Setting off small fireworks: leaving space for curiosity

Remember when blog posts didn't need titles, didn't need to be long or take ages to write, and had nothing to do with your 'personal brand'? I've realised that while I'm writing up the PhD I'll barely blog at all if I don't blog like it's 2007 and just share interesting stuff when I've got a moment. Here goes…

I've been interested in the role of curiosity in engaging people with museum collections since I evaluated museum 'tagging' crowdsourcing games for my MSc project and learnt that the randomness of the objects presented made players really curious about what would appear next, and in turn that curiosity was one reason they kept playing. It turns out other metadata game designers have noticed the same effect. Flanagan and Carini (2012) wrote: 'Curiosity and doubt are key design opportunities. … In a number of instances, players became so curious about the images they were tagging that they would tag images with inquiry phrases, such as "want to know more about this culture."'

I returned to 'curiosity' for a talk I gave at the iSay conference in Leicester, where I related it to Raddick et al's (2009) 'Levels of Engagement' in citizen science, where Level 2 participation in community discussion (e.g. forums on crowdsourcing sites) and Level 3 is 'working independently on self-identified research projects'. To me, this suggested you should leave room for curiosity and wonder to develop – it might turn into a new personal journey for the participant or visitor, or even a new research question for a crowdsourcing project.

The reason I'm posting now is that I just came across Langer's definition of 'mindfulness': 'the "state of mind that results from drawing novel distinctions, examining information from new perspectives, and being sensitive to context. It is an open, creative, probabilistic state of mind in which the individual might be led to finding differences among things thought similar and similarities among things thought different" (Langer 1993, p.44).' in Csikszentmihalyi and Hermanson (1995). Further:

'Exhibits that facilitate mindfulness display information in context and present various viewpoints. For example, Langer (1993, p.47) contrasts the statement "The three main reasons for the Civil War were…" with the statement "From the perspective of the white male living in the twentieth century, the main reasons for the Civil War were…" (p.47). The latter approach calls for thoughtful comparisons. For example, How did women feel during the Civil War? the old? the old from the North? the black male today? and so on.'

I don't know about you, but my curiosity was piqued and my mind started going in lots of different directions. The second question carefully creates a gap just big enough to let a hundred new questions through and is a brilliant example of why both museum interpretation and participatory projects should leave room for curiosity…

Works cited:

  • Csikszentmihalyi, Mihaly, and Kim Hermanson. 1995. “Intrinsic Motivation in Museums: Why Does One Want to Learn?” In Public Institutions for Personal Learning: Establishing a Research Agenda, edited by John Falk and Lynn D. Dierking, 66 – 77. Washington D.C.: American Association of Museums. [This is seriously ace, track down a copy if you can]
  • Flanagan, Mary, and Peter. 2012. “How Games Can Help Us Access and Understand Archival Images.” American Archivist 75 (2): 514–537.
  • Raddick, M. Jordan, Georgia Bracey, K. Carney, G. Gyuk, K. Borne, J. Wallin, and S Jacoby. 2009. “Citizen Science: Status and Research Directions for the Coming Decade.” In Astro2010: The Astronomy and Astrophysics Decadal Survey. Vol. 2010. http://www8.nationalacademies.org/astro2010/DetailFileDisplay.aspx?id=454.

(Ok, so a post with references is not exactly blogging like it's 2006, but you've got to start somewhere…)
(Someone is literally setting off fireworks somewhere nearby. I have no idea why.)
(And yeah, I am working on a Saturday night. Friends don't let friends do PhDs, innit.)

'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

On the trickiness of crowdsourcing competitions: some lessons from Sydney Design

I generally maintain a diplomatic silence about crowdsourcing competitions when I'm talking about crowdsourcing in cultural heritage as I believe spec work (or asking people to invest time in creating designs then paying just one 'winner') is unethical, and it's really tricky for design competitions to avoid looking like 'spec work'. I discovered this for myself when I ran the 'Cosmic Collections' mashup competition, so I have a lot of sympathy for museums who unknowingly get it wrong when experimenting with crowdsourcing. I also tend not to talk about poorly conceived or executed crowdsourcing projects as it doesn't seem fair to single out cultural heritage institutions that were trying to do the right thing against odds that ended up beating them, but I think the lessons to be drawn from the Sydney Design festival's competition are important enough to discuss here.

'Is it a free poster yet?'
'Is it a free poster yet?'

A crowdsourcing competition model that the museum had previously applied successfully (the Lace Award and Trainspotting, with prizes up to $AUD20,000 and display in the exhibition for winning designs) had a very different reception when the context and rewards changed. When the Powerhouse Museum's design competition to produce the visual identity for the Sydney Design festival was launched with a $US1000 prize, the design community's sensitivity to spec work and 'free pitching' was triggered, and they started throwing in some sarcastic responses.  The public feedback loop created as people could see previous designs and realised their own would also be featured on the site had a 4Chan-ish feel of a fun new meme about it, and once the norm of satirical responses was set, it was only going to escalate.

More importantly, there was a sense that Sydney Design was pulling a swifty. As Kate Sweetapple puts it in How the Sydney Design festival poster competition went horribly wrong:

'The fundamental difference [to the previous competitions], however, is that by running the competition, the Museum pulled a substantial job – worth tens of thousands of dollars – out of the professional marketplace. The submissions to Love Lace and Trainspotting did not have a commercial context one year, and none the next.'

If the previous reward was mostly monetary, offering a lesser intrinsic reward in exchange for a previously extrinsic reward is unlikely to work. If there's a bigger reward than than the competition brief itself would suggest, one important lesson is to make it unavoidably obvious. In this case, the Sydney Design Team's response said 'the Museum would have engaged the winning designer for further work and remuneration required to roll out the winning design into a more comprehensive marketing campaign', but this wasn't clear in the original brief. Many museum competitions display highly-ranked entries in their gallery spaces, and being exhibited in the museum or festival spaces might have been another form of valid reward, but only if it worked as an aspiration for the competition's audience, who in this case might well have a breadth of experience and exposure that rendered it less valuable.

Finally, in working with museums online, I've noticed the harshness of criticism is often proportionate to how deeply people care about you or identify you with certain values they hold dear.  When you're a beloved institution, people who care deeply about you feel betrayed when you get things wrong. As one commentator said in With friends like these, who needs enemies?, 'Sydney Design are meant to be in our corner'. If you regard critics as 'critical friends' you can turn the relationship around (as Merel van der Vaart discusses in the 'Opening up' section of her post on lessons from the Science Museum's Oramics exhibition) and build an even stronger relationship with them. Maybe Sydney Design can still turn this around…

Does 'slow art day' work online?

Saturday was 'slow art day', and the Getty Museum (@GettyMuseum) shared a Robert Hughes clip that really resonated with me:

'We have had a gutful of fast art and fast food. What we need more of is slow art: art that holds time as a vase holds water: art that grows out of modes of perception and whose skill and doggedness make you think and feel; art that isn't merely sensational, that doesn't get its message across in 10 seconds, that isn't falsely iconic, that hooks onto something deep-running in our natures. In a word, art that is the very opposite of mass media.'

I was tied to my desk writing that day so I wondered how I could have a similar experience: can you 'do' slow art online? Assuming you can switch off all the other distractions of email, social media, flashing ads, etc, and ignore the fact that your house, office or library is full of other tasks and temptations, can you slow down and sit in front of one art work and have a similar experience through an image on a screen, or does being in a gallery add something to the process? On the other hand, high-resolution images and reflectance transformation imaging (RTI) mean you can see details you'd never see in a gallery so you can explore the artwork itself more deeply*. And to remove the screen from the equation, would looking at a really good print of a painting be as rewarding as looking at the original? And what of installations and sculpture?

Related to that, I've been wondering how to relate online collections (whether thematic, exhibition-style or old school catalogues) to audience motivations for visiting museums. I've just been reading a great overview of people's motivations for visiting museums in Dimitra Christidou's Re-Introducing Visitors: Thoughts and Discussion on John Falk’s Notion of Visitors’ Identity-Related Visit Motivations. Christidou summarises Falk and Storksdieck's 2005 research on 'museum-specific identities' reflecting visitor motivations:

  1. Explorers are driven by their personal curiosity, their urge to discover new things.
  2. Facilitators visit the museum on behalf of others’ special interests in the exhibition or the subject-matter of the museum.
  3. Experience seekers are these visitors who desire to see and experience a place, such as tourists.
  4. Professional hobbyists are those with specific knowledge in the subject matter of an exhibition and specific goals in mind.
  5. Rechargers seek a contemplative or restorative experience, often to let some steam out of their systems.
Once I'd gotten past the amusing mental image of Facebook's Mark Zuckerberg's head exploding at the concept of 'big' and 'small' online identities that change according to context, interests, motivations, etc**, I thought the article provided a useful framework for returning to the question of 'what are museum websites for?'. We can safely assume that most gallery sites consider the needs of 'professional hobbyists', but what of the other motivations? Some of these motivations are embedded in social experiences – do art sites enable multi-user experiences online, or do they assume that 'sharing' or facilitation only happens via social media? Does looking at art online go deep enough to count as an 'experience'? And how much of the 'recharging' experience is tied to the act of getting to a particular space at a particular time, or to the affordances of the space itself and its physical separation from most distractions of the world?

What new motivations should be added for online experiences of museum exhibitions and objects? What's enabled by the convenience, accessibility and discoverability of art online? And to return to slow art, how can museums use text and design to cue people to slow down and look at art for minutes at a time without getting in the way of people who want a quick experience? (And is this the same basic question I'd asked earlier about 'enabling punctum' or 'what's the effect of all this aggregation of museum content on the user experience'?)

* Assuming you don't look so closely that you slip into 'inappropriate peering'.
** I'm sure Zuckerberg knows people have different identities in different situations, it's just more convenient for Facebook not to care. Christopher 'moot' Poole opposed this push quite well in a series of talks in 2011.

Notes from 'Crowdsourcing in the Arts and Humanities'

Last week I attended a one-day conference, 'Digital Impacts: Crowdsourcing in the Arts and Humanities' (#oxcrowd), convened by Kathryn Eccles of Oxford's Internet Institute, and I'm sharing my (sketchy, as always) notes in the hope that they'll help people who couldn't attend.

Stuart Dunn reported on the Humanities Crowdsourcing scoping report (PDF) he wrote with Mark Hedges and noted that if we want humanities crowdsourcing to take off we should move beyond crowdsourcing as a business model and look to form, nurture and connect with communities.  Alice Warley and Andrew Greg presented a useful overview of the design decisions behind the Your Paintings Tagger and sparked some discussion on how many people need to view a painting before it's 'completed', and the differences between structured and unstructured tagging. Interestingly, paintings can be 'retired' from the Tagger once enough data has been gathered – I personally think the inherent engagement in tagging is valuable enough to keep paintings taggable forever, even if they're not prioritised in the tagging interface.  Kate Lindsay brought a depth of experience to her presentation on 'The Oxford Community Collection Model' (as seen in Europeana 1914-1918 and RunCoCo's 2011 report on 'How to run a community collection online' (PDF)). Some of the questions brought out the importance of planning for sustainability in technology, licences, etc, and the role of existing networks of volunteers with the expertise to help review objects on the community collection days.  The role of the community in ensuring the quality of crowdsourced contributions was also discussed in Kimberly Kowal's presentation on the British Library's Georeferencer project. She also reflected on what she'd learnt after the first phase of the Georeferencer project, including that the inherent reward of participating in the activity was a bigger motivator than competitiveness, and the impact on the British Library itself, which has opened up data for wider digital uses and has more crowdsourcing projects planned. I gave a paper which was based on an earlier version, The gift that gives twice: crowdsourcing as productive engagement with cultural heritage, but pushed my thinking about crowdsourcing as a tool for deep engagement with museums and other memory organisations even further. I also succumbed to the temptation to play with my own definitions of crowdsourcing in cultural heritage: 'a form of engagement that contributes towards a shared, significant goal or research question by asking the public to undertake tasks that cannot be done automatically' or 'productive public engagement with the mission and work of memory institutions'.

Chris Lintott of Galaxy Zoo fame shared his definition of success for a crowdsourcing/citizen science project: it has to produce results of value to the research community in less time than could have been done by other means (i.e. it must have been able to achieve something with crowd that couldn't have without them) and discussed how the Ancient Lives project challenged that at first by turning 'a few thousand papyri they didn't have time to transcribe into several thousand data points they didn't have time to read'.  While 'serendipitous discovery is a natural consequence of exposing data to large numbers of users' (in the words of the Citizen Science Alliance), they wanted a more sophisticated method for recording potential discoveries experts made while engaging with the material and built a focused 'talk' tool which can programmatically filter out the most interesting unanswered comments and email them to their 30 or 40 expert users. They also have Letters for more structured, journal-style reporting. (I hope I have that right).  He also discussed decisions around full text transcriptions (difficult to automatically reconcile) vs 'rich metadata', or more structured indexes of the content of the page, which contain enough information to help historians decide which pages to transcribe in full for themselves.

Some other thoughts that struck me during the day… humanities crowdsourcing has a lot to learn from the application of maths and logic in citizen science – lots of problems (like validating data) that seem intractable can actually be solved algorithmically, and citizen science hypothesis-based approach to testing task and interface design would help humanities projects. Niche projects help solve the problem of putting the right obscure item in front of the right user (which was an issue I wrestled with during my short residency at the Powerhouse Museum last year – in hindsight, building niche projects could have meant a stronger call-to-action and no worries about getting people to navigate to the right range of objects).  The variable role of forums and participants' relationship to the project owners and each other came up at various points – in some projects, interactions with a central authority are more valued, in others, community interactions are really important. I wonder how much it depends on the length and size of the project? The potential and dangers of 'gamification' and 'badgeification' and their potentially negative impact on motivation were raised. I agree with Lintott that games require a level of polish that could mean you'd invest more in making them than you'd get back in value, but as a form of engagement that can create deeper relationships with cultural heritage and/or validate some procrastination over a cup of tea, I think they potentially have a wider value that balances that.

I was also asked to chair the panel discussion, which featured Kimberly Kowal, Andrew Greg, Alice Warley, Laura Carletti, Stuart Dunn and Tim Causer.  Questions during the panel discussion included:

  • 'what happens if your super-user dies?' (Super-users or super contributors are the tiny percentage of people who do most of the work, as in this Old Weather post) – discussion included mass media as a numbers game, the idea that someone else will respond to the need/challenge, and asking your community how they'd reach someone like them. (This also helped answer the question 'how do you find your crowd?' that came in from twitter)
  • 'have you ever paid anyone?' Answer: no
  • 'can you recruit participants through specialist societies?' From memory, the answer was 'yes but it does depend'.
  • something like 'have you met participants in real life?' – answer, yes, and it was an opportunity to learn from them, and to align the community, institution, subject and process.
  • 'badgeification?'. Answer: the quality of the reward matters more than the levels (so badges are probably out).
  • 'what happens if you force students to work on crowdsourcing projects?' – one suggestion was to look for entries on Transcribe Bentham in a US English class blog
  • 'what's happened to tagging in art museums, where's the new steve.museum or Brooklyn Museum?' – is it normalised and not written about as much, or has it declined?
  • 'how can you get funding for crowdsourcing projects?'. One answer – put a good application in to the Heritage Lottery Fund. Or start small, prove the value of the project and get a larger sum. Other advice was to be creative or use existing platforms. Speaking of which, last year the Citizen Science Alliance announced 'the first open call for proposals by researchers who wish to develop citizen science projects which take advantage of the experience, tools and community of the Zooniverse. Successful proposals will receive donated effort of the Adler-based team to build and launch a new citizen science project'.
  • 'can you tell in advance which communities will make use of a forum?' – a great question that drew on various discussions of the role of communities of participants in supporting each other and devising new research questions
  • a question on 'quality control' provoked a range of responses, from the manual quality control in Transcribe Bentham and the high number of Taggers initially required for each painting in Your Paintings which slowed things down, and lead into a discussion of shallow vs deep interactions
  • the final questioner asked about documenting film with crowdsourcing and was answered by someone else in the audience, which seemed a very fitting way to close the day.
James Murray in his Scriptorium with thousands of word references sent in by members of the public for the first Oxford English Dictionary. Early crowdsourcing?

If you found this post useful, you might also like Frequently Asked Questions about crowdsourcing in cultural heritage or my earlier Museums and the Web paper on Playing with Difficult Objects – Game Designs to Improve Museum Collections.

'An (even briefer) history of open cultural data' at GLAM-Wiki 2013

These are some of my notes for my invited plenary talk at GLAM-Wiki 2013 (Galleries, Libraries, Archives, Museums & Wikimedia, #GLAMWiki), held at the British Library on April 12-13, 2013. I don't think I stuck that closely to them on the day, and in the interests of brevity I've left out the 'timeline' bits (but you can read about some of them in a related MuseumID article, 'Where next for open cultural data in museums?') to focus on the lessons to be learnt from changes so far. There were lots of great talks and discussion at the event, you can view some of the presentations on Wikimedia UK's YouTube channel.

A (now very) brief history of open cultural data

Firstly, thank you for the invitation to speak… This morning I want to highlight some key moments of change in the history of open cultural data – a history not only of licenses and data, but also of conversations, standards, and collaborations, of moments where things changed… I've included key moments from funders, legislative influences and the commercial sector too, as they create the context in which change happens and often have an effect on what's considered possible. I'll close by considering some of the lessons learnt.

[Please help improve this talk]

A caveat – there may well be a bias towards the English-speaking world (and to museums, because of my background). If you know of an open GLAM (gallery, library, archive, museum) data source I've missed, you can add it to the open cultural data/GLAM API wiki… or Lotte's Belice's list of open culture milestones  timeline.

Definitions

'open cultural data' is data from cultural institutions that is made available for use in a machine-readable format under an open licence. But each word in open, cultural, data is slightly more complicated so I'll unpack them a little…

Open

Office clerks, FNV. Voorlichting.

While the degree of openness required to be 'open' data can be contentious, at its simplest, 'open' refers to content that is available for use outside the institution that created it, whether for school homework projects, academic monographs or mobile phone apps. 'Open' may refer to licences that clarify the permissions and restrictions placed on data, or to the use of non-proprietary digital technologies, or ideally, to a combination of both open licences and technologies.

Ideally, open data is freely available for use and redistribution by anyone for any purpose, but in reality there are often restrictions. GLAMs may limit commercial use by licensing content for 'non-commercial use only', but as there is no clear definition of 'non-commercial use' in Creative Commons licences, some developers may choose not to risk using a dataset with an unclear licence. GLAMs may also release data for commercial use but still require attribution, either to help retain the provenance of the content, to help people find their way to related content or just because they'd like some credit for their work. GLAMs might also release data under custom licences that deal with their specific circumstances, but they are then difficult to integrate with content from other openly-licensed datasets.

Hybrid licensing models are a pragmatic solution for the current environment. They at least allow some use and may contribute to greater use of open cultural data while other issues are being worked out. For example, some institutions in the UK are making lower resolutions images available for re-use under an open licence while reserving high resolution versions for commercial sales and licensing. Or they may differentiate between scholarly and commercial use, or use more restrictive licences for commercially valuable images and release everything else openly.

I think this type of access is better than nothing, particularly if organisations can learn from the experience and release more data next time. Because these hybrid models are often experimental, their reception is important, and it's helpful for GLAMs to be able to show they've had a positive impact and hopefully helped create relationships with groups like Wikipedia.

Cultural

Cultural data is data about objects, publications (such as books, pamphlets, posters or musical scores), archival material, etc, created and distributed by museums, libraries, archives and other organisations.

Data

It's a useful distinction to discuss early with other cultural heritage staff as it's easy to be talking at cross-purposes: data can refer to different types of content, from metadata or tombstone records (the basic titles, names, dates, places, materials, etc of a catalogue record), to entire collection records (including data such as researched and interpretive descriptions of objects, bibliographic data, related themes and narratives) to full digital surrogates of an object, document or book as images or transcribed text. Some organisations release open metadata, others release all their data including their images. If you can't do open data (full content or 'digital surrogates' like photographs or texts) then at least open up the metadata (data about the content) as e.g. CC0 and the rest with another licence. Releasing data may involve licensing images, offering downloads from catalogue sites; 'content donations', APIs and machine-facing interfaces; term lists, etc. Much of the data that isn't images isn't immediately interesting, and may be designed for inter-collections interoperability or mashups rather than media commons.

Why is open cultural data important?

Before I go on, why do we care? Open cultural data is the foundation on which many projects can be built. It helps achieve organisational goals, mission; can help increase engagement with content; can create 'network effect' with related institutions; can be re-used by people who share your goals around access to knowledge and information – people like Wikipedians.

Some key moments in open cultural data

Events I discussed included the founding of Wikimedia, Europeana and Flickr Commons, previous GLAM-Wiki conferences, changes in licences for art images, library catalogue records and museum content, GLAM APIs and linked data services and the launch of the Digital Public Library of America next week.

Lessons learnt

Many of the changes are the results of years of conversation and collaboration – change is slow but it does happen. GLAMs work through slow iterations – try something, and if no-one dies, they'll try something else. We are all ambassadors, and we are all translators, helping each domain understand the other.

Contradictory things GLAMs are told they must do

  • Give content away for the benefit of all
  • Monetise assets; protect against loss of potential income; protect against mis-use of collections; conserve collections in perpetuity; protect the IP of artists; demonstrate ROI on digitisation

It's not easy for GLAMs to release all their data under an entirely open licence, but they don't do it just to be annoying – it's important to understand some of the pressures they're under.  For example, GLAMs usually need to be able to track uses of their data and content to show the impact of digitising and publishing content, so they prefer attribution licences.

The issue of potential lost income – imaginary money that could be made one day if circumstances change, or profit that someone else makes off their opened data – is particularly difficult as hard to deal with [and here I ad-libbed, saying that it was like worrying about failing to meet the love of your life because you got on a different tube carriage – you can't live your life chasing ghosts]. Ideally, open data needs to be understood as an input to the creative economy rather than an item on the balance sheet of an individual GLAM.

GLAMs worry about reputational damage, whether appearing on the front page of a tabloid newspaper for the 'wrong' reasons, questions being asked in Parliament, or critique from Wikipedians.  Over time, their mindset is changing from keeping 'our data' to being holders, custodians of our shared heritage.

Conversations, communities, collaborations

Conversations matter… we're all working towards the same goal, but we have different types of anxieties and different problems we have to address.

GLAMs are about collections, knowledge, and audiences. Unlike most online work, they are used to seeing the excitement people experience walking through their door – help GLAMs understand what Wikipedians can do for different audiences by making those audience real to them. GLAMs are also used to being wined and dined before you lay the hard word on them. Just because you don't need to ask for permission to use content doesn't mean you shouldn't start a conversation with an organisation. There are lots of people with similar goals inside organisations, so try to find them and work with them. Trust is a currency, don't blow it!

Being truly collaborative sometimes means compromising (or picking your battles) and it definitely means practising empathy. Open data people could stop talking about open data as something you *do* to GLAMs, and GLAMs could stop thinking open data people just want to make your life difficult.

The role of higher powers

Government attitudes to open data make a big difference and they can also change the risks associated with publishing orphan works.  Governments can also help GLAMs open up their content by indemnifying them against the chance that someone else will monetise their data – consider it not a failure of the GLAM but a contribution to the creative and digital economy.

Things that are better than a poke in the eye with a sharp stick

  1. Kittens (and puppies)
  2. Cultural data that's available online but isn't (yet) openly licensed
  3. Cultural data online that is licensed for non-commercial use

Yes, the last two aren't ideal, but they are great deal better than nothing.

Into the future…

GLAMs and Wikipedians may move at different paces, and may have different priorities and different ways of viewing the world, but we're all working towards the same goals. Not everything is as open, but a lot more is open than it used to be. I sensed yesterday [the first day of the conference] that there are still some tensions between Wikimedians and GLAMers, moments when we need to take a deep breath and put empathy before a pithy put down, but I loved that Kat Walsh's welcome yesterday described how Wikipedia used to focus on how different from others but now focuses on reaching out to others and figuring out how we're the same.

GLAMs and Wikipedians have already used open cultural data to make the world a better place. Let's celebrate the progress we've made and keep working on that…

GLAM-WIKI 2013 Friday attendees photograph by Mike Peel (www.mikepeel.net).

Congratulations to everyone who helped make it a great event, but particularly to Daria Cybulska and Andrew Gray (@generalising) for making everything work so smoothly, and Liam Wyatt (@wittylama) for the original invitation to speak.

If an app is the answer…

…what was the question?*  And seriously, what questions should museums ask before investing in a mobile or tablet app?

First, some background. In We’re not ‘appy. Not ‘appy at all., Tom Loosemore of the Government Digital Service (GDS) gives examples of the increases in mobile traffic to UK government sites, including up to 60% mobile visits to site with complex transactions like booking driving tests.

For a cultural heritage perspective: as part of the Culture24 Let's Get Real project, I looked at the percentage of mobile visits (and visitors) to 22 cultural websites for Jan 1, 2012 – September 2, 2012 (an extended time to try and reduce the effect of the Olympics) and found that on average, museums and arts organisations were already seeing an average of 20% mobile visits.  I also reported the percentage change from the same period last year so that people could get a sense of the velocity of change: on average there was a 170% increase in mobile visits to cultural websites compared to the same period in 2011.

We'll re-run the stats when writing the final report in July, but in the meantime, there's a recent significant increase in web traffic from tablet devices to take into account.  In BBC iPlayer: tablet viewing requests nearly double in two months the Guardian reported BBC figures:

"Tablets' share of total iPlayer requests grew from just 6% (TV only: 7%) in January 2012 to 10% (12%) in November and 15% (18%) last month. Smartphone requests have seen similar growth from 6% (TV only: 6%) of the total a year ago to 16% (18%) in January. [… ]A spokesman said it is thought the rise of the "phablet" – smartphones that are almost as big as a tablet, such as the Samsung Note – that have driven the surge."

Some museums are reporting seeing 40-50% increases in tablet traffic in the past few months. So, given all that, are apps the answer?  Over to Loosemore:

"Our position is that native apps are rarely justified. […] Apps may be transforming gaming and social media, but for utility public services, the ‘making your website adapt really effectively to a range of devices’ approach is currently the better strategy. It allows you to iterate your services much more quickly, minimises any market impact and is far cheaper to support."

Obviously there are exceptions for apps that meet particular needs or genres, but this stance is part of their Government Digital Strategy:

"Stand-alone mobile apps will only be considered once the core web service works well on mobile devices, and if specifically agreed with the Cabinet Office." 

So if your cultural organisation is considering an app, perhaps you should consider the questions the GDS poses before asking for an exemption to the requirement to just build a responsive website:

  1. Is our web service already designed to be responsive to different screen sizes? If not, why not?
  2. What is the user need that only a native/hybrid app can meet?
  3. Are there existing native/hybrid apps which already meet this user need?
  4. Is our service available to 3rd parties via an API or open data? If not, why not?
  5. Does meeting this need justify the lifetime cost of a native or hybrid app?
What questions should we add for cultural heritage, arts and educational organisations?  (My pet hate: are you creating amazing content that's only accessible to people with the right device?) And since I know I'm being deliberately provocative – what exceptions should be allowed? What apps have you seen that could only work as an app with current technology?

* I can't claim credit for the challenge 'if an app is the answer, what was the question', it's been floating around for a while now and possibly originated at a Let's Get Real workshop or conference.

Notes from 'The Shape of Things: New and emerging technology-enabled models of participation through VGC'

I've just spent two days in Leicester for the 'The Shape of Things: New and emerging technology-enabled models of participation through VGC' conference at the school of Museum Studies, part of the AHRC-funded iSay project focusing on Visitor-Generated Content (VGC) in heritage institutions. There will be lots of posts on the conference blog, so these are just some things that struck me or I've found useful concepts for thinking about my own museum practice.

I tweeted about the event as I headed to Leicester, and that started a conversation about the suitability of the term 'visitor-generated content' that continued through the event itself. I think it was Giasemi who said that one problem with 'visitor-generated content' is that the term puts the emphasis on content and that's not what it's about. Jeremy Ottevanger suggested 'inbound communications' as a possible replacement for VGC.

The first keynote was Angelina Russo, who reminded us of the importance of curiosity and of finding ways to make museum collections central to visitor engagement work. She questioned the value of some comments left on museum collections other than the engagement in the process of leaving the comment. Having spent too much time reviewing visitor comments, I have to agree that not all comments (particularly repetitive ones) have inherently valuable content or help enhance another visitor's experience – a subject that was debated during the conference. A conversation over twitter during the conference with Claire Ross helped me realise that designing interfaces that respect and value the experience of both the commenter and reading is one of the interesting challenges in digital participation.

She then used Bourdieu's ideas around 'restricted cultural production' to characterise the work of curators as producers who create cultural goods for other producers, governed by specific norms and sanctions, within relatively self-contained communities where their self-esteem depends on peers. However, this creates a tension between what curators think their role is and what museums need it to be in an age when museums are sites of large-scale cultural production for 'the public at large', driven by a quest for market share and profits. Visitor-generated content and the related issues of trust, authority, or digitisation highlight the tensions between these models of restricted or large-scale cultural production – we need to find 'a pathway through the sand'. Angelina suggested that a version of Bourdieu's 'gift economies', where products are created and given away in return for recognition might provide a solution, then asked what's required to make that shift within the museum. How can we link the drive for participation with the core work of museums and curatorial scholarship? She presented a model (which I haven't gone into here) for thinking about 'cultural communication', or communication which is collection-led; curiosity-driven; is scholarly; experiential; and offers multi-platform opportunities for active cultural participation, engagement and co-creation.

Carl Hogsden from the Museum of Archaeology and Anthropology and University of Cambridge talked about the Reciprocal Research Network and moving beyond digital feedback to digital reciprocation. This project has been doing innovative work for a long time, so it was good to see it presented again.

Jenny Kidd from Cardiff University posed some useful questions in 'VGC and ethics – what we might learn from the media and journalism' – it's questionable how much VGC (or user-generated content, UGC) has actually changed journalism, despite the promise of increased civic engagement, diversity, more relevant news and a re-framing of the audience as active citizens rather than consumers. One interesting point was the impact of the 'Arab Spring' on UGC – content that couldn't be verified couldn't be shown by traditional media so protesters started including establishing shots and improving the quality of their recordings. This was also the first of several papers that referenced 'Whose cake is it anyway', a key text for conversations about visitor participation and museums and Jenny suggested that sometimes being seen to engage in participatory activity is currently possibly end goal in itself for a museum. She presented questions for further research and debate including: is the museum interested in quality of process or product of VGC and do creators feel the same? How does VGC fit in workflow models of museums?

Giasemi Vavoula's paper on 'The role of VGC in digital transformations in Museum Learning' (slides) was fascinating, particularly as it presented frameworks for audience engagement taken from learning theory that closely matched those I'd found from studies of citizen science and engagement in heritage and sport (e.g. cognitive engagement model – highest is theorising, then applying, relating, explaining, describing, note-taking, memorising… Good visitor experiences get most visitors to use the higher engagement level processes that the more focused visitors use spontaneously). I love learning from Learning people – in museum learning/visitor studies, social interaction facilitates learning; visitors negotiate the meanings of exhibits through conversation with their companions. Giasemi called for museums to weave VGC into the fabric of visitors social contexts; to scaffold and embed it into visiting experience; and to align with visitors and organisations' social agendas.

In 'A Tale of Two Workhouses' Peter Rogers and Juliet Sprake spoke of 'filling in the gaps rather than being recipients of one-way information flow', which tied in nicely with discussion around the role of curiosity in audience participation.

In the afternoon there was a Q&A session with Nina Simon (via skype). A number of the questions were about sustainability, designing for mixed contexts, and the final question was 'where next from here?'. Nina advised designing participatory experiences so that people can observe the activity and decide to take part when they're comfortable with it – this also works for designing things that work as spectator experiences for people who don't want to join in. Nina's response to a question about 'designing better questions' – 'find questions where you have genuine interest in what the visitor has to say about it' – resonated with wider discussion about meaningful visitor participation. Nina talked about the cumulative effect of participatory work on the museum itself, changing not only how the museum sees itself but how others see it – I wonder how many museums in the UK are engaging with visitor participation to the extent that it changes the museum itself? Nina also made the point that you tend to have either highly participatory process to make conventional product, or conventional process to make highly participatory product, and that not everything has to be wholly participatory from start to finish, which is useful for thinking how co-creative projects.

On Friday morning I gave a keynote on 'crowdsourcing as productive engagement with cultural heritage'. My slides for 'Crowdsourcing as productive engagement with cultural heritage' are now online. I partly wanted to problematise the power relationships in participatory projects – whose voice can affect change? – and to tease out different ways of thinking about crowdsourcing in cultural heritage as productive both in terms of the process (engaging in cultural heritage) and the product (the sheer number of items transcribed, corrected, etc). I've been going back to research on motivations for volunteering in cultural heritage, working on open source projects and reviewing discussions with participants in crowdsourcing projects, and I hope it'll help people design projects that meet those altruistic, extrinsic and intrinsic motivations. Thinking about my paper in the context of the other presentations also got me thinking about the role of curiosity in audience engagement and encouraging people to start researching a subject (whether a ship's history, an individual or a general topic) more deeply. On a personal note, this paper was a good chance to reflect on the different types of audience engagement with museum collections or historic sources and on the inherent value of participation in cultural heritage projects that underpin my MSc and PhD research and my work in museums generally.

Areti Galani presented research she'd done with Rachel Clarke (Newcastle University), and asked 'how can accessible technology lead to inaccessible participation paradigms?'. I was really interested in the difference between quality of the visitor contributions in-gallery vs online (though of course 'quality' is a highly subjective term), a question that surfaced through the day. Areti's research might suggest that building in some delay in the process of contributing in-gallery could lead to better quality (i.e. more considered) contributions. The novelty of the technology used might also have an effect – 'pen-happy visitors' who used the technology for the sake of interacting with it but didn't know what to do after picked up the pen.

The paper from Jeremy Ottevanger (Imperial War Museums) on "Social Interpretation" as a catalyst for organisational change generated more discussion on possible reasons why online comments on museum sites tend to be more thoughtful than in-gallery comments, with one possible reason being that online commenters have deliberately sought out the content, so already have a deeper engagement with those specific items, rather than just coming across them while moving through the physical gallery. Jeremy talked about the need for the museum to find an internal workflow that was appropriately responsive to online comments – in my experience, this is one of the most difficult issues in planning for digital projects. Jeremy presented a useful categorisation of online contributions as personal (emotional, opinion, personal information, anecdotes, family history), requests and queries (object info, valuation, family history, digitisation and licencing, offering material, access, history, general/website), and informational (new information, corrections) and looked at which types of contribution were responded to by different departments. He finished with a vision of the IWM harnessing the enthusiasm and knowledge of their audiences to help serve the need of other audiences, of connecting people with expertise with people who have questions.

Jack Ashby talked about finding the right questions for the QRator project at the Grant Museum of Zoology – a turtle is a turtle, and there's not a lot of value in finding out what visitors might want to call it, but asking wider questions could be more useful. Like the wider Social Interpretation project, QRator always raises questions for me about whether museums should actively 'garden' visitor interactives, pruning out less relevant questions to create a better experience for other visitors.

Rolf Steier and Palmyre Pierroux discussed their findings on the role of the affordances of social media and visitor contributions in museums. Rosie Cardiff talked about the Tate's motivations for participatory projects with audiences, and audience motivations for participating in Tate's projects. She presented some considerations for organisations considering participatory projects: who is the audience? What motivations for visitor and for organisation? What platform will you use? How will the content be moderated? (Who will do it?) Where will it sit in relation to organisational space online or in-gallery? How long will it run for? What plans for archiving and maintaining content beyond lifetime of project? How will you measure success? How will you manage audience expectations about what's going to happen to their work? This last point was also picked up in discussions about audience expectations about how long museums will keep their contributions.

The final presentation was Ross Parry's keynote on 'The end of the beginning: Normativity in the postdigital museum. Based on new research into how six UK national (i.e. centrally funded, big, prestigious museums) have started to naturalise 'digital' into their overall museum vision, this paper gave me hope for the future. There's still a long way to go, but Ross articulated a vision of how some museums are integrating digital in the immediate future, and how it will integrated once the necessary stage of highlighting 'digital' in strategies, organisational structures and projects has given way to a more cohesive incorporation of 'digital' into the fabric of museums. It also makes sense in the context of discussions about digital strategies in museums over the past year (e.g. at the Museums Assocation and UK Museums on the Web (themes, my report) conferences).

I had to leave before the final session, so my report ends here, but I expect there'll be more reports on the project blog and I've saved an archive of isayevent_tweets_2013_02_01 (CSV).

I think the organisers, Giasemi Vavoula and Jenny Kidd, did a great job on the conference programme. The papers and audience were a well-balanced combination of academics and practioners – the academic papers gave me interesting frameworks to think with, and the case studies provided material to think about.

Finding museum, digital humanities and public history projects and communities online

Every once in a while I see someone asking for sources on digital, participatory, social media projects around museums, public history, social history, etc but I don't always have a moment to reply.  To make it easier to help people, here's a quick collection of good places to get started.

I think the best source for museums and digital/social media projects is the site and community around the Museums and the Web conference, including 'Best of the Web' nominations and awards (2012-1997)  and conference proceedings: 201220112010-1987.

Other projects might be listed at the new Digital Humanities Awards (nominations closed on the 11th so presumably they'll publish the list of nominees soon) or the (US) National Council on Public History Awards. The Digital Humanities conferences also include some social history, public history and participatory projects e.g. DH2012, as did the first Digital Humanities Australasia conference and the MCG's UK Museums on the Web conference reports.

To start finding online communities, look for people tweeting with #dhist, #digitalhumanities, #lodlam, #drinkingaboutmuseums, #musetech (and variations) or join the Museums Computer Group or the Museum Computer Network lists (or check their archives).

I'd like to add a list of museum bloggers (whether they focus on social media, technology, education, exhibition design, audience research, etc) but don't know of any comprehensive, up-to-date lists (or delicious etc tags).  (Though since I originally posted @gretchjenn pointed me to the new 'Meet a museum blogger' series and @alexandrematos told me about Cultural blogging in Europe which includes a map of the European cultural blogging scene.) Where do you look for museum bloggers?

This is only a start, so please chip in!  Add any resources I'm missing in the comments below, or tweet @mia_out.