What are the hidden costs when you attend an event?

I think quite hard about how to make Museums Computer Groups events as inclusive as possible, from the diversity of the speakers on stage, to setting dates and times as early as possible to allow cheaper pre-booked travel, to keeping event costs down and more, but there's always more to learn.

I've been thinking about the 'shadow' or hidden costs accrued when people attend events. For me, it's the cost of getting to London (up to £50 if it's at short notice) and the time it takes (up to 3 hours each way if I'm unlucky). For others, accessibility requirements add to the cost of events, whether that's sign language translators, taxis to accessible train stations, or someone else's time as an aide. For parents or people with other caring responsibilities, childcare costs may add to the expense of attending an event. This in turn affects our ability to put together a broad range of speakers for an event. So –

Hello parents in the UK! I'm thinking about hidden costs for speakers turning up to an event. How much does a day's childcare cost you?
— Mia (@mia_out) June 15, 2014

I'm asking parents in the UK for a rough estimate of childcare costs for a day. You can share yours by tweeting @mia_out or share anonymously via this form if 140 characters won't allow you to mention things like your location, number and age of kids: What are the hidden costs when you attend an event?* The second question on the form is more general, so if your costs have nothing to do with parenting, go for it! I'll share the answers so that other event organisers have a sense of the costs too.

Here are some responses to get you started – with thanks to those who've already shared their costs:

@otfrom @mia_out @JeniT £12 / hr for 2. A full day is usually 100 plus. Quite difficult to justify often esp w/ travel.
— Yodit Stanton (@yoditstanton) June 15, 2014

about £40 a day in the West Midlands.
— Andrew Fray (@tenpn) June 15, 2014

@mia_out childcare is £3/hr for a 5 year old. Was 330/mth as a child for 5 hrs a day.
— Mick Brennan (@lightzenton) June 15, 2014

We're a volunteer Committee rather than professional events organisers, and there's a humbling amount to learn from people out there. What hidden costs have I missed? Are there factors apart from cost that we should consider? We've got a Call for Papers for November 7's UKMW14: Museums Beyond the Web open at the moment (until June 30, 2014) – is there any language on that CfP or our Guidance for Speakers we should look at?

Update – more responses below.

@mia_out assuming you can actually find a reliable (qualified?) babysitter for a whole day or two, then min. wage c£6 per hour at very least
— Internet Archaeology (@IntarchEditor) June 15, 2014

@mia_out nursery (under 5s) costs might be between £30-50 per day but of course they won't do weekends
— Internet Archaeology (@IntarchEditor) June 15, 2014

@mia_out day would cost us £90 or so, but not always poss; last conf my wife presented at I took leave and came along to look after babies.
— Jakob Whitfield (@thrustvector) June 15, 2014

@mia_out @otfrom Nurseries in East Dulwich vary, but since they're all oversubscribed 1500/month isn't outrageous.
— JulianBirch (@JulianBirch) June 15, 2014

@mia_out That's 8-6 including meals. Costs typically go down after age 2.But plenty of people can't find childcare at all and give up work.
— JulianBirch (@JulianBirch) June 15, 2014

@mia_out About £50 a day. We’re lucky in that our nursery will usually have space if we need an extra day.
— suzicatherine (@suzicatherine) June 15, 2014

The daily childcare costs (£40 pc,pd) are usually factored into a working day @mia_out The early drop off and/or late pick up can be tricky!
— Kathryn Eccles (@KathrynEccles) June 15, 2014

I'd been thinking of single-day events and the impact on speaker availability, but I was reminded of the impact of childcare and other responsibilities for people wanting to attend residential programmes or longer events (or day events that require an overnight stay to fit the travel in). For example:

@mia_out can't bring pets to conf., and dog walkers are not cheap #hiddencost
— Scott (@moltude) June 16, 2014

The ability to attend residential events for career or research fellowships is obviously going to have an impact on the types of people we see in leadership positions in later years, so thinking about things like childcare (which might be as simple as providing space for someone who already helps look after the family) now would make a positive difference later. On the positive side, many fellowships provide honorariums, which could help cover the hidden costs many of you have shared with me.

* I'm experimenting with typeform but already I'm concerned that their forms don't seem accessible – how are they for you?

Lighting beacons: research software engineers event and related topics

I've realised that it could be useful to share my reading at the intersection of research software engineers/cultural heritage technologist/digital humanities, so at the end I've posted some links to current discussions or useful reference points and work to provide pointers to interesting work.

But first;  notes from last week's workshop for research software engineers, an event for people who 'not only develop the software, they also understand the research that it makes possible'. The organisers did a great job with the structure (and provided clear instructions on running a breakout session) – each unconference-style session had to appoint a scribe and report back to a plenary session as well as posting their notes to the group's discussion list so there's an instant archive of the event.

Discussions included:

  • How do you manage quality and standards in training – how do you make sure people are doing their work properly, and what are the core competencies and practices of an RSE?
  • How should the research community recognise the work of RSEs?
  • Sharing Research Software
  • Routes into research software development – why did you choose to be an RSE?
  • Do we need a RSE community?
  • and the closing report from the Steering Committee and group discussion on what an RSE community might be or do.

I ended up in the 'How should the research community recognise the work of RSES?' session. I like the definition we came up with: 'research software engineers span the role of researchers and software engineers. They have the domain knowledge of researchers and the development skills to be able to represent this knowledge in code'. On the other hand, if you only work as directed, you're not an RSE. This isn't about whether you make stuff, it's about how much you're shaping what you're making. The discussion also teased out different definitions of 'recognition' and how they related to people's goals and personal interests; the impact of 'short-termism' and project funding on stable careers, software quality, training and knowledge sharing. Should people cite the software they use in their research in the methods section of any publications? How do you work out and acknowledge someone's contribution to on-going or collaborative projects – and how do you account for double-domain expertise when recognising contributions made in code?

I'd written about the event before I went (in Beyond code monkeys: recognising technologists' intellectual contributions, which relates it to digital humanities and cultural heritage work) but until I was there I hadn't realised the extra challenges RSEs in science face – unlike museum technologists, science RSEs are deeply embedded in a huge variety of disciplines and can't easily swap between them.

The event was a great chance to meet people facing similar issues in their work and careers, and showed how incredibly useful the right label can be for building a community. If you work with science+software in the UK and want to help work out what a research software engineer community might be, join in the RSE discussion.

If you're reading this post, you might also be interested in:

In ye olden days, beacon fires were lit on hills to send signals between distant locations. These days we have blogs.

'Engaging Visitors Through Play' – the Museums Computer Group in Belfast

Last week I was in Belfast for the Museum Computer Group's Spring event, 'Engaging Visitors Through Play', fabulously organised by Alan Hook (Lecturer, University of Ulster) and Oonagh Murphy (MCG Committee member and PhD Researcher, University of Ulster) with support from the MCG Committee, and hosted by the University of Ulster's Centre for Media Research.

Like other recent MCG event reports, I'm also writing as the Chair of the group, so you may think I'm biased when I say it was an excellent day with great speakers, but if I am at all biased, I promise it's only a tiny bit! I've posted my talk notes at 'Digital challenges, digital opportunities' at MCGPlay, Belfast.

The MCG's Spring Meeting is an opportunity to take a wider theme than our annual Museums on the Web conference (which as the name suggests, is generally about things that touch on museums on the web). This year's topic was 'Engaging Visitors Through Play', with presentations on playful experiences from site-specific theatre, rapid prototyping and hack days, big budget and experimental games. The event was an opportunity to bring museum staff and researchers together with game and interaction designers, and the 'regional showcase' of lightning talks about projects from local practitioners further helped introduce people to the great work already going on in Northern Ireland and hopefully start some local collaborations. As Alan pointed out in his introduction, it was also a chance to think about the impact of research and start conversations between museums and academia.

The first session after my talk was 'Play: A Northern Ireland Showcase' and began with Lyndsey Jackson (@LyndseyJJacksonof Kabosh talking about 'Immersive Theatre and Digital Experience' and their site-specific theatre company. Their material is the buildings, people and stories of Northern Ireland and they work with unusual spaces – anywhere but a theatre. They're dealing with two interesting constraints – the stories of buildings might be complicated, contested or difficult, and while they want to give audiences the chance to navigate an experience for themselves, they're aware that 'theatre is a game – it has rules, boundaries, you can bend them but it confuses people when you break them'. In a lovely departure from some museum experiences, they don't try to give their audiences all the answers – sometimes they want to give people some information in a way that starts them asking questions so they have to look things up themselves if they want to know more. I wish I'd had longer in Belfast to see one of their shows or try 'Belfast Bred'.

Oonagh (@oonaghtweets) presented some results from her audit of the online presences of museums in Northern Ireland and the question she set out to test: that professional development hack days can help the sector. Find out more at her MW2013 paper on 'This is Our Playground'; but one fascinating snippet was that museum studies students are quite conservative, 'museums have rules for a reason', and take a while to warm to the concept of prototyping. Alan (@alan_hook) talked about MYNI photo competition, asking 'is Northern Ireland ready for play in these spaces?', games that work with 'civic pride', the realities of designing mobile experiences around 3G coverage and expensive data plans, and shared some reflections on the process, including his questions about the ethics of crowdsourcing images and the differences between academic and industry timelines.

 The next session was 'Games: Best Practice and Innovative Approaches'. First up, Sharna Jackson (@sharnajackson), czar of Tate Kids, presented on the past, present and future of play at Tate. She pointed out that games can bring in hard-to-reach audiences, can be a gateway to engagement with deeper content, and can be a work of art in themselves. I loved her stance on web vs device-specific apps – while tablets are increasingly popular, their aim is to reach wide audiences so jumping into apps might not be right choice for limited budgets. Her lessons included: know your audience, what they expect; start playing games so you know what mechanics you like so you've got context for decisions and so you get what's great about games; your mission, content and goals all influence what kinds of games it makes sense for you to make; if planning to let users generate content, you need a strategy to manage it. Be clear about what games are – respect the medium.

Danny Birchall (@dannybirchall) of the Wellcome Collection talked about 'Truth and Fact: Museums and Public Engagement, including the High Tea evaluation's findings that 'piracy is the most effective form of distribution' so designing games to be ripped or seeded on portals can help achieve wider goals. He also talked about the differences between history and science games, as well as some of the unique hazards of working in museums with large, closely related collections – one memory game was 'punishing you with intense sense of similarity of items in Henry Wellcome's collection'.

The final presentation in the session was Alex Moseley on the educational potential of low budget games. His talk included a tiny taster of alternative reality gameplay and discussion of some disruptive, slightly subversive elements of ARGs you could use independently. His seven step process: identify key concepts or constraints want to get across; situate them in real activities; think of a real problem or challenge; add narrative to deepen the context; create a prototype; test it with colleagues/visitors; refine, retest and release. He also raised some challenges for museums: if players suggest something good in an ARG, it could be incorporated and effect the outcome – but this might be tricky for museums to manage with limited resources.

One interesting test that emerged from the panel discussion was whether something was 'Belfast good'. As Oonagh said, 'Is this good or is it 'Belfast-good' because if it's Belfast-good, then not good enough'. Asking whether a project is 'museum good' or 'academic good' might be a useful test in the future… The session also lead to 'chocolate covered broccoli' references overtaking 'gamification' as the new buzzword bingo winner.

The lightning talks covered a range of interesting projects from local organisations, in part with the idea of helping start local conversations. Some of the projects we heard about from @takebackbelfast, @stephentshaw, @designzoo and @Lancorz were really inspiring and just plain cool.  It was also refreshing to hear outsider's perspectives on what museums do: one guy said 'people bring their own knowledge, experiences and devices to museums – why do you need big interactive installations?'.
The day finished with a twenty minute play test of Alex Moseley's 'curate-a-fact' game then we headed off to the pub for some well-deserved #drinkingaboutmuseums.

The MCG usually holds its Spring Meeting somewhere outside London, but it's a long time since we've been in Belfast – it might have been a long time coming, but Belfast did themselves proud. I was really encouraged by the excellent work going on in the region and the creativity and energy of the people and projects in the room. Huge thanks to all the participants, chairs, speakers and organisers for putting together a great day!

Thanks to the university, we were able to (mostly) live stream the talks, and had people watching at their desk in Leicester or London and even from a train in New York! We also had a live tweeter @JasonAPurdy on the @cmr_ulster account plus loads of tweeters in the audience to help capture the day. Alex has also posted his thoughts on 'Engaging Visitors Through Play' – well worth a read.

'Digital challenges, digital opportunities' at MCGPlay, Belfast

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

Play testing Alex's game at #MCGPlay

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

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

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

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

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

And a few more challenges:

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

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

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

Museums Computer Group: connect, support, inspire me

Notes from THATCamp Feminisms West #tcfw

I'm just back from ten days in the US where I attended two events, both closely related to digital history, feminist digital humanities and women's history (whether intellectual, science, education, etc related). I'm posting to mark the moment and to collect some links – I think I'm still digesting the many conversations and moments of insight.

THATCamp Feminisms West #tcfw

A THATCamp is a technology+humanities unconference, a format much loved in the digital humanities world. This one was conceived from a twitter conversation and organised by the wonderful Jacque Wernimont of Scripps College in Claremont, California for March 14-15. Two other THATCamp Feminisms were held simultaneously in the south and east. I was invited over to do a workshop, and thought 'data visualisation as a gateway to programming' would be useful – I prepared two exercises, one of which involved thinking about how to match visualisation types to the structure of the selected content in ManyEyes, while the other was more about learning about how code works by playing with a pre-coded (and heavily, chattily commented) working visualisation that used SIMILE's JavaScript libraries – 'view source' and save the file to your hard drive to get started. It was a good chance to talk about the issues that messy humanities data create for generic visualisation tools, the risks in the 'truthiness' of visualisations, the importance of thinking critically about algorithms and issues around primary sources and women's history, etc, with people who'd thought deeply about some of these issues and could make their own contributions to the workshop.
The day started with the #tooFEW Wikipedia editathon (storify of results), which gave everyone a chance to learn and try out something new before the THATCamp had even officially started. It was a nice way to ease into things and achieve something together before working out the THATCamp programme as a group.
Over the day and a half I went to sessions including Feminist digital pedagogy and Feminist Collaboration. After a week of further travel across the US and another conference, the sessions are blurring into one, but overall they were a great chance to think about what a feminist digital humanities might be like (see for example Transformative Digital Humanities projects or read Toward an Open Digital Humanities from an earlier THATCamp for things to move towards or be careful of), to ask questions like 'what would a feminist Digging into Data look like?', to ask 'does it matter if feminist projects are made with people who don't share their politics'? (Probably not, though academic work might be attractive to people who value work/life balance.)  What's the right mix of openness and shared authority, how collaborative can a class be, and how can we help students fail safely in the cause of experimenting (especially when using public technologies like YouTube or Twitter)? It's important to remember that, as Alex Juhasz said, feminism is about process (or praxis), doing and making things, which in turn made me realise that one reason I value teaching coding is that it gives people DIY tools to make things that suit their own research needs and styles (see 'Why learning to code isn’t as important as learning to build something' but please also read Code: Craft and Culture and the comments below it). I also loved Alex's statement that she's 'less interested in feminism that starts from danger than feminism that starts from agency' and being fearless about taking up space.

The value of meeting in person was an underlying theme of the event, and eventually a conversation about Building a DH Regional Hub, and the difficulties in collaborating between institutions and organising in-person meetings with the huge geographic coverage of the Los Angeles area lead to the invention of Mindr: 'Grindr for travelling DHers – who's nearby and what do they want to chat about?', or as @laurenfklein described it, a 'geo-aware interface to DH Answers', an app that lets you know when someone with similar scholarly interests is nearby and might be up for a chat.  I would *love* this to actually happen, and who knows, if someone is able to shepherd the enthusiasm for it, it might.

Beyond the value in the discussion, just being surrounded by people who were digitally savvy and were also aware of the effects of implicit biases and tech-as-a-meritocracy, the role of disciplinary gatekeepers, assumptions about gendered work, emotional labour and the pressure to be 'nice' as well as the peculiarities of academia was brilliant. It was also a bit intimidating at first as I don't feel hugely qualified to comment on feminist issues (it's a long time since I've been caught up on theory and 'feminism' online has probably made it sound scarier than it really is) unless conversation moved to 'women in tech' issues or I could contribute observations on my experience of academia and workplaces in the UK. Perhaps that's one reason I was encouraged by discussion about possible models of feminist scholarship and mentoring (including asking male allies for help) – I don't have to figure this out on my own. That said, as Anne Cong-Huyen said:

'At an event like this one, where we come together to address or at least share about gender and sexual equality in dh and the academy it leaves us to ask: Where does the burden of addressing that inequity fall? […] And how about those of us who are junior faculty, adjuncts, or graduate students (like myself) who have even less power within the academy?'

Or in Amanda Phillips' words:

In this way, THATCamp Feminisms felt a bit different than other THATCamps I’ve attended. The infectious enthusiasm of DH was tempered here by the political, professional, and market realities that disproportionately affect marginalized communities.

I think it's important that those realities are widely understood and shared, or some of the promise of the digital humanities will have failed to blossom. Creating space for those hard questions perhaps highlights how positive, supportive and constructive the environment at THATCamp Feminisms West was.  I don't have a witty or concise conclusion, except to say that I met a bunch of amazing women and came away encouraged and inspired, and you should definitely go to a THATCamp Feminisms if you ever get a chance. Or run one yourself and see what happens. To quote Alex Juhasz again:

To me it is was less the DH, or even the digital, that made this conversation matter, but the feminist: because we shared values, the will and capacity to be critical as well as intellectual while being supportive and trying to distribute authority and voice around the room all the while working, quick.

Other posts:

(For the clarity, my personal definition of feminism is something like 'working to create a world in which the choices available in your life aren't determined by your gender' – of course, ideally the same would be true for ethnicity, nationality or class, and they're all inter-related, and they all work to create a better life for all genders. I shouldn't have to offer a definition of feminism as 'equality of opportunity' but somehow the term has been twisted to mean all sorts of other things, so there you go.)

From Claremont I made my way back to LA, then over to DC, then Philly, catching up with or meeting various ace people before heading to Bryn Mawr for Women's History in the Digital World, but I've run out of time and space so I'll have to post about that later.

'Engaging digital audiences in museums' conference

A quick report and Storify summary from Wednesday's joint Museums Computer Group (MCG) and Digital Learning Network (DLNet) conference, 'Engaging digital audiences in museums', which was held on 11 July 2012 at the University of Manchester.  I'm the Chair of the MCG and was on the Programming Committee for this event so I make absolutely no claim to impartiality, but I thought it went really well – great speakers and workshop leaders, enthusiastic and friendly participants and a variety of formats that kept energy levels up during the day.

My notes are sketchier than usual as I was co-chairing some of the sessions and keeping an eye on the running of the event, so this is more of an impressionistic overview than a detailed report.  There are already a number of other posts out there, and we'll have the post from our official event blogger and illustrator up soon for more comprehensive accounts.

For the MCG, this event was experimental in a number of ways – in running an event with another practitioner organisation, in the venue, in running parallel workshops, buying in commercial wifi, and in devoting part of the day to an unconference – and I'm curious to know what response we get in the evaluation from the day.  (If you were there, our short feedback form is online.)

The event was designed to bring museum learning and technology staff together because we felt we were missing opportunities to benefit from each others skills and experience. I know technologists are grappling with measuring impact, and learning people with reaching new audiences in different ways – hopefully each group would have something to offer and something to learn, though it might mean seeing past each others jargon and understanding different views of the world. (This 'Interloper Report' and comments from MW2012 provide some insight into the potential.) We planned the day as a mixture of inspiring talks and opportunities to get stuck into conversation about topical issues. It was also a day for making connections so we'd included coffee breaks, lunch and the unconference so that people could find others interested in similar things or to put faces to names from the MCG and DLNet lists and social media.
The various tweets I've added to storify do a reasonable job of covering the day, but I've left out things like the QR code discussion. Other conversations about generic learning outcomes have taken on a life of their own – for example, Rhiannon's post 'Generic Learning Outcomes – friend or foe?' seeks to understand why non-learning people don't seem to like them.

I thought Nick Winterbotham's presentation of the Group for Education in Museums (GEM) 'self-evident truths' was interesting, and some of his points were picked up and retweeted widely:

  • Our heritage is not about things it is about people
  • Everyone has a right to know about and be at ease with heritage
  • Heritage embraces the past and present of all cultures
  • Heritage is essential as the cradle of everyone's tomorrow
  • Heritage encompasses all literature, science, technology, environments and arts
  • The multiple narratives of heritage deserve respect
  • Learning is an entitled journey, not a destination
  • Heritage learning is an entitlement for everyone
  • The development of heritage learning skills must be a perpetual excellence
  • Learning is not simply a justification for cultural spending, it is THE justification for cultural spending

Nick advocated for a world where no-one hesitates at taking a risk in learning, and said that we love art, digital culture because of how we feel about it, not what we know about it. He urged us to focus on how your audiences live, learn and love your subject matter; to acknowledge the intellectual generosity needed; and find the big idea that will transform your organisation.

Matthew Cock talked about the challenges of audiences, particularly around mobile. The three-pronged model for audiences in museums: attract -> engage -> impact.  He asked, when you see someone in a museum with a phone, what space are they in? Are they engaged, distracted, focused? Is it a sign of disrespect and disengagement or a sign of bonding with the group they're with? And how do you know?

He talked about the work Morris Hargreaves McIntyre had done to understand their audiences and their varying motivations for visiting: social – museums as enjoyable place to spend time with friends and family; intellectual – interested in knowledge; emotional – experience what the past was like; spiritual – creative stimulation, quiet contemplation, etc.  (See also MHM's Culture Segments report). How does this connect to using mobiles to engage people? People have different activities – chat, read, recording audio or photo, playing media back, share something via social media etc. Each fulfills a different need. The challenge is to match specific things you can do on a mobile with your motivations for visiting. He referred to Maslow's hierarchy of needs to think about the needs a museum satisfies in our lives and the experience economy.

People are seeking venues and events that engage them in a memorable (and authentic?) ways – we're shifting from buying lots of stuff to seeking unique and engaging experiences. The visitor wants to walk away with the engagement having effected a transformation (the impact point of the three-pronged model). Measuring that impact is really hard. Evaluation can look at lots of things but it's hard to understand the needs of our visitors and what works for them in this space.

Later I asked what Learning people like Nick could tell us technologists about measuring impact, but it seems like it's the holy grail for their field too. Nick did mention that we go from a stage of cognitive to affective impact over time after an experience, which is a good start for thinking about this.  Judging from the response on twitter, I'm not the only one who thinks that measuring the impact of a museum experience and understanding whether it's ephemeral or lifelong is one of the big tasks for museums right now.

John Coburn's presentation on the Hidden Newcastle app harked back to the buzz around storytelling
a few years ago, but it also resonated with conversations about the different types and purposes of museum websites – an app that's not about sharing collections or objects but about sharing compelling stories fits firmly in the 'messy middle'.  In this case, 'it's the story that creates the impact, not the object. The value of the object is as the source for the story'. I love that they wanted to create intrigue about the people and the times in which they lived and compel exploration.

It was a difficult choice but I popped into the 'tech on a budget' workshop where Shona Carnall and Greg Povey presented some interesting ways to use existing, readily available technologies to create interactive experiences.

I'll leave the detail of the other presentations to the storify below and other people's posts and skip to the unconference.  Because time was short we asked for session ideas and votes from the podium, rather than letting people write ideas and put their votes up on a shared board.  After the unconference we all gathered again to hear what had been discussed in each group. The summaries were:
  • Commercial side of commissioning cool things: reluctant to put a price on it, but UK has cultural expectations around free museums which makes it harder to charge. Digital is received as god given right, something that should be free. But how come the West End theatre is able to charge so much for a ticket? Museums providing paid-for entertainment not just a browsing experience. We pay for entertainment but we don't expect to be entertained in museums. 
  • Learning outcomes: friends or foe? Attitude is sometimes that learning outcomes are rubbish – decided generic learning outcomes (GLOs) are a really good thing. It's not about shoe-horning facts into everything or pure knowledge transfer – it's also about inspiration, experience, skills, wonderment. The wondrous Romans! Trying to change the stigma about what learning actually is, it's an experience as much as formal education. Maybe 'aims and objectives' a better term than 'learning outcomes'.
  • How do you evaluate wonderment – with difficulty. What is it? Element of surprise, something being visceral, physiological responses. Are adults too cynical for wonderment? 'Smiling Victorians' – challenge expectations. Imagine writing a budget to get iris recognition to measure wonder! Hard to measure or evaluate it but should always aspire to it.
  • Coherent experience, call to action in gallery to online with mobile in gallery: talked about pressure museums are under to introduce next tech, be whizzy, or is it addressing a real need? Can you piggyback on software that's already out there?
  • Reaching different audiences: particularly teenagers: find out what inspires them, tap into that. What are the barriers to engaging them? They're creative, maybe we should work with them to create digital offers, empower them. Apps for apps sake – under pressure to deliver them.
  • Big ideas: intellectual generosity. (Goodness! There was a long list of the characteristics MCG and DLNet would have if they were an animal or a tool…)  We are intricate explosions. Intricate – all the stuff we're talking about is detailed and a little fragile but explosive because the world will catch fire with what we're doing.
  • Failure confessionals: web content management systems – maybe simple is the way to go. Failure is a good thing, and at least we didn't screw up like the bankers.
  • Social media audiences: does it make sense just to have one FB, twitter, etc account per org? Keeping a brand together is good but it doesn't always make sense to lump all audience conversations into one channel.

And with the final thanks to the student volunteers, programme committee, unconference organisers and speakers (and particularly to Ade as local contact and Rhiannon as the tireless organiser that made it all happen), it was over.

We're already looking ahead to the MCG's Spring 2013 meeting, which may be an experimental 'distributed' meeting held in the same week or evening in different regional locations.  If you're interested in hosting a small-scale event with us somewhere in the UK, get in touch!  We're also thinking about themes for UK Museums on the Web 2012, so again, let us know if you have any ideas.

Notes on 'User Generated Content' session, Open Culture Conference 2010

My notes from the 'user generated content' parallel track on first day of the Open Culture 2010 conference. The session started with brief presentations by panellists, then group discussions at various tables on questions suggested by the organisers. These notes are quite rough, and of course any mistakes are mine. I haven't had a chance to look for the speakers' slides yet so inevitably some bits are missing, and I can only report the discussion at the table I was at in the break-out session. I've also blogged my notes from the plenary session of the Open Culture 2010 conference.

User-generated content session, Open Culture, Europeana – the benefits and challenges of UGC.
Kevin Sumption, User-generated content, a MUST DO for cultural institutions
His background – originally a curator of computer sciences. One of first projects he worked on at Powerhouse was D*Hub which presented design collections from V&A, Brooklyn Museum and Powerhouse Museum – it was for curators but also for general public with an interest in design. Been the source of innovation. Editorial crowd-sourcing approach and social tagging, about 8 years ago.

Two years ago he moved to National Maritime Museum, Royal Observatory, Greenwich. One of the first things they did was get involved with Flickr Commons – get historic photographs into public domain, get people involved in tagging. c1000 records in there. General public have been able to identify some images as Adam Villiers images – specialists help provide attribution for the photographer. Only for tens of records of the 000s but was a good introduction to power of UGC.

Building hybrid exhibition experiences – astronomy photographer of the year – competition on Flickr with real world exhibition for the winners of the competition. 'Blog' with 2000 amateur astronomers, 50 posts a day. Through power of Flickr has become a significant competition and brand in two years.

Joined citizen science consortia. Galaxy Zoo. Brainchild of Oxford – getting public engaged with real science online. Solar Stormwatch c 3000 people analysing and using the data. Many people who get involved gave up science in high school… but people are getting re-engaged with science *and* making meaningful contributions.

Old Weather – helping solve real-world problems with crowdsourcing. Launched two months ago.
Passion for UGC is based around where projects can join very carefully considered consortia, bringing historical datasets with real scientific problems. Can bring large interested public to the project. Many of the public are reconnecting with historical subject matter or sciences.

Judith Bensa-Moortgat, Nationaal Archief, Netherlands, Images for the Future project
Photo collection of more than 1 million photos. Images for the future project aims to save audio-visual heritage through digitisation and conservation of 1.2 million photos.

Once digitised, they optimise by adding metadata and context. Have own documentalists who can add metadata, but it would take years to go through it all. So decided to try using online community to help enrich photo collections. Using existing platforms like Wikipedia, Flickr, Open Street map, they aim to retrieve contextual info generated by the communities.  They donated political portraits to Wikimedia Commons and within three weeks more than half had been linked to relevant articles.

Their experiences with Flickr Commons – they joined in 2008. Main goal was to see if community would enrich their photos with comments and tags. In two weeks, they had 400,000 page views for 400 photos, including peaks when on Dutch TV news. In six months, they had 800 photos with over 1 million views. In Oct 2010, they are averaging 100,000 page views a month; 3 million overall.

But what about comments etc? Divided them into categories of comments [with percentage of overall contributions]:

  • factual info about location, period, people 5%; 
  • link to other sources eg Wikipedia 5%; 
  • personal stories/memories (e.g. someone in image was recognised); 
  • moral discussions; 
  • aesthetical discussions; 
  • translations.

The first two are most important for them.
13,000 tags in many languages (unique tags or total?).
10% of the contributed UGC was useful for contextualisation; tags ensure accessibility [discoverability?] on the web; increased (international) visibility. [Obviously the figures will vary for different projects, depending on what the original intent of the project was]

The issues she'd like to discuss are – copyright, moderation, platforms, community.

Mette Bom, 1001 Stories about Denmark
Story of the day is one of the 1001 stories. It's a website about the history and culture of Denmark. The stories have themes, are connected to a timeline.  Started with 50 themes, 180 expert writers writing the 1001 stories, now it's up to the public to comment and write their own stories. Broad definition of what heritage is – from oldest settlement to the 'porn street' – they wanted to expand the definition of heritage.

Target audiences – tourists going to those places; local dedicated experts who have knowledge to contribute. Wanted to take Danish heritage out of museums.

They've created the main website, mobile apps, widget for other sites, web service.  Launched in May 2010.  20,000 monthly users. 147 new places added, 1500 pictures added.

Main challenges – how to keep users coming back? 85% new, 15% repeat visitors (ok as aimed at tourists but would like more comments). How to keep press interested and get media coverage? Had a good buzz at the start cos of the celebrities. How to define participation? Is it enough to just be a visitor?

Johan Oomen, Netherlands Institute for Sound and Vision, Vrij Uni Amsterdam. Participatory Heritage: the case of the Waisda? video labelling game.
They're using game mechanisms to get people to help them catalogue content. [sounds familiar!]
'In the end, the crowd still rules'.
. Tagging is a good way to facilitate time-based annotation [i.e. tag what's on the screen at different times]

Goal of game is consensus between players. Best example in heritage is steve.museum; much of the thinking about using tagging as a game came from Games with a Purpose (gwap.com).  Basic rule – players score points when their tag exactly matches the tag entered by another within 10 seconds. Other scoring mechanisms.  Lots of channels with images continuously playing.

Linking it to twitter – shout out to friends to come join them playing.  Generating traffic – one of the main challenges. Altruistic message 'help the archive' 'improve access to collections' came out of research with users on messages that worked. Worked with existing communities.

Results, first six months – 44,362 pageviews. 340,000 tags to 604 items, 42,068 unique tags.
Matches – 42% of tags entered more than 2 times. Also looked at vocab (GTAA, Cornetto), 1/3 words were valid Dutch words, but only a few part of thesauruses.  Tags evaluated by documentalists. Documentary film 85% – tags were useful; for reality series (with less semantic density) tags less useful.

Now looking at how to present tags on the catalogue Powerhouse Museum style.  Experimenting with visualising terms, tag clouds when terms represented, also makes it easy to navigate within the video – would have been difficult to do with professional metadata.  Looking at 'tag gardening' – invite people to go back to their tags and click to confirm – e.g. show images with particular tags, get more points for doing it.

Future work – tag matching – synonyms and more specific terms – will get more points for more specific terms.

Panel overview by Costis Dallas, research fellow at Athena, assistant professor at Panteion University, Athens.
He wants to add a different dimension – user-generated content as it becomes an object for memory organisations. New body of resources emerging through these communication practices.
Also, we don't have a historiography anymore; memory resides in personal information devices.  Mashups, changes in information forms, complex composed information on social networks – these raise new problems for collecting – structural, legal, preservation in context, layered composition.  What do we need to do now in order to be able to make use of digital technologies in appropriate, meaningful ways in the future? New kinds of content, participatory curation are challenges for preservation.

Group discussion (breakout tables)
Discussion about how to attract users. [It wasn't defined whether it was how to attract specifically users who'll contribute content or just generally grow the audience and therefore grow the number of content creators within the usual proportions of levels of participation e.g. Nielsen, Forrester; I would also have liked to discussed how to encourage particular kinds of contributions, or to build architectures of participation that provided positive feedback to encourage deeper levels of participation.]

Discussion and conclusions included – go with the strengths of your collections e.g. if one particular audience or content-attracting theme emerges, go with it.  Norway has a national portal where people can add content. They held lots of workshops for possible content creators; made contact with specialist organisations [from which you can take the lesson that UGC doesn't happen in a vacuum, and that it helps to invest time and resources into enabling participants and soliciting content].  Recording living history.  Physical presence in gallery, at events, is important.  Go where audiences already are; use existing platforms.

Discussion about moderation included – once you have comments, how are they integrated back into collections and digital asset management systems?  What do you do about incorrect UGC displayed on a page?  Not an issue if you separate UGC from museum/authoritative content in the interface design.  In the discussion it turned out that Europeana doesn't have a definition of 'moderation'.  IMO, it should include community management, including acknowledging and thanking people for contributions (or rather, moderation is a subset of community management).  It also includes approving or reviewing and publishing content, dealing with corrections suggested by contributors, dealing with incorrect or offensive UGC, adding improved metadata back to collections repositories.

User-generated content and trust – British Library apparently has 'trusted communities' on their audio content – academic communities (by domain name?) and 'everyone else'.  Let other people report content to help weed out bad content.

Then we got onto a really interesting discussion of which country or culture's version of 'offensive' would be used in moderating content.  Having worked in the UK and the Netherlands, I know that what's considered a really rude swear word and what's common vocabulary is quite different in each country… but would there be any content left if you considered the lowest common standards for each country?  [Though thinking about it later, people manage to watch films and TV and popular music from other countries so I guess they can deal with different standards when it's in context.]  To take an extreme content example, a Nazi uniform as memorabilia is illegal in Germany (IIRC) but in the UK it's a fancy dress outfit for a member of the royal family.

Panel reporting back from various table discussions
Kevin's report – discussion varied but similar themes across the two tables. One – focus on the call to action, why should people participate, what's the motivation? How to encourage people to participate? Competitions suggested as one solution, media interest (especially sustained). Notion of core group who'll energise others. Small groups of highly motivated individuals and groups who can act as catalysts [how to recruit, reward, retain]. Use social media to help launch project.

1001 Danish Stories promotional video effectively showed how easy the process of contributing content was,  and that it doesn't have to to be perfect (the video includes celebrities working the camera [and also being a bit daggy, which I later realised was quite powerful – they weren't cool and aloof]).
Giving users something back – it's not a one-way process. Recognition is important. Immediacy too – if participating in a project, people want to see their contributions acknowledged quickly. Long approval processes lose people.
Removal of content – when different social, political backgrounds with different notions of censorship.

Mette's report – how to get users to contribute – answers mostly to take away the boundaries, give the users more credit than we otherwise tend to. We always think users will mess things up and experts will be embarrassed by user content but not the case. In 1001 they had experts correcting other experts. Trust users more, involve experts, ask users what they want. Show you appreciate users, have a dialouge, create community. Make it a part of life and environment of users. Find out who your users are.

Second group – how Europeana can use the content provided in all its forms. Could build web services to present content from different places, linking between different applications.
How to set up goals for user activity – didn't get a lot of answers but one possibility is to start and see how users contribute as you go along. [I also think you shouldn't be experimenting with UGC without some goal in mind – how else will you know if your experiment succeeded?  It also focusses your interaction and interface design and gives the user some parameters (much more useful than an intimidating blank page)].

Judith's report (including our table) – motivation and moderation in relation to Europeana – challenging as Europeana are not the owners of the material; also dealing with multilingual collections. Culturally-specific offensive comments. Definition and expectations of Europeana moderation. Resources need if Europeana does the moderation.
Incentives for moderation – improving data, idealism, helping with translations – people like to help translate.

Johan's report – rewards are important – place users in social charts or give them a feeling of contributing to larger thing; tap into existing community; translate physical world into digital analogue.
Institutional policy – need a clear strategy for e.g. how to integrate the knowledge into the catalogue. Provide training for staff on working with users and online tools. There's value in employing community managers to give people feedback when they leave content.
Using Amazon's Mechanical Turk for annotations…
Doing the projects isn't only of benefit in enriching metadata but also for giving insight into users – discover audiences with particular interests.

Costis commenting – if Europeana only has thumbnails and metadata, is it a missed opportunity to get UGC on more detailed content?

Is Europeana highbrow compared to other platforms like Flickr, FB, so would people be afraid to contribute? [probably – there must be design patterns for encouraging participation from audiences on museum sites, but we're still figuring out what they are]
Business model for crowdsourcing – producing multilingual resources is perfect case for Europeana.

Open to the floor for questions… Importance of local communities, getting out there, using libraries to train people. Local newspapers, connecting to existing communities.

Notes from Europeana's Open Culture Conference 2010

The Open Culture 2010 conference was held in Amsterdam on October 14 – 15. These are my notes from the first day (I couldn't stay for the second day). As always, they're a bit rough, and any mistakes are mine. I haven't had a chance to look for the speakers' slides yet so inevitably some bits are missing.  If you're in a hurry, the quote of the day was from Ian Davis: "the goal is not to build a web of data. The goal is to enrich lives through access to information".

The morning was MCd by Costis Dallas and there was a welcome and introduction from the chair of the Europeana Foundation before Jill Cousins (Europeana Foundation) provided an overview of Europeana. I'm sure the figures will be available online, but in summary, they've made good progress in getting from a prototype in 2008 to an operational service in 2010. [Though I have written down that they had 1 million visits in 2010, which is a lot less than a lot of the national museums in the UK though obviously they've had longer to establish a brand and a large percentage of their stats are probably in the 'visit us' areas rather than collections areas.]

Europeana is a super-aggregator, but doesn't show the role of the national or thematic aggregators or portals as providers/collections of content. They're looking to get away from a one-way model to the point where they can get data back out into different places (via APIs etc). They want to move away from being a single destination site to putting information where the user is, to continue their work on advocacy, open source code etc.

Jill discussed various trends, including the idea of an increased understanding that access to culture is the foundation for a creative economy. She mentioned a Kenneth Gilbraith [?] quote on spending more on culture in recession as that's where creative solutions come from [does anyone know the reference?]. Also, in a time of Increasing nationationalism, Europeana provided an example to combat it with example of trans-Euro cooperation and culture. Finally, customer needs are changing as visitors move from passive recipients to active participants in online culture.

Europeana [or the talk?] will follow four paths – aggregration, distribution, facilitation, engagement.

  • Aggregation – build the trusted source for European digital cultural material. Source curated content, linked data, data enrichment, multilinguality, persistent identifiers. 13 million objects but 18-20thC dominance; only 2% of material is audio-visual [?]. Looking towards publishing metadata as linked open data, to make Europeana and cultural heritage work on the web, e.g. of tagging content with controlled vocabularies – Vikings as tagged by Irish and Norwegian people – from 'pillagers' to 'loving fathers'. They can map between these vocabularies with linked data.
  • Distribution – make the material available to the user wherever they are, whenever they want it. Portals, APIs, widgets, partnerships, getting information into existing school systems.
  • Facilitate innovation in cultural heritage. Knowledge sharing (linked data), IPR business models, policy – advocacy and public domain, data provider agreements. If you write code based on their open sourced applications, they'd love you to commit any code back into Europeana. Also, look at Europeana labs.
  • Engagement – create dialogue and participation. [These slides went quickly, I couldn't keep up]. Examples of the Great War Archive into Europe [?]. Showing the European connection – Art Nouveau works across Europe.

The next talk was Liam Wyatt on 'Peace love and metadata', based in part on his experience at the British Museum, where he volunteered for a month to coordinate the relationship between Wikipedia as representative of the open web [might have mistyped that, it seems quite a mantle to claim] and the BM as representatiave of [missed it]. The goal was to build a proactive relationship of mutual benefit without requiring change in policies or practices of either. [A nice bit of realism because IMO both sides of the museum/Wikipedia relationship are resistant to change and attached firmly to parts of their current models that are in conflict with the other conglomeration.]

The project resulted in 100 new Wikipedia articles, mostly based on the BM/BBC A History of the World in 100 Objects project (AHOW). [Would love to know how many articles were improved as a result too]. They also ran a 'backstage pass' day where Wikipedians come on site, meet with curators, backstage tour, then they sit down and create/update entries. There were also one-on-one collaborators – hooking up Wikipedians and curators/museums with e.g. photos of objects requested.

It's all about improving content, focussing on personal relationshiips, leveraging the communities; it didn't focus on residents (his own work), none of them are content donation projects, every institution has different needs but can do some version of this.

[I'm curious about why it's about bringing Wikipedians into museums and not turning museum people into Wikipedians but I guess that's a whole different project and may be result from the personal relationships anyway.]

Unknown risks are accounted for and overestimated. Unknown rewards are not accounted for and underestimated. [Quoted for truth, and I think this struck a chord with the audience.]

Reasons he's heard for restricting digital access… Most common 'preserving the integrity of the collection' but sounds like need to approve content so can approve of usages. As a result he's seen convoluted copyright claims – it's easy tool to use to retain control.

Derivative works. Commercial use. Different types of free – freedom to use, freedom to study and apply knowledge gained; freedom to make and redistribute copies; [something else].

There are only three applicable licences for Wikipedia. Wikipedia is a non-commercial organisation, but don't accept any non-commercially licenced content as 'it would restrict the freedom of people downstream to re-use the content in innovative ways'. [but this rules out much museum content, whether rightly or not, and with varying sources from legal requirements to preference. Licence wars (see the open source movement) are boring, but the public would have access to more museum content on Wikipedia if that restriction was negotiable. Whether that would outweight the possible 'downstream' benefit is an interesting question.]

Liam asked the audience, do you have a volunteer project in your institution? do you have an e-volunteer program? Well, you do already, you just don't know it. It's a matter of whether you want to engage with them back. You don't have to, and it might be messy.

Wikipedia is not a social network. It is a social construction – it requires a community to exist but socialising is not the goal. Wikipedia is not user generated content. Wikipedia is community curated works. Curated, not only generated. Things can be edited or deleted as well as added [which is always a difficulty for museums thinking about relying on Wikipedia content in the long term, especially as the 'significance' of various objects can be a contested issue.]

Happy datasets are all alike; every unhappy dataset is unhappy in its own way. A good test of data is that it works well with others – technically or legally.

According to Liam, Europeana is the 21st century of the gallery painting – it's a thumbnail gallery but it could be so much more if the content was technically and legally able to be re-used, integrated.
Data already has enough restrictions already e.g. copyright, donor restrictions. but if it comes without restrictions, its a shame to add them. 'Leave the gate as you found it'.

'We're doing the same thing for the same reason for the same people in the same medium, let's do it together.'

The next sessions were 'tasters' of the three thematic tracks of the second part of the day – linked data, user-generated content, and risks and rewards. This was a great idea because I felt like I wasn't totally missing out on the other sessions.

Ian Davis from Talis talked about 'linked open culture' as a preview of the linked data track. How to take practices learned from linked data and apply them to open culture sector. We're always looking for ways to exchange info, communicate more effecively. We're no longer limited by the physicality of information. 'The semantic web fundamentally changes how information, machines and people are connected together'. The semantic web and its powerful network effects are enabling a radical transformation away from islands of data. One question is, does preservation require protection, isolation, or to copy it as widely as possible?

Conjecture 1 – data outlasts code. MARC stays forever, code changes. This implies that open data is more important than open source.
Conjecture 2 – structured data is more valuable than unstructured. Therefore we should seek to structure our data well.
Conjecture 3 – most of the value in our data will be unexpected and unintended. Therefore we should engineer for serendipity.

'Provide and enable' – UK National Archives phrase. Provide things you're good at – use unique expertise and knowledge [missed bits]… enable as many people as possible to use it – licence data for re-use, give important things identifiers, link widely.

'The goal is not to build a web of data. The goal is to enrich lives through access to information.'
[I think this is my new motto – it sums it up so perfectly. Yes, we carry on about the technology, but only so we can get it built – it's the means to an end, not the end itself. It's not about applying acronyms to content, it's about making content more meaningful, retaining its connection to its source and original context, making the terms of use clear and accessible, making it easy to re-use, encouraging people to make applications and websites with it, blah blah blah – but it's all so that more people can have more meaningful relationships with their contemporary and historical worlds.]

Kevin Sumption from the National Maritime Museum presented on the user-generated content track. A look ahead – the cultural sector and new models… User-generated content (UGC) is a broad description for content created by end users rather than traditional publishers. Museums have been active in photo-sharing, social tagging, wikipedia editing.

Crowdsourcing e.g. – reCAPTCHA [digitising books, one registration form at a time]. His team was inspired by the approach, created a project called 'Old Weather' – people review logs of WWI British ships to transcribe the content, especially meterological data. This fills in a gap in the meterological dataset for 1914 – 1918, allows weather in the period to be modelled, contributes to understanding of global weather patterns.

Also working with Oxford Uni, Rutherford Institute, Zooniverse – solar stormwatch – solar weather forecast. The museum is working with research institutions to provide data to solve real-world problems. [Museums can bring audiences to these projects, re-ignite interest in science, you can sit at home or on the train and make real contributions to on-going research – how cool is that?]

Community collecting. e.g. mass observation project 1937 – relaunched now and you can train to become an observer. You get a brief e.g. families on holidays.

BBC WW2 People's War – archive of WWII memories. [check it out]

RunCoCO – tools for people to set up community-lead, generated projects.

Community-lead research – a bit more contentious – e.g. Guardian and MPs expenses. Putting data in hands of public, trusting them to generate content. [Though if you're just getting people to help filter up interesting content for review by trusted sources, it's not that risky].

The final thematic track preview was by Charles Oppenheim from Loughborough University, on the risks and rewards of placing metadata and content on the web. Legal context – authorisation of copyright holder is required for [various acts including putting it on the web] unless… it's out of copyright, have explicit permission from rights holder (not implied licence just cos it's online), permission has been granted under licensing scheme, work has been created by a member of staff or under contract with IP assigned.

Issues with cultural objects – media rich content – multiple layers of rights, multiple rights holders, multiple permissions often required. Who owns what rights? Different media industries have different traditions about giving permission. Orphan works.

Possible non-legal ramifiations of IPR infringements – loss of trust with rights holders/creators; loss of trust with public; damage to reputation/bad press; breach of contract (funding bodies or licensors); additional fees/costs; takedown of content or entire service.

Help is at hand – Strategic Content Alliance toolkit [online].

Copyright less to do with law than with risk management – assess risks and work out how will minimise them.

Risks beyond IPR – defamation; liability for provision of inaccurate information; illegal materials e.g. pornography, pro-terrorism, violent materials, racist materials, Holocaust denial; data protection/privacy breaches; accidental disclosure of confidential information.

High risk – anything you make money from; copying anything that is in copyright and is commercially availabe.
Low risk – orphan works of low commercial value – letters, diaries, amateur photographs, films, recordings known by less known people.
Zero risk stuff.
Risks on the other side of the coin [aka excuses for not putting stuff up]

Ask a cultural heritage technologist?

I'm speaking at Open Tech 2010 (book your ticket now, only £5!) and it feels like the situation (and the mood) in the UK has changed since I first wrote my proposal and I'm not sure it suits anymore.  So I wanted to throw a few questions open to you to help me re-focus on the things that matter now:

  • what do you value about museums and technology, particularly the web, social media, open data? 
  • what do you want to know from someone working behind the scenes in museum technology?
  • what suggestions would you make if you were able to talk to museums?
  • what aren't museums asking our audiences (including our geek audiences) that we should be asking?
  • what's your favourite biscuit (or cookie)?
The title, by the way, is a play on 'ask a curator', an online event of some sort where you can ask whatever you've always wanted to ask a curator by using the hash tag #askacurator on twitter (or possibly also by commenting on a museum's blog, Facebook wall, twitter account, etc).

Linking museums: machine-readable data in cultural heritage – meetup in London July 7

Somehow I've ended up organising an (very informal) event about 'Linking museums: machine-readable data in cultural heritage' on Wednesday, July 7, at a pub near Liverpool St Station. I have no real idea what to expect, but I'd love some feisty sceptics to show up and challenge people to make all these geeky acronyms work in the real museum world.

As I posted to the MCG list: "A very informal meetup to discuss 'Linking museums: machine-readable data in cultural heritage' is happening next Wednesday. I'm hoping for a good mix of people with different levels of experience and different perspectives on the issue of publishing data that can be re-used outside the institution that created it. … please do pass this on to others who may be interested. If you would like to come but can't get down to that London, please feel free to send me your questions and comments (or beer money)."

The basic details are: July 7, 2010, Shooting Star pub, London. 7:30 – 10pm-ish. More information is available at http://museum-api.pbworks.com/July-2010-meetup and you can let me know you're coming or register your interest.

In more detail…

Why?
I'm trying to cut through the chicken and egg problem – as a museum technologist, I can work towards getting machine-readable data available, but I'm not sure which formats and what data would be most useful for developers who might use it. Without a critical mass of take-up for any one type, the benefits of any one data source are more limited for developers. But museums seem to want a sense of where the critical mass is going to be so they can build for that. How do we cut through this and come up with a sensible roadmap?

Who?
You! If you're interested in using museum data in mashups but find it difficult to get started or find the data available isn't easily usable; if you have data you want to publish; if you work in a museum and have a
data publication problem you'd like help in solving; if you are a cheerleader for your favourite acronym…

Put another way, this event is for you if you're interested in publishing and sharing data about their museums and collections through technologies such as linked data and microformats.

It'll be pretty informal! I'm not sure how much we can get done but it'd be nice to put faces to names, and maybe start some discussions around the various problems that could be solved and tools that could be
created with machine-readable data in cultural heritage.