The good, the bad, and the unstructured… Open data in cultural heritage

I was in London this week for the Linked Pasts event, where I presented on trends and practices for open data in cultural heritage. Linked Pasts was a colloquium on linked open data in cultural heritage organised by the Pelagios project (Leif Isaksen, Elton Barker and Rainer Simon with Pau de Soto). I really enjoyed the other papers, which included thoughtful, grounded approaches to structured data for historical periods, places and people, recognition of the importance of designing projects around audience needs (including user research), the relationship between digital tools and scholarly inquiry, visualisations as research tools, and the importance of good infrastructure for digital history.

My talk notes are below the embedded slides.

Warning: generalisations ahead.

My discussion points are based on years of conversations with other cultural heritage technologists in museums, libraries, and archives, but inevitably I'll have blind spots. For example, I'm focusing on the English-speaking world, which means I'm not discussing the great work that Dutch and Japanese organisations are doing. I've undoubtedly left out brilliant specific examples in the interests of focusing on broader trends. The point is to start conversations, to bring issues out into the open so we can collectively decide how to move forward.

The good

The good news is that more and more open cultural data is being published. Organisations have figured out that a) nothing bad is likely to happen and that b) they might get some kudos for releasing open data.

Generally, organisations are publishing the data that they have to hand – this means it's mostly collections data. This data is often as messy, incomplete and fuzzy as you'd expect from records created by many different people using many different systems over a hundred or more years.

…the bad…

Copyright restrictions mean that images mightn't be included. Furthermore, because it's often collections data, it's not necessarily rich in interpretative information. It's metadata rather than data. It doesn't capture the scholarly debates, the uncertain attributions, the biases in collecting… It certainly doesn't capture the experience of viewing the original object.

Licensing issues are still a concern. Until cultural organisations are rewarded by their funders for releasing open data, and funders free organisations from expectations for monetising data, there will be damaging uncertainty about the opportunity cost of open data.

Non-commercial licenses are also an issue – organisations and scholars might feel exploited if others who have not contributed to the process of creating it can commercially publish their work. Finally, attribution is an important currency for organisations and scholars but most open licences aren't designed with that in mind.

…and the unstructured

The data that's released is often pretty unstructured. CSV files are very easy to use, so they help more people get access to information (assuming they can figure out GitHub), but a giant dump like this doesn't provide stable URIs for each object. Records in data dumps rarely link to external identifiers like the Getty's Thesaurus of Geographic Names, Art & Architecture Thesaurus (AAT) or Union List of Artist Names, or vernacular sources for place and people names such as Geonames or DBPedia. And that's fair enough, because people using a CSV file probably don't want all the hassle of dereferencing each URI to grab the place name so they can visualise data on a map (or whatever they're doing with the data). But it also means that it's hard for someone to reliably look for matching artists in their database, and link these records with data from other organisations.

So it's open, but it's often not very linked. If we're after a 'digital ecosystem of online open materials', this open data is only a baby step. But it's often where cultural organisations finish their work.

Classics > Cultural Heritage?

But many others, particularly in the classical and ancient world, have managed to overcome these issues to publish and use linked open data. So why do museums, libraries and archives seem to struggle? I'll suggest some possible reasons as conversation starters…

Not enough time

Organisations are often busy enough keeping their internal systems up and running, dealing with the needs of visitors in their physical venues, working on ecommerce and picture library systems…

Not enough skills

Cultural heritage technologists are often generalists, and apart from being too time-stretched to learn new technologies for the fun of it, they might not have the computational or information science skills necessary to implement the full linked data stack.

Some cultural heritage technologists argue that they don't know of any developers who can negotiate the complexities of SPARQL endpoints, so why publish it? The complexity is multiplied when complex data models are used with complex (or at least, unfamiliar) technologies. For some, SPARQL puts the 'end' in 'endpoint', and 'RDF triples' can seem like an abstraction too far. In these circumstances, the instruction to provide linked open data as RDF is a barrier they won't cross.

But sometimes it feels as if some heritage technologists are unnecessarily allergic to complexity. Avoiding unnecessary complexity is useful, but progress can stall if they demand that everything remains simple enough for them to feel comfortable. Some technologists might benefit from working with people more used to thinking about structured data, such as cataloguers, registrars etc. Unfortunately, linked open data falls in the gap between the technical and the informatics silos that often exist in cultural organisations.

And organisations are also not yet using triples or structured data provided by other organisations [with the exception of identifiers for e.g. people, places and specific vocabularies]. They're publishing data in broadcast mode; it's not yet a dialogue with other collections.

Not enough data

In a way, this is the collections documentation version of the technical barriers. If the data doesn't already exist, it's hard to publish. If it needs work to pull it out of different departments, or different individuals, who's going to resource that work? Similarly, collections staff are unlikely to have time to map their data to CIDOC-CRM unless there's a compelling reason to do so. (And some of the examples given might use cultural heritage collections but are a better fit with the work of researchers outside the institution than the institution's own work).

It may be easier for some types of collections than others – art collections tend to be smaller and better described; natural history collections can link into international projects for structured data, and libraries can share cataloguing data. Classicists have also been able to get a critical mass of data together. Your local records office or small museum may have more heterogeneous collections, and there are fewer widely used ontologies or vocabularies for historical collections. The nature of historical collections means that 'small ontologies, loosely joined', may be more effective, but creating these, or mapping collections to them, is still a large piece of work. While there are tools for mapping to data structures like Europeana's data model, it seems the reasons for doing so haven't been convincing enough, so far. Which brings me to…

Not enough benefits

This is an important point, and an area the community hasn't paid enough attention to in the past. Too many conversations have jumped straight to discussion about the specific standards to use, and not enough have been about the benefits for heritage audiences, scholars and organisations.

Many technologists – who are the ones making decisions about digital standards, alongside the collections people working on digitisation – are too far removed from the consumers of linked open data to see the benefits of it unless we show them real world needs.

There's a cost in producing data for others, so it needs to be linked to the mission and goals of an organisation. Organisations are not generally able to prioritise the potential, future audiences who might benefit from tools someone else creates with linked open data when they have so many immediate problems to solve first.

While some cultural and historical organisations have done good work with linked open data, the purpose can sometimes seem rather academic. Linked data is not always explained so that the average, over-worked collections or digital team will that convinced by the benefits outweigh the financial and intellectual investment.

No-one's drinking their own champagne

You don't often hear of people beating on the door of a museum, library or archive asking for linked open data, and most organisations are yet to map their data to specific, widely-used vocabularies because they need to use them in their own work. If technologists in the cultural sector are isolated from people working with collections data and/or research questions, then it's hard for them to appreciate the value of linked data for research projects.

The classical world has benefited from small communities of scholar-technologists – so they're not only drinking their own champagne, they're throwing parties. Smaller, more contained collections of sources and research questions helps create stronger connections and gives people a reason to link their sources. And as we're learning throughout the day, community really helps motivate action.

(I know it's normally called 'eating your own dog food' or 'dogfooding' but I'm vegetarian, so there.)

Linked open data isn't built into collections management systems

Getting linked open data into collections management systems should mean that publishing linked data is an automatic part of sharing data online.

Chicken or the egg?

So it's all a bit 'chicken or the egg' – will it stay that way? Until there's a critical mass, probably. These conversations about linked open data in cultural heritage have been going around for years, but it also shows how far we've come.

[And if you've published open data from cultural heritage collections, linked open data on the classical or ancient world, or any other form of structured data about the past, please add it to the wiki page for museum, gallery, library and archive APIs and machine-readable data sources for open cultural data.]

Drink your own champagne! (Nasjonalbiblioteket image)
Drink your own champagne! (Nasjonalbiblioteket image)

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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!

How did 'play' shape the design and experience of creating Serendip-o-matic?

Here are my notes from the Digital Humanities 2014 paper on 'Play as Process and Product' I did with Brian Croxall, Scott Kleinman and Amy Papaelias based on the work of the 2013 One Week One Tool team.

Scott has blogged his notes about the first part of our talk, Brian's notes are posted as '“If hippos be the Dude of Love…”: Serendip-o-matic at Digital Humanities 2014' and you'll see Amy's work adding serendip-o-magic design to our slides throughout our three posts.

I'm Mia, I was dev/design team lead on Serendipomatic, and I'll be talking about how play shaped both what you see on the front end and the process of making it.

How did play shape the process?

The playful interface was a purposeful act of user advocacy – we pushed against the academic habit of telling, not showing, which you see in some form here. We wanted to entice people to try Serendipomatic as soon as they saw it, so the page text, graphic design, 1 – 2 – 3 step instructions you see at the top of the front page were all designed to illustrate the ethos of the product while showing you how to get started.

How can a project based around boring things like APIs and panic be playful? Technical decision-making is usually a long, painful process in which we juggle many complex criteria. But here we had to practice 'rapid trust' in people, in languages/frameworks, in APIs, and this turned out to be a very freeing experience compared to everyday work.
Serendip-o-matic_ Let Your Sources Surprise You.png
First, two definitions as background for our work…

Just in case anyone here isn't familiar with APIs, APIs are a set of computational functions that machines use to talk to each other. Like the bank in Monopoly, they usually have quite specific functions, like taking requests and giving out information (or taking or giving money) in response to those requests. We used APIs from major cultural heritage repositories – we gave them specific questions like 'what objects do you have related to these keywords?' and they gave us back lists of related objects.
2013-08-01 10.14.45.jpg
The term 'UX' is another piece of jargon. It stands for 'user experience design', which is the combination of graphical, interface and interaction design aimed at making products both easy and enjoyable to use. Here you see the beginnings of the graphic design being applied (by team member Amy) to the underlying UX related to the 1-2-3 step explanation for Serendipomatic.

Feed.

serendipomatic_presentation p9.png
The 'feed' part of Serendipomatic parsed text given in the front page form into simple text 'tokens' and looked for recognisable entities like people, places or dates. There's nothing inherently playful in this except that we called the system that took in and transformed the text the 'magic moustache box', for reasons lost to time (and hysteria).

Whirl.

These terms were then mixed into database-style queries that we sent to different APIs. We focused on primary sources from museums, libraries, archives available through big cultural aggregators. Europeana and the Digital Public Library of America have similar APIs so we could get a long way quite quickly. We added Flickr Commons into the list because it has high-quality, interesting images and brought in more international content. [It also turns out this made it more useful for my own favourite use for Serendipomatic, finding slide or blog post images.] The results are then whirled up so there's a good mix of sources and types of results. This is the heart of the magic moustache.

Marvel.

User-focused design was key to making something complicated feel playful. Amy's designs and the Outreach team work was a huge part of it, but UX also encompasses micro-copy (all the tiny bits of text on the page), interactions (what happened when you did anything on the site), plus loading screens, error messages, user documentation.

We knew lots of people would be looking at whatever we made because of OWOT publicity; you don't get a second shot at this so it had to make sense at a glance to cut through social media noise. (This also meant testing it for mobiles and finding time to do accessibility testing – we wanted every single one of our users to have a chance to be playful.)


Without all this work on the graphic design – the look and feel that reflected the ethos of the product – the underlying playfulness would have been invisible. This user focus also meant removing internal references and in-jokes that could confuse people, so there are no references to the 'magic moustache machine'. Instead, 'Serendhippo' emerged as a character who guided the user through the site.

moustache.png But how does a magic moustache make a process playful?

magicmoustachediagram.jpgThe moustache was a visible signifier of play. It appeared in the first technical architecture diagram – a refusal to take our situation too seriously was embedded at the heart of the project. This sketch also shows the value of having a shared physical or visual reference – outlining the core technical structure gave people a shared sense of how different aspects of their work would contribute to the whole. After all, if there aren't any structure or rules, it isn't a game.

This playfulness meant that writing code (in a new language, under pressure) could then be about making the machine more magic, not about ticking off functions on a specification document. The framing of the week as a challenge and as a learning experience allowed a lack of knowledge or the need to learn new skills to be a challenge, rather than a barrier. My role was to provide just enough structure to let the development team concentrate on the task at hand.

In a way, I performed the role of old-fashioned games master, defining the technical constraints and boundaries much as someone would police the rules of a game. Previous experience with cultural heritage APIs meant I was able to make decisions quickly rather than letting indecision or doubt become a barrier to progress. Just as games often reduce complex situations to smaller, simpler versions, reducing the complexity of problems created a game-like environment.

UX matters


Ultimately, a focus on the end user experience drove all the decisions about the backend functionality, the graphic design and micro-copy and how the site responded to the user.

It's easy to forget that every pixel, line of code or text is there either through positive decisions or decisions not consciously taken. User experience design processes usually involve lots of conversation, questions, analysis, more questions, but at OWOT we didn't have that time, so the trust we placed in each other to make good decisions and in the playful vision for Serendipomatic created space for us to focus on creating a good user experience. The whole team worked hard to make sure every aspect of the design helps people on the site understand our vision so they can get with exploring and enjoying Serendipomatic.

Some possible real-life lessons I didn't include in the paper

One Week One Tool was an artificial environment, but here are some thoughts on lessons that could be applied to other projects:

  • Conversations trump specifications and showing trumps telling; use any means you can to make sure you're all talking about the same thing. Find ways to create a shared vision for your project, whether on mood boards, technical diagrams, user stories, imaginary product boxes. 
  • Find ways to remind yourself of the real users your product will delight and let empathy for them guide your decisions. It doesn't matter how much you love your content or project, you're only doing right by it if other people encounter it in ways that make sense to them so they can love it too (there's a lot of UXy work on 'on-boarding' out there to help with this). User-centred design means understanding where users are coming from, not designing based on popular opinion.you can use tools like customer journey maps to understand the whole cycle of people finding their way to and using your site (I guess I did this and various other UXy methods without articulating them at the time). 
  • Document decisions and take screenshots as you go so that you've got a history of your project – some of this can be done by archiving task lists and user stories. 
  • Having someone who really understands the types of audiences, tools and materials you're working with helps – if you can't get that on your team, find others to ask for feedback – they may be able to save you lots of time and pain.
  • Design and UX resources really do make a difference, and it's even better if those skills are available throughout the agile development process.

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.

'Bringing maker culture to cultural organisations' at VALA2014

I've just spent a week in Melbourne (my home town, awww) for VALA2014. VALA is about 'libraries, technology and the future' and the conference theme for 2014 was 'streaming with possibilities'. Kim Tairi's briefing (as Chair of the VALA2014 Conference Programme Committee) included the phrases 'stories that will ignite, challenge and excite our audience' and 'don’t be afraid to be controversial or push the boundaries', which was a brilliant challenge and turned out to be a great introduction to the ethos of the conference.

Image by Con Wiebrands 萬事如意 @flexnib

My keynote was on 'Bringing maker culture to cultural organisations'. From my abstract: Should museums, libraries and archives be places for looking at old stuff other people have made, or could they also be places where new creations are inspired and made? If making – writing, designing, building – is the deepest level of engagement with heritage and culture, how can memory institutions avoid the comforting but deadly trap of broadcasting at the public and instead create spaces for curating, creating or conversing with them? Somehow that meant a romp through banana pianos, the link between knitting and historic newspapers, why I like coding, the value of tinkering, secret shoppers and the fact that everyone is a maker of some sort (or was in the past).

Update: videos of the keynotes are now available online! I haven't watched any cos I don't have the Silverlight. I'd recommend them all, but I'm particularly looking forward to re-watching Gene Tan and Matt Finch's keynotes.

I'm sharing my slides below, but Slideshare seems to have stopped including the speaker notes so they're best viewed in conjunction with either of the two blog posts about my keynote that appeared with impressive speed or the tweets from my session. I've storified the tweets at Tweets from keynote 'Bringing maker culture to cultural organisations' at VALA14 – the audience did a fantastic job of summarising my speech, adding their own questions and comments, and sharing links to the sites and projects I mentioned. Yay, librarians! The two posts are Deborah '@deborahfitchett' Fitchett's Bringing maker culture to cultural organisations and Richard '@penanghill' Hayward's Mia Ridge on the Maker Movement (on an unrelated-but-home town note, Richard was my boss many, many years ago!).
 

Bringing maker culture to cultural organisations from Mia

Huge thanks to the organisers for the invitation to speak, to the conference staff for making everything run so smoothly, to the other keynotes for their inspiration and to the attendees for being such good sports.

Opening notes for Museums on the Web 2013: 'Power to the people'

It'll take me a few days to digest the wonderfulness that was MCG's UK Museums on the Web 2013: 'Power to the people', so in lieu of a summary, here are my opening notes for the conference… (With the caveat that I didn't read this but still hopefully hit most of these points on the day).

Welcome to Museums on the Web 2013! I'm Mia Ridge, Chair of the Museums Computer Group.

Hopefully the game that began at registration has helped introduce you to some people you hadn't met before…You can vote on the game in the auditorium over the lunch break, and the winning team will be announced before the afternoon tea break. Part of being a welcoming community is welcoming others, so we tried to make it easier to start conversations. If you see someone who maybe doesn't know other people at the event, say hi. I know that many of you can feel like you're working alone, even within a big organisation, so use this time to connect with your peers.

This week saw the launch of a report written for Nesta, the Arts Council, and the Arts and Humanities Research Council in relation to the Digital R&D Fund for the Arts, 'Digital Culture: How arts and cultural organisations in England use technology'. One line in the report stood out: 'Museums are less likely than the rest of the sector to report positive impacts from digital technologies' – which seems counter-intuitive given what I know of museums making their websites and social media work for them, and the many exciting and effective projects we've heard about over the past twelve years of MCG's UK Museums on the Web conferences (and on our active discussion list).

The key to that paradox may lie in another statement in the report: museums report 'lower than average levels of digital expertise and empowerment from their senior management and a lower than average focus on digital experimentation, and research and development'.* (It may also be that a lot of museum work doesn't fit into an arts model, but that's a conversation for another day.) Today's theme almost anticipates this – our call for papers around 'Power to the people' asked for responses around the rise of director-level digital posts the rise of director-level digital posts and empowering museum staff to learn through play as well as papers on grassroots projects and the power of embedding digital audience participation and engagement into the overall public engagement strategy for a museum.

Today we'll be hearing about great projects from museums and a range of other organisations, but reports like this – and perhaps the wider issue of whether senior management and funders understand the potential of digital beyond new forms of broadcast and ticket sales – raises the question of whether we're preaching to the converted. How can we help others in museums benefit from the hard-won wisdom and lessons you'll hear today?

The Museums Computer Group has always been a platform for people working with museum technology who want to create positive change in the sector: our motto is 'connect, support, inspire', and we're always keen to hear your ideas about how we can help you connect, support and inspire you, but as a group we should also be asking: how can we share our knowledge and experience with others? It can be difficult to connect with and support others when you're flat out with your own work, yet the need to scale up the kinds of education we might have done with small groups working on digital projects is becoming more urgent as audience expectations change and resources need to be spent even more carefully. Ultimately we can help each other by helping the sector get better at technology and recognise the different types of expertise already available within the heritage sector. Groups like the MCG can help bridge the gap; we need your voices to reach senior management as well as practitioners and those who want to work with museums who'll shape the sector in the future.

It's rare to find a group so willing to share their failures alongside their successes, so willing to generously share their expertise and so keen to find lessons in other sectors. We appreciate the contributions of many of you who've spoken honestly about the successes and failures of your projects in the past, and applaud the spirit of constructive conversation that encourages your peers to share so openly and honestly with us. I'm looking forward to learning from you all today.

* Update to add a link to an interview with MTM's Richard Ellis who co-authored the Nesta report, who says the 'sheer extent of the divide between those in the know and those not' was one of the biggest surprises working in the culture sector.

'Digital challenges, digital opportunities' at MCGPlay, Belfast

These are my rough notes for my talk on 'Digital challenges, digital opportunities' at Museum Computer Group's Spring event, 'Engaging Visitors Through Play' (or #MCGPlay). My aim was to introduce the Museums Computer Group, discuss some of the challenges museums and their staff are facing and think about how to create opportunities from those challenges. I've posted my notes about the other talks at MCGPlay at 'Engaging Visitors Through Play' – the Museums Computer Group in Belfast.

Play testing Alex's game at #MCGPlay

I started with some information about the MCG – our mission to connect, support and inspire people working with museum technology (whether technologists, curators, academics, directors or documentation staff) and how that informs the events we run and platforms like our old-school but effective mailing list, whose members who can between them answer almost any museumy question you can think of. As a practioner-led group of volunteers, the MCG can best fulfill its mission by acting as a platform, and with over 1000 members on our mailing list and hundreds of attendees at events, we can help people in the sector help and inspire each other in a mutually supportive space. We've also been involved in projects like the Semantic Web Think Tank (2006-2007), Mashed Museum hack days (2007, 2008) and LIVE!Museum (2009-2010). Apparently list discussions even inspired Culture24's Let's Get Real analytics project! In response to surveys with our members we're experimenting with more regional events, and with event formats like the 'Failure Swapshop' we trialled early this week and #drinkingaboutmuseums after the conference. (On a personal note, reviewing our history and past events was a lovely excuse to reflect on the projects and events the MCG community has been involved in and also to marvel at how young familiar faces looked at past events).

I'd reviewed the MCG list subject lines over the past few months to get a sense of the challenges or questions that digital museum people were facing:

  • Finding good web design/SEO/evaluation/etc agencies, finding good staff
  • The emergence of 'head of digital' roles
  • Online collections, managing digital assets; integration with Collections Management Systems and other systems
  • Integrating Collections Management Systems and 3rd party platforms like WordPress
  • Storytelling to engage the public
  • Museum informatics: CIDOC-CRM and other linked open data topics
  • 'Create once, publish everywhere' – can re-usable content really work?
  • Online analytics
  • Digital 3D objects – scanning, printing
  • Measuring the impact of social media
  • MOOCs (online courses)
  • Google Cultural Institute, Google Art Project, Artsy, etc
  • 3rd party tools – PayPal, Google Apps
  • Mobile – apps, well-designed experiences
  • Digital collections in physical exhibitions spaces
  • Touch tables/large-scale interactives
  • The user experience of user-generated content / co-produced exhibitions

Based on those, discussions at various meetings and reviews from other conferences, I pulled out a few themes in museum conversations:

  • 'Strategically digital' – the topic of many conversations over the past few years, including MCG's Museums on the Web 2012, which was actually partly about saying that best solution for a project might not involve technology. Being 'strategically digital' offers some solutions to the organisational change issues raised by the mismatch between web speed and museum speed, and it means technology decisions should always refer back to a museum's public engagement strategy (or infrastructure plans for background ICT services).
  • Mobile – your museum's website probably has over 20% mobile visitors, so if you're not thinking about the quality of their experience, you may be driving away business.
  • Immersive, challenging experiences – the influence of site-specific theatre, alternative reality games and transmedia experiences, the ever-new value of storytelling…
  • High-quality services integrated across the whole museum – new terms like service design and design thinking, are taking over from the old refrain of user-centred design, and going beyond it to test how the whole organisation appears to the customer – does it feel like a seamless, pleasurable (or at least not painful) experience? Museums are exploring new(ish) ways of thinking to solve old problems. As with mobile sites, you should be designing around your audiences needs, not your internal structures and complications.
  • Audience participation and engagement – we'll hear about games over the day, but also think about crowdsourcing, asking the audience to help with tasks or share their knowledge with you.

And a few more challenges:

  • New models of authority and expertise – museum authority is challenged not only by audiences expecting to 'curate' their own experience but also by younger staff or people who've come from other sectors and have their own ideas about digital projects.
  • Constantly changing audience expectations – if you've ever seen kids smoosh their hands on a screen because they expect it to zoom in response to their touch, you'll know how hard it is to keep up with consumer technologies. Expectations about the quality of the experience and the quality of the technology are always changing based on films, consumer products and non-museum experiences.
  • 'Doing more with less' (and then less again)
  • Figuring out where to ask for help – it can be hard to find your way through the jargon and figure out what language to use
  • Training and personal development – job swaps or mentoring might supplement traditional training

There'll always be new things to learn, and new challenges, so find supportive peers to learn with. The MCG community is one of the ways that people can learn from each other, but the museum sector is full of smart people who are generous with their time and knowledge. Run a discussion group or seminar series over lunch or in the pub, even if you have to rope in other local organisations to make it happen, join in mailing lists, find blogs to follow, look for bursaries to get to events. The international Museums and the Web past papers are an amazing resource, and Twitter hashtags can be another good place to ask for help (check out Dana Allen-Greil's 'Glossary of Museum-Related Hashtags' for US-based pointers).

I finished by saying that despite all the frustrations, it's an amazing time to work in or study the sector, so enjoy it! We shouldn't limit ourselves to engaging audiences in play when we could be engaging ourselves in play.

Museums Computer Group: connect, support, inspire me

'Cosmic Collections' – my MW2010 paper online

My Museums and the Web 2010 paper is up at Cosmic Collections: Creating a Big Bang and I'm working on the slides now and I'm curious – what would you like to see more of in a presentation?  It's only short (6 minutes) so I'm currently thinking setup (including lots of definitions for non-geeks), outcomes (did the project succeed?), and a bit on what I think the next steps are (basically a call to get your data online in re-usable formats).

I'm thinking of leading with this Tim Berners-Lee quote from an article in Prospect, Mash the state:

"The thing people are amazed about with the web is that, when you put something online, you don't know who is going to use it—but it does get used."