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.
‘We have had a gutful of fast art and fast food. What we need more of is slow art: art that holds time as a vase holds water: art that grows out of modes of perception and whose skill and doggedness make you think and feel; art that isn’t merely sensational, that doesn’t get its message across in 10 seconds, that isn’t falsely iconic, that hooks onto something deep-running in our natures. In a word, art that is the very opposite of mass media.’
I was tied to my desk writing that day so I wondered how I could have a similar experience: can you ‘do’ slow art online? Assuming you can switch off all the other distractions of email, social media, flashing ads, etc, and ignore the fact that your house, office or library is full of other tasks and temptations, can you slow down and sit in front of one art work and have a similar experience through an image on a screen, or does being in a gallery add something to the process? On the other hand, high-resolution images and reflectance transformation imaging (RTI) mean you can see details you’d never see in a gallery so you can explore the artwork itself more deeply*. And to remove the screen from the equation, would looking at a really good print of a painting be as rewarding as looking at the original? And what of installations and sculpture?
Explorers are driven by their personal curiosity, their urge to discover new things.
Facilitators visit the museum on behalf of others’ special interests in the exhibition or the subject-matter of the museum.
Experience seekers are these visitors who desire to see and experience a place, such as tourists.
Professional hobbyists are those with specific knowledge in the subject matter of an exhibition and specific goals in mind.
Rechargers seek a contemplative or restorative experience, often to let some steam out of their systems.
Once I’d gotten past the amusing mental image of Facebook’s Mark Zuckerberg’s head exploding at the concept of ‘big’ and ‘small’ online identities that change according to context, interests, motivations, etc**, I thought the article provided a useful framework for returning to the question of ‘what are museum websites for?‘. We can safely assume that most gallery sites consider the needs of ‘professional hobbyists’, but what of the other motivations? Some of these motivations are embedded in social experiences – do art sites enable multi-user experiences online, or do they assume that ‘sharing’ or facilitation only happens via social media? Does looking at art online go deep enough to count as an ‘experience’? And how much of the ‘recharging’ experience is tied to the act of getting to a particular space at a particular time, or to the affordances of the space itself and its physical separation from most distractions of the world?
What new motivations should be added for online experiences of museum exhibitions and objects? What’s enabled by the convenience, accessibility and discoverability of art online? And to return to slow art, how can museums use text and design to cue people to slow down and look at art for minutes at a time without getting in the way of people who want a quick experience? (And is this the same basic question I’d asked earlier about ‘enabling punctum’ or ‘what’s the effect of all this aggregation of museum content on the user experience‘?)
* Assuming you don’t look so closely that you slip into ‘inappropriate peering‘.
** I’m sure Zuckerberg knows people have different identities in different situations, it’s just more convenient for Facebook not to care. Christopher ‘moot’ Poole opposed this pushquite well in a series of talks in 2011.
I’ve just spent two days in Leicester for the ‘The Shape of Things: New and emerging technology-enabled models of participation through VGC’ conference at the school of Museum Studies, part of the AHRC-funded iSay project focusing on Visitor-Generated Content (VGC) in heritage institutions. There will be lots of posts on the conference blog, so these are just some things that struck me or I’ve found useful concepts for thinking about my own museum practice.
I tweeted about the event as I headed to Leicester, and that started a conversation about the suitability of the term ‘visitor-generated content’ that continued through the event itself. I think it was Giasemi who said that one problem with ‘visitor-generated content’ is that the term puts the emphasis on content and that’s not what it’s about. Jeremy Ottevanger suggested ‘inbound communications’ as a possible replacement for VGC.
The first keynote was Angelina Russo, who reminded us of the importance of curiosity and of finding ways to make museum collections central to visitor engagement work. She questioned the value of some comments left on museum collections other than the engagement in the process of leaving the comment. Having spent too much time reviewing visitor comments, I have to agree that not all comments (particularly repetitive ones) have inherently valuable content or help enhance another visitor’s experience – a subject that was debated during the conference. A conversation over twitter during the conference with Claire Ross helped me realise that designing interfaces that respect and value the experience of both the commenter and reading is one of the interesting challenges in digital participation.
She then used Bourdieu’s ideas around ‘restricted cultural production’ to characterise the work of curators as producers who create cultural goods for other producers, governed by specific norms and sanctions, within relatively self-contained communities where their self-esteem depends on peers. However, this creates a tension between what curators think their role is and what museums need it to be in an age when museums are sites of large-scale cultural production for ‘the public at large’, driven by a quest for market share and profits. Visitor-generated content and the related issues of trust, authority, or digitisation highlight the tensions between these models of restricted or large-scale cultural production – we need to find ‘a pathway through the sand’. Angelina suggested that a version of Bourdieu’s ‘gift economies’, where products are created and given away in return for recognition might provide a solution, then asked what’s required to make that shift within the museum. How can we link the drive for participation with the core work of museums and curatorial scholarship? She presented a model (which I haven’t gone into here) for thinking about ‘cultural communication’, or communication which is collection-led; curiosity-driven; is scholarly; experiential; and offers multi-platform opportunities for active cultural participation, engagement and co-creation.
Carl Hogsden from the Museum of Archaeology and Anthropology and University of Cambridge talked about the Reciprocal Research Network and moving beyond digital feedback to digital reciprocation. This project has been doing innovative work for a long time, so it was good to see it presented again.
Jenny Kidd from Cardiff University posed some useful questions in ‘VGC and ethics – what we might learn from the media and journalism’ – it’s questionable how much VGC (or user-generated content, UGC) has actually changed journalism, despite the promise of increased civic engagement, diversity, more relevant news and a re-framing of the audience as active citizens rather than consumers. One interesting point was the impact of the ‘Arab Spring’ on UGC – content that couldn’t be verified couldn’t be shown by traditional media so protesters started including establishing shots and improving the quality of their recordings. This was also the first of several papers that referenced ‘Whose cake is it anyway‘, a key text for conversations about visitor participation and museums and Jenny suggested that sometimes being seen to engage in participatory activity is currently possibly end goal in itself for a museum. She presented questions for further research and debate including: is the museum interested in quality of process or product of VGC and do creators feel the same? How does VGC fit in workflow models of museums?
Giasemi Vavoula‘s paper on ‘The role of VGC in digital transformations in Museum Learning’ (slides) was fascinating, particularly as it presented frameworks for audience engagement taken from learning theory that closely matched those I’d found from studies of citizen science and engagement in heritage and sport (e.g. cognitive engagement model – highest is theorising, then applying, relating, explaining, describing, note-taking, memorising… Good visitor experiences get most visitors to use the higher engagement level processes that the more focused visitors use spontaneously). I love learning from Learning people – in museum learning/visitor studies, social interaction facilitates learning; visitors negotiate the meanings of exhibits through conversation with their companions. Giasemi called for museums to weave VGC into the fabric of visitors social contexts; to scaffold and embed it into visiting experience; and to align with visitors and organisations’ social agendas.
In ‘A Tale of Two Workhouses‘ Peter Rogers and Juliet Sprake spoke of ‘filling in the gaps rather than being recipients of one-way information flow’, which tied in nicely with discussion around the role of curiosity in audience participation.
In the afternoon there was a Q&A session with Nina Simon (via skype). A number of the questions were about sustainability, designing for mixed contexts, and the final question was ‘where next from here?’. Nina advised designing participatory experiences so that people can observe the activity and decide to take part when they’re comfortable with it – this also works for designing things that work as spectator experiences for people who don’t want to join in. Nina’s response to a question about ‘designing better questions’ – ‘find questions where you have genuine interest in what the visitor has to say about it’ – resonated with wider discussion about meaningful visitor participation. Nina talked about the cumulative effect of participatory work on the museum itself, changing not only how the museum sees itself but how others see it – I wonder how many museums in the UK are engaging with visitor participation to the extent that it changes the museum itself? Nina also made the point that you tend to have either highly participatory process to make conventional product, or conventional process to make highly participatory product, and that not everything has to be wholly participatory from start to finish, which is useful for thinking how co-creative projects.
On Friday morning I gave a keynote on ‘crowdsourcing as productive engagement with cultural heritage’. My slides for ‘Crowdsourcing as productive engagement with cultural heritage‘ are now online. I partly wanted to problematise the power relationships in participatory projects – whose voice can affect change? – and to tease out different ways of thinking about crowdsourcing in cultural heritage as productive both in terms of the process (engaging in cultural heritage) and the product (the sheer number of items transcribed, corrected, etc). I’ve been going back to research on motivations for volunteering in cultural heritage, working on open source projects and reviewing discussions with participants in crowdsourcing projects, and I hope it’ll help people design projects that meet those altruistic, extrinsic and intrinsic motivations. Thinking about my paper in the context of the other presentations also got me thinking about the role of curiosity in audience engagement and encouraging people to start researching a subject (whether a ship’s history, an individual or a general topic) more deeply. On a personal note, this paper was a good chance to reflect on the different types of audience engagement with museum collections or historic sources and on the inherent value of participation in cultural heritage projects that underpin my MSc and PhD research and my work in museums generally.
Areti Galani presented research she’d done with Rachel Clarke (Newcastle University), and asked ‘how can accessible technology lead to inaccessible participation paradigms?’. I was really interested in the difference between quality of the visitor contributions in-gallery vs online (though of course ‘quality’ is a highly subjective term), a question that surfaced through the day. Areti’s research might suggest that building in some delay in the process of contributing in-gallery could lead to better quality (i.e. more considered) contributions. The novelty of the technology used might also have an effect – ‘pen-happy visitors’ who used the technology for the sake of interacting with it but didn’t know what to do after picked up the pen.
The paper from Jeremy Ottevanger (Imperial War Museums) on “Social Interpretation” as a catalyst for organisational change generated more discussion on possible reasons why online comments on museum sites tend to be more thoughtful than in-gallery comments, with one possible reason being that online commenters have deliberately sought out the content, so already have a deeper engagement with those specific items, rather than just coming across them while moving through the physical gallery. Jeremy talked about the need for the museum to find an internal workflow that was appropriately responsive to online comments – in my experience, this is one of the most difficult issues in planning for digital projects. Jeremy presented a useful categorisation of online contributions as personal (emotional, opinion, personal information, anecdotes, family history), requests and queries (object info, valuation, family history, digitisation and licencing, offering material, access, history, general/website), and informational (new information, corrections) and looked at which types of contribution were responded to by different departments. He finished with a vision of the IWM harnessing the enthusiasm and knowledge of their audiences to help serve the need of other audiences, of connecting people with expertise with people who have questions.
Jack Ashbytalked about finding the right questions for the QRator project at the Grant Museum of Zoology – a turtle is a turtle, and there’s not a lot of value in finding out what visitors might want to call it, but asking wider questions could be more useful. Like the wider Social Interpretation project, QRator always raises questions for me about whether museums should actively ‘garden’ visitor interactives, pruning out less relevant questions to create a better experience for other visitors.
Rolf Steier and Palmyre Pierrouxdiscussed their findings on the role of the affordances of social media and visitor contributions in museums. Rosie Cardifftalked about the Tate’s motivations for participatory projects with audiences, and audience motivations for participating in Tate’s projects. She presented some considerations for organisations considering participatory projects: who is the audience? What motivations for visitor and for organisation? What platform will you use? How will the content be moderated? (Who will do it?) Where will it sit in relation to organisational space online or in-gallery? How long will it run for? What plans for archiving and maintaining content beyond lifetime of project? How will you measure success? How will you manage audience expectations about what’s going to happen to their work? This last point was also picked up in discussions about audience expectations about how long museums will keep their contributions.
The final presentation was Ross Parry‘s keynote on ‘The end of the beginning: Normativity in the postdigital museum. Based on new research into how six UK national (i.e. centrally funded, big, prestigious museums) have started to naturalise ‘digital’ into their overall museum vision, this paper gave me hope for the future. There’s still a long way to go, but Ross articulated a vision of how some museums are integrating digital in the immediate future, and how it will integrated once the necessary stage of highlighting ‘digital’ in strategies, organisational structures and projects has given way to a more cohesive incorporation of ‘digital’ into the fabric of museums. It also makes sense in the context of discussions about digital strategies in museums over the past year (e.g. at the Museums Assocation and UK Museums on the Web (themes, my report) conferences).
I had to leave before the final session, so my report ends here, but I expect there’ll be more reports on the project blog and I’ve saved an archive of isayevent_tweets_2013_02_01 (CSV).
I think the organisers, Giasemi Vavoula and Jenny Kidd, did a great job on the conference programme. The papers and audience were a well-balanced combination of academics and practioners – the academic papers gave me interesting frameworks to think with, and the case studies provided material to think about.
While re-visiting the world of museum collections online for some writing on ‘crowdsourcing as participation and engagement with cultural heritage’, I came across a description of Bernard Herman’s object-centred and object-driven models that could be useful for thinking about mental models designing better online collections sites.
(I often talk about mental models, so here’s a widely quoted good definition, attributed to Susan Carey’s 1986 journal article, Cognitive science and science education:
‘A mental model represents a person’s thought process for how something works (i.e., a person’s understanding of the surrounding world). Mental models are based on incomplete facts, past experiences, and even intuitive perceptions. They help shape actions and behavior, influence what people pay attention to in complicated situations, and define how people approach and solve problems.’
To illustrate a clash in models, when you read ‘model’ you might have thought of lots of different mental pictures of a ‘model’, including model buildings or catwork models, and they’d both be right and yet not quite what I meant:
And now, back to museums…)
To quote from the material culture site I was reading, which references Herman 1992 ‘The Stolen House’, in an object-centred approach the object itself is the focus of study:
“Here, we need to pay attention to the specific physical attributes of the object. The ability to describe the object – to engage, that is, with a list of descriptive criteria – is at the forefront of this approach. A typical checklist of the kinds of questions we might ask about an object include: how, and with what materials, was the object made? what is its shape, size, texture, weight and colour? how might one describe its design, style and/or decorative status? when was it made, and for what purpose?”
In object-driven material culture:
“the focus shifts toward an emphasis on understanding how objects relate to the peoples and cultures that make and use them. In particular, ideas about contextualisation and function become all important. As we have already noted, what objects mean may change through time and space. As products of a particular time and place, objects can tell us a great deal about the societies that gave birth to them. That is, they often help to reflect, or speak to us, of the values and beliefs of those who created them. At the same time, it is also important to remember that objects are not simply ‘passive’ in this way, but that they can also take on a more ‘active’ role, helping to create meaning rather than simply reflect it.”
It seems to me that the object-centred approach includes much of the information recorded in museum catalogues, while the object-driven approach is closer to an exhibition. Online museum collections often re-use content from catalogues and therefore tend to be object-centred by default as catalogues generally don’t contain the information necessary to explain how each object relates ‘to the peoples and cultures that make and use them’ required for an object-driven approach. If that contextual information is available, the object might be sequestered off in an ‘online exhibition’ not discoverable from the main collections site.
A complicating factor is the intersection of Herman’s approaches with questions about the ways audiences think about objects in museums and other memory institutions (as raised in Rockets, Lockets and Sprockets – towards audience models about collections?). The object-centred approach seems more easily applicable to individual objects but the object-driven approach possibly works better for classes of objects. I’m still not sure how different audiences think about the differences between individual objects and classes of objects, so it’s even harder to know which approach works best in different contexts, let alone how you would determine which model best suits a visitor when their interaction is online and therefore mostly contextless. (If you know of research on this, I’d love to hear about it!)
I’d asked on twitter: ‘Can mixed models make online collections confusing?’ John Coburn suggested that modes of enquiry online might be different, and that the object-driven attributes might be less important. This was a useful point, not least because it helped me crystallise one reason I find the de-materialisation of objects online disconcerting – attributes like size, weight, texture, etc, all help me relate to and understand objects. Or as Janet E Davis said, ‘I automatically try to ‘translate’ into the original medium in my head’. John answered with another question: ‘So do we present objects via resonant ideas/themes/wider narrative, rather than jpg+title being “end points”?’, which personally seems like a good goal for online collections, but I’m not the audience.
So my overall question remains: is there a potential mismatch between the object-driven approach that exhibitions have trained museum audiences to expect and the object-centred approach they encounter in museum collections online? And if so, what should be done about it?
Some people who couldn’t make the Museums Association conference (or #museums2012) asked for more information on the session on digital strategies, so here are my introductory remarks and some scribbled highlights of the speakers’ papers and discussion with the audience.
Update: a year later, I’ve thought of a ‘too long, didn’t read’ version: digital strategies are like puberty. Everyone has to go through it, but life’s better on the other side when you’ve figured things out. Digital should be incorporated into engagement, collections, venue etc strategies – it’s not a thing on its own.
The speakers were Carolyn Royston (@caro_ft), Head of New Media at Imperial War Museum; Hugh Wallace (@tumshie), Head of Digital Media at National Museums Scotland; Michael Woodward (@michael1665), Commercial Director at York Museums Trust, and I chaired the session in my role as Chair of the Museums Computer Group. From the conference programme: ‘This session explores the importance of developing a digital strategy. It will provide insight into how organisations can incorporate digital into a holistic approach that meets wider organisational and public engagement objectives and look at how to use digital engagement as a catalyst to drive organisational change.’
After various conversations about digital and museums with people who were interested in the session, I updated my introduction so that overall the challenge of embracing the impact of digital technologies, platforms and audiences on museums was put in a positive light. The edited title that appeared in the programme had a different emphasis (‘Go digital’ rather than the ‘Getting strategic about digital’ we submitted) so I wanted it to be clear that we weren’t pushing a digital agenda for the sake of technology itself. Or as I apparently said at the time, “it’s not about making everything digital, it’s about dealing with the fact that digital is everywhere”.
I started by asking people to raise their hands if their museum had a digital strategy, and I’d say well over half the room responded, which surprised me. Perhaps a third were in the process of planning for a digital strategy and just a few were yet to start at all.
My notes were something like this: “we probably all know by now that digital technologies bring wonderful opportunities for museums and their audiences, but you might also be worried about the impact of technology on audiences and your museum. ‘Digital’ varies in organisations – it might encompass social media, collections, mobile, marketing, in-gallery interactives, broadcast and content production. It touches every public-facing output of the museum as well as back-office functions and infrastructure.
You can’t avoid the impact of digital on your organisation, so it’s about how you deal with it, how you integrate it into the fabric of your museum. As you’ll hear in the case studies, implementing digital strategy itself changes the organisation, so from the moment you start talking to people about devising a digital strategy, you’ll be making progress. For some of our presenters, their digital strategy ultimately took the form of a digital vision document – the strategy itself is embedded in the process and in the resulting framework for working across the organisation. A digital strategy framework allows you to explore options in conversation with the whole organisation, it’s not about making everything digital.
Our case studies come from three very different organisations working with different collections in different contexts. Mike, Commercial Director at York Museums Trust will talk about planning the journey, moving from ad hoc work to making digital integral to how the organisation works; Hugh, Head of Digital Media at National Museums Scotland will discuss the process they went through to develop digital strategy, what’s worked and what hasn’t’; Carolyn Royston, Head of Digital Media at Imperial War Museums, who comes from a learning background, will talk from IWM’s digital adventure, from where they started to where they are now. They’re each at different stages of the process of implementing and living with a digital strategy.
Based on our discussions as we planned this session, the life cycle of a digital strategy in a museum seems to be: aspiration, design, education and internal outreach, integration with other strategies (particularly public engagement) and sign off… then take a deep breath, look at what the ripple effect has been and start updating your strategies as everything will have changed since you started. And with that, over to Mike…”
Mike talked about working out when digital delivery really makes sense, whether for inaccessible objects (like a rock on Mars) or a delicate book; the major role that outreach and communication play in the process of creating a digital strategy; appointing the staff that would deliver it based on eagerness, enthusiasm and teamwork rather than pure tech skills; where digital teams should sit in the organisation; and about the possibility of using digital volunteers (or ‘armchair experts’) to get content online.
Hugh went for ‘frameworks, not fireworks’, pointing out that what happens after the strategy is written is important so you need to create a flexible framework to manage the inevitable change. He discussed the importance of asking the right-sized question (as in one case, where ‘we didn’t know at the start that an app would be the answer’) and working on getting digital into ‘business as usual’ rather than an add-on team with specialist skills. Or as one tweeter summarised, ‘work across depts, don’t get hung up on the latest tech, define users realistically and keep it simple’.
Carolyn covered the different forms of digital engagement and social media the IWM have been trying and the role of creating their digital vision in helping overcome their fears; the benefits of partnerships with other organisations for piggybacking on their technology, networks and audiences, and the fact that their collections sales have gone up as a result of opening up their collections. In the questions, someone described intellectual property restrictions to try to monetise collections as ‘fool’s gold’ – great term! I think we should have a whole conference session on this sometime soon.
When reviewing our discussions beforehand I’d found a note from a planning call which summed up how much the process should change the organisation: ‘if you’re not embarrassed by your digital strategy six months after sign-off you probably haven’t done it right’, and on the day the speakers reinforced my impression that ultimately, devising and implementing a digital strategy is (probably) a necessary process to go through but it’s not a goal in its own right. The IWM and NMS examples show that the internal education and conversations can both create a bigger appetite for digital engagement and change organisational expectations around digital to the point where it has to be more widely integrated. The best place for a digital strategy is within a public engagement strategy that integrates the use of digital platforms and working methods into the overall public-facing work of the museum.
Listening to the speakers, a new metaphor occurred to me: is implementing a digital strategy like gardening? It needs constant care and feeding after the big job of sowing seeds is over. And much like gardening for pleasure (in the UK, anyway), the process may have more impact than the product.
And something I didn’t articulate at the time – if the whole museum is going to be doing some digital work, we technologists are going to have to be patient and generous in sharing our knowledge and helping everyone learn how to make sensible decisions about digital content and experiences. If we don’t, we risk being a bottleneck or forcing people to proceed based on guesswork and neither are good for museums or their audiences.
Huge thanks for Carolyn, Hugh and Michael for making the whole thing such a pleasure and to the Museum Association conference organisers for the opportunity to share our thoughts and experiences.
I’ll start this with a ‘too long; didn’t read’ version: overall, the themes of the day seemed to be a version of Tim O’Reilly’s ‘work on stuff that matters’, whether it’s improving economic or social justice or helping museums cope with the need for constant evolution in a time of change. Museums matter, and the work people do in museums matters, whether they’re reaching new audiences by reconsidering technology or marketing campaigns. There was also a thread around challenging dominant versions of history and confronting stereotypes, whether challenging YouTube viewers with performance art or democratising the process of documenting history. Many of the projects we heard about were also strongly tied to the mission of their museum or team (and none of them were about technology in its own right).
The final speaker before lunch was Tate Media’s Jane Burton, who spoke on Radical art experiences for the online space. She tied their work in creating ‘radical content’ for existing online spaces where their audiences are (i.e. not expecting them to come to your museum or your website) to Tate’s mission to increase the publics’ understanding and enjoyment of art. Their Tate Shots reach an audience of 3 million people a year directly, and more through syndication to the Guardian, Huffington Post, etc. The videos are about 3 minutes long and capture the artists visiting the galleries, working on exhibitions, etc; they’re relatively unformated and don’t have a presenter – the ease of being able to create them means they have a living archive of films that can exist online for free forever. They refuse to pay annual rights charges to show art in the films so they work with living artists they can get permissions from.
Tate has a small team with limited resources so they collaborate with others to reach audiences. Burton discussed a project with BMW on YouTube (‘people weren’t expecting to see performance art when looking for pandas’ but some of the people who happened upon it stayed, particularly as they were engaged in conversation with art-loving audience members); Tate Kids film project; the Gallery of Lost Art (which turns the gradual release of archival material into an asset: posts to social media keep audiences coming back); Exquisite Forest. She also talked about mobile – 10% of traffic to their website is on mobile devices (which seems low, mobile traffic for a multi-museum project I’m working with averages about 17-20%) – and ‘playful apps’. Advice on risk-taking: ‘don’t ask the directors, just do it’. They did three apps that might not have gotten permission to go ahead if they’d asked. Tate Trumps (updated after getting flack in the iTunes store about not being able to play outside the gallery); Race Against Time – play as a chameleon restoring colour to the world, ‘activate the game at Tate Modern for special powers’; Magic Tate Ball shows artwork from Tate’s datavase selected by time of day, weather, ambient sound, location of the device. They’ve had over 100,000 downloads across those platforms. Magic Tate Ball was received really well in India on Nokia phones, highligting that you need to think about your role in the world, not just the UK.
The next speaker was Louise Shannon from the VA’s Contemporary Programmes team on Strategies for engagement: contemporary programmes at the V&A. Their goal is to support creative design, engage diverse audiences, be open and engaged, and have a global point of view. They have two exhibitions a year in a dedicated contemporary space; exhibitions that are popular and accessible, agenda-setting and responsive (critical) and creative, spectacular, risk-taking. Their projects include an experiment with an ‘open source marketing campaign’ for Decode – people could take the animation code, re-work it and re-publish it on the V&A website; through a partnership with a media placement company it might also be projected in tube stations or end up on posters. [Partnerships for broader reach was a theme in Jane Burton’s talk about Tate, too, but it’s only now that I’ve thought to ask about advice on partnerships for museums that aren’t super-brands in their own right.]. Shannon also discussed the V&A’s Friday Lates, part of their programme since 1999: ‘the two staples are a DJ and a bar, everything else changes’.
Francesca Rosenberg, Director of Community and Access, MoMA spoke on Advanced Style: Why Museums Ought to Respect Their Elders, pointing out that ‘we are all apprentice older people. We can do this right, or we can do this wrong’. Like any accessibility issue, ‘when we make changes for older visitors we make the museum better for all’. Her talk was inspired by the book and blog, ‘Advanced Style‘, though that’s only one model – there’s more variety among older people than any other age group. Rosenberg pointed out that older people have time to devote to civil engagement, so design projects so they can participate, or re-market the programmes you already have. MoMA did a study with NYU to evaluate the impact of the programme – less depression, more social connectedness, new appreciation of their loved one. Personally, this was one of the most inspiring talks of the day, partly because it reminded us why museums do this work. The next speaker started by saying that MoMA’s work inspired a project that his parents participate in, which just reinforced that.
Adam Rozan spoke on SURVIVAL: The Case for Evolutionary Adaptation In Museums. His metaphor of ‘evolutionary adaptation’ echoed Sharon Ament’s keynote in calling change ‘the new normal’. He talked about ‘five ways Starbucks are changing the game (even though they are already doing well)’, (an unfortunate choice as many people in the room didn’t seem to like Starbucks), then asked why do museums do the things they do? Are museums thriving? Attendance is up but there are lot of museums that aren’t doing that well. He added together the museums that increased and decreased visits to get a ‘stagnancy’ figure. Overall museums aren’t doing that well, the US is seeing stagnancy across the board. Our populations are changing, we can’t keep doing the same things and expect the same outcomes. Rozan pointed out that lots of people are competing with museum-like experiences, whether MOOCs or Starbucks and called for people to re-imagine the museum – museums as living spaces; as content creators; as education centres.
The tone changed after the break as Lisa Junkin from the Jane Addams Hull-House Museum in Chicago talked about Report to the Public: dangerous histories, public history and community development and an exhibition about the ‘Conservative Vice Lords‘. They’re interested in how museums contribute to the growth and development of local communities, particularly of under-served communities. The CVL exibition was a co-curated pilot exhibit, taken on by their nineteenth century historic house museum because their museum is dedicated to dangerous ideas, encouraing discourse not as ‘superficial consensus building but fostering dissent’. The house is dedicated to Jane Addams, the first woman to be given a Nobel Peace Prize, also called the ‘most dangerous woman in America’. But it turned out that the exhibition was so controversial that they struggled to bring it into the neighbourhood because of fear of vandalism from other gangs. They ultimately displayed the original artefacts outside the area itself and put panels in local shop windows instead. The panels had numbers to call to hear audio content or to leave their own memories of the CVL. The exhibition closes by asking ‘what next?’. Junkin also pointed out that museums have unique role to play with counterpublics, but museums are still often complicit in marginalising the publics they’re meant to serve. In sharing the museum’s authority and social capital with community groups, they can amplify their marginalised voices.
Jennifer Scott of the Weeksville Heritage Center, Brooklyn spoke on Normalcy as Innovation: Radical Dignity and the Right to Historical Inclusion. Weeksville marks a history that was erased from the books, but luckily for them both its nineteeth century and 1960s histories were victories. They work hard for historical inclusion: ‘everything that we do is to democratise the documentation process of history’, and participation is ‘never a choice for us’. It was created by the community so they do everything they can to support the needs of the community. They interpret the everyday lives of ordinary people (‘what was it like to be a free black New Yorker in 1838?’), normalising them in contrast to the ‘histories of deviance’ and traumatic events like slavery and civil rights-related violence that usually attends black history in America. The Weeksville site is an answer to assumptions and stereotypes about black history. They’ve created historical interpretive narratives that they’ve noticed visitors respond to then translated them into core values that are reflected in their tours, events and programmes. They include everything from ‘girls night out’ film nights with wine and cheese or a farmers market to cutting-edge art. Like Junkin’s talk, this was a powerful reflection on the ways in which museums can work towards greater social justice, and like Rosenberg’s talk, it left me feeling inspired by the good that museums can do.
The final presentation was from Tony Butler of the Museum of East Anglian Life, Everybody’s Happy Nowadays: How museums can create conditions for well-being without costing the earth. He talked about the need to address ‘bigger than self’ issues and the challenge of making them relevant to everyday lives of people. People not only beneficiaries but also co-curators of the space at MEAL; they’re not just a knowledge-based institution but also part of an active citizenry. He quoted Polly Toynbee on ‘the most unequal societies are the least happy‘ and discussed alternatives to economic orthodoxy – ‘one where planet and people matter’ like Bhutan’s ‘gross domestic happiness’. MEAL’s principles are: stewardship; participation; social enterprise; mindfulness, and a study has shown that for every £1 invested with them, they have generated £4 of social value. He said ‘participation’ is not just asking visitors what they think of the museum, and asked museums to get beyond ‘participation-lite’.
Disclosure: my ticket was provided by Museum/iD. Many thanks to the speakers for their excellent presentations. Some of the speakers on twitter include @ljunkin @tonybutler1 @adamrozan @francescatime @sebchan @rjstein.
Over time I’ve noticed the repetition of various misconceptions and apprehensions about crowdsourcing for cultural heritage and digital history, so since this is a large part of my PhD topic I thought I’d collect various resources together as I work to answer some FAQs. I’ll update this post over time in response to changes in the field, my research and comments from readers. While this is partly based on some writing for my PhD, I’ve tried not to be too academic and where possible I’ve gone for publicly accessible sources like blog posts rather than send you to a journal paywall.
[Last updated: February 2016, to address ‘crowdsourcing steals jobs’. Previous updates added a link to CCLA events, crowdsourcing projects to explore and a post on machine learning+crowdsourcing.]
What is crowdsourcing?
Definitions are tricky. Even Jeff Howe, the author of ‘Crowdsourcing’ has two definitions:
The White Paper Version: Crowdsourcing is the act of taking a job traditionally performed by a designated agent (usually an employee) and outsourcing it to an undefined, generally large group of people in the form of an open call.
The Soundbyte Version: The application of Open Source principles to fields outside of software.
For many reasons, the term ‘crowdsourcing’ isn’t appropriate for many cultural heritage projects but the term is such neat shorthand that it’ll stick until something better comes along. Trevor Owens (@tjowens) has neatly problematised this in The Crowd and The Library:
‘Many of the projects that end up falling under the heading of crowdsourcing in libraries, archives and museums have not involved large and massive crowds and they have very little to do with outsourcing labor. … They are about inviting participation from interested and engaged members of the public [and] continue a long standing tradition of volunteerism and involvement of citizens in the creation and continued development of public goods’
Defining crowdsourcing in cultural heritage
To summarise my own thinking and the related literature, I’d define crowdsourcing in cultural heritage as an emerging form of engagement with cultural heritage that contributes towards a shared, significant goal or research area by asking the public to undertake tasks that cannot be done automatically, in an environment where the tasks, goals (or both) provide inherent rewards for participation.
Who is ‘the crowd’?
Good question! One tension underlying the ‘openness’ of the call to participate in cultural heritage is the fact that there’s often a difference between the theoretical reach of a project (i.e. everybody) and the practical reach, the subset of ‘everybody’ with access to the materials needed (like a computer and an internet connection), the skills, experience and time… While ‘the crowd’ may carry connotations of ‘the mob’, in ‘Digital Curiosities: Resource Creation Via Amateur Digitisation‘, Melissa Terras (@melissaterras) points out that many ‘amateur’ content creators are ‘extremely self motivated, enthusiastic, and dedicated’ and test the boundaries between ‘between definitions of amateur and professional, work and hobby, independent and institutional’ and quotes Leadbeater and Miller’s ‘The Pro-Am Revolution‘ on people who pursue an activity ‘as an amateur, mainly for the love of it, but sets a professional standard’.
There’s more and more talk of ‘community-sourcing’ in cultural heritage, and it’s a useful distinction but it also masks the fact that nearly all crowdsourcing projects in cultural heritage involve a community rather than a crowd, whether they’re the traditional ‘enthusiasts’ or ‘volunteers’, citizen historians, engaged audiences, whatever. That said, Amy Sample Ward has a diagram that’s quite useful for planning how to work with different groups. It puts the ‘crowd’ (people you don’t know), ‘network’ (the community of your community) and ‘community’ (people with a relationship to your organisation) in different rings based on their closeness to you.
‘The crowd’ is differentiated not just by their relationship to your organisation, or by their skills and abilities, but their motivation for participating is also important – some people participate in crowdsourcing projects for altruistic reasons, others because doing so furthers their own goals.
I’m worried about about crowdsourcing because…
…isn’t letting the public in like that just asking for trouble?
@lottebelice said she’d heard people worry that ‘people are highly likely to troll and put in bad data/content/etc on purpose’ – but this rarely happens. People worried about this with user-generated content, too, and while kids in galleries delight in leaving rude messages about each other, it’s rare online.
It’s much more likely that people will mistakenly add bad data, but a good crowdsourcing project should build any necessary data validation into the project. Besides, there are generally much more interesting places to troll than a cultural heritage site.
And as Matt Popke pointed out in a comment, ‘When you have thousands of people contributing to an entry you have that many more pairs of eyes watching it. It’s like having several hundred editors and fact-checkers. Not all of them are experts, but not all of them have to be. The crowd is effectively self-policing because when someone trolls an entry, somebody else is sure to notice it, and they’re just as likely to fix it or report the issue’. If you’re really worried about this, an earlier post on Designing for participatory projects: emergent best practice‘ has some other tips.
…doesn’t crowdsourcing take advantage of people?
Sadly, yes, some of the activities that are labelled ‘crowdsourcing’ do. Design competitions that expect lots of people to produce full designs and pay a pittance (if anything) to the winner are rightly hated. (See antispec.com for more and a good list of links).
But in cultural heritage, no. Museums, galleries, libraries, archives and academic projects are in the fortunate position of having interesting work that involves an element of social good, and they also have hugely varied work, from microtasks to co-curated research projects. Crowdsourcing is part of a long tradition of volunteering and altruistic participation, and to quote Owens again, ‘Crowdsourcing is a concept that was invented and defined in the business world and it is important that we recast it and think through what changes when we bring it into cultural heritage.’
[Update, May 2013: it turns out museums aren’t immune from the dangers of design competitions and spec work: I’ve written On the trickiness of crowdsourcing competitions to draw some lessons from the Sydney Design competition kerfuffle.]
“when you treat a crowd as disposable and anonymous, you prevent them from achieving their maximum ability. Disposable crowds create disposable output. Simply put: crowds need a sense of identity and community to achieve their potential.”
…crowdsourcing can’t be used for academic work
Reasons given include ‘humanists don’t like to share their knowledge’ with just anyone. And it’s possible that they don’t, but as projects like Transcribe Bentham and Trove show, academics and other researchers will share the work that helps produce that knowledge. (This is also something I’m examining in my PhD. I’ll post some early findings after the Digital Humanities 2012 conference in July).
Looking beyond transcription and other forms of digitisation, it’s worth checking out Prism, ‘a digital tool for generating crowd-sourced interpretations of texts’.
…it steals jobs
Once upon a time, people starting a career in academia or cultural heritage could get jobs as digitisation assistants, or they could work on a scholarly edition. Sadly, that’s not the case now, but that’s probably more to do with year upon year of funding cuts. Blame the bankers, not the crowdsourcers.
The good news? Crowdsourcing projects can create jobs – participatory projects need someone to act as community liaison, to write the updates that demonstrate the impact of crowdsourced contributions, to explain the research value of the project, to help people integrate it into teaching, to organise challenges and editathons and more.
What isn’t crowdsourcing?
…’the wisdom of the crowds’?
Which is not just another way of saying ‘crowd psychology’, either (another common furphy). As Wikipedia puts it, ‘the wisdom of the crowds‘ is based on ‘diverse collections of independently-deciding individuals’. Handily, Trevor Owens has just written a post addressing the topic: Human Computation and Wisdom of Crowds in Cultural Heritage.
…user-generated content
So what’s the difference between crowdsourcing and user-generated content? The lines are blurry, but crowdsourcing is inherently productive – the point is to get a job done, whether that’s identifying people or things, creating content or digitising material.
Conversely, the value of user-generated content lies in the act of creating it rather than in the content itself – for example, museums might value the engagement in a visitor thinking about a subject or object and forming a response to it in order to comment on it. Once posted it might be displayed as a comment or counted as a statistic somewhere but usually that’s as far as it goes.
And @sherah1918 pointed out, there’s a difference between asking for assistance with tasks and asking for feedback or comments: ‘A comment book or a blog w/comments isn’t crowdsourcing to me … nor is asking ppl to share a story on a web form. That is a diff appr to collecting & saving personal histories, oral histories’.
Crowdfunding (it’s often just asking for micro-donations, though it seems that successful crowdfunding projects have a significant public engagement component, which brings them closer to the concerns of cultural heritage organisations. It’s also not that new. See Seventeenth-century crowd funding for one example.)
Data-mining social media and other content (though I’ve heard this called ‘passive’ or ‘implict’ crowdsourcing)
General calls for content, help or participation (see ‘user-generated content’) or vaguely asking people what they think about an idea. Asking for feedback is not crowdsourcing. Asking for help with your homework isn’t crowdsourcing, as it only benefits you.
Buzzwords applied to marketing online. And as @emmclean said, “I think many (esp mkting) see “crowdsourcing” as they do “viral” – just happens if you throw money at it. NO!!! Must be great idea” – it must make sense as a crowdsourced task.
Ok, so what’s different about crowdsourcing in cultural heritage?
‘The process of crowdsourcing projects fulfills the mission of digital collections better than the resulting searches… Far better than being an instrument for generating data that we can use to get our collections more used it is actually the single greatest advancement in getting people using and interacting with our collections. … At its best, crowdsourcing is not about getting someone to do work for you, it is about offering your users the opportunity to participate in public memory … it is about providing meaningful ways for the public to enhance collections while more deeply engaging and exploring them’.
[This was written in 2012. I’ve kept it for historical reasons but think differently now.]
First, another definition. As Fiona Romeo writes, ‘Citizen science projects use the time, abilities and energies of a distributed community of amateurs to analyse scientific data. In doing so, such projects further both science itself and the public understanding of science’. As Romeo points out in a different post, ‘All citizen science projects start with well-defined tasks that answer a real research question’, while citizen history projects rarely if ever seem to be based around specific research questions but are aimed more generally at providing data for exploration. Process vs product?
I’m still thinking through the differences between citizen science and citizen history, particularly where they meet in historical projects like Old Weather. Both citizen science and citizen history achieve some sort of engagement with the mindset and work of the equivalent professional occupations, but are the traditional differences between scientific and humanistic enquiry apparent in crowdsourcing projects? Are tools developed for citizen science suitable for citizen history? Does it make a difference that it’s easier to take a new interest in history further without a big investment in learning and access to equipment?
I have a feeling that ‘citizen science’ projects are often more focused on the production of data as accurately and efficiently as possible, and ‘citizen history’ projects end up being as much about engaging people with the content as it is about content production. But I’m very open to challenges on this…
What kind of cultural heritage stuff can be crowdsourced?
I wrote this list of ‘Activity types and data generated’ over a year ago for my Masters dissertation on crowdsourcing games for museums and a subsequent paper for Museums and the Web 2011, Playing with Difficult Objects – Game Designs to Improve Museum Collections (which also lists validation types and requirements). This version should be read in the light of discussion about the difference between crowdsourcing and user-generated content and in the context of things people can do with museums and with games, but it’ll do for now:
Activity
Data generated
Tagging (e.g. steve.museum, Brooklyn Museum Tag! You’re It; variations include two-player ‘tag agreement’ games like Waisda?, extensions such as guessing games e.g. GWAP ESP Game, Verbosity, Tiltfactor Guess What?; structured tagging/categorisation e.g. GWAP Verbosity, Tiltfactor Cattegory)
Tags; folksonomies; multilingual term equivalents; structured tags (e.g. ‘looks like’, ‘is used for’, ‘is a type of’).
Debunking (e.g. flagging content for review and/or researching and providing corrections).
Linking (e.g. linking objects with other objects, objects to subject authorities, objects to related media or websites; e.g. MMG Donald).
Relationship data; contextualising detail; information on history, workings and use of objects; illustrative examples.
Stating preferences (e.g. choosing between two objects e.g. GWAP Matchin; voting on or ‘liking’ content).
Preference data; subsets of ‘highlight’ objects; ‘interestingness’ values for content or objects for different audiences. May also provide information on reason for choice.
Categorising (e.g. applying structured labels to a group of objects, collecting sets of objects or guessing the label for or relationship between presented set of objects).
Relationship data; preference data; insight into audience mental models; group labels.
Creative responses (e.g. write an interesting fake history for a known object or purpose of a mystery object.)
Relevance; interestingness; ability to act as social object; insight into common misconceptions.
You can also divide crowdsourcing projects into ‘macro’ and ‘micro’ tasks – giving people a goal and letting them solve it as they prefer, vs small, well-defined pieces of work, as in the ‘Umbrella of Crowdsourcing’ at The Daily Crowdsource and there’s a fair bit of academic literature on other ways of categorising and describing crowdsourcing.
Using crowdsourcing to manage crowdsourcing
There’s also a growing body of literature on ecosystems of crowdsourcing activities, where different tasks and platforms target different stages of the process. A great example is Brooklyn Museum’s ‘Freeze Tag!’, a game that cleans up data added in their tagging game. An ecosystem of linked activities (or games) can maximise the benefits of a diverse audience by providing a range of activities designed for different types of participant skills, knowledge, experience and motivations; and can encompass different levels of participation from liking, to tagging, finding facts and links.
A participatory ecosystem can also resolve some of the difficulties around validating specialist tags or long-form, more subjective content by circulating content between activities for validation and ranking for correctness, ‘interestingness’ (etc) by other players (see for example the ‘Contributed data lifecycle’ diagram on my MW2011 paper or the ‘Digital Content Life Cycle’ for crowdsourcing in Oomen and Aroyo’s paper below). As Nina Simon said in The Participatory Museum, ‘By making it easy to create content but impossible to sort or prioritize it, many cultural institutions end up with what they fear most: a jumbled mass of low-quality content’. Crowdsourcing the improvement of cultural heritage data would also make possible non-crowdsourcing engagement projects that need better content to be viable.
Platforms aimed at bootstrapping projects – that is, getting new projects up and running as quickly and as painlessly as possible – seem to be the next big thing. Designing tasks and interfaces suitable for mobile and tablets will allow even more of us to help out while killing time. There’s also a lot of work on the integration of machine learning and human computation; my post ‘Helping us fly? Machine learning and crowdsourcing‘ has more on this.
Find out how crowdsourcing in cultural heritage works by exploring projects
There’s a lot of academic literature on all kinds of aspects of crowdsourcing, but I’ve gone for sources that are accessible both intellectually and in terms of licensing. If a key reference isn’t there, it might be because I can’t find a pre-print or whatever outside a paywall – let me know if you know of one!
Thanks to everyone who responded to my call for their favourite ‘misconceptions and apprehensions about crowdsourcing (esp in history and cultural heritage)’, and to those who inspired this post in the first place by asking questions in various places about the negative side of crowdsourcing. I’ll update the post as I hear of more, so let me know your favourites. I’ll also keep adding links and resources as I hear of them.
I was at the Imperial War Museum for an advisory board meeting for the Social Interpretation project recently, and had a chance to reflect on my experiences with previous audience participation projects. As Claire Ross summarised it, the Social Interpretation project is asking: does applying social media models to collections successfully increase engagement and reach? And what forms of moderation work in that environment – can the audience be trusted to behave appropriately?
One topic for discussion yesterday was whether the museum should do some ‘gardening’ on the comments. Participation rates are relatively high but some of the comments are nonsense (‘asdf’), repetitive (thousands of variants of ‘Cool’ or ‘sad’) or off-topic (‘I like the museum’) – a pattern probably common to many museum ‘have your say’ kiosks. Gardening could involve ‘pruning’ out comments that were not directly relevant to the question asked in the interactive, or finding ways to surface the interesting comments. While there are models available in other sectors (e.g. newspapers), I’m excited by the possibility that the Social Interpretation project might have a chance to address this issue for museums.
A big design challenge for high-traffic ‘have your say’ interactives is providing a quality experience for the audience who is reading comments – they shouldn’t have to wade through screens of repeated, vacuous or rude comments to find the gems – while appropriately respecting the contribution and personal engagement of the person who left the comment.
In the spirit of ‘have your say’, what do you think the solution might be? What have you tried (successfully or not) in your own projects, or seen working well elsewhere?
“One of the most discussed issues was about what we have termed ‘gardening comments’ but to put it bluntly it’s more a case of should we be ‘curating the visitor voice’ in order to improve the visitor experience? It’s a difficult question to deal with…
We are at the stage where we really do want to respect the commenter, but also want to give other readers a high value experience. It’s a question of how we do that, and will it significantly change the project?”
Update, March 2014: I’ve just been reading a journal article on ‘Normative Influences on Thoughtful Online Participation’. The authors set out to test this hypothesis:
‘Individuals exposed to highly thoughtful behavior from others will be more thoughtful in their own online comment contributions than individuals exposed to behavior exhibiting a low degree of thoughtfulness.’
Thoughtful comments were defined by the number of words, how many seconds it took to write them, and how much of the content was relevant to the issue discussed in the original post. And the results? ‘We found significant effects of social norm on all three measures related to participants’ commenting behavior. Relative to the low thoughtfulness condition, participants in the high thoughtfulness condition contributed longer comments, spent more time writing them, and presented more issue-relevant thoughts.’ To me, this suggests that it’s worth finding ways to highlight the more thoughtful comments (and keeping pulling out those ‘asdf’ weeds) in an interactive as this may encourage other thoughtful comments in turn.
Reference: Sukumaran, Abhay, Stephanie Vezich, Melanie McHugh, and Clifford Nass. “Normative Influences on Thoughtful Online Participation.” In Proceedings of the 2011 Annual Conference on Human Factors in Computing Systems, 3401–10. Vancouver, BC, Canada: ACM, 2011. http://dl.acm.org/citation.cfm?id=1979450.
I was invited over to New Zealand (from Australia) recently to talk at Te Papa in Wellington and the Auckland Museum. After the talks I was asked if I could share some of my notes on design for participatory projects and for planning for the impact of participatory projects on museums. Each museum has a copy of my slides, but I thought I’d share the final points here rather than by email, and take the opportunity to share some possible workshop activities to help museums plan audience participation around its core goals.
Both talks started by problematising the definition of a ‘museum website’ – it doesn’t work to think of your ‘museum website’ as purely stuff that lives under your domain name when it’s now it’s also the social media accounts under your brand, your games and mobile apps, and maybe also your objects and content on Google Art Project or even your content in a student’s Tumblr. The talks were written to respond to the particular context of each museum so they varied from there, but each ended up with these points. The sharp-eyed among you might notice that they’re a continuation of ideas I first shared in my Europeana Tech keynote: Open for engagement: GLAM audiences and digital participation. The second set are particularly aimed at helping museums think about how to market participatory projects and sustain them over the longer term by making them more visible in the museum as a whole.
Best practice in participatory project design
Have an answer to ‘Why would someone spend precious time on your project?’
Be inspired by things people love
Design for the audience you want
Make it a joy to participate
Don’t add unnecessary friction, barriers (e.g. don’t add sign-up forms if you don’t really need them, or try using lazy registration if you really must make users create accounts)
Show how much you value contributions (don’t just tell people you value their work)
Validate procrastination – offer the opportunity to make a difference by providing meaningful work
Let audiences help manage problems – let them know which behaviours are acceptable and empower them to keep the place tidy
Test with users; iterate; polish
Best practice within your museum
Fish where the fish are – find the spaces where people are already engaging with similar content and see how you can slot in, don’t expect people to find their way to you unless you have something they can’t find anywhere else
Allow for community management resources – you’ll need some outreach to existing online and offline communities to encourage participation, some moderation and just a general sense that the site hasn’t been abandoned. If you can’t provide this for the life of the project, you might need to question why you’re doing it.
Decide where it’s ok to lose control. Try letting go… you may find audiences you didn’t expect, or people may make use of your content in ways you never imagined. Watch and learn and tweak in response – this is a good reason to design in iterations, and to go into public or invited-beta earlier rather than later.
Realistically assess fears, decide acceptable levels of risk. Usually fears can be turned into design requirements, they’re rarely show-stoppers.
Have a clear objective, ideally tied to your museum’s mission. Make sure the point of the project is also clear to your audience.
Put the audience needs first. You’re asking people to give up their time and life experience, so make sure the experience respects this. Think carefully before sacrificing engagement to gain efficiency.
Know how to measure success
Plan to make the online activity visible in the organisation and in the museum. Displaying online content in the museum is a great way to show how much you value it, as well as marketing the project to potential contributors. Working out how you can share the results with the rest of the organization helps everyone understand how much potential there is, and helps make online visitors ‘real’.
Have an exit strategy – staff leave, services fold or change their T&Cs
I’d love to know what you think – what have I missed? [Update: for some useful background on the organisational challenges many museums face when engaging with technology, check out Collections Access and the use of Digital Technology (pdf).]
More on designing museum projects for audience participation
I prepared this activity for one of the museums, but on the day the discussion after my talk went on so long that we didn’t need to use a formal structure to get people talking. In the spirit of openness, I thought I’d share it. If you try it in your organisation, let me know how it goes!
Pick two strategic priorities or organisational goals…
In 5 minutes: generate as many ideas as possible
In 2 minutes: pick one idea to develop further
Ideas can include in-gallery and in-person activity; they must include at least two departments and some digital component.
Developing your idea… Ideas can include in-gallery and in-person activity; they must include at least two departments
You have x minutes to develop your idea
You have 2 minutes each to report back. Include: which previous museum projects provide relevant lessons? How will you market it? How will it change the lives of its target audience? How will it change the museum?
How will you alleviate potential risks? How will you maximise potential benefits?
You have x minutes for general discussion. How can you build on the ideas you’ve heard?
For bonus points…
These discussion points were written for another museum, but they might be useful for other organisations thinking about audience participation and online collections:
What are the museum’s goals in engaging audiences with collections online?
What does success look like?
How will it change the museum?
Which past projects provide useful lessons?
How can the whole organisation be involved in supporting online conversations?
What are the barriers?
What small, sustainable steps can be taken?
Where are online contributions visible in the museum?
Recently there’s been a burst of re-energised conversations on Twitter, blogs and inevitably at MW2012 (Museums on the Web 2012) about museum technologists, about breaking out of the bubble, about digital strategies vs plain old strategies for museums. This is a quick post (because I only ever post when I should be writing a different paper) to make sure my position is clear.
If you’re reading this you probably know that these are important issues to discuss, and it’s exciting thinking about the organisational change issues museums will rise to in order to stay relevant, but it’s also important to step back and remind ourselves that ultimately, it’s not about us. It’s not about our role as museum technologists, or museums as organisations.
Museum technologists should be advocates for the digital audience, and guide museums in creating integrated, meaningful experiences, but we should also make sure that other museum staff know we still share their values and respect their expertise, and dispel myths about being zealots of openness at the expense of other requirements or wanting to devalue the physical experience.
It’s about valuing the digital experiences our audiences have in our galleries, online and on the devices they carry in their pockets. It’s about understanding that online visitors are real visitors too. It’s about helping people make the most of their physical experiences by extending and enhancing their understandings of our collections and the world that shaped them. It’s about showing the difference digital makes by showing the impact it can have for a museum seeking to fulfil its mission for audiences it can’t see as well as those right under its nose.
I’m a museum technologist, but maybe in my excitement about its potential I haven’t been clear enough: I’m not in love with technology, I’m in love with what it enables – better museums, and better museum experiences.