Is it time for museums to go public about the impact of funding cuts?

Back in December last year I posted asking 'Why do people rally to save libraries but not museums?'. Many of the reasons revolved around the different relationships people have with their local library compared to their local museum, the types of services they offer, and especially the idea that part of using a library involves visiting it regularly: libraries are simply more embedded in people's daily lives than museums.  But a few other responses addressed the perception that libraries were under threat, but museums weren't because 'the immediate threat to museums isn't highlighted'.  Libraries took to social and traditional media, asking both famous and ordinary library users to speak up on their behalf  (e.g. Voices for the Library, Speak up for libraries, and sample press coverage on the BBC 'Library closure threats spark campaigns across England' and Guardian 'The campaign to save libraries continues'), but museums were largely silent as they quietly said goodbye to staff, reduced their services or simply closed.

Some reasons why museums might not be taking their fight to survive against cuts to the public are highlighted in this piece from the Museums Association's Museums Journal: Head to Head, with David Fleming, director of National Museums Liverpool and Simon Wallis, director of the Hepworth Wakefield.  It's a really important conversation for the UK's museum sector, so I'd encourage you to go read it yourself, but to pick up some important points, David Fleming says:

'I can’t for the life of me understand why anyone would think it’s useful to the museum sector for us to keep quiet about the funding cuts that are affecting so many of us. … our sector, unlike many other sectors, appears to be reluctant to talk about the impact that cuts are having, and I don’t know why.'

The reason for silence seems to be (from Simon Wallis):

'I think we do need to be very wary of how what we are communicating can be seen by the public. I frequently encounter derision and anger from some people over receiving what they see as a “public subsidy” taking money from taxpayers’ pockets for non-essential elitist services.'

I suspect there are other reasons that contribute to the silence, like gagging orders about cuts and redundancies at councils, and if you haven't already read Nick Poole's The Ties that Bind, go read it now. One quote that's relevant to museums' silence over cuts is: 'The National Museums will broker a deal under which the cuts to baseline budgets are maintained at 3-5% per annum for the next 2 years, in  return for which they may be fairly quiescent on the question of overall public subsidy of culture and the arts.'

I don't think a fear of comments about 'elitism' should be enough to stop museums taking their fight to the public, especially when, as another Museums Journal article points out, thirty museums and heritage sites have shut in the past two years.  Maybe it's time to get over that fear and ask the public if they want to lose their museums?

Confluence on digital channels; technologists and organisational change?

I suspect this is a few posts in one, but bear with me as I think aloud…

There can be only one…

I'm fascinated with the idea that digital channels are the point where the various functions of a museum – marketing, research, collections, outreach, education, fundraising, etc – meet. (If you've worked in a museum for a while you've probably witnessed heated internal discussions about which departments can have prominent spots on the front page of a museum website, or about who runs the $MuseumName Twitter or Facebook accounts.) This confluence in digital channels hopefully encourages organisations to think about what content (and who) best represents them to the world – but I suspect that often it's less about the public engagement strategy and more about organisational history and politics.

Similarly, building websites, apps and social media entails a series of decisions that operationalise a museum's big 'vision' statements; but as these decisions are made on the fly, they're often again less strategic and more subject to the vagaries of the organisation. For technologists, there's often also a tension between wanting to ensure sensible digital decisions are made and not wanting to be a bottleneck in the long line of sign-off documents and meetings involved in museum projects (and I'm still not sure how best to resolve that, especially when it's easy to make the wrong choice but technology changes more quickly than most museums can train staff).

Museums seem to struggle when the quality of those decisions, and therefore the quality of the final product, rests in part on whether audience-focused experts in technology, content, and graphic and experience design are present and heard at critical points, even when their recommendations contradict those of more established voices.

Why websites suck (or suck more than they should)

Building digital products means challenging 'the way things have always been done', and while museums-as-organisations are notoriously resistant to change, these definitional issues around the role of a digital team – technical delivery, content strategy, experience design, or some combination of the three – aren't unique to heritage organisations. Analytics guru Avinash Kaushik wrote: "I believe most websites suck because HiPPOs create them. HiPPO is an acronym for the 'Highest Paid Person's Opinion'. … The HiPPO is a poor stand-in for what customers want". That's possibly putting it too strongly, but it seems that potentially interesting digital projects do fail to deliver on that potential more often than they should, and it's not only because museums are generally a long way from thinking 'digital first'.

So who can stand up to 'the way things have always been done' and inter-departmental bun fights and represent the needs of our audiences in technology projects? In museums there's often a perception that digital teams are a service department (perhaps because of their roots in IT departments) while digital teams see themselves as creative departments, commissioning content and design, producing innovative experiences and consulting within the museum on digital projects and audience needs as well as delivering technical solutions. Coming down on the side of web teams in 'Web teams need real authority' Paul Boag pronounced: "web teams should have the final say about what appears on the website. They should have the authority to reject content, remove out of date content and maintain editorial control". His post got such a huge response that he expanded on this in another article, 'Paul Boag: give web teams more authority', where he called for organisations to break out of entrenched working methods and "establish a separate web strategy that defines who owns the website, how it will be operated and how editorial decisions are made". He noted that successful websites aren't just about code, "it's also about helping bring about cultural change to allow better management of sites". While Claire Ross' experience with digital R&D in museums might be more intense than the usual museum digital project, it bears out my experience that (in the words of one senior digital manager) 'organisational change is one of the most important things about what we do' and that this changes needs to be supported by senior management to be truly effective.

The call for strategic decision-making about organisational websites (and by extension, other digital channels) isn't new but it might be getting to the point where we can't ignore it. In 2011 Jonathan Kahn wrote A List Apart article on 'Web Governance: Becoming an Agent of Change, noting that the "the website is now the digital manifestation of the organization" but that "the user experiences we deliver don’t meet our expectations [because] when it comes to the web, organizations are broken". The article proposes 'web governance' as a combination of web strategy, web governance, web execution, and web measurement. And it's not all doom and gloom – many organisations (museums included) are resolving issues around web governance and thriving in a digital environment. But what happens to museums that rely on old models and don't sort out web governance until it's too late?

As Kahn says:

"The internet revolution has created huge social change: it’s changed the way people relate to organizations and it’s already destroyed several once-mighty industries, like newspapers, travel agents, and music publishing. Although we’re comfortable with the idea that the web is critical to organizations, we often miss the corollary: the web has changed the way organizations operate, and in many cases it’s changed their business models, too. When executives can’t see that, it causes a crisis. Welcome to your daily web-making reality."

Sound familiar?

[Edit to add: the Museums Computer Group has a call for papers for UK Museums on the Web 2012 on the theme of 'strategically digital' and you might want to submit a proposal soon if you've been working on these kinds of issues. Disclosure: I'm the MCG's Chair.]

And therefore, museum technologists need to step up…

A while ago, I had one of those epiphanies that occur in random conversations when I realised that my views as a technologists are informed more by my experience as a business analyst and user experience researcher than my time as a programmer: for me, being a technologist is not (only) about knowing how to cut code, it's about years of sitting in a room listening to people describe their problems, abstracting and analysing them to understand the problem space and thinking about how technology-driven change fits in that particular context.

I'm wondering if a better definition of museum technologist is someone who can appropriately apply a range of digital solutions to help meet the goals of a particular museum project. Even better, a museum technologist should be able to empathise with stakeholders enough to explain the implications of their technology choices for established internal work patterns and to contextualise them in relation to audience expectations. I guess this is also a reflection of the social changes the internet has brought – we geeks aren't immune from the need to change and adapt.

[Update, April 2013: I wonder what the answer would be if we asked other museum staff what they think a technologist should be? The role of 'translator' is valued by some project teams, but is the technologist always the best person for the job? If you're reading this before April 12 2013, you might want to take the survey 'What is a Museum Technologist anyway?' that Rob Stein and Rich Cherry have put together.]


If you liked this post, you may also be interested in Museums and iterative agility: do your ideas get oxygen? (21 November 2010) and A call for agile museum projects (a lunchtime manifesto) (10 March 2009).

Museums, Libraries, Archives and the Digital Humanities – get involved!

The short version: if you've got ideas on how museums, libraries and archives (i.e. GLAM) and the digital humanities can inspire and learn from each other, it's your lucky day! Go add your ideas about concrete actions the Association for Computers and the Humanities can take to bring the two communities together or suggestions for a top ten 'get started in museums and the digital humanities' list (whether conference papers, journal articles, blogs or blog posts, videos, etc) to: 'GLAM and Digital Humanities together FTW'.

Update, August 23, 2012: the document is shaping up to be largely about ‘what can be done’ – which issues are shared by GLAMs and DH, how can we reach people in each field, what kinds of activities and conversations would be beneficial, how do we explain the core concepts and benefits of each field to the other? This suggests there’d be a useful second stage in focusing on filling in the detail around each of the issues and ideas raised in this initial creative phase. In the meantime, keep adding suggestions and sharing issues at the intersection of digital humanities and memory institutions.

A note on nomenclature: the genesis of this particular conversation was among museumy people so the original title of the document reflects that; it also reflects the desire to be practical and start with a field we knew well. The acronym GLAM (galleries, libraries, archives and museums) neatly covers the field of cultural heritage and the arts, but I'm never quite sure how effective it is as a recognisable call-to-action.  There's also a lot we could learn from the field of public history, so if that's you, consider yourself invited to the party!

The longer version: in an earlier post from July's Digital Humanities conference in Hamburg I mentioned that a conversation over twitter about museums and digital humanities lead to a lunch with @ericdmj, @clairey_ross, @briancroxall, @amyeetx where we discussed simple ways to help digital humanists get a sense of what can be learnt from museums on topics like digital projects, audience outreach, education and public participation. It turns out the Digital Humanities community is also interested in working more closely with museums, as demonstrated by the votes for point 3 of the Association for Computers and the Humanities (ACH)'s 'Next Steps' document, "to explore relationships w/ DH-sympathetic orgs operating beyond the academy (Museum Computer Network, Nat'l Council on Public History, etc)". At the request of ACH's Bethany Nowviskie (@nowviskie) and Stéfan Sinclair (@sgsinclair), Eric D. M. Johnson and I had been tossing around some ideas for concrete next steps and working up to asking people working at the intersection of GLAM and DH for their input.

However, last night a conversation on twitter about DH and museums (prompted by Miriam Posner's tweet asking for input on a post 'What are some challenges to doing DH in the library?') suddenly took off so I seized the moment by throwing the outline of the document Eric and I had been tinkering with onto Google docs. It was getting late in the UK so I tweeted the link and left it so anyone could edit it. I came back the next morning to find lots of useful and interesting comments and additions and a whole list of people who are interested in continuing the conversation.  Even better, people have continued to add to it today and it's already a good resource.  If you weren't online at that particular time it's easy to miss it, so this post is partly to act as a more findable marker for the conversation about museums, libraries, archives and the digital humanities.

Explaining the digital humanities to GLAMs

This definition was added to the document overnight.  If you're a GLAM person, does it resonate with you or does it need tweaking?

"The broadest definition would be 1) using digital technologies to answer humanities research questions, 2) studying born digital objects as a humanist would have studied physical objects, and or 3) using digital tools to transform what scholarship is by making it more accessible on the open web."

How can you get involved?

Off the top of my head…

  • Add your name to the list of people interested in keeping up with the conversation
  • Read through the suggestions already posted; if you love an idea that's already there, say so!
  • Read and share the links already added to the document
  • Suggest specific events where GLAM and DH people can mingle and share ideas/presentations
  • Suggest specific events where a small travel bursary might help get conversations started
  • Offer to present on GLAMs and DH at an event
  • Add examples of digital projects that bridge the various worlds
  • Add examples of issues that bridge the various worlds
  • Write case studies that address some of the issues shared by GLAMs and DH
  • Spread the word via specialist mailing lists or personal contacts
  • Share links to conference papers, journal articles, videos, podcasts, books, blog posts, etc, that summarise some of the best ideas in ways that will resonate with other fields
  • Consider attending or starting something like Decoding Digital Humanities to discuss issues in DH. (If you're in or near Oxford and want to help me get one started, let me know!)
  • Something else I haven't thought of…

I'm super-excited about this because everyone wins when we have better links between museums and digital humanities. Personally, I've spent a decade working in various museums (and their associated libraries and archives) and my PhD is in Digital Humanities (or more realistically, Digital History), and my inner geek itches to find an efficient solution when I see each field asking some of the same questions, or asking questions the other field has been working to answer for a while.  This conversation has already started to help me discover useful synergies between GLAMs and DH, so I hope it helps you too.

Update, November 2012: as a result of discussions around this document/topic, the Museums Computer Group (MCG) and the Association for Computers and the Humanities (ACH) worked together to create 5 bursaries from the ACH for tickets to the MCG's UK Museums on the Web conference.

Messiness, museums and methods: thoughts from #DH2012 so far…

I'm in Hamburg for the 2012 Digital Humanities conference.  The conference only officially started last night, but after two days of workshops and conversations I already feel like my brain is full, so this post is partly a brain dump to free up some space for new ideas.

The first workshop was one I ran on ‘Learning to play like a programmer: Web mash-ups and scripting for beginners’ – I've shared my slides and notes at that link, as well as links for people to find out more about starting with basic code and computational thinking and to keep learning.

The second workshop, Here and There, Then and Now – Modelling Space and Time in the Humanities, was almost a mini-conference in itself.  The wiki for the NeDIMAH – Space Time Working Group includes links to abstracts for papers presented at the workshop, which are also worth a look for pointers to interesting projects in the spatial humanities.  The day also include break-out sessions on Theory, Methods, Tools and Infrastructure

The session I chaired on Methods was a chance to think about the ways in which tools are instantiations of methods.  If the methods underlying tools aren't those of humanists, or aren't designed suitably for glorious but messy humanities data, are they suitable for humanities work? If they're not suitable, then what?  And if they're used anyway, how do humanists learn when to read a visualisation 'with a grain of salt' and distinguish the 'truthiness' of something that appears on a screen from the complex process of selecting and tidying sources that underlies it?  What are the implications of this new type of digital literacy for peer reviews of DH work (whether work that explicitly considers impact of digitality on scholarly practice, or work that uses digital content within more traditional academic frameworks)?  How can humanists learn to critique tool choice in the same way they critique choice of sources?  Humanists must be able to explain the methods behind the tools they've used, as they have such a critical impact on the outcomes. 

[Update: 'FairCite' is an attempt to create 'clear citation guidelines for digital projects that acknowledge the collaborative reality of these undertakings' for the Alliance of Digital Humanities Organizations.]
We also discussed the notion of academic publications designed so that participation and interaction is necessary to unlock the argument or narrative they represent, so that the reader is made aware of the methods behind the tools by participating in their own interpretive process.  How do we get to have 'interactive scholarly works' in academia – what needs to change to enable them?  How are they reviewed, credited, sustained?  And what can we learn from educators and museum people about active reading, participation and engagement?

Our group also came up with the idea of methods as a bridge between different experts (technologists, etc) and humanists, a place for common understanding (generated through the process of making tools?), and I got to use the phrase 'the siren's lure of the shiny tool', which was fun.  We finished on a positive note with mention of the DH Commons as a place to find a technologist or a humanist to collaborate with, but also to find reviewers for digital projects.

Having spent a few days thinking about messy data, tweets about a post on The inevitable messiness of digital metadata were perfectly timed.  The post quotes Neil Jeffries from the Bodleian Library, who points out:

we need to capture additional metadata that qualifies the data, including who made the assertion, links to differences of scholarly opinion, omissions from the collection, and the quality of the evidence. "Rather than always aiming for objective statements of truth we need to realise that a large amount of knowledge is derived via inference from a limited and imperfect evidence base, especially in the humanities," he says. "Thus we should aim to accurately represent the state of knowledge about a topic, including omissions, uncertainty and differences of opinion."

and concludes "messiness is not only the price we pay for scaling knowledge aggressively and collaboratively, it is a property of networked knowledge itself".  Hoorah!

What can the digital humanities learn from museums?

After a conversation over twitter, a few of us (@ericdmj, @clairey_ross, @briancroxall, @amyeetx) went for a chat over lunch.  Our conversation was wide-ranging, but one practical outcomes was the idea of a 'top ten' list of articles, blog posts and other resources that would help digital humanists get a sense of what can be learnt from museums on topics like digital projects, audience outreach, education and public participation.  Museum practitioners are creating spaces for conversations about failures, which popped up in the #DH2012 twitter stream.

So which conference papers, journal articles, blogs or blog posts, etc, would you suggest for a top ten 'get started in museums and the digital humanities' list?

[For further context, the Digital Humanities community is interested in working more closely with museums: see point 3 of the Association for Computers and the Humanities (ACH)'s 'Next Steps' document.

Both technologist and humanist in the academic digital humanities?

I've been reading Andrew Prescott's excellent Making the Digital Human: Anxieties, Possibilities, Challenges:

…in Britain the problem is I think that the digital humanities has failed to develop its own distinctive intellectual agendas and is still to all intents and purposes a support service. The digital humanities in Britain has generally emerged from information service units and has never fully escaped these origins. Even in units which are defined as academic departments, such as my own in King’s, the assumption generally is that the leading light in the project will be an academic in a conventional academic department. The role of the digital humanities specialists in constructing this project is always at root a support one. We try and suggest that we are collaborating in new ways, but at the end of the day a unit like that at King’s is simply an XML factory for projects led by other researchers. 

Beyond the question of how and why digital people are pushed into support roles in digital humanities projects, I've also been wondering whether the academic world actually allows one to simultaneously be a technologist and a humanist.  This is partly because I'm still mulling over the interactions between different disciplines at a recent research institute and partly because of a comment about a recently advertised 'digital historian' job that called it "'Digital Historian' as slave to real thing – no tenure, no topic, no future".

The statement 'no topic' particularly stood out.  I'm not asking whether it's possible for someone to be a good historian and a good programmer (for example) because clearly some people are both, but rather whether hiring, funding, training and academic structures allow one to be both technologist and humanist.  Can one propose both a data architecture and a research question?

It may simply be that people with specialist skills are leant on heavily in a project because their skills are vital for its success, but does this mean an individual is corralled into one type of work to the exclusion of others?  If you are the only programmer-historian in a group of historians, do you only get to be a programmer, and vice versa?  Are there academic roles that truly make the most of both aspects of the humanist technologist?

And does this mean, as Prescott says, that 'intellectually, the digital humanities is always reactive'?

'…and they all turn on their computers and say 'yay!" (aka, 'mapping for humanists')

I'm spending a few hours of my Sunday experimenting with 'mapping for humanists' with an art historian friend, Hannah Williams (@_hannahwill).  We're going to have a go at solving some issues she has encountered when geo-coding addresses in 17th and 18th Century Paris, and we'll post as we go to record the process and hopefully share some useful reflections on what we found as we tried different tools.

We started by working out what issues we wanted to address.  After some discussion we boiled it down to two basic goals: a) to geo-reference historical maps so they can be used to geo-locate addresses and b) to generate maps dynamically from list of addresses. This also means dealing with copyright and licensing issues along the way and thinking about how geospatial tools might fit into the everyday working practices of a historian.  (i.e. while a tool like Google Refine can generate easily generate maps, is it usable for people who are more comfortable with Word than relying on cloud-based services like Google Docs?  And if copyright is a concern, is it as easy to put points on an OpenStreetMap as on a Google Map?)

Like many historians, Hannah's use of maps fell into two main areas: maps as illustrations, and maps as analytic tools.  Maps used for illustrations (e.g. in publications) are ideally copyright-free, or can at least be used as illustrative screenshots.  Interactivity is a lower priority for now as the dataset would be private until the scholarly publication is complete (owing to concerns about the lack of an established etiquette and format for citation and credit for online projects).

Maps used for analysis would ideally support layers of geo-referenced historic maps on top of modern map services, allowing historic addresses to be visually located via contemporaneous maps and geo-located via the link to the modern map.  Hannah has been experimenting with finding location data via old maps of Paris in Hypercities, but manually locating 18th Century streets on historic maps then matching those locations to modern maps is time-consuming and she suspects there are more efficient ways to map old addresses onto modern Paris.

Based on my research interviews with historians and my own experience as a programmer, I'd also like to help humanists generate maps directly from structured data (and ideally to store their data in user-friendly tools so that it's as easy to re-use as it is to create and edit).  I'm not sure if it's possible to do this from existing tools or whether they'd always need an export step, so one of my questions is whether there are easy ways to get records stored in something like Word or Excel into an online tool and create maps from there.  Some other issues historians face in using mapping include: imprecise locations (e.g. street names without house numbers); potential changes in street layouts between historic and modern maps; incomplete datasets; using markers to visually differentiate types of information on maps; and retaining descriptive location data and other contextual information.

Because the challenge is to help the average humanist, I've assumed we should stay away from software that needs to be installed on a server, so to start with we're trying some of the web-based geo-referencing tools listed at http://help.oldmapsonline.org/georeference.

Geo-referencing tools for non-technical people

The first bump in the road was finding maps that are re-usable in technical and licensing terms so that we could link or upload them to the web tools listed at http://help.oldmapsonline.org/georeference.  We've fudged it for now by using a screenshot to try out the tools, but it's not exactly a sustainable solution.  
Hannah's been trying georeferencer.org, Hypercities and Heurist (thanks to Lise Summers ‏@morethangrass on twitter) and has written up her findings at Hacking Historical Maps… or trying to.  Thanks also to Alex Butterworth @AlxButterworth and Joseph Reeves @iknowjoseph for suggestions during the day.

Yahoo! Mapmixer's page was a 404 – I couldn't find any reference to the service being closed, but I also couldn't find a current link for it.

Next I tried Metacarter Labs' Map Rectifier.  Any maps uploaded to this service are publicly visible, though the site says this does 'not grant a copyright license to other users', '[t]here is no expectation of privacy or protection of data', which may be a concern for academics negotiating the line between openness and protecting work-in-progress or anyone dealing with sensitive data.  Many of the historians I've interviewed for my PhD research feel that some sense of control over who can view and use their data is important, though the reasons why and how this is manifested vary.

Screenshot from http://labs.metacarta.com/rectifier/rectify/7192


The site has clear instructions – 'double click on the source map… Double click on the right side to associate that point with the reference map' but the search within the right-hand side 'source map' didn't work and manually navigating to Paris, then the right section of Paris was a huge pain.  Neither of the base maps seemed to have labels, so finding the right location at the right level of zoom was too hard and eventually I gave up.  Maybe the service isn't meant to deal with that level of zoom?  We were using a very small section of map for our trials.

Inspired by Metacarta's Map Rectifier, Map Warper was written with OpenStreetMap in mind, which immediately helps us get closer to the goal of images usable in publications.  Map Warper is also used by the New York Public Library, which described it as a 'tool for digitally aligning ("rectifying") historical maps … to match today's precise maps'.  Map Warper also makes all uploaded maps public: 'By uploading images to the website, you agree that you have permission to do so, and accept that anyone else can potentially view and use them, including changing control points', but also offers 'Map visibility' options 'Public(default)' and 'Don't list the map (only you can see it)'.

Screenshot showing 'warped' historical map overlaid on OpenStreetMap at http://mapwarper.net/

Once a map is uploaded, it zooms to a 'best guess' location, presumably based on the information you provided when uploading the image.  It's a powerful tool, though I suspect it works better with larger images with more room for error.  Some of the functionality is a little obscure to the casual user – for example, the 'Rectify' view tells me '[t]his map either is not currently masked. Do you want to add or edit a mask now?' without explaining what a mask is.  However, I can live with some roughness around the edges because once you've warped your map (i.e. aligned it with a modern map), there's a handy link on the Export tab, 'View KML in Google Maps' that takes you to your map overlaid on a modern map.  Success!

Sadly not all the export options seem to be complete (they weren't working on my map, anyway) so I couldn't work out if there was a non-geek friendly way to open the map in OpenStreetMap.

We have to stop here for now, but at this point we've met one of the goals – to geo-reference historical maps so locations from the past can be found in the present, but the other will have to wait for another day.  (But I'd probably start with openheatmap.com when we tackle it again.  Any other suggestions would be gratefully received!)

(The title quote is something I heard one non-geek friend say to another to explain what geeks get up to at hackdays. We called our experiment a 'hackday' because we were curious to see whether the format of a hackday – working to meet a challenge within set parameters within a short period of time – would work for other types of projects. While this ended up being almost an 'anti-hack', because I didn't want to write code unless we came across a need for a generic tool, the format worked quite well for getting us to concentrate solidly on a small set of problems for an afternoon.)

Designing for participatory projects: emergent best practice, getting discussion started

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
  • Provide an easy start and scaffolded tasks (see e.g. Nina Simon's Self-Expression is Overrated: Better Constraints Make Better Participatory Experiences)
  • 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!

The structure – exploratory idea generation followed by convergence and verification – was loosely based on the 'creativity workshops' developed by City University's Centre for Creativity (e.g. the RESCUE creativity workshops discussed in Use and Influence of Creative Ideas and Requirements for a Work-Integrated Learning System).  It's designed to be a hackday-like creative activity for non-programmers.

In small groups…

  • 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?

How things change: the Google Art Project (again)

The updated Google Art Project has been launched with loads more museums contributing over 30,000 artworks.  The interface still seems a bit sketchy to me (sometimes you can open links in a new tab, sometimes you can't; mystery meat navigation; the lovely zoom option isn't immediately discoverable; the thumbnails that appear at the bottom don't have a strong visual connection with the action that triggers their appearance; and the only way I could glean any artist/title information about the thumbnails was by looking at the URL), but it's nice to see options for exploring by collection (collecting institution, I assume), date or artist emphasised in the interface. 

Anyway, it's all about the content – easy access to high-quality zoomable images of some of the world's best artworks in an interface with lots of relevant information and links back to the holding institution is a win for everyone.  And if the attention (and traffic) makes museums a little jealous, well, it'll be fascinating to see how that translates into action.  After all, keeping up with the Joneses seems to be one way museums change…

Reading some online stories about the launch, I was struck by how far conversations about traditional and online galleries have come.  From one:

As users explore the galleries they can also add comments to each painting and share the whole collection with friends and family. Try doing that in the Tate Modern. Actually, don’t.

Although, of course, you can – it's traditionally known as 'having a conversation in a museum'. 
But in 2012, is visiting a website and sharing links online seen as a reasonable stand-in for the physical visit to a museum, leaving the in-person gallery visit for 'purists' and enthusiasts?  (This might make blockbuster exhibtions bearable.)  Or, as the consensus of the past decade has it, does it just whet the appetite and create demand for an experience with the original object, leading to more visits?

'I see, I feel, hence I notice, I observe, and I think'

More and more open and/or linkable cultural heritage data is becoming available, which means the next big challenge for memory institutions is dealing with 'death by aggregation: creating meaningful, engaging experiences of individual topics or objects within masses of digital data.  With that in mind, I've been wondering about the application of Roland Barthes' concepts of studium and punctum to large online collections.  (I'm in the middle of research interviews for my PhD, and it's amazing what one will think about in order to put off transcribing hours of recordings, but bear with me…)

Studium, in Wikipedia's definition, is the 'cultural, linguistic, and political interpretation of a photograph'.  While Barthes was writing about photography, I suspect studium describes the average, expected audience response to well-described images or objects in most collections sites – a reaction that exists within the bounds of education, liking and politeness.  However, punctum – in Barthes' words, the 'element which rises from the scene, shoots out of it like an arrow, and pierces me' – describes the moment an accidentally poignant or meaningful detail in an image captures the viewer.  Punctum is often personal to the viewer, but when it occurs it brings with it 'a power of expansion': 'I see, I feel, hence I notice, I observe, and I think'.  You cannot design punctum, but can we design collections interfaces to create the serendipitous experiences that enable punctum?  Is it even possible with images of objects, or is it more likely to occur with photographic collections?

While thinking about this, I came across an excellent post on Understanding Compelling Collections by John Coburn (@j0hncoburn) in which he describes some pilots on 'compelling historic photography' by Tyne & Wear Archives & Museums. The experiment asked two questions: 'Which of our collections best lends themselves to impulse sharing online?' and 'Which of our collections are people most willing to talk about online?'.  It's well worth reading both for their methods and their results, which are firmly grounded in the audiences' experience of their images: a 'key finding from our trial with Flickr Commons was that the mass sharing of images often only became possible when a user defined or redefined the context of the photograph', 'there’s a very real appetite on Facebook for old photography that strongly connects to a person’s past'.

Coming back to Barthes, their quest for images that 'immediately resonated with our audience on an emotional level and without context' is almost an investigation of enabling punctum; their answer: 'anything that How To Be a Retronaut would share', is probably good enough for most of us for now.  To summarise, they're 'era-specific, event-specific, moment-specific' images that 'disrupt people’s model of time', that 'tap into magic and the sublime', and that 'stir your imagination, not demand prior knowledge or interest'.  They're small, tightly-curated, niche-interest sets of images with evocative titles.

That's not how we generally think about or present online collections.  But what if we did?

[Update, May 16, 2012.

This post, from Flickr members co-curating an exhibition with the National Maritime Museum, offers another view – is the public searching for punctum when they view photographic collections, and does the museum/archive way of thinking about collections iron out the quirks that might lead to punctum?

'It is frightening to imagine what treasures will never see the light of day from the collection at the Brass Foundry. I got the sense that the Curators and the National Maritime Museum in general see these images as closely guarded historical documents and as such offer insight location, historical events and people in the image. There seems to be a lack of artistic appreciation for the variety of unusual and standalone images in the collection, raising an important question concerning the value attributed to each photograph when interpreted by an audience with different aesthetic interests. … In my opinion it is the ‘unknown’ quality of photography that initially inspires engagement and subsequently this process encourages an exploration of our own identity and how we as individuals create meaning.'  Source: 'The Brass Foundary Visit 19/04/2012']

Brochureware, aggregators and the messy middle: what's the point of a museum website?

MCN 2011, Hyatt Regency Atlanta, What's The Point of a Museum Website, November 17th
Photo: nealstimler

Back in November I attended the Museum Computer Network (MCN2011) conference for the first time.  I was lucky enough to get a scholarship (for which many, many thanks).  During the conference I was part of a panel discussing 'What's the point of a museum website?' with (from l-r in the photo) Koven Smith (@5easypieces), Eric Johnson (@ericdmj), Nate Solas (@homebrewer) and Suse Cairns (@shineslike).  I've posted about some of the ideas covered in the WPMW session, but this post is my attempt to think through 'what is the point of a museum website?' in the context of our MCN session.  I'm not lying when I say 'attempt' – this post is a draft, but since it's been a draft for months now, I'm going to take a deep breath and post it.  I'd love to hear your thoughts, challenges, props, whatever, and I'll update the post in response.

I've started thinking of museum websites as broadly fitting into three categories:

1. The practicalities. Unashamed brochureware may be enough for some museums (and may be all other museums, such as local authority museums tied to larger infrastructure, can manage): the practical, get-people-through-the-door stuff: why visit, how to get there, when to visit, what's on. Facebook and Google are competing to host content like this, so presumably visits to these sites are generally going to decrease over time.  This category reflects economic and organisational restrictions more than user requirements.

2. Collections online.  An important, opinionated caveat: unless your 'collections online' interface is a destination in its own right, or adds unique value, I think the point lies in aggregated collections.  Repositories like Europeana (and national aggregators like CultureGrid and Gallica), Collections Australia Network, Digital NZ, and the future Digital Public Library of America bring heavy-weight resources, SEO and discoverability and sheer scale to the 'collections online' work of a museum website.  But this scale brings new problems – these big, chaotic pots of content can be difficult to use.  Their sheer size makes it hard to highlight interesting objects or content.  Meaningful search results are difficult*, even for the patient, expert researcher, because they tend to contain so many different kinds of content about a range of subjects, taken from a variety of source museums, libraries, archives with hugely variable metadata quality and schema.  Better search engines, faceted browsing, etc, may help, but aggregators aren't really designed for humans**.  See also: 3a, 'The carefully curated and designed experience based on a particular concept' for a different view on collections online.

3. The messy middle.  This includes all kinds of things that general audiences don't seem to expect on a museum website – exhibition and marketing microsites, educational and family activities, public engagement experiences, games, lists of objects on display, research activities, etc.  It's a pretty safe guess that some of this content is online because it reflects the internal structure or requirements of the museum, is re-purposed from exhibitions, or is designed for specialist users (who may, however, also under-use it unless the collection is notably comprehensive or is one of the top hits for a Google search).  For museums, the point of a museum website may be editorial voice, control, metrics, or an attempt to monetise their images.

We know that lots of the messy middle really works for our audiences – for example, good games and other activities have metrics through the roof.  But without more research it's hard to know whether the content that audiences should love is less used than it might be because it's not easily discoverable by non-visitors to the website, isn't well advertised or consistently available on museum sites, or is competing with other groups that meet the same needs.  Does the trust people place in museums translate into trusted online content – how much do audiences really know or care whether an online experience, mobile app or the answer to their kid's homework question was provided by a museum?  Do they value 'authority' as much as we do?  When does museum content go from being 'on your website' to 'being on the web', and does it still matter?

For one potential point for museum websites, I need to refer back to the collection aggregators.  In an ideal world, the availability of images, reusable data licenses, organisational processes, and machine-readable data that populate these mega-collections would make it easy to create more tightly-defined cross-collection experiences based on carefully chosen sub-sets of aggregated collections.  In other words…

3a. The carefully curated and designed experience based on a particular concept.  From the Google Art Project to Europeana's Weddings In Eastern Europe, sites that draw on digital objects and expert knowledge to create audience-focused experiences could be the missing link between the in-gallery exhibitions museums love and the audience-focused born-digital experiences that are appropriately rich and/or snackable, and could be the source of the next great leap forward in museums on the web.  Museums can take the lessons learnt from years of topic-specific cross-institutional projects and research on existing audiences, and explore new models for audience engagement with museums online.  And perhaps more importantly, work out how to fit that into places our audiences already hang out online and let them share it promiscuously.

So, what's the point of a museum website?  At the simplest level, the point of a museum website is to get visitors into venues, and maybe to sell them tickets or products.  Ideally, the point of aggregators is to surface content hidden in the deep web so it's discoverable on your Google search results page and can be put into context with other resources.  The very messiness of messy middle category makes it harder to answer the question – it's the fun stuff, but most of it is also hardest to measure or to justify in terms of return on investment.

This is where asking more specific questions becomes more useful: not just, 'what's the point?' but 'the point for whom?'.  In the cold light of the budget cuts, perhaps it's better to ask 'how do you prioritise your museums' web work?'.  Both the 'practicalities' and the aggregators are broadly about access – getting people into the galleries or to catalogue records so they can discover and make the most of your collections.  The messy middle bit is broadly about engagement, which I suspect is key to broadening access by providing better ways for more people to access our collections.

As a museum technologist it hurts to say this, but if your museum isn't genuinely interested in online engagement or just can't resource it, then maybe the point of your website is to meet the practicalities as well as you can and push your content up into an aggregator.  I think we're still working to understand the role of online content in the relationship between museums and their audiences, but despite my final note of doom and gloom, I hope museums keep working at it.  As Bruce Wyman tweeted at the MCN session, "current visitors most frequently give *incremental* ideas. You need different folk to take those great leaps forward. That's us". 

Do we lose more than we gain by separating 'museum as venue' from 'museum as holder of collections' and 'museum as space for engaging with culture, science and history'?  And is it acceptable for some museums to stick to brochureware if they can't manage more?  What do you think?  


* The aggregation model also potentially applies to museum shops and picture libraries (ArtFinder, Culture Label, etc) but, perhaps because commercial profits are riding on the quality of the user experience, they tend to have more carefully tended information architecture and they're closer to the 'curated experience'.

** I've also written about audience issues with aggregation (boo) and the potential for 'Museum data and the network effect' (yay!) in 'Museums meet the 21st century'The rise of the non-museum (and death by aggregation)Rockets, Lockets and Sprockets – towards audience models about collections? and (back in 2009) Happy developers + happy museums = happy punters.  One reason aggregated collections aren't a great user experience is that paucity of museum collection data, though that can be improved with crowdsourcing, which as a bonus appears to be a great way to engage audiences.

[Update: there's a post on the Huffington Post (I know, but what can you do?) on 'What Makes for Compelling Museum Websites? When to Break the Rules' that posits 'Viewer Focused', 'Mirror' and 'Augmented' design principles for exhibition microsites.  This model seems to be about how strictly the microsite matches the objects in the exhibition, and whether the visitor can comment or use a variety of methods for navigating through the content.]