated what contributors had to write about? We shouldn't mistake volunteers for a workforce just because they can be impressively dedicated contributors.

Participatory project models

Turning again to citizen science – this time public participation in science research, we have a model for participatory projects according to the amount of control participants have over the design of the project itself – or to look at it another way, how much authority the organisation has ceded to the crowd. This model contains three categories: 'contributory', where the public contributes data to a project designed by the organisation; 'collaborative', where the public can help refine project design and analyse data in a project lead by the organisation; and 'co-creative', where the public can take part in all or nearly all processes, and all parties design the project together.[2]

As you can imagine, truly co-creative projects are rare. It seems cultural organisations find it hard to truly collaborate with members of the public; for many understandable reasons. The level of transparency required, and the investment of time for negotiating mutual interests, goals and capabilities increase as collaboration deepens. Institutional constraints and lack of time to engage in deep dialogue with participants make it difficult to find shared goals that work for all parties. It seems GLAMs sometimes try to take shortcuts and end up making decisions for the group, which means their 'co-creative' project is actually more just 'collaborative'.

New challenges

When participants start to out-grow the tasks that originally got them hooked, projects face a choice. Some projects are experimenting with setting challenges for participants. Here you see 'mysteries' set by the UK's Museum of Design in Plastics, and by San FranciscoPublic Library on History Pin. Finding the right match between the challenge set and the object can be difficult without some existing knowledge of the collection, and it can require a lot of on-going time to encourage participants. Putting the mystery under the nose of the person who has the knowledge or skills to solve it is another challenge that projects like this will have to tackle.

Working with existing communities of interest is a good start, but it also takes work to figure out where they hang out online (or in-person) and understand how they prefer to work. GLAMs sometimes fall into the trap of choosing the technology first, or trying something because it's trendy; it's better to start with the intersection between your content and the preferences of potential audiences.

But is it wishful thinking to hope that others will be interested in answering the questions GLAMs are asking?

A tension?

Should projects accept that some people will move on as they develop new interests, and concentrate on recruiting new participants to replace them? Do they try to find more interesting tasks or new responsibilities for participants, such as helping moderate discussions, or checking and validating other people's work? Or should they find ways for the project grow as participants' skill and knowledge increase? It's important to make these decisions mindfully as the default is otherwise to accept a level of turnover as participants move on.

To return to lessons from citizen science, possible areas for deeper involvement include choosing or defining questions for study, analysing or interpreting data and drawing conclusions, discussing results and asking new questions.[3]However, heritage organisations might have to accept that the questions people want to ask might not involve their collections, and that these citizen historians' new interests might not leave time for their previous crowdsourcing tasks.

Why is a critical mass of content in a Participatory Commons useful?

And now we return to the Participatory Commons and the question of why a critical mass of content would be useful.

Increasingly, the old divisions between museum, library and archive collections don't make sense. For most people, content is content, and they don't understand why a pamphlet about a village fete in 1898 would be described and accessed differently depending on whether it had ended up in a museum, library or archive catalogue.

Basing niche projects on a wider range of content creates opportunities for different types of tasks and levels of responsibility. Projects that provide a variety of tasks and roles can support a range of different levels and types of participant skills, availability, knowledge and experience.

A critical mass of material is also important for the discoverability of heritage content. Even the most sophisticated researcher turns to Google sometimes, and if your content doesn't come up in the first few results, many researchers will never know it exists. It's easy to say but less easy to make a reality: the easier it is to find your collections, the more likely it is that researchers will use them.

Commons as party?

More importantly, a critical mass of content in a Commons allows us to re-define 'winning'. If participation is narrowly defined as belonging to individual GLAMs, when a citizen historian moves onto a project that doesn't involve your collection then it can seem like you've lost a collaborator. But the people who developed a new research interest through a project at one museum might find they end up using records from the archive down the road, and transcribing or enhancing their records during their investigation. If all the institutions in the region shared their records on the Commons or let researchers take and share photos while using their collections, the researcher has a critical mass of content for their research and hopefully as a side-effect, their activities will improve links between collections. If the Commons allows GLAMs to take a sector-wide view then someone moving on to a different collection becomes a moment to celebrate, a form of graduation. In our wildest imagination, the Commons could be like a fabulous party where you never know what fabulous interesting people and things you'll discover…

To conclude – by designing platforms that allow people to collect and improve records as they work, we're helping everybody win.

Thank you! I'm looking forward to hearing your thoughts.


[1]M. Jordan Raddick et al., 'Citizen Science: Status and Research Directions for the Coming Decade', in astro2010: The Astronomy and Astrophysics Decadal Survey, vol. 2010, 2009, http://www8.nationalacademies.org/astro2010/DetailFileDisplay.aspx?id=454.

[2]Rick Bonney et al., Public Participation in Scientific Research: Defining the Field and Assessing Its Potential for Informal Science Education. A CAISE Inquiry Group Report (Washington D.C.: Center for Advancement of Informal Science Education (CAISE), July 2009), http://caise.insci.org/uploads/docs/PPSR%20report%20FINAL.pdf.

[3]Bonney et al., Public Participation in Scientific Research: Defining the Field and Assessing Its Potential for Informal Science Education. A CAISE Inquiry Group Report.


Image credits in order of appearance: Glider, Library of Congress, Great hall, Library of CongressCurzona Allport from Tasmanian Archive and Heritage Office, Hålanda Church, Västergötland, Sweden, Swedish National Heritage Board, Smithsonian Institution, Postmaster, General James A. Farley During National Air Mail Week, 1938Powerhouse Museum, Canterbury Bankstown Rugby League Football Club's third annual Ball.

2013 in review: crowdsourcing, digital history, visualisation, and lots and lots of words

A quick and incomplete summary of my 2013 for those days when I wonder where the year went… My PhD was my main priority throughout the year, but the slow increase in word count across my thesis is probably only of interest to me and my supervisors (except where I've turned down invitations to concentrate on my PhD). Various other projects have spanned the years: my edited volume on 'Crowdsourcing our Cultural Heritage', working as a consultant on the 'Let's Get Real' project with Culture24, and I've continued to work with the Open University Digital Humanities Steering Group, ACH and to chair the Museums Computer Group.

In January (and April/June) I taught all-day workshops on 'Data Visualisation for Analysis in Scholarly Research' and 'Crowdsourcing in Libraries, Museums and Cultural Heritage Institutions' for the British Library's Digital Scholarship Training Programme.

In February I was invited to give a keynote on 'Crowd-sourcing as participation' at iSay: Visitor-Generated Content in Heritage Institutions in Leicester (my event notes). This was an opportunity to think through the impact of the 'close reading' people do while transcribing text or describing images, crowdsourcing as a form of deeper engagement with cultural heritage, and the potential for 'citizen history' this creates (also finally bringing together my museum work and my PhD research). This later became an article for Curator journal, From Tagging to Theorizing: Deepening Engagement with Cultural Heritage through Crowdsourcing (proof copy available at http://oro.open.ac.uk/39117). I also ran a workshop on 'Data visualisation for humanities researchers' with Dr. Elton Barker (one of my PhD supervisors) for the CHASE 'Going Digital' doctoral training programme.

In March I was in the US for THATCamp Feminisms in Claremont, California (my notes), to do a workshop on Data visualisation as a gateway to programming and I gave a paper on 'New Challenges in Digital History: Sharing Women's History on Wikipedia' at the Women's History in the Digital World' conference at Bryn Mawr, Philadelphia (posted as 'New challenges in digital history: sharing women's history on Wikipedia – my draft talk notes'). I also wrote an article for Museum Identity magazine, Where next for open cultural data in museums?.

In April I gave a paper, 'A thousand readers are wanted, and confidently asked for': public participation as engagement in the arts and humanities, on my PhD research at Digital Impacts: Crowdsourcing in the Arts and Humanities (see also my notes from the event), and a keynote on 'A Brief History of Open Cultural Data' at GLAM-WIKI 2013.

In May I gave an online seminar on crowdsourcing (with a focus on how it might be used in teaching undergraduates wider skills) for the NITLE Shared Academics series. I gave a short paper on 'Digital participation and public engagement' at the London Museums Group's 'Museums and Social Media' at Tate Britain on May 24, and was in Belfast for the Museums Computer Group's Spring meeting, 'Engaging Visitors Through Play' then whipped across to Venice for a quick keynote on 'Participatory Practices: Inclusion, Dialogue and Trust' (with Helen Weinstein) for the We Curate kick-off seminar at the start of June.

In June the Collections Trust and MCG organised a Museum Informatics event in York and we organised a 'Failure Swapshop' the evening before. I also went to Zooniverse's ZooCon (my notes on the citizen science talks) and to Canterbury Cathedral Archives for a CHASE event on 'Opening up the archives: Digitization and user communities'.

In July I chaired a session on Digital Transformations at the Open Culture 2013 conference in London on July 2, gave an invited lightning talk at the Digital Humanities Oxford Summer School 2013, ran a half-day workshop on 'Designing successful digital humanities crowdsourcing projects' at the Digital Humanities 2013 conference in Nebraska, and had an amazing time making what turned out to be Serendip-o-matic at the Roy Rosenzweig Center for History and New Media at George Mason University's One Week, One Tool in Fairfax, Virginia (my posts on the process), with a museumy road trip via Amtrak and Greyhound to Chicago, Cleveland, Pittsburg inbetween the two events.

In August I tidied up some talk notes for publication as 'Tips for digital participation, engagement and crowdsourcing in museums' on the London Museums Group blog.

October saw the publication of my Curator article and Creating Deep Maps and Spatial Narratives through Design with Don Lafreniere and Scott Nesbit for the International Journal of Humanities and Arts Computing, based on our work at the Summer 2012 NEH Advanced Institute on Spatial Narrative and Deep Maps: Explorations in the Spatial Humanities. (I also saw my family in Australia and finally went to MONA).

In November I presented on 'Messy understandings in code' at Speaking in Code at UVA's Scholars' Lab, Charlottesville, Virginia, gave a half-day workshop on 'Data Visualizations as an Introduction to Computational Thinking' at the University of Manchester and spoke at the Digital Humanities at Manchester conference the next day. Then it was down to London for the MCG's annual conference, Museums on the Web 2013 at Tate Modern. Later than month I gave a talk on 'Sustaining Collaboration from Afar' at Sustainable History: Ensuring today's digital history survives.

In December I went to Hannover, Germany for the Herrenhausen Conference: "(Digital) Humanities Revisited – Challenges and Opportunities in the Digital Age" where I presented on 'Creating a Digital History Commons through crowdsourcing and participant digitisation' (my lightning talk notes and poster are probably the best representation of how my PhD research on public engagement through crowdsourcing and historians' contributions to scholarly resources through participant digitisation are coming together). In final days of 2013, I went back to my old museum metadata games, and updated them to include images from the British Library and took a first pass at making them responsive for mobile and tablet devices.