Why do people rally to save libraries but not museums?

An experiment capturing a conversation with Storify…

Huge thanks to everyone who contributed and let me share their comments. P.S. You know your sector is loved when there's a Ryan Gosling 'hey girl' tumblr about you…

My Europeana Tech keynote: Open for engagement: GLAM audiences and digital participation

This is a slightly abridged version of my notes for my keynote, 'Open for engagement: GLAM audiences and digital participation' at EuropeanaTech (#etech11) in Vienna in October 2011.

Introduction 
I'm really excited about being here to talk about some of my favourite things with you. I think helping people appreciate cultural heritage is one of the best jobs in the world so I feel lucky to be here with people working toward the same goal.

This is a chance to remind ourselves why we should get audiences participating digitally – how does it benefit both GLAM (galleries, libraries, archives, museums) and their audiences? I'm going to take you through some examples of digital participation and explain why I think they're useful case studies. I'll finish by summarising what we can learn from those case studies, looking for tips you can take back to your organisations. Hopefully we'll have time for a few questions or some discussion.

Why enable participation?
Isn't it easier to just keep doing what we're already doing? Maybe not – here are some problems your GLAM organisation might be facing…

You need to think digitally to enable participation at scale – to reach not tens or hundreds, but thousands or hundreds of thousands of people. As cultural heritage organisations, we have lots of experience with access and participation at reference desks and in galleries. We are good at creating experiences to engage, delight, and educate in person, but these are limited by the number of staff required, the materiality of the objects or documents, the size of a venue, its location and opening hours. We're still learning how to translate those brilliant participative experiences into the digital domain…

Collections are big, resources are small. In most cases we're still digitising catalogue records, let alone taking images and writing beautiful contextualised interpretative material for our collections. We'll be at it for centuries if we try to do it alone…

What's more, it's not enough for content to be online – it has to be findable. Our digitised content is still not very discoverable in search engines – which means it's effectively invisible to most potential audiences. We need better content to help search engines find the stuff we've put so much work into putting online. For example, I wanted to use Europeana images to illustrate my slides, but I had trouble finding images to match my ideas – but if other people had tagged them with words like 'happiness', 'excitement', 'crowds', I might have been able to find what I needed.

User-contributed content can help bridge the 'semantic gap' between the language used in catalogues and the language that most people would use to look for content.

Even when our content is found by our audiences, it's not always very accessible without information about the significance, and cultural and historical context of the item. Further, in Europeana's case, there's a gap between the many languages of the user community and the catalogue metadata; as well as gaps between historical and contemporary language. Sadly, at the moment, many records lack enough context for a non-expert to have a meaningful experience with them.

Why support participation?
So, those are some of the problems we're looking for solve… what are the benefits of digital participation?
Firstly, the benefits to organisations

Engagement and participation is often part of your core mission.

inspire, passion, educate, enhance, promote preserve, record, access, learn, discover, use, memory, culture, conservation, innovation

I had a look at some mission statements from various museums, libraries, and archives, and these are the words that frequently occurred. The benefits of audience participation are both tangible and intangible, and exactly how they relate to your mission (and can be measured in relation to it) depends on the organisation. And don't forget that access may not be enough if your content isn't also discoverable and engaging.

Participation can increase traffic. It's pretty simple – if content is more discoverable, more people will discover it. If audiences can actively participate, they'll engage with your collections for longer, and return more often. They may even turn into physical visitors or buy something online…

Turn audiences into advocates – there are many people who forget that GLAMs even exist once they've left school – but these are often the people we can reach with digital projects. When people directly benefit from your resources, they know why your organisation is important. You're no longer dusty old stuff in boxes, you're their history, part of the story of how their lives came to be and how their future is formed.  When people have a great experience with you, they become fans. When you encourage people to participate in meaningful work, they gain a sense of ownership and pride. These intangible outcomes can be as important as the content created through audience participation.  It's a chance to let people see the full complexity of what you do, how much work goes into providing access and interpretation; understand that what they see on the shelves or in the galleries is the tip of the iceberg..

There are more experts outside your GLAM than within. Participatory projects let you access external knowledge.  This knowledge can include the experience of using, repairing or building an object; memories of the events or places you've recorded; or it may be specialist knowledge they've built through their own research. Let them share their knowledge with you, and through you, with your audiences.

Finally, the rest of the world is moving from broadcast to dialogue and interaction. If you spend time around kids, you may have seen them interact with old-fashioned screens – for them, an interface you can only look at is broken.

Benefits to audience

It's all very well saying participation creates deeper engagement, but rather than tell you again, I'd rather show you with a quick thought experiment.

First I want you to imagine taking a photo of an object in a museum. Ok – so, how many times do you really go back and look at that photo? How much do you remember about that object? Do you find yourself thinking about it later? Do you ever have a conversation with friends about it?

Now I want you to imagine sketching the object, perhaps at this handy sketching station in the Musée des Beaux-Arts de Dijon.

As you draw, you'll find yourself engaging with the particular materiality of the object – the details of its construction, the way time has affected it. You may start wondering about the intention of the creators, what it was like to use it or encounter it in everyday life. In having an active relationship with that object, you've engaged more deeply, perhaps even changed a little as a result. New questions have been raised that you may find yourself pondering, and may even decide to find out more, and start your own research, or share your feelings with others.

Perhaps surprisingly, even the act of tagging an object has a similar effect, because you have to pay it some attention to say something about it…

A big benefit for audiences is that participation is rewarding. There are many reasons why, but these are some I think are relevant to participation. Games researcher Jane McGonigal (Gaming the future of museumssays people crave:

1. satisfying work to do
2. the experience of being good at something
3. time spent with people we like
4. the chance to be a part of something bigger

Participation in digital cultural heritage projects can meet all those needs.

Types of participation

The Center for Advancement of Informal Science Education came up with these forms of public participation in science research. Nina Simon of the Museum 2.0 blog mapped them to museums and added 'co-option'; I've included 'platform'.

  • Contributory – Most GLAM user-generated content projects. Designed by the organisation, the public contributes data.
  • Collaborative – the public may be active partners in some decisions, but the project is lead by the organisation
  • Co-creative – all partners define goals and make decisions together
  • Platform – organisation as venue or host for other activity.

It's also important to remember that there are some types of participation where the value lies mostly in the effect of the act of creation for the individual – for example, most commenting doesn't add much to my experience of the thing commented on. However, sometimes there's also value more widely – for example, when someone comments and includes a new fact or interesting personal story. Taking this further, participatory projects can be designed so that each contribution helps meet a defined goal. Crowdsourcing involves designing carefully scaffolded tasks so that the general public can contribute to a shared goal. Crowdsourcing in cultural heritage is probably most often contributory rather than collaborative or co-creative.

Case studies
I've chosen two established examples and two experimental ones to demonstrate how established digital participation is, and also where it's going…

Flickr Commons – I'm sure you've all probably heard of this, but it's a great reminder of how effective simply sharing content in places where people hang out can be. The first tip: go fishing where the fish are biting. Find the digital spaces where people are already engaging with similar content.

Example page: [Sylvia Sweets Tea Room, corner of School and Main streets, Brockton, Mass.].  You can see from the number of views, comments, tags, favourites and notes that organisations are still finding much higher levels of discoverability, traffic and user contributions on the Commons than they'd ever get on their own, individual sites. It's also a nice example of the public identifying a location, and there are wonderful personal recollections and family histories in the comments below.

Trove – crowdsourcing OCR correction.  Tasks like OCR correction that require judgement or complicated visual processing are perfect for crowdsourcing.

Crowdsourcing can solve real problems – helping scientists identify galaxies and proteins that could save lives, or providing data about climate change through history. In this example, crowdsourcing is helping correct optical character recognition (OCR) errors. In the example here, the correction is subtle, but as someone from the location described, I can tell you that the transcription now makes a lot more sense… And making that correction felt good.

According to the National Library of Australia, by February 2011 they had '20,000+ people helping out and 30 million lines of text had been corrected during the last 2 years'. This is a well-designed interface. Their clear 'call to action' – 'fix this text' – is simple and located right where it needs to be.  Another tip: you don't need to register, but you can if you want to track your progress. Registration isn't a barrier, and it's presented as a benefit to the audience, not the organisation. They've also got a forum as a platform for conversation between participants.

So, crowdsourcing is great. But as crowdsourcing gets more popular, you will be competing for 'participation bandwidth' with other participatory and crowdsourcing projects – people will be deciding whether to work with your site or something else that meets their needs… What to do?

Well, it turns out that crowdsourcing games can act as 'participation engines'…

[I then talked about 'a small tagging game I researched, designed and made in my evenings and weekends, so that you can see the potential for crowdsourcing games even for GLAMs that don't have a lot of resources' – if you're curious, it's probably easiest to check out the slides at http://www.slideshare.net/miaridge/everyone-wins-crowdsourcing-games-and-museums alongside the video at http://vimeo.com/26858316].

Because crowdsourcing games can be more accessible to the general public, they can also increase the number of overall contributors, as well as encouraging each contributor to stay for longer, do more work, engage more deeply. Crowdsourcing games can be much more productive than a non-game interface by encouraging people to spend more time and play with more content. If games not suitable for your audience, you can adopt some of the characteristics of games – clear initial tasks to start with and a sense of the rules of the game, good feedback on the results of player actions towards a goal, mastering new skills and providing interesting problems to solve…

Continuing the [Europeana Tech] theme of openness, this project was only possible because the Science Museum (UK) and the Powerhouse Museum had APIs into their object records – I was able to create a game that united their astronomy objects without ever having to negotiate a partnership or licensing agreement.

Oramics – co-creation (and GLAM as platform).  My final example is something I worked on just before I left the Science Museum but I make the caveat that I can't claim any credit for all the work done since, and I haven't seen any internal evaluation on the project.

The Oramics project was a conscious experiment in co-curation and public history, part of a wider programme of research. This is the Oramics machine. It's a difficult object to interpret – it's a hand-built synthesiser, and not much to look at – it's all about how it sounded, but it's too fragile to restore to working order. So the museum needed help interpreting the object, in understanding how to explain its significance and market it to new audiences. They tried a few different things in this project… They worked with young people from the National Youth Theatre who met museum staff to learn about the people who invented and built the machine, and they visited the object store to see the machine. They worked with developers to make an app to recreate the sounds of the synthesiser so that people could make new music with it. They also worked with a group of co-curators recruited online to help make it interesting to general visitors as well as music fans – the original call to action was something like 'we have an amazing object we need to bring to life, and six empty cases – help us fill them!'.

While the main outputs of all this activity are pretty traditional – a performance event, an exhibition – it's also been the catalyst for the creation of an ad hoc online community and conversations on Facebook and blogs.

As Clay Shirky told the Smithsonian 2.0 workshop in 2009, it's possible that "the artefact itself has created the surface to which the people adhere. … Every artefact is a latent community". It's nice to think we're finally getting to that point.

Best practice tips
So what do you need to think about to design a participatory project?

  • Have an answer to 'Why would someone spend precious time on your project?'
  • Be inspired by things people love
  • Design for the audience you want
  • Make participating pleasurable
  • Don't add unnecessary friction, barriers
  • Show how much you value contributions
  • Validate procrastination – offer the opportunity to make a difference, and show, don't tell, how it's making a difference
  • Make it easy to start participating, design scaffolded tasks to keep people going
  • Let audiences help manage problems
  • Test with users; iterate; polish
  • Empower audience to keep the place tidy – let them know what's acceptable and what's discouraged and how they can help.

Best practice within your GLAM
How can your organisation make the most of the opportunities digital participation provides?

  • Have a clear objective
  • Know how to measure success
  • Allow for community management resources
  • Realistically assess fears, decide acceptable risk
  • Put the audience's needs first. You need a balance between the task want to achieve, the skills and knowledge of audience and the content you have to work with.
  • Fish where the fish are – find the spaces where people are already engaging with similar content and see how you can slot in, don't expect people to find their way to you.
  • Decide where it's ok to lose control – let go… you may find audiences you didn't expect, or people may make use your content in ways you never imagined. Watch and learn – another reason to iterate and go into public beta earlier rather than later.
  • Open data – let people make new things with your content. Bad people will do it anyway, but by not having open data, you're preventing exactly the people you want to work with from doing anything with your data. Unclear or closed licenses are the biggest barrier that friendly hackers and developers raise with me when I ask about cultural heritage data…

In a 2008 post about museum-as-platform, Nina Simon says it's about moving from controlling everything to providing expertise; learning to change from content provider to platform. [More recently, Rob Stein posted about participatory culture and the subtle differences between authoritarian and authoritative approaches.]

Conclusion
Perhaps most important of all – enjoy experiencing your collections through new eyes!

Conference notes: Museums and Galleries Scotland's 'Collaborate to Compete'

My really quite rough-and-ready notes from Museums and Galleries Scotland's 'Collaborate to Compete' conference.  I've already posted my introductory notes for the session on 'Entrepreneurship and Social Media', so these notes are about the keynotes and the other sessions I attended.

The first speaker was Jeremy Johnson from Australia's Sovereign Hill, on 'Engaging with China: the new horizon for cultural and heritage tourism'.  He talked about their research-led marketing program aimed at getting Chinese visitors to Sovereign Hill, which included marketing work in China, hiring Chinese-speaking staff, and developing tailored tours and experiences.  They've also hosted Chinese student[?] teachers in their education department and organised touring exhibitions.  They also had to deal with talking about racism in the past treatment of Chinese Australians in Sovereign Hill – their technique is apparently to 'tell it how it was', but because Chinese Australians were 'extraordinary contributors to society' it was easy to focus on the many success stories.  In general, they've developed some experiences to meet the expectations of Chinese visitors, but still, 'the museum product has to be respected'.

Top quotes included:

  • 'you must be able to answer the question "what would make someone visit your museum?"' – there must be a compelling reason to visit
  • China is like 56 countries wrapped up into one. 'Saying you're going to China is like saying you're going to Europe'
  • 'Develop a market strategy to deliver visitor experiences at the right price'. The best marketing strategy can be undone if visitor experience does not meet the promise. Cultural awareness training essential for all staff and volunteers.
  • 'Bear in mind China isn't a democracy, not everyone gets access to Google'.

I then went to the first 'New Partnerships' seminar, where I heard lessons from the 'Curious' project at Glasgow Museums, including the possibility that 'sustainability can be about working with different people at different stages rather than the one group of people working with the museum during the whole process', and that 'people put together objects in ways that curators never would' (e.g. a ceramist put together objects from different parts of the world based on the presence of finger marks in the clay); partnership successes: mutual benefits, increased understanding, new opportunities, positive feedback; partnership challenges: managing expectations (also finding the right people to talk to), organisational structures, a draw on resources, tracking increases in visits.

In the same session, people from the 'Smart Collaborations' project talked about conceptual frameworks for collaboration, with a focus on attracting and retaining visitors within an area – it was hard to see the slides, but it seemed to be about designing experiences for tourists. The top tip was: don't be afraid to use offers, vouchers, or other deals to attract customers; and capture data when getting people in.

The plenary talk before lunch was Stuart Dempster (JISC's Strategic Content Alliance) on 'Sustaining Digital Resources' [earlier report at Business modelling and sustainability, new one will go live there next month ?]. If the digital age is a game-changer for institutions, how can bricks-and-mortar organisations not only be on the web, but of the web. What skills, licensing need to be in place? They've been looking at business models, including the effects of economic downturn and government cuts. Funded projects must deliver value to users, not just driven by curatorial concerns; a key concern is how to generate new forms of income with integrity.

Tips for communicating value to adminstrators: have a seat at the table whenever decisions are made about digital resources; engage administrators early to develop shared sense of responsibility for the project; have an advocacy campaign with users outside the institution so you've got voices of support when needed; identify different types of stakeholders and work appropriately with each – identify champions if you can.  Sustainable projects: empower leadership to define the mission and take action; create a strong value proposition; creatively manage costs; cultivate diverse sources of revenue; have a system of accountability.  Collaborations need consensus, communication, capacity, trust, metrics…

After lunch, Alphonse Umulisa, Director General of The Institute of National Museums of Rwanda spoke on 'Repositioning Cultural Tourism'. Previously at the Museum of London, his job is to raise awareness about Rwanda's history and heritage sites – difficult when Rwanda's history is so painful. They're trying to look forward to the future, and forget the past, but even knowing where to start was hard.  He said you can't learn history in schools in Rwanda – it's not taught – but you can learn Rwandan history in museums. The museums had to change from research institutions to learn how to attract tourists, and they had to get Rwandans visiting museums again. His talk was both utterly humbling – the Rwandan government's vision for 2020 is for every family to have a cow – and inspiring – his motto is: 'discover your museums, cherish your heritage'.

Tony Butler has posted his own notes from his inspiring talk on how the Museum of East Anglian Life transformed itself from a failing organisation to a thriving enterprise, and about his aim to make it a participative institution, a space for co-creation or to help people look at the world differently and to place the museum in the rhythm of daily life.

After my session on 'Entrepreneurship and Social Media', I went to a workshop on 'Smarter Museums' with Anne Murch (who prefers the concepts of resilience or entrepreneurship to 'sustainability').  The workshop covered the principles of a 'thinking environment': appreciation, attention, equality, incisive questions. We did a really interesting (and at first, challenging) exercise in pairs, where you had to either just listen, or just talk, for three minutes, before swapping with your partner.  It's hard – if you're meant to be listening, you want to encourage the person talking, or if you're talking, you want to stop and let the other person have a go.  We did it again later, and it was much easier.  We were also asked to consider "if we knew that together we can have a thriving museum that provides the very best experience for our visitors, what would the org look and feel like? What is the shift we need to make to deliver this?", and the importance of diversity as both the identity of the people that are shaping the future plans and the ideas that are generated. A team that takes a 'diagonal slice' across and down through the museum can be effective – the people with least power are often most creative and least encumbered. Another suggestion for better meetings was to frame each agenda item as a question.

The event closed with the launch of the National Strategy Consultation by Fiona Hyslop, Scottish Cabinet Secretary for Cultural & External Affairs National Strategy Consultation, with a speech that was a lovely celebration of the contribution of museums and cultural heritage to Scottish life.  The document itself outlines the context, guiding principles, vision, themes and objectives of the proposed sector consultation process, which will lead to the national strategy for Scotland’s Museums and Galleries.  (Interestingly, Australia is also running a 'Digital Culture Public Sphere' consultation for input into National Cultural Policy.)

'Entrepreneurship and Social Media' and 'Collaborating to Compete'

[Update: I hope the presentations from the speakers are posted, as they were all inspiring in their different ways.  Bristol City Council's civic crowdsourcing projects had impressive participation rates, and Phil Higgins identified the critical success factors as: choose the right platform, use it at the right stage, issue must be presented clearly. Joanne Orr talked about museum contexts that are encapsulating the intangible including language and practices (and recording intangible cultural heritage in a wiki) and I could sense the audience's excitement about Andrew Ellis' presentation on 'Your Paintings' and the crowdsourcing tagger developed for the Public Catalogue Foundation.]

I'm in Edinburgh for the Museums Galleries Scotland conference 'Collaborating to Compete'. I'm chairing a session on 'Entrepreneurship and Social Media'. In this context, the organisers defined entrepreneurship as 'doing things innovatively and differently', including new and effective ways of working. This session is all about working in partnerships and collaborating with the public. The organisers asked me to talk about my own research as well as introducing the session. I'm posting my notes in advance to save people having to scribble down notes, and I'll try to post back with notes from the session presentations.

Anyway, on with my notes…

Welcome to this session on entrepreneurship and social media. Our speakers are going to share their exciting work with museum collections and cultural heritage.  Their projects demonstrate the benefits of community participation, of opening up to encourage external experts to share their knowledge, and of engaging the general public with the task of improving access to cultural heritage for all.  The speakers have explored innovative ways of working, including organisational partnerships and low-cost digital platforms like social media.  Our speakers will discuss the opportunities and challenges of collaborating with audiences, the issues around authority, identity and trust in user-generated content, and they'll reflect on the challenges of negotiating partnerships with other organisations or with 'the crowd'.

You'll hear about two different approaches to crowdsourcing from Phil Higgins and Andy Ellis, and about how the 'Intangible Cultural Heritage' project helps a diverse range of people collaborate to create knowledge for all.

I'll also briefly discuss my own research into crowdsourcing through games as an example of innovative forms of participation and engagement.

If you're not familiar with the term, crowdsourcing generally means sharing tasks with the public that are traditionally performed in-house.

Until I left to start my PhD, I worked at the Science Museum in London, where I spent a lot of time thinking about how to make the history of science and technology more engaging, and the objects related to it more accessible. This inspired me when I was looking for a dissertation project for my MSc, so I researched and developed 'Museum Metadata Games' to explore how crowdsourcing games could get people to have fun while improving the content around 'difficult' museum objects.

Unfortunately (most) collections sites are not that interesting to the general public. There's a 'semantic gap' between the everyday language of the public and the language of catalogues.

Projects like steve.museum showed crowdsourcing helps, but it can be difficult to get people to participate in large numbers or over a long period of time. Museums can be intimidating, and marketing your project to audiences can be expensive. But what if you made a crowdsourcing interface that made people want to use it, and to tell their friends to use it? Something like… a game?

A lot of people play games… 20 million people in the UK play casual games. And a lot of people play museum games. Games like the Science Museum's Launchball and the Wellcome Collection's High Tea have had millions of plays.

Crowdsourcing games are great at creating engaging experiences. They support low barriers to participation, and the ability to keep people playing. As an example, within one month of launching, DigitalKoot, a game for National Library of Finland, had 25,000 visitors complete over 2 million individual tasks.

Casual game genres include puzzles, card games or trivia games. You've probably heard of Angry Birds and Solitaire, even if you don’t think of yourself as a 'gamer'.

Casual games are perfect for public participation because they're designed for instant gameplay, and can be enjoyed in a few minutes or played for hours.

Easy, feel-good tasks will help people get started. Strong game mechanics, tested throughout development with your target audience, will motivate on-going play and keep people coming back.

Here’s a screenshot of the games I made.

In the tagging game 'Dora's lost data', the player meets Dora, a junior curator who needs their help replacing some lost data. Dora asks the player to add words that would help someone find the object shown in Google.

When audiences can immediately identify an activity as a game – in this the use of characters and a minimal narrative really helped – their usual reservations about contributing content to a museum site disappear.

The brilliant thing about game design is that you can tailor tasks and rewards to your data needs, and build tutorials into gameplay to match the player’s skills and the games’ challenges.

Fun is personal – design for the skills, abilities and motivations of your audience.

People like helping out – show them how their data is used so they can feel good about playing for a few minutes over a cup of tea.

You can make a virtue of the randomness of your content – if people can have fun with 100 historical astronomy objects, they can have fun with anything.

To conclude, crowdsourcing games can be fun and useful for the public and for museums. And now we're going to hear more about working with the public… [the end!]

The rise of the non-museum (and death by aggregation)

A bit of an art museum/gallery-focussed post… And when I say 'post', I mean 'vaguely related series of random thoughts'… but these ideas have been building up and I might as well get them out to help get them out of 'draft'.

Following on from various recent discussions (especially the brilliantly thought-provoking MCG's Spring meeting 'Go Collaborate') and the launches over the past few months of the Google Art Project, Artfinder and today's 'Your Paintings' from the BBC and the Public Catalogue Foundation, I've been wondering what space is left for galleries online.  (I've also been thinking about Aaron's "you are about to be eaten by robots" and the image of Google and Facebook 'nipping at your heels' to become 'the arbiter of truth for ideas' and the general need for museums to make a case for their special place in society.)  Between funding cuts on the one hand, and projects from giants like Google and the BBC and even Europeana on the other, what can galleries do online that no-one else can?

So I asked on twitter, wondering if the space that was left was in creating/curating specialist interest and/or local experiences… @bridgetmck responded "Maybe the space for museums to work online now is meaning-making, intellectual context, using content to solve problems?"  The idea of that the USP of an museum is based on knowledge and community rather than collections is interesting and something I need to think about more.

The twitter conversation also branched off into a direction I've been thinking about over the past few months – while it's great that we're getting more and more open content [seriously, this is an amazing problem to have], what's the effect of all this aggregation on the user experience?  @rachelcoldicutt had also been looking at 'Your Paintings' and her response was to my 'space' question was: "I think the space left is for curation. I feel totally overwhelmed by ALL THOSE paintings. It's like a storage space not a museum".  She'd also just tweeted "are such enormous sites needed when you can search and aggregate? Phaps yes for data structure/API, but surely not for *ppl*" which I'm quoting because I've been thinking the same thing.

[Update 2, July 14: Or, as Vannevar Bush said in 'As We May Think' in 1945: "There is a new profession of trail blazers, those who find delight in the task of establishing useful trails through the enormous mass of the common record."]

Have we reached a state of 'death by aggregation'?  Even the guys at Artfinder haven't found a way to make endless lists of search results or artists feel more like fun than work.

Big aggregated collections are great one-stop shops for particular types of researchers, and they're brilliant for people building services based on content, but is there a Dunbar number for the number of objects you can view in one sitting?  To borrow the phrase Hugh Wallace used at MuseumNext, 'snackable' or bite-sized content seems to fit better into the lives of museum audiences, but how do we make collections and the knowledge around them 'snackable'?  Which of the many ways to curate that content into smaller sets – tours, slideshows, personal galleries, recommender systems, storytelling – works in different contexts?  And how much and what type of contextual content is best, and what is that Dunbar number?  @benosteen suggested small 'community sets' or "personal 'threads'" – "interesting people picking 6->12 related items (in their opinion) and discussing them?".  [And as @LSpurdle pointed out, what about serendipity, or the 'surprising beauty' Rachel mentioned?]

I'm still thinking it all through, and will probably come back and update as I work it out.  In the meantime, what do you think?

[Update: I've only just remembered that I'd written about an earlier attempt to get to grips with the effects of aggregation and mental models of collections that might help museums serve both casual and specialist audiences in Rockets, Lockets and Sprockets – towards audience models about collections? – it still needs a lot of thought and testing with actual users, I'd love to hear your thoughts or get pointers to similar work.]

'Share What You See' at hack4europe London

A quick report from hack4europe London, one of four hackathons organised by Europeana to 'showcase the potential of the API usage for data providers, partners and end-users'.

I have to confess that when I arrived I wasn't feeling terribly inspired – it's been a long month and I wasn't sure what I could get done at a one-day hack.  I was intrigued by the idea of 'stealth culture' – putting cultural content out there for people to find, whether or not they were intentionally looking for 'a cultural experience' – but I couldn't think of a hack about it I could finish in about six hours.  But I happened to walk past Owen Stephen's (@ostephens) screen and noticed that he was googling something about WordPress, and since I've done quite a lot of work in WordPress, I asked what his plans were.  After a chat we decided to work together on a WordPress plugin to help people blog about cool things they found on museum visits.  I'd met Owen at OpenCulture 2011 the day before (though we'd already been following each other on twitter) but without the hackday it's unlikely we would have ever worked together.

So what did we make?  'Share What You See' is a plugin designed to make a museum and gallery visit more personal, memorable and sociable.  There's always that one object that made you laugh, reminded you of friends or family, or was just really striking.  The plugin lets you search for the object in the Europeana collection (by title, and hopefully by venue or accession number), and instantly create a blog post about it (screenshot below) to share it with others.

Screenshot: post pre-populated with information about the object. 

Once you've found your object, the plugin automatically inserts an image of it, plus the title, description and venue name.

You can then add your own text and whatever other media you like.  The  plugin stores the originally retrieved information in custom fields so it's always there for reference if it's updated in the post.  Once an image or other media item is added, you can use all the usual WordPress tools to edit it.

If you're in a gallery with wifi, you could create a post and share an object then and there, because WordPress is optimised for mobile devices.  This help makes collection objects into 'social objects', embedding them in the lives of museum and gallery visitors.  The plugin could also be used by teachers or community groups to elicit personal memories or creative stories before or after museum visits.

The code is at https://github.com/mialondon/Share-what-you-see and there's a sample blog post at http://www.museumgames.org.uk/jug/.  There's still lots of tweaks we could have made, particularly around dealing with some of the data inconsistencies, and I'd love a search by city (in case you can't quite remember the name of the museum), etc, but it's not bad for a couple of hours work and it was a lot of fun.  Thanks to the British Library for hosting the day (and the drinks afterwards), the Collections Trust/Culture Grid for organising, and Europeana for setting it up, and of course to Owen for working with me.  Oh, and we won the prize for "developer's choice" so thank you to all the other developers!

Define your purpose or others will define you (and you may not like the results)

[A re-post, as the blogger outage seems to have eaten the first version. I'm incredibly grateful to Ben W. Brumfield @benwbrum for sending me a copy of the post from his RSS reader. I've set blogger up to email me a copy of posts in future so I won't have to go diving into my Safari cache to try and retrieve a post again!]

There's a lot of this going around as the arts and cultural heritage face on-going cuts: define yourself, or be defined, a search for a new business model that doesn't injure the unbusinesslike values at the core of public cultural institutions. Mark Ravenhill in the Guardian, Global art: nice canapes, shame about the show:

Many of our UK institutions operate under a strange contradiction: most of the signals we give out suggest that we offer the international glamour, the pampering loveliness, the partnerships with banks and brands… But at the same time, we agonise about access: we want everyone to be let into the business lounge.

In a modern world that buys and sells information and luxury, the arts deal in something very different: wisdom, a complex, challenging, lifelong search that can make you happy and furious, discontented and questioning, elated or bored.

What we need now, more than ever, is a clear message about what we do and why we do it. The government has opted for swift deficit reduction and a good hack at the arts: it's up to us to set the long-term agenda for the role of the arts in public life over the next decade and beyond if we're not going to be cut, cut and cut again. Boom and bust are here to stay: capitalism will always be in a permanent state of crisis.

Nick Poole has also written on A New Way Forward for Museums, saying:

It is entirely possible to be commercially savvy, operate sharply and make sophisticated uses of licensing as an artefact of control all in the name of serving a public cultural purpose. Equally, it is possible to throw open the doors and make content universally accessible in the name of driving commercial value to the bottom-line. The cultural and commercial imperatives are not in opposition, but coexist along a spectrum of activity which runs from non-commercial, through non-transactional (things like brand equity and audience engagement) to strictly financially transactional.

If the financial future of museums lies in becoming commercially acute, then a key part of true sustainability will lie in recognising our place in the supply-chain of culture to consumers, and in truly understanding and embracing our core competence and their value.

…we need to recognise that focussing on our core competencies and using them to create cultural assets and experiences which we can monetise (and therefore sustain) in partnership with the private sector is a story of success and advantage, not failure or loss.

His post has some interesting suggestions, so do go read it (and comment).

Nick also describes a vision "of a world in which museums have renegotiated the social contract with the public so that people everywhere understand that museums are places where culture is made and celebrated, rather than preserved and hidden from view" – it's easy, in my happy little bubble, to forget that many people don't see the point of museums. Some I've talked to might make an allowance for the big national institutions, but won't have any time for smaller or local museums. Working out how to deal with this might mean changing the public offer of these museums – or is it too late? There's a silent cull of museums happening in the UK right now, and yet I don't hear about big campaigns to save them. What do you think?

Thoughts towards the future of museums for #kulturwebb

Last week I was in Stockholm to give a talk on 'Museum Crowdsourcing Games: Improving Collections Through Play (and some thoughts on re-inventing museums)'.  Again, my thanks to @kajsahartig and @nordiskamuseet for the invitation to speak, and to all the lovely people I met for sharing their own stories with me, and for listening to a talk in English. The quote of the day came from @charlotteshj during a panel discussion on museums and innovation at the end of the day: digital museum collections should be 'shareable, spreadable and nerd-friendly'.

Based on what I learnt about the audience I ended up including more explanatory material on museum crowdsourcing games and didn't really have time for the 're-inventing museums' bits, so I thought I'd share those notes here.  It's still very much a work-in-progress but since there are so many smart people thinking about the same subject, it's worth sharing for comment… (Also because Jasper Visser, who is also thinking about the future of museums, asked me what I was going to say. Btw, Jasper's #kulturwebb talk inspired the whole room, watch the video on his post about it.)

I know the future of museums lies in fitting into people's lives as well as being a destination; being the cathedral and being in the bazaar. Cultural heritage needs to be 'out there' to help people value and make time for visits the physical place.  It's about new types of engagement and outreach. It's not all digital, but as the world is networked and mobile and social, we should be too.

I was thinking about new metaphors for museums – what if we were Amazon? A local newspaper? A specialist version of Wikipedia? A local pub? A student blog? A festival, a series of lectures, or a film group? A pub quiz? Should a museum be at the heart of village life, a meeting place for art snobs, a drop-in centre, a café, a study space, a mobile showroom?

But I realised that the answer to the question of the future of museums is deeply personal to any museum, because museums exist in the intersection of their collections, their fans and their local audiences. This is good, because it means you can apply your existing knowledge about what your audiences love about you.  The answer to the question 'what would your museum be if it was invented in 2011?' is up to you…

Every time I approach the question of the future of museums, or of how the future of museums will be informed by what's happening the world today, I seem to come at it from a different angle. Today I'm wondering about the implications of the fact that there are no (g-rated) offline activities anymore – people will do almost anything with their mobile in one hand, and could be doing anything from googling to find out more about the museum object in front of them to looking up the lyrics of that one-hit wonder from that summer they went camping with friends.  Their head could be in any space as well as in your space.

I'm also thinking about outreach, whether improving wikipedia articles, snippets of local history on the back of pub toilet doors or putting a museum exhibition in a truck and taking it to kids in the outer suburbs.  Tomorrow I'll wake up with some new 'what if?' in my head. And I'm curious – what are you thinking about the future of museums?

Thinking aloud: does a museum's obsession with polish hinder innovation?

I'm blogging several conversations on twitter around the subject of innovation and experimentation that I thought were worth saving, not least because I'm still thinking about their implications.

To start with, Lynda Kelly (@lyndakelly61) quoted @sebchan at the Hot Science conference on climate change and museums:

'Museums want everything to be slick and polished for mass audience, we lose capacity to be experimental and rapid'

 which lead me to tweet:

'does big museum obsession with polish hinder innovation? ('innovation' = keeping up with digital world outside)'.

which lead to a really interesting series of conversations.  Erin Blasco responded (over several tweets):

We can't pilot if it's not perfect. … Need to pilot 15 quick/dirty QR codes but we can't put ANY up unless there are 50 & perfectly, expensively designed & impressive. … So basically not allowed to fail and learn = not allowed to pilot = we spend a bunch of $ and fail anyway? … To clarify: it's a cross-dept project. One dept ok with post-it notes & golf pencils. Two others are not. Kinda deadlock.

I think this perfectly illustrates the point and it neatly defines the kind of 'polish' that slows things down – the quality of the user experience with the QR codes would rest with the explanatory text, call to action and the content the user finds at the other end, not the weight and texture of the paper or vinyl they're printed on.  Suddenly you've got extra rounds of emails and meetings for those extra layers of sign-off, a work request or contract for design time, plus all the stakeholder engagement that you already, but does that extra investment of time and resources result in a better experiment in audience research?

But kudos to Erin for gettings things this far!  (An interesting discussion followed with Erin and @artlust about possible solutions, including holding stakeholder evaluations of the prototypes so they could see how the process worked, and 'making the pilot-ness of it a selling point in the design, letting audiences feel they're part of something special', which made me realise that turning challenges into positives is one of my core design techniques.)

For Linda Spurdle, the barriers are more basic:

Innovation costs, even my plans to try things cheap/free get scuppered by lack of time. For me less about risk more about resources

Which also rings perfectly true – many potential museum innovators were in this position before the museum funding cuts took hold, so innovating your way out of funding-related crises must be even more difficult now.

On the topic of innovation, Lindsey Green said the 'definite reluctance to pilot and fail impacts innovation'. Rachel Coldicutt had just blogged about 'digital innovation in the arts' in Making Things New, pointing out that the question 'privileges the means of delivery over the thing that’s being delivered', and tweeting that 'innovating a system and innovating art aren't the same thing and perhaps there's more impact from innovating the system'.

If the quest is to, as Rachel problematises in her post, 'use digital technologies to remake the Arts Establishment', then (IMO) it's doomed to failure. You can't introduce new technologies and expect that the people and processes within a cultural organisation will magically upgrade themselves to match. More realistically, people will work around any technology that doesn't suit them (for entirely understandable reasons), and even the best user experience design will fail if it doesn't take account of its context of use. If you want to change the behaviour of people in an organisation, change the metrics they work to. Or, as Rachel says, '[r]ather than change for change’s sake, perhaps we should be identifying required outcomes'.  Handily, Bridget McKenzie pointed out that 'The Museums for the Future toolkit includes new eval framework (GEOs = Generic Environmental Outcomes)', so there's hope on the horizon.

The caveats: it's not that I'm against polish, and I think high production values really help our audiences value museum content. But – I think investing in a high level of polish is a waste of resources during prototyping or pilot stages, and a focus on high production values is incompatible with rapid prototyping – 'fail faster' becomes impossible. Usability researchers would also say polished prototypes get less useful feedback because people think the design is set (see also debates around the appearance of wireframes).

It's also worth pointing out my 'scare quotes' around the term 'innovation' above – sadly, things that are regarded as amazing innovations in the museum world are often delayed enough that they're regarded as pretty normal, even expected, by our more digitally-savvy audiences. But that's a whole other conversation…

So, what do you think: does a museum's obsession with polish hinder innovation?

Update, January 2013: Rob Stein has written 'Museum Innovation: Risk, Experimentation and New Ideas', which resonated strongly:

A common pitfall for museums is an unhealthy addiction to monumental undertakings. When massive projects loom with ties to outside support and countless staff hours invested in a single deliverable, it becomes very difficult to admit the possibility of failure. As a result, we shy away from risk, mitigate the probability of embarrassment, and crush innovation in the process.