2013 in review: crowdsourcing, digital history, visualisation, and lots and lots of words

A quick and incomplete summary of my 2013 for those days when I wonder where the year went… My PhD was my main priority throughout the year, but the slow increase in word count across my thesis is probably only of interest to me and my supervisors (except where I've turned down invitations to concentrate on my PhD). Various other projects have spanned the years: my edited volume on 'Crowdsourcing our Cultural Heritage', working as a consultant on the 'Let's Get Real' project with Culture24, and I've continued to work with the Open University Digital Humanities Steering Group, ACH and to chair the Museums Computer Group.

In January (and April/June) I taught all-day workshops on 'Data Visualisation for Analysis in Scholarly Research' and 'Crowdsourcing in Libraries, Museums and Cultural Heritage Institutions' for the British Library's Digital Scholarship Training Programme.

In February I was invited to give a keynote on 'Crowd-sourcing as participation' at iSay: Visitor-Generated Content in Heritage Institutions in Leicester (my event notes). This was an opportunity to think through the impact of the 'close reading' people do while transcribing text or describing images, crowdsourcing as a form of deeper engagement with cultural heritage, and the potential for 'citizen history' this creates (also finally bringing together my museum work and my PhD research). This later became an article for Curator journal, From Tagging to Theorizing: Deepening Engagement with Cultural Heritage through Crowdsourcing (proof copy available at http://oro.open.ac.uk/39117). I also ran a workshop on 'Data visualisation for humanities researchers' with Dr. Elton Barker (one of my PhD supervisors) for the CHASE 'Going Digital' doctoral training programme.

In March I was in the US for THATCamp Feminisms in Claremont, California (my notes), to do a workshop on Data visualisation as a gateway to programming and I gave a paper on 'New Challenges in Digital History: Sharing Women's History on Wikipedia' at the Women's History in the Digital World' conference at Bryn Mawr, Philadelphia (posted as 'New challenges in digital history: sharing women's history on Wikipedia – my draft talk notes'). I also wrote an article for Museum Identity magazine, Where next for open cultural data in museums?.

In April I gave a paper, 'A thousand readers are wanted, and confidently asked for': public participation as engagement in the arts and humanities, on my PhD research at Digital Impacts: Crowdsourcing in the Arts and Humanities (see also my notes from the event), and a keynote on 'A Brief History of Open Cultural Data' at GLAM-WIKI 2013.

In May I gave an online seminar on crowdsourcing (with a focus on how it might be used in teaching undergraduates wider skills) for the NITLE Shared Academics series. I gave a short paper on 'Digital participation and public engagement' at the London Museums Group's 'Museums and Social Media' at Tate Britain on May 24, and was in Belfast for the Museums Computer Group's Spring meeting, 'Engaging Visitors Through Play' then whipped across to Venice for a quick keynote on 'Participatory Practices: Inclusion, Dialogue and Trust' (with Helen Weinstein) for the We Curate kick-off seminar at the start of June.

In June the Collections Trust and MCG organised a Museum Informatics event in York and we organised a 'Failure Swapshop' the evening before. I also went to Zooniverse's ZooCon (my notes on the citizen science talks) and to Canterbury Cathedral Archives for a CHASE event on 'Opening up the archives: Digitization and user communities'.

In July I chaired a session on Digital Transformations at the Open Culture 2013 conference in London on July 2, gave an invited lightning talk at the Digital Humanities Oxford Summer School 2013, ran a half-day workshop on 'Designing successful digital humanities crowdsourcing projects' at the Digital Humanities 2013 conference in Nebraska, and had an amazing time making what turned out to be Serendip-o-matic at the Roy Rosenzweig Center for History and New Media at George Mason University's One Week, One Tool in Fairfax, Virginia (my posts on the process), with a museumy road trip via Amtrak and Greyhound to Chicago, Cleveland, Pittsburg inbetween the two events.

In August I tidied up some talk notes for publication as 'Tips for digital participation, engagement and crowdsourcing in museums' on the London Museums Group blog.

October saw the publication of my Curator article and Creating Deep Maps and Spatial Narratives through Design with Don Lafreniere and Scott Nesbit for the International Journal of Humanities and Arts Computing, based on our work at the Summer 2012 NEH Advanced Institute on Spatial Narrative and Deep Maps: Explorations in the Spatial Humanities. (I also saw my family in Australia and finally went to MONA).

In November I presented on 'Messy understandings in code' at Speaking in Code at UVA's Scholars' Lab, Charlottesville, Virginia, gave a half-day workshop on 'Data Visualizations as an Introduction to Computational Thinking' at the University of Manchester and spoke at the Digital Humanities at Manchester conference the next day. Then it was down to London for the MCG's annual conference, Museums on the Web 2013 at Tate Modern. Later than month I gave a talk on 'Sustaining Collaboration from Afar' at Sustainable History: Ensuring today's digital history survives.

In December I went to Hannover, Germany for the Herrenhausen Conference: "(Digital) Humanities Revisited – Challenges and Opportunities in the Digital Age" where I presented on 'Creating a Digital History Commons through crowdsourcing and participant digitisation' (my lightning talk notes and poster are probably the best representation of how my PhD research on public engagement through crowdsourcing and historians' contributions to scholarly resources through participant digitisation are coming together). In final days of 2013, I went back to my old museum metadata games, and updated them to include images from the British Library and took a first pass at making them responsive for mobile and tablet devices.

DHOxSS: 'From broadcast to collaboration: the challenges of public engagement in museums'

I'm just back from giving at a lightning talk for the Cultural Connections strand of the Digital.Humanities@Oxford Summer School 2013, and since the projector wasn't working to show my examples during my talk I thought I'd share my notes (below) and some quick highlights from the other presentations.

Mark Doffman said that it's important that academic work challenges and provokes, but make sure you get headlines for the right reasons, but not e.g. on how much the project costs. He concluded that impact is about provocation, not just getting people to say your work is wonderful.

Gurinder Punn of the university's Isis Innovation made the point that intellectual property and expertise can be transferred into businesses by consulting through your department or personally. (And it's not just for senior academics – one of the training sessions offered to PhD students at the Open University is 'commercialising your research').

Giles Bergel @ChapBookPro spoke on the Broadside Ballads Online (blog), explaining that folksong scholarship is often outside academia – there's a lot of vernacular scholarship and all sorts of domain specialists including musicians. They've considered crowdsourcing but want to be in a position to take the contributions as seriously as any print accession. They also have an image-match demonstrator from Oxford's Visual Geometry Group which can be used to find similar images on different ballad sheets.

Christian von Goldbeck-Stier offered some reflections on working with conductors as part of his research on Wagner. And perfectly for a summer's day:

Christian quotes Wilde on beauty: "one of the great facts of the world, like sunlight, or springtime…" http://t.co/8qGE9tLdBZ #dhoxss
— Pip Willcox (@pipwillcox) July 11, 2013

My talk notes: 'From broadcast to collaboration: the challenges of public engagement in museums'

I’m interested in academic engagement from two sides – for the past decade or so I was a museum technologist; now I’m a PhD student in the Department of History at the Open University, where I’m investigating the issues around academic and ‘amateur’ historians and scholarly crowdsourcing.

As I’ve moved into academia, I’ve discovered there’s often a disconnect between academia and museum practice (to take an example I know well), and that their different ways of working can make connecting difficult, even before they try to actually collaborate. But it’s worth it because the reward is more relevant, cutting-edge research that directly benefits practitioners in the relevant fields and has greater potential impact.

I tend to focus on engagement through participation and crowdsourcing, but engagement can be as simple as blogging about your work in accessible terms: sharing the questions that drive your research, how you’ve come to some answers, and what that means for the world at large; or writing answers to common questions from the public alongside journal articles.

Plan it

For a long time, museums worked with two publics: visitors and volunteers. They’d ask visitors what they thought in ‘have your say’ interactives, but to be honest, they often didn’t listen to the answers. They’d also work with volunteers but sometimes they valued their productivity more than they valued their own kinds of knowledge. But things are more positive these days – you've already heard a lot about crowdsourcing as a key example of more productive engagement.

Public engagement works better when it’s incorporated into a project from the start. Museums are exploring co-curation – working with the public to design exhibitions. Museums are recognising that they can’t know everything about a subject, and figuring out how to access knowledge ‘out there’ in the rest of the world. In the Oramics project at the Science Museum (e.g. Oramics to Electronica or Engaging enthusiasts online), electronic musicians were invited to co-curate an exhibition to help interpret an early electronic instrument for the public. 

There’s a model from 'Public Participation in Scientific Research' (or 'citizen science') I find useful in my work when thinking about how much agency the public has in a project, and it's also useful for planning engagement projects. Where can you benefit from questions or contributions from the public, and how much control are you willing to give up? 

Contributory projects designed by scientists, with participants involved primarily in collecting samples and recording data; Collaborative projects in which the public is also involved in analyzing data, refining project design, and disseminating findings; Co-created projects are designed by scientists and members of the public working together, and at least some of the public participants are involved in all aspects of the work. (Source: Public Participation in Scientific Research: Defining the Field and Assessing Its Potential for Informal Science Education (full report, PDF, 3 MB))

Do it

Museums have learnt that engaging the public means getting out of their venues (and their comfort zones). One example is Wikipedians-in-Residence, including working with Wikipedians to share images, hold events and contribute to articles. (e.g. The British Museum and MeA Wikipedian-in-Residence at the British MuseumThe Children's Museum's Wikipedian in Residence). 
It’s not always straightforward – museums don’t do ‘neutral’ points of view, which is a key goal for Wikipedia. Museums are object-centric, Wikipedia is knowledge-centric. Museums are used to individual scholarship and institutional credentials, Wikipedia is consensus-driven and your only credentials are your editing history and your references. Museums are slowly learning to share authority, to trust the values of other platforms. You need to invest time to learn what drives the other groups, how to talk with them and you have to be open to being challenged.

Mean it

Done right, engagement should be transformative for all sides. According to the National Co-ordinating Centre for Public Engagement, engagement ‘is by definition a two-way process, involving interaction and listening, with the goal of generating mutual benefit.’ Saying something is ‘open to the public’ is easy; making efforts to make sure that it’s intellectually and practically accessible takes more effort; active outreach is a step beyond open. It's not the same as marketing – it may use the same social media channels, but it's a conversation, not a broadcast. It’s hard to fake being truly engaged (and it's rude) so you have to mean it – doing it cynically doesn't help anyone.

Asking people to do work that helps your mission is a double win. For example, Brooklyn Museum's 'Freeze Tagask members of their community to help moderate tags entered by people elsewhere – they're trusting members of the community to clean up content for them.

Enjoy it

My final example is the National Library of Ireland on Flickr Commons, who do a great job of engaging people in Irish history, partly through their enthusiasm for the subject and partly through the effort they put into collating comments and updating their records, showing how much they value contributions. 

Almost by definition, any collaboration around engagement will be with people who are interested in your work, and they’ll bring new perspectives to it. You might end up working with international peers, academics from different disciplines, practitioner groups, scholarly amateurs or kids from the school down the road. And it’s not all online – running events is a great way to generate real impact and helps start conversations with potential for future collaboration.

You might benefit too! Talking about your research sometimes reminds you why you were originally interested in it… It’s a way of looking back and seeing how far you’ve come. It’s also just plain rewarding seeing people benefit from your research, so it's worth doing well.


Thanks again to Pip Willcox for the invitation to speak, and to the other speakers for their fascinating perspectives.  Participation and engagement lessons from cultural heritage and academia is a bit of a hot topic at the moment – there's more on it (including notes from a related paper I gave with Helen Weinstein) at Participatory Practices.

'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

Can ugly babies save museums?

Since coming across Ugly Renaissance Babies, I've been wondering: is Tumblr* the best thing to happen to broad public engagement with art history**?  They're dead simple posts – an image and a short comment, but they spread widely (as you can see from the number of re-posts), and arguably make renaissance art more interesting to people who wouldn't normally view it.  Can sites that curate content from across different collections like this create serendipity through decontextualisation, and bring art history to the masses?

Like image macros, they can bring history and popular culture together in amusing ways (e.g. Joseph Ducreux, the Bayeux Tapestry and song lyrics), but is this irreverent commentary and re-contextualisation exactly the kind of thing that skeptical curators worried about when we were all getting excited about online collections?  So I also have an entirely different question – does it matter to museums, galleries if (like the V&A) your painting appears in Ugly Renaissance Babies?

 Attributed to Master of the Kress Epiphany, The Expulsion of the Money-Changers (detail), around 1480-1500; We wants it, we needs it. Must have the precious.
Attributed to Master of the Kress Epiphany, The Expulsion of the Money-Changers (detail), around 1480-1500
'We wants it, we needs it. Must have the precious.'

Is it ok to point out 'bad' art like this?  Visitors often make rude comments about the ugly babies or whatever as they pass through museum galleries, but unless someone is there to hear them their comments are ephemeral.

And does it matter if the site author doesn't link back to the holding collection or image source?  [I think it does – for context and finding related items more than ownership, but I've been told that's a museum-y way of looking at it.]

I posted the tumblr link and asked some of these questions a while ago on Twitter, but frustratingly, I can't get back as far as the original post in the @-mentions page so I'm missing any comments I didn't reply directly to at the time.  (The reliability of free social media services is a whole other post…)  The one set of comments I can retrieve was from Erika Taylor (@erikajoy), who said, 'surely you would be proud as punch having an original renaissance ugly baby in your collection? May change the significance perhaps' … 'an interesting additional social significance to add to whatever the existing significance is' and best of all,

'also, how cool would it be if museums collected memes of their paintings back into their collection.' 

Finally, since this is presumably my last post for the year, I'd like to thank you for reading and commenting, and for inspiring conversations at conferences and on twitter – may your 2012 bring wondrous things to you and yours.

* insert your favourite social media service here.
** I suspect artistic objects are more 'portable' than social history or science objects, as they make visual sense without a story explaining what they are or why they're important.