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<?xml-stylesheet type="text/xsl" media="screen" href="/~d/styles/rss2full.xsl"?><?xml-stylesheet type="text/css" media="screen" href="http://feeds.feedburner.com/~d/styles/itemcontent.css"?><rss xmlns:atom="http://www.w3.org/2005/Atom" xmlns:openSearch="http://a9.com/-/spec/opensearch/1.1/" xmlns:georss="http://www.georss.org/georss" xmlns:creativeCommons="http://backend.userland.com/creativeCommonsRssModule" xmlns:feedburner="http://rssnamespace.org/feedburner/ext/1.0" version="2.0"><channel><atom:id>tag:blogger.com,1999:blog-37032121</atom:id><lastBuildDate>Sat, 04 Jul 2009 04:31:48 +0000</lastBuildDate><title>Museum 2.0</title><description>Museum 2.0 explores ways that web 2.0 philosophies can be applied in museum design.</description><link>http://museumtwo.blogspot.com/</link><managingEditor>ninaksimon@gmail.com (Nina Simon)</managingEditor><generator>Blogger</generator><openSearch:totalResults>341</openSearch:totalResults><openSearch:startIndex>1</openSearch:startIndex><openSearch:itemsPerPage>25</openSearch:itemsPerPage><creativeCommons:license>http://creativecommons.org/licenses/by-nc-sa/3.0/</creativeCommons:license><atom10:link xmlns:atom10="http://www.w3.org/2005/Atom" rel="self" href="http://feeds.feedburner.com/museumtwo" type="application/rss+xml" /><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-6344996520857441052</guid><pubDate>Thu, 02 Jul 2009 14:08:00 +0000</pubDate><atom:updated>2009-07-02T08:31:21.961-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">personalization</category><category domain="http://www.blogger.com/atom/ns#">participatory museum</category><category domain="http://www.blogger.com/atom/ns#">Unusual Projects and Influences</category><title>Designing Recommendation Systems that Go Beyond "You'll Like This"</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.skitch.com/20090702-bbwqfnux47pj6fd9xbuqqa9y33.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 462px; height: 276px;" src="http://img.skitch.com/20090702-bbwqfnux47pj6fd9xbuqqa9y33.jpg" alt="" border="0" /&gt;&lt;/a&gt;How would you design a recommendation system for a museum?  Recommendation systems are tools that offer suggestions, most commonly in the "if you like that, you'll love this!" format.  We've all become familiar with online retailers who address you by name and offer suggestions--some helpful, some annoying--based on your past activity and purchases.&lt;br /&gt;&lt;br /&gt;When it comes to museums, recommendation systems are a natural solution for the problem of the customized tour.  How can a museum offer each visitor suggestions for exhibits and experiences that will uniquely serve their interests?  There are many lovely example of museums providing quirky tours based on particular interests. For example, The Tate Modern offers a set of pamphlets featuring different tours of the museum based on emotional mood.  You can pick up the &lt;a href="http://www.tate.org.uk/britain/yourcollection/splitup/"&gt;"I've just split up" tour&lt;/a&gt; and wallow in depression, or the &lt;a href="http://www.tate.org.uk/britain/yourcollection/animalfreak/"&gt;"I'm an animal freak" tour&lt;/a&gt; and explore your wilder side.  And the site &lt;a href="http://www.ilikemuseums.com/"&gt;I Like Museums&lt;/a&gt; lets you find whole institutions of interest based on your preference for trails like "making things," "nice cup of tea," or simply "pigs."&lt;br /&gt;&lt;br /&gt;But what if you want to provide a truly emergent recommendation system, like the one used to recommend new songs to you on Pandora or new movies on Netflix?  These systems use forms of &lt;a href="http://museumtwo.blogspot.com/2008/05/curated-collaborative-filtering.html"&gt;collaborative filtering&lt;/a&gt; to analyze what you've liked and find things that might be similar based on both expert and user data.  In this way, you could imagine a visitor moving through the museum, starting by expressing her love of optics, then discovering via an enjoyable exhibit that she also is into magnets, and so on.&lt;br /&gt;&lt;br /&gt;There are two problems you have to address to create a great museum recommendation system.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Problem #1: Getting the Data&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;The first challenge is technical--the lack of explicit data.    Recommendation systems use a combination of explicit and implicit information to provide you with suggestions.  You make explicit designations by making purchases, expressing preference via ratings or reviews, or choosing some things over others.  But you are also always generating implicit data passively via the things you click on, items you spend a long time looking at or listening to, and the choices your friends are making.  In the physical space of a museum, visitors make very few explicit data contributions.  You may buy a ticket to a special exhibition or show, or actively elect to take up an audio guide or exhibition brochure.  But most of your preferences for one museum experience over another go unregistered and untracked.  This means there's very little data on which museums can automatically offer recommendations for further experiences.   &lt;p&gt;If we really want the explicit data, there are ways to encourage visitors to provide it.  Consider the case of Netflix, the dominant US online movie rental company.  Netflix makes movie recommendations based on your ratings of films you've watched.  There is no reason in the life cycle of movie rental that a user should be expected to rate a movie.  Pre-Netflix, there was never a history of people giving something "four stars" when they dropped it in the return slot.  But Netflix realized that their ability to sell subscriptions was directly related to their ability to provide users with a steady stream of good movie recommendations, so they invested heavily in creating a &lt;a href="http://museumtwo.blogspot.com/2007/02/game-friday-netflix-and-other-games.html"&gt;rating system that is fun&lt;/a&gt; and easy to use.&lt;br /&gt;&lt;/p&gt;&lt;p&gt;Rating content from one to five stars may seem like a frivolous activity, but for Netflix, it's serious business.  Netflix knows that good recommendations are key to their bottom line.  If Netflix suggests too many movies that you don't like, you will either start ignoring the recommendation system or cancel your subscription altogether. The underlying message of the recommendation system is that there is always a movie you'll love on Netflix, so you should never stop subscribing.   &lt;/p&gt;&lt;p&gt;This implicit promise is also the key to why people willingly rate hundreds of movies on Netflix.  Netflix promises to give you better recommendations if you rate more movies.  Your user profile is functionally an aggregate of the movies you have rated, and the more finely tuned the profile, the more useful the recommendations.  The more you use it, the better it gets--and that symbiotic relationship serves customer and vendor alike.  This promise is what is missing from so many museum rating systems.  When museums allow visitors to rate objects or express preferences, the visitors' expressions are rarely, if ever, fed back into a system that improves the museum experience.  The presumption on the part of museums is that rating things is a fun activity onto itself and that's why people use them on Netflix and other sites.  But they aren't just fun ways to express yourself.  They have direct personal impact.  Whether you are panning a movie or gushing over a book, your explicit action is tracked and used to provide you with better subsequent experiences.&lt;/p&gt;&lt;p&gt;&lt;br /&gt;&lt;/p&gt;&lt;p&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Problem #2: Designing the Value System&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;/p&gt;  &lt;p&gt;But what's "better" in the museum context?  One of the biggest concerns about deploying recommendation systems in museums is that visitors will only be exposed to the narrow window of things they like and will not have "off path" experiences that are surprising, uncomfortable, and valuable.&lt;br /&gt;&lt;/p&gt;&lt;p&gt;Fortunately, not everyone is in the business of selling movie rental subscriptions (or woks, or books, or whatever).  While online retail recommendation engines are unsurprisingly optimized to present you with things you will like, there are other ways to filter information based on preference.&lt;br /&gt;&lt;/p&gt;&lt;p&gt;For example, Librarything, a social network for sharing books, has a "books you'll hate" feature called the &lt;a href="http://www.librarything.com/unsuggester"&gt;Unsuggester&lt;/a&gt;.  Type in &lt;span style="font-style: italic;"&gt;How Children Fail&lt;/span&gt; by John Holt, and you'll find its antithesis: &lt;span style="font-style: italic;"&gt;Digital Fortress&lt;/span&gt; by Dan Brown.  This is an undoubtably silly exercise.&lt;br /&gt;&lt;/p&gt;&lt;p&gt;When the BookSuggester was released in November of 2006, programmer &lt;a href="http://www.librarything.com/blog/2006/11/booksuggester-and-unsuggester.php" target="_blank"&gt;Tim Spaulding wrote a blog post&lt;/a&gt; about the addition of the Unsuggester.  After noting the patterns of opposition between philosophy and chick lit, programming manuals and literature, Tim writes: &lt;/p&gt;&lt;blockquote&gt;"These disconnects sadden me. Of course readers have tastes, and nearly everyone has books they'd &lt;span style="font-style: italic;"&gt;never&lt;/span&gt; read. But, as serious readers, books make our world. A shared book is a sort of shared space between two people. As far as I'm concerned, the more of these the better.  So, in the spirit of unity and understanding, why not enter your favorite book, then read its opposite?"&lt;/blockquote&gt;&lt;p&gt;&lt;/p&gt;  &lt;p&gt;The Unsuggester is based on different values than Netflix's Movies You'll Love and the BookSuggester.  It's also based on different data.  Whereas Netflix bases its recommendations on ratings, Librarything bases its recommendations on the books you have in your library (read why here).  Instead of saying, "if you like this, you'll like that," Librarything says, "if you have this, you'll like that."&lt;/p&gt;&lt;p&gt;This may sound like a trivial difference, but it leads to a real value shift when it comes to the Unsuggester.  The Unsuggester doesn't give you books you'll hate; it gives you books that you'd never otherwise encounter.  The format is "if you have read this, you are unlikely to read this."  The value system for the Unsuggester is based on the idea that we can learn something from things that are foreign to our experience.  The books on the list are the ones that are least likely to be found in your Librarything collection or the collections of other users who also have your books.  It's a window into a distant and somewhat unknowable world... not unlike the world of wild and disparate artifacts that curators would like to reveal to visitors.&lt;br /&gt;&lt;/p&gt;&lt;p&gt;And users have responded positively.  When Tim suggested that few people were likely to actually read books on the Unsuggester list, an anonymous user responded, &lt;/p&gt;&lt;blockquote&gt;"You underestimate Thingamabrarians. Some of us are just looking for new ways to branch out from our old ruts... and something flagged as 'opposite' to our normal reading might just be what we're all looking for. (Besides, a lot of the 'niche' books are throwing up classics in the unowned lists, and many people like to improve their lit-cred.)"&lt;/blockquote&gt;&lt;p&gt;&lt;/p&gt;   &lt;p&gt;In other words, recommendation systems don't have to be optimized to give you something you like.  They just have to be responsive to your personal inputs in some understandable and meaningful way. &lt;/p&gt;&lt;p&gt;The Unsuggester is based on the value of finding enjoyment in highly incongruous things.  What other values might we want to base recommendation systems on, in museums or otherwise?&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-6344996520857441052?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=NjKdgAQuAm8:4j7icUGeKmw:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=NjKdgAQuAm8:4j7icUGeKmw:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=NjKdgAQuAm8:4j7icUGeKmw:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=NjKdgAQuAm8:4j7icUGeKmw:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/NjKdgAQuAm8" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/NjKdgAQuAm8/designing-recommendation-systems-that.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">7</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/07/designing-recommendation-systems-that.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-3421413434017036598</guid><pubDate>Mon, 29 Jun 2009 15:58:00 +0000</pubDate><atom:updated>2009-06-29T11:54:18.796-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">visitors</category><title>Museums and Relevance: What I Learned from Michael Jackson</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.skitch.com/20090629-1dwnjuhi6w1qrx38i43axgnyhg.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 559px; height: 351px;" src="http://img.skitch.com/20090629-1dwnjuhi6w1qrx38i43axgnyhg.jpg" alt="" border="0" /&gt;&lt;/a&gt;Where were you when Michael Jackson died?  By a strange and lucky coincidence, I was at the Experience Music Project and Science Fiction Museum (EMPSFM) in Seattle for a two-day workshop.  EMPSFM is one of a handful of museums worldwide for which the death of the King of Pop is a very big deal.  On Thursday afternoon, our workshop fractured as curators, educators, media producers, and marketing staff scrambled to &lt;a href="http://www.youtube.com/watch?v=Eq-fb_t3IWk&amp;amp;NR=1"&gt;talk to press&lt;/a&gt; and put together spur-of-the-moment exhibits and tribute programs.&lt;br /&gt;&lt;br /&gt;Within 24 hours of the news, the EMPSFM staff hosted a tribute event at a local music venue and mounted an exhibit of Jackson's iconic glove/jacket along with archival concert video in a free public area (appropriately called the Sky Church).  They staffed talk-back tables where visitors could write on butcher paper, and outside the museum, they put out boxes of sidewalk chalk to invite people to share their thoughts.  They also featured a memorial (and a talk back opportunity) on their &lt;a href="http://www.empsfm.org/im/index.asp"&gt;website&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;I spend a lot of my professional time trying to develop compelling opportunities for visitors to share their thoughts and connect with content that is deeply relevant to their immediate needs and interests.  I watched this happen magically and easily for hundreds of people on Friday at EMPSFM, folks of all ages and backgrounds intently taking photos, writing messages, and talking to their friends.  It was a rare moment where the cultural and historical importance museums tend to bestow on all exhibits was sought and appreciated by the public.  "Yes," every camera and curator and chalk scrawl and family seemed to agree.  "This Matters."&lt;br /&gt;&lt;br /&gt;There's nothing new about museums serving as spontaneous memorials or providing support in emergency situations.  The question is what happens after the news cycle is over, after the urgency diminishes.  It's wonderful to see a museum as useful and energized as I saw EMPSFM over the past few days.  But what about the rest of the year?  Are museums only relevant when they can serve our most pressing needs?  And if so, should they seek more opportunities to serve these needs?&lt;br /&gt;&lt;br /&gt;I ask these questions amidst recent calls for museums to become more responsive, demand-driven institutions.  Elaine Gurian has been speaking and writing about &lt;a href="http://museum30.ning.com/forum/topics/museum-as-soup-kitchen"&gt;museums as soup kitchens&lt;/a&gt;, suggesting that museums should consider new uses of their spaces to provide direct social services to people, especially during the economic downturn.  Many potential services, like job training and subsidized food programs, would be incredibly valuable to communities but are foreign to current museum practice.  Elaine argues that we should stop worrying about whether these new programs fit the "business of museums" and instead consider whether the business of museums is sufficient to the extraordinary community needs of the day.&lt;br /&gt;&lt;br /&gt;I struggle with Elaine's argument.  I agree that most museums do not actively and aggressively seek out ways to truly serve the needs of their visitor communities (as opposed to donor communities). For example, museum spaces are often dormant for many hours of the day, and the most basic functions offered--beautiful spaces, clean restrooms, opportunities for food service and event production--could be employed to provide a huge range of community services.  Hours before Michael Jackson died and it became the memorial site, I was talking with EMPSFM staff about the under-utilization of the Sky Church, an unusual and impressive public space.  And awesome examples like &lt;a href="http://museumtwo.blogspot.com/2008/03/826-valencia-education-humor-pirates.html"&gt;826 Valencia&lt;/a&gt; or the Boston Children's Museum's &lt;a href="http://museum30.ning.com/forum/topics/museum-as-soup-kitchen?page=2&amp;amp;commentId=2017588%3AComment%3A16280&amp;amp;x=1#2017588Comment16280"&gt;GoKids program&lt;/a&gt; demonstrate that sometimes putting traditional social services like tutoring or food distribution in a cultural context can destigmatize them.&lt;br /&gt;&lt;br /&gt;But I also think that museums (like all organizations) need to focus both on who they are for and what they are about, balance the needs of their audiences with the goals of their institution.  I'm as interested in how we can find connections between what people need and starting points museums already have--revealing or amplifying relevance--as I am in providing new services for peoples' needs.&lt;br /&gt;&lt;br /&gt;It is apropos that the EMPSFM workshop was focused on how the museum can deepen relationships with teen audiences.  We weren't talking about bamboozling teens with some hip marketing campaign; instead, we focused on ways that programs which currently serve just a few teens could empower and enable many more teens who are passionate about making music, reading science fiction, and sharing niche interests.  We were looking for ways not just to provide more services to small groups of teens but to develop platforms where teens could support and serve each other.   And we spent equal amounts of time talking about teens and their needs as we did talking about programmatic responses to support them.&lt;br /&gt;&lt;br /&gt;Do these teens need EMPSFM to survive?  Probably not.  Does anyone need Michael Jackson or Ursula LeGuin or her guitar to make it through the day?  EMPSFM may be frivolous in the face of world economic collapse, but it still delivers services that are relevant to some aspect of peoples' lives.&lt;br /&gt;&lt;br /&gt;Michael Jackson belongs at EMPSFM (and visitors knew to find him there) because that museum is about pop culture and specifically music.  The museum has physical items relevant to his life that served as connection points to visitors' pain and nostalgia.  EMPSFM has contextual content that places a dislocative event into a familiar global story.  And they have expertise and authority to connote a particular kind of permanent value to the news.&lt;br /&gt;&lt;br /&gt;The flipside of this specificity is that when something non-pop culture-related happens that is incredibly relevant and important to Seattle residents' lives, EMPSFM probably won't be there.  I think I'm ok with that... but I feel tension as I write this.  If EMPSFM is never relevant to the majority of their community's needs, there's a problem.  If they are always relevant, there's no problem. The reality--for every museum--lies somewhere in the middle.  How do you know you are relevant enough?&lt;br /&gt;&lt;br /&gt;Museums can't manufacture relevance to audiences.  If you are not happy with the extent to which your institution is responsive to community needs, then by all means, change something.  But start by honestly and openly assessing which needs you can appropriately serve.  I agree with Elaine in hoping that every museum will earnestly try to do more, will spend more time thinking about what visitors need and less time trumpeting what objects are on display.  And to me, providing space and chalk for a twelve year-old skater to scrawl on sidewalk about how Michael Jackson changed his life, well, that counts.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-3421413434017036598?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/FoHRpWtw8aQ" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/FoHRpWtw8aQ/museums-and-relevance-what-i-learned.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">12</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/06/museums-and-relevance-what-i-learned.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-3171386743106845872</guid><pubDate>Fri, 26 Jun 2009 00:44:00 +0000</pubDate><atom:updated>2009-06-25T17:57:26.448-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">design</category><category domain="http://www.blogger.com/atom/ns#">guestpost</category><category domain="http://www.blogger.com/atom/ns#">interactives</category><title>Technology for Experience's Sake: Guest Post by Bruce Wyman</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.skitch.com/20090626-x21cqx2yeupf9mj958h76hs3xd.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 388px; height: 286px;" src="http://img.skitch.com/20090626-x21cqx2yeupf9mj958h76hs3xd.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;In this guest post, Bruce Wyman, Director of Technology at the Denver Art Museum, shares his process for developing interactive technologies to extend familiar experiences in art museums.  You may remember the Denver Art Museum from &lt;a href="http://museumtwo.blogspot.com/2009/03/take-side-trip-to-denver-art-museum.html"&gt;this post&lt;/a&gt; about their newest (highly interactive) exhibit space, Side Trip.&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;It's a running joke at the museum that I'm frequently the person in the room that doesn't advocate for the very things that I'm responsible for (technology). It's not that I don't firmly believe in the power and potential of what technology has to offer, it's just that so often it's a red herring when we're designing experiences for our visitors. I want the technology to disappear. I want the visitor to have an amazing experience in general at the museum, and not leave thinking some piece of technology was the thing that stood out. More often than not, if the technology is memorable, it's usually in a negative way -- something didn't work as expected.&lt;br /&gt;&lt;br /&gt;So, let's make it easy on ourselves and start off by largely ignoring the technologies that we could be using. Frankly, visitors frequently don't care about the technology and I agree with them. Give them something rewarding, some meaty bit of fun and engagement and concentrate on designing what that experience could and should be. Once you get a good sense of that, the technology begins to fall into place and you stumble across new kinds of experiences that have the power to delight the visitor and probably more efficiently serve your original goals.&lt;br /&gt;&lt;br /&gt;Of the different sorts of things that we've design at the Denver Art Museum during the last five years, it's unusual that I have a particular technology in mind at the outset (I'm sure someone could easily call me out on that, but let's pretend together, shall we?).  Our standard practice is to deliberately ignore the possible implementation and tease out the details of what will make the experience compelling for the visitor. If we're going to show a video, how is that different? What will make the video compelling? Is there a particular *kind* of interaction that's important to satisfy the experience? etc.&lt;br /&gt;&lt;br /&gt;At some point, as you begin to think about how visitors might interact with whatever your experience could be, you start to draw on real world analogies and natural patterns of behavior and interaction begin to emerge. The real world doesn't always have the *best* interactions, but it is filled with interactions that people already know and understand. The critical behavior in making the shift to designing in concert with these interactions is to get in the habit of just watching people all around you and how they engage with the rest of the world.&lt;br /&gt;&lt;br /&gt;Let's consider a quick possible scenario. I work at an art museum and one of my long term desires is to know what works a visitor finds interesting without having to deliberately make them punch a button or use some piece of technology that interferes with a visitor's rapt&lt;br /&gt;attention with our artworks. In this theoretical situation, my simple interaction goal is to concentrate on the *capture* of information rather than delivering something back to the visitor. I'm simply trying to find a clean way to judge visitor interest.&lt;br /&gt;&lt;br /&gt;When I'm a visitor, if I'm interested in sharing something with a friend, I might point at it. If I'm walking around in an art gallery, I'll pause in front of work that interests me. If I'm really interested, I'll lean in or get closer to the ubiquitous tiny label nearby to read a spot of info. Those are all things people already know how to do and have been doing for thousands of years (in the latter example, the thousands of years that art museums have existed, certainly). So, without even having considered the eventual technology application, I've determined that I'm interested in tracking a visitor's location, proximity to known objects, and time spent in a location. I can then begin to consider ways to do that -- vision tracking, possibly sensing a handheld the visitor may be using to gather information, or RFID tracking a membership card on their person. Given privacy concerns, I'm not sure that I actually want to do any of those, but the important part of the process is that I'm defining an eventual solution by the visitors and their interactions, not from the starting point of specific technologies we want to implement.&lt;br /&gt;&lt;br /&gt;The Select-A-Chat in our Western Galleries had an interesting evolution. The final implementation is essentially a small theater space in our galleries. As you enter the area, there's a wall projection resting on our jauntily angled interior walls. Next to you is a comfortable sofa and a coffee table in front of it. The top of the table has a graphic depicting a number of artworks from the nearby galleries with different interview questions superimposed. To select a particular topic, there's a coaster-sized metal 'X' that the visitor places on the table. Simply, the whole interaction is described in one sentence: "X marks the spot."  If you want a more detailed tour of the Select-a-Chat, check out &lt;a href="http://www.youtube.com/watch?v=wJOWTQZ61Ck"&gt;this video&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;The goal of the experience was to interview selected artists and give visitors some insight to their efforts and process. We wanted artists that felt very human and dispelled the idea that the creative process was a magical one but rather took real effort with some days being great, others not so much. The real strength of the overall interactive is the videos themselves, so we recognized early on that we wanted a relaxed environment where the process of choosing the videos largely disappeared for the visitor.&lt;br /&gt;&lt;br /&gt;With these ideas in mind, it became substantially easier to brainstorm different approaches to how we might achieve a simplified end result. In an early iteration, we imagined something very direct -- giving voice to the artist -- in which the table would be more akin to an old telephone operator switch board. The different artists would have headphone jacks for mouths and you'd plug directly into the display. Moving on from that, but still with the same idea, we imagined a large set of fabricated lips as being the object moved around on the table. We quickly moved on when we started to imagine the mockups of photoshopped artist faces without mouths and were left with a decidedly unsettling image. The metal 'X' was a response in trying to step back to what the actual mechanism was, but by that point, we had a good idea that the general interaction was right.&lt;br /&gt;&lt;br /&gt;Our visitor testing satisfaction surveys support our belief that the experience works well. People find the experience easy to use and at the same time, we've added a little bit of magic to the interface. The visitor *can't* do anything wrong -- if the 'X' is on the table, the experience works. It's easy to figure out and if you watch someone else do it, you learn what to do in an instant.&lt;br /&gt;&lt;br /&gt;On a slightly different note, while we spent a lot of time thinking about the experience before getting to the technology, having a solid understanding of our goal let us think through a few permutations of how to implement the technology. At one point, we'd abstracted the interaction design so far that we considered using the building's new security system. The same system is in use at airports around the world and is particularly good at detecting potential terrorist threats -- the system is able to detect a piece of unattended luggage left in a terminal after a certain amount of time. When that happens, the system triggers a video feed in a central control room. Our problem was the same; an object left in a location (an 'X' on the table) triggers a video feed (different artist videos). We ultimately developed an alternative solution when it became apparent the cameras wouldn't have the resolution or view that we required.&lt;br /&gt;&lt;br /&gt;Our visitors have responded well to this approach in our technology design. Not only with the Select-A-Chat, but our visitor surveys in general indicate that the Denver Art Museum's interactive components are easy to use, effective, and enjoyable. We don't always get it right the first time, and we've had to accept that, but we do believe in an iterative approach based on what we learn over time. Even better, from an internal point of view, we accept technology as part of the visitor experience and not as a competitive element that happens at the exclusion of other parts of the visitor experience.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-3171386743106845872?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=hbrVMuxnkCc:3o8RbTTQ71M:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=hbrVMuxnkCc:3o8RbTTQ71M:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=hbrVMuxnkCc:3o8RbTTQ71M:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=hbrVMuxnkCc:3o8RbTTQ71M:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/hbrVMuxnkCc" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/hbrVMuxnkCc/technology-for-experiences-sake-guest.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">2</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/06/technology-for-experiences-sake-guest.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-2210945562230902554</guid><pubDate>Mon, 22 Jun 2009 14:17:00 +0000</pubDate><atom:updated>2009-06-22T08:49:51.864-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">evaluation</category><category domain="http://www.blogger.com/atom/ns#">design</category><category domain="http://www.blogger.com/atom/ns#">Unusual Projects and Influences</category><title>What Makes an Innovative Idea Actionable?</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.skitch.com/20090622-857tsiseyuepf8ridgapp1inh8.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 508px; height: 350px;" src="http://img.skitch.com/20090622-857tsiseyuepf8ridgapp1inh8.jpg" alt="" border="0" /&gt;&lt;/a&gt;What do you do when you encounter a really great and unusual idea, one that you could implement but would require you to change some aspect of what you are currently doing?  Do you jump in or do you shelve it?  And what distinguishes the former from the latter?&lt;br /&gt;&lt;br /&gt;Recently, I've been wrestling a lot with the relationship between innovation and impact.  I'm working on a personal project (slowly) to open a cafe/bar venue that is also a design incubator for participatory exhibits.  My goals are two-fold: to develop a dynamic, creative, social platform for my community and to distribute its successful elements to other civic learning institutions (museums, libraries, community centers).  The further this moves towards reality, the more I'm focusing on how I'm going to serve the people walking in the door and the less I'm thinking about my colleagues.  My strategy is: make it work really well, research what works and doesn't, and share the design lessons with the world.  If the venue is successful and we share our honest results, won't others want to adopt some of our practices?&lt;br /&gt;&lt;br /&gt;Maybe not.  I was recently discussing this project with an audience research specialist, Peter Linett, who is working on a related project to encourage experimentation and risk-taking in museum practice.  Whereas I'm taking the "make it as awesome as possible and they will pay attention and want to steal the ideas" approach, Peter is trying very deliberately to create a structure that supports participation from diverse museum professionals and museum venues from the very beginning.  My model is the shining star.  His is the virus.&lt;br /&gt;&lt;br /&gt;Which has more impact on your actual daily practice?  I draw design lessons from outside models all the time, so "creative thievery" approach feels natural to me.  There's a whole section of this blog called &lt;a href="http://museumtwo.blogspot.com/search/label/Unusual%20Projects%20and%20Influences?max-results=100"&gt;Unusual Projects and Influences&lt;/a&gt;.  Whether it's an online game like &lt;a href="http://museumtwo.blogspot.com/2009/03/gaming-talkback-experience-with.html"&gt;Signtific&lt;/a&gt;, a tutoring center like &lt;a href="http://museumtwo.blogspot.com/2008/03/826-valencia-education-humor-pirates.html"&gt;826 Valencia&lt;/a&gt;, or an educational event like &lt;a href="http://museumtwo.blogspot.com/2008/07/living-library-using-our-institutions.html"&gt;Living Library&lt;/a&gt;, my engineer brain wants to figure out what makes these innovative projects tick and then tinker with those design lessons in my own work.&lt;br /&gt;&lt;br /&gt;But I also remember the first time I participated in a RIG (Rapid Idea Generation) session with Julie Bowen, then of the Ontario Science Centre, at a conference in 2004.  Julie got about 25 of us incredibly excited about their innovative three-dimensional brainstorming process.  We loved it.  And then at the end, when she asked how many of us could do this in our own museums, no hands went up.  We all felt like the process was too alien to our work environments, too hard to sell, too hard to integrate.  We saw that it was brilliant, but we weren't willing or able to make the changes so we could use it.&lt;br /&gt;&lt;br /&gt;So that's one big reason innovations don't get integrated: they are just too foreign to our standard practices and work environments.  That's an internal barrier--something about ourselves and the way our teams approach new ideas.  But Peter pointed out an external barrier I hadn't anticipated: some innovations just don't feel "museumy" enough.  Get a few museum exhibit designers talking about their favorite museums and some serious outliers like the Museum of Jurassic Technology and the City Museum will pop up high on the list.  And yet, as Peter pointed out to me, if we love those unusual standouts so much, why don't more museums adopt elements of their practice?  Peter commented, &lt;blockquote&gt;I did hear from several people that the museum folks who loved visiting the City Museum when they were in St. Louis were quick to add, 'It's not a museum.' These categorical objections operate on assumptions that aren't really examined, and not just about educational values or the status of objects, but also about the personality and tone that define museums in some minds.&lt;/blockquote&gt;I was somewhat surprised by this.  I'd always thought that museums didn't adopt more of the fabulous outlier work because it wasn't decoded in an understandable and actionable way.  That's why I required my museum studies students to carefully document their &lt;a href="http://museumtwo.blogspot.com/2009/06/advice-exhibition-about-talking-to.html"&gt;Advice exhibition&lt;/a&gt;--so that the learning from that unusual project wouldn't be lost and could be applied in other places.&lt;br /&gt;&lt;br /&gt;But Peter suggested that places and projects that are fundamentally not "museum-like" will not have impact on traditional museums.  This worries me because the implication is that no matter how successful my venue is at connecting strangers in creative and intellectual play, museum professionals will look at it and say, "that's nice, but it isn't a museum."&lt;br /&gt;&lt;br /&gt;The further I go on my own personal design process, the less I care about this issue.  I'm enjoying designing a place that I think is going to be successful and a hell of a lot of fun.  I realize that it is presumptuous and a little silly to worry about field-wide impact.  But I want to keep grappling with this problem, because my ultimate goal IS to make existing institutions more dynamic, relevant, and audience-centered.  I'm not interested in creating a whole new set of institutions to replace or compete with the old ones.  But I do want to start by pushing from the outside where the ground rules and constraints are different.  I want to make a well-documented model to serve as an engine of new physical ideas.&lt;br /&gt;&lt;br /&gt;I imagine that many of you who read this blog are interested in outside models for innovation in museums.  What does an outside model have to have for you to be willing to take a risk and make some internal changes?  Do you need research?  Ticket sales reports?  Does it need to take place in a venue similar to yours?  How can I (or anyone) design a project that is both maddeningly challenging and incredibly useful?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-2210945562230902554?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=8ukdhzZ0Wa4:eXRzrCX-BjY:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=8ukdhzZ0Wa4:eXRzrCX-BjY:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=8ukdhzZ0Wa4:eXRzrCX-BjY:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=8ukdhzZ0Wa4:eXRzrCX-BjY:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/8ukdhzZ0Wa4" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/8ukdhzZ0Wa4/what-makes-innovative-idea-actionable.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">6</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/06/what-makes-innovative-idea-actionable.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-3747841588483894707</guid><pubDate>Tue, 16 Jun 2009 05:06:00 +0000</pubDate><atom:updated>2009-06-30T12:59:21.063-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">evaluation</category><category domain="http://www.blogger.com/atom/ns#">exhibition</category><category domain="http://www.blogger.com/atom/ns#">Talking to Strangers</category><category domain="http://www.blogger.com/atom/ns#">design</category><category domain="http://www.blogger.com/atom/ns#">participatory museum</category><category domain="http://www.blogger.com/atom/ns#">usercontent</category><title>Advice: An Exhibition about Talking to Strangers</title><description>&lt;a href="http://www.flickr.com/photos/ninaksimon/3633020652/" title="Advice Booth by ninaksimon, on Flickr"&gt;&lt;img style="width: 234px; height: 308px;" src="http://farm4.static.flickr.com/3046/3633020652_9b1cc4d531.jpg" alt="Advice Booth" align="right" /&gt;&lt;/a&gt;In April, I gave 13 UW graduate students a simple challenge: make an exhibit that gets strangers to talk to each other.  10 weeks, $300, and a whole lot of post-it notes later, they succeeded.&lt;br /&gt;&lt;br /&gt;Last month, student Nicole Robert wrote about the concept for &lt;a href="http://museumtwo.blogspot.com/2009/05/wanted-your-advice-guest-post.html"&gt;Advice: Give it, Get it, Flip it, Fuck it&lt;/a&gt;.  Now, the exhibit is closed and we're throwing open the doors on what was created.  You can explore the &lt;a href="http://strangemuse.pbworks.com/"&gt;project wiki&lt;/a&gt; where we coordinated the exhibit, including the &lt;a href="http://strangemuse.pbworks.com/Project-Overview"&gt;project overview&lt;/a&gt;, our &lt;a href="http://strangemuse.pbworks.com/Project-Plan-and-Deliverables"&gt;six-week plan&lt;/a&gt; to get it all done, and individual sections for development of &lt;a href="http://strangemuse.pbworks.com/Concept"&gt;concept&lt;/a&gt;, &lt;a href="http://strangemuse.pbworks.com/Content"&gt;content&lt;/a&gt;, &lt;a href="http://strangemuse.pbworks.com/Interaction-Plan"&gt;interaction&lt;/a&gt;, &lt;a href="http://strangemuse.pbworks.com/Graphic-Design"&gt;graphics&lt;/a&gt;, &lt;a href="http://strangemuse.pbworks.com/Marketing-Plan"&gt;marketing&lt;/a&gt;, &lt;a href="http://strangemuse.pbworks.com/f-a-b-r-i-c-a-t-i-o-n"&gt;fabrication&lt;/a&gt;, &lt;a href="http://strangemuse.pbworks.com/Installation"&gt;installation&lt;/a&gt;, and &lt;a href="http://strangemuse.pbworks.com/Evaluation"&gt;evaluation&lt;/a&gt;.  There is also a &lt;a href="http://strangemuse.pbworks.com/f/Advice_Exhibit_Evaluation_Report.doc"&gt;final evaluation report&lt;/a&gt; available for download, which offers lots of great quantitative and qualitative content about what visitors did in the exhibit.  It also includes reflections from the exhibit team on the project.&lt;br /&gt;&lt;br /&gt;I recommend you check out the wiki and evaluation report to dig deeply into the content.  Below are three things I learned from the Advice exhibit and will take with me into future work.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Facilitated/Unfacilitated Blend&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;When we started this course, I really pushed the students to think about ways to induce unfacilitated interactions among strangers.  I love facilitated experiences, but I worry that they aren't scalable to every visitor.  In the end, the Advice exhibit offered four main experiences--two that were facilitated, and two that were unfacilitated.  The facilitated experiences were an advice booth, at which you could receive real-time advice from children, money managers, tattoo artists, and more, and a button-making station, where a gallery attendant would help you play a simple game to make a custom button featuring your own advice "madlib" composed of your own nouns and verbs rolled into classic advice phrases. The unfacilitated experiences (discussed in more detail below) involved visitors writing their own pieces of advice on post-its and walls and answering each other's questions asynchronously.&lt;br /&gt;&lt;br /&gt;At any time, there were two facilitators in the exhibit--one for the advice booth, and the other for the buttons.  This might make Advice sound more like an educational program than an exhibit, or like a failure on the unfacilitated front.  But the exhibit team did something novel.  First, they replaced staff with volunteers--some entirely spontaneous--at the advice booth.  Like the &lt;a href="http://museumtwo.blogspot.com/2008/07/living-library-using-our-institutions.html"&gt;Living Library project&lt;/a&gt;, the advice booth was a platform that connected strangers with strangers--not just staff with strangers.  One eight year-old enjoyed the advice-giving experience so much that he came back the following day for another shift in the booth!&lt;br /&gt;&lt;br /&gt;Maybe more importantly, the facilitators were not the center of the Advice experience.  They were roped to very specific locations and activities.  Because they were a part of the experience rather than the focal point, they could impart an air of friendliness and participation without making people feel that they had to participate.  They reminded me of street vendors or great science museum cart educators, imparting an energy to the space without overwhelming it.  I know that floor staff are expensive, but they really make a space come alive (see &lt;a href="http://museumtwo.blogspot.com/2007/06/whats-true-cost-of-live-facilitation.html"&gt;this post&lt;/a&gt;).  And in Advice, the activities for staff were interesting and specific enough that a really eclectic mix of volunteers could perform them successfully.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;In Praise of the Post-It&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;There's lots of post-it-powered art on the web these days (like &lt;a href="http://www.youtube.com/watch?v=Y1rZqw5bXb4"&gt;this&lt;/a&gt; and &lt;a href="http://www.youtube.com/watch?v=BpWM0FNPZSs"&gt;this&lt;/a&gt;).  I'd like to add my  ardor to the pack and suggest that you really can make a compelling, content-rich interactive exhibit experience with a bunch of post-its.  In Advice, the setup was simple: the exhibit team came up with a few seed questions, like "How do you heal a broken heart?," and put them up on signs behind glass.  Then, they offered different shapes and colors of post-its, as well as pens and markers, for people to write responses.&lt;br /&gt;&lt;a href="http://www.flickr.com/photos/ninaksimon/3632207543/" title="Post-it Interaction by ninaksimon, on Flickr"&gt;&lt;img style="width: 334px; height: 251px;" src="http://farm3.static.flickr.com/2456/3632207543_a6fb0eac44.jpg" alt="Post-it Interaction" align="right" /&gt;&lt;/a&gt;&lt;br /&gt;The engagement in this part of the exhibit was very high.  Random passers-by got hooked and spent twenty minutes carefully reading each post-it, writing responses, creating chains of conversation and spin-off questions and pieces of advice.  It's worth noting that the exhibit space was not exactly optimal--it was a hallway separating the lobby of the student center from a dining hall.  The previous exhibit in this space was a very provocative art exhibit about sexual violence, and yet in our brief site survey in April we saw almost no one stop to look at the art.  Not so for the post-its.  The Advice exhibit hooked maintenance staff, students, athletes, men, women--it really seemed to span the range of people passing through.&lt;br /&gt;&lt;br /&gt;There were 230 responses to the nine staff-created seed questions, and in a more free-form area, visitors submitted 28 of their own questions which yielded 147 responses.  Some of the advice was incredibly specific; for example, one person wrote a post-it that asked, "should my 17 year old who is going to college in the fall have a curfew this summer?"  That post-it received 9 follow-up post-its, including a response from another parent in the same situation.  Others stood and copied pieces of advice (especially classes to take and books to read) carefully into their personal notebooks.&lt;br /&gt;&lt;br /&gt;It might seem surprising that people would take the time to write up questions on post-its when there is no guarantee that someone will respond, and very low likeliness that someone will respond while you are still in the gallery.  The exhibit experienced low traffic overall in an odd area of the UW student center.  But the impulse to participate was high and the threshold for doing so was very, very low.  The post-its and pens were right there.  The whole exhibit modeled the potential for someone to respond to your query, and as it grew, the sense that you would be responded to and validated grew as well.  We saw many people come back again and again to look at the post-its, point out new developments, laugh, and add their own advice.&lt;br /&gt;&lt;br /&gt;People felt very comfortable not only adding their own advice but also critiquing others'.  We saw many instances when someone would write "lol" or "love this" directly onto a previously posted post-it.  People also asked follow-up questions.  For example, one person recommended "grappa and Bessie Smith records" as a cure for a broken heart, to which another responded, "Who's Bessie Smith?"  The query was answered by yet a third person, who wrote, "Uh, only the greatest singer of the 20's 'I need a little sugar in my bowl.'"&lt;br /&gt;&lt;br /&gt;Do I know if the second person ever came back to find out who Bessie Smith is?  No.  But I know that the resultant conversation provided information to many subsequent visitors to the space.  It's like following blog comments.  Not everyone comes back to read the evolving comment stream, but the aggregate is always valuable to the next visitor.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;&lt;br /&gt;Many Ways to Talk Back&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;When the student team inserted a "bathroom wall" component into the exhibit plan, I didn't really understand it.  If visitors could write on post-its anywhere in the exhibit, why did they also need a place to scrawl with marker on an actual wall?&lt;a href="http://www.flickr.com/photos/ninaksimon/3633006330/" title="Advice Exhibit Bathroom Wall by ninaksimon, on Flickr"&gt;&lt;img style="width: 300px; height: 225px;" src="http://farm3.static.flickr.com/2482/3633006330_18da09b888.jpg" alt="Advice Exhibit Bathroom Wall" align="right" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;br /&gt;But the bathroom wall turned out to be a brilliant exhibit element.  It was a release valve that let people write crude things and draw silly pictures.  The bathroom wall was "anything goes" by design.  And while the content on it was not as directed and compelling as that on the post-its, it served a valuable purpose.  There was not a SINGLE off-topic or inappropriate submission on the post-it walls.  They were totally focused on the questions and answers at hand.  I think the bathroom wall made this possible by being an alternative for those who wanted to be a little less focused and just have fun with sharpies.&lt;br /&gt;&lt;br /&gt;The Advice team also offered a guest comment book (sparsely used) for people to offer comments about the whole exhibit.  There were also multiple ways to follow up or submit content online or by phone.  All of these ways together constructed a landscape of visitor participation that supported a large number of people participating in ways that felt most appropriate for them.&lt;br /&gt;&lt;br /&gt;This is a good lesson for museum talk-back design.  If you only offer one place where visitors can contribute their thoughts to an exhibition, they are likely to use that opportunity to share their thoughts on all kinds of things.  I've visited many exhibitions that ask focused questions at the end, and visitors respond with more general thoughts about the entire exhibition or museum.  These contributions are valuable, but they erode the focus of the topic at hand.&lt;br /&gt;&lt;br /&gt;In Advice, there were many forms of talk-back: the post-its, the bathroom wall, the book, the phone, the website.  Each of these took pressure off the others as a visitor participation outlet, and the overall result was a coherent, diverse mix of on-topic visitor contributions.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;What advice do you have for ways we might advance the practice of exhibit design for social interaction?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-3747841588483894707?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=avnGMa2YOcU:nev0bconZ9M:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=avnGMa2YOcU:nev0bconZ9M:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=avnGMa2YOcU:nev0bconZ9M:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=avnGMa2YOcU:nev0bconZ9M:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/avnGMa2YOcU" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/avnGMa2YOcU/advice-exhibition-about-talking-to.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">9</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/06/advice-exhibition-about-talking-to.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-4309629437546362090</guid><pubDate>Fri, 12 Jun 2009 20:41:00 +0000</pubDate><atom:updated>2009-06-12T14:48:48.949-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">web2.0</category><category domain="http://www.blogger.com/atom/ns#">marketing</category><category domain="http://www.blogger.com/atom/ns#">Museums Engaging in 2.0 Projects</category><category domain="http://www.blogger.com/atom/ns#">inclusion</category><title>Don't Join the Conversation if You Aren't Ready to Listen</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.flickr.com/photos/spunkinator/3050946547/"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 410px; height: 281px;" src="http://img.skitch.com/20090612-nx7gcphhe6r2fhrjjptd8bqgif.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;Whenever I work with an organization that says they want to “hear from visitors,” I always ask: what will you do with what you hear?  Is this a research project?  It is an exhibit of user-generated content?  Is it a conversation?  What will you do if they say something you don’t agree with?  In almost all cases, museums assure me that they want to be in conversation, that they want to be responsive, that they want to “really hear” what people think.&lt;br /&gt;&lt;br /&gt;This week, I read two stories about disagreeable flare-ups between institutions and consumers.  In one case, the institution jumped into the conversation and converted an ugly situation into a positive community outcome.  In the other case, the institution was unwilling to engage in the conversational environment and ended up isolated, fueling the fire.&lt;br /&gt;&lt;br /&gt;Sadly, it was the second story that was about a museum.  Let’s start there.&lt;br /&gt;&lt;br /&gt;Here’s what happened: an art critic named Jerry Saltz posted an incendiary note on Facebook about the very low representation of women artists on the 4th and 5th floors (painting and sculpture) of MoMA.  He encouraged his friends and followers to help him generate a package of comments and complaints on this topic to send to museum executives at the end of June.  Then, he received a message from MoMA’s Chief Communications Officer, Kim Mitchell, which he posted (at her request).  Here’s her message:&lt;br /&gt;&lt;blockquote&gt;"Hi all, I am (Kim Mitchell) Chief Communications Officer here at MoMA. We have been following your lively discussion with great interest, as this has also been a topic of ongoing dialogue at MoMA. We welcome the participation and ideas of others in this important conversation. And yes, as Jerry knows, we do consider all the departmental galleries to represent the collection.  When those spaces are factored in, there are more than 250 works by female artists on view now. Some new initiatives already under way will delve into this topic next year with the Modern Women's Project, which will involve installations in all the collection galleries, a major publication, and a number of public programs. MoMA has a great willingness to think deeply about these issues and address them over time and to the extent that we can through our collection and the curatorial process. We hope you'll follow these events as they develop and keep the conversation going."&lt;/blockquote&gt;This message spurred hundreds more comments on Facebook, blog posts, and tweets, which eventually made their way to people like me.  As &lt;a href="http://www.artsjournal.com/diacritical/2009/06/when-the-mob-turns-angry-whats.html"&gt;Doug McLennan wrote in Arts Journal&lt;/a&gt;, Kim’s message was condescending, impersonal, did not respond to the specific issue at hand, and did not reflect an honest interest in engagement. Though she wrote, “we welcome the participation and ideas of others in this important conversation,” Kim made it clear that MoMA will continue to talk about this issue internally, on their own, and we should just wait and “follow” their subsequent actions.&lt;br /&gt;&lt;br /&gt;MoMA is &lt;a href="http://www.moma.org/explore/communities"&gt;present on many social networks&lt;/a&gt;, including Facebook and Twitter, and clearly “heard” from people about this issue.  But only Kim was tapped to address it in a corporate manner.  Despite offering conversational portals, MoMA was unwilling to engage conversationally in this case.  It would have been very easy to send out a tweet or Facebook update with a link to the article and some version of the question, "what do you think?" so that MoMA could become part of the discussion.  I presume that their silence on the airwaves means MoMA doesn't have a policy that allows staff to engage in these environments in the open, personal, conversational ways that are appropriate to the platforms when the topic veers away from positive comments and event announcements.&lt;br /&gt;&lt;br /&gt;There are people on Jerry Saltz’s page and other venues having very passionate, engaging conversations about how to deal with gender representation issues in MoMA and other museums.  It’s not like the gender issue is a big secret that Jerry exposed or that this topic isn't heatedly discussed inside and outside the museum world.  But MoMA isn’t ready to participate with the public on these potentially tough, meaty conversations.  They don't have the resources or policies to support real dialogue with the public, even if they are present in social media-land.  They may be in Rome, but they’re not ready to do like the locals.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;But don't despair.  There is an alternative for those who are really ready to hear from visitors: engage responsively in an invested, honest, personal manner.  That’s what Dave Schroeder did this week when he was in a similar position to MoMA.&lt;br /&gt;&lt;br /&gt;Dave runs a yearly software conference called &lt;a href="http://www.flashbelt.com/"&gt;Flashbelt&lt;/a&gt; in Minneapolis.  Like MoMA's upper floors, Flashbelt has a significant gender imbalance with about 5-10% of attendees being women.  One of the keynote speakers, Hoss Gifford, gave a talk that many perceived as sexist/degrading/offensive and completely unprofessional.  A female attendee, Courtney Remes, &lt;a href="http://www.geekgirlsguide.com/blog/2009/06/11/98/prude_or_professional_by_courtney_remes"&gt;wrote about the experience &lt;/a&gt;and the managers of the Geek Girls Guide blog posted her comments along with a comprehensive call to action to encourage people to write to the event organizers and generally raise awareness about the issue.&lt;br /&gt;&lt;br /&gt;The same day, Dave Schroeder wrote privately to the women and, significantly, posted a public apology about the incident on the Flashbelt homepage.  He didn’t hide it on a secondary page; one day after the conference was over, the homepage of the conference focused solely on this issue.  His statement was honest and explicit.  He validated the concerns, apologized to everyone, took full responsibility for the issue, and expressed his commitment to redress this issue now and in the future.  (Note: his letter has now moved &lt;a href="http://www.geekgirlsguide.com/blog/2009/06/12/99/were_in_this_together_by_courtney_remes_dave_schroeder_nancy_lyons_and_meghan_wilker#dave"&gt;here&lt;/a&gt;.)&lt;br /&gt;&lt;br /&gt;The next day, the &lt;a href="http://www.geekgirlsguide.com/blog/2009/06/11/98/prude_or_professional_by_courtney_remes"&gt;Geek Girls post&lt;/a&gt; was updated to announce that there would be a united response from Dave, Courtney, and the Geek Girls coming soon.  Here’s what they said:&lt;br /&gt;&lt;blockquote&gt;“Dave Schroeder, Courtney Remes, Nancy Lyons and Meghan Wilker met this morning and had a great discussion. We're working together on a united response, which will be posted here as soon as it's done. This has obviously touched a nerve with a lot of people. Let's keep the dialogue going, and let's keep it positive and respectful.”&lt;/blockquote&gt;They met in person.  They talked about it.  This afternoon, they issued &lt;a href="http://www.geekgirlsguide.com/blog/2009/06/12/99/were_in_this_together_by_courtney_remes_dave_schroeder_nancy_lyons_and_meghan_wilker"&gt;a lengthy collaborative statement&lt;/a&gt;.  And they are encouraging more dialogue about the general issues of gender imbalance and prejudice in the software development world, which they are clearly willing to lead and take part in.&lt;br /&gt;&lt;br /&gt;This is the way that institutions should be willing to act when we say we want to “be responsive” to people.  I know there are many differences between the MoMA and Flashbelt incidents and that running a huge museum is much more complex than running a yearly conference.  But the issues these stories bring up around willingness to "hear" and "engage" are universal.&lt;br /&gt;&lt;br /&gt;This is why I always say that participatory tools are about relationships, not technology.  You have to be honest about what kinds of relationships you are willing to take on.  If your corporate culture prevents you from being an invested, accountable, honest, personal part of a serious conversation, then there are some conversations, relationships, and social venues in which you cannot fully participate.  And it’s fine if you know you are not ready to be there.  It's &lt;span style="font-weight: bold;"&gt;entirely your choice&lt;/span&gt; to engage or not in different kinds of relationships.  But don’t show up for a conversation if you aren’t ready to listen.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-4309629437546362090?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=uc4jcEbmrzc:RUObaVdak0U:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=uc4jcEbmrzc:RUObaVdak0U:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=uc4jcEbmrzc:RUObaVdak0U:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=uc4jcEbmrzc:RUObaVdak0U:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/uc4jcEbmrzc" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/uc4jcEbmrzc/dont-join-conversation-if-you-arent.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">9</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/06/dont-join-conversation-if-you-arent.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-2400497313718346430</guid><pubDate>Tue, 09 Jun 2009 22:59:00 +0000</pubDate><atom:updated>2009-06-09T17:21:14.624-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">web2.0</category><category domain="http://www.blogger.com/atom/ns#">marketing</category><title>How to Develop a (Small-Scale) Social Media Plan</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.skitch.com/20090609-1rdhpemnx67dh6s49g5y1cmk1p.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 400px; height: 281px;" src="http://img.skitch.com/20090609-1rdhpemnx67dh6s49g5y1cmk1p.jpg" alt="" border="0" /&gt;&lt;/a&gt;Yesterday, I enjoyed three hours of graduate students' presentations of social media plans for museums in the Pacific Northwest. I've been working with these UW museology students for the past quarter, and each partnered with a local client institution to develop a social media plan either for a particular exhibition, program, or initiative, or for an entire institution.&lt;br /&gt;&lt;br /&gt;Here is the process I offered them for developing and writing these plans.  It can be used internally by staff, or externally (as in the students' cases) as a consultant with a partner organization.  There are three parts: the institution or initiative's content and audience goals, the institution's assets, and the project concept that will match goals to resources in an achievable way.  In most cases, parts 1 and 2 were discussed in a meeting as background research, and then the project idea (part 3) was presented back by the project developer for feedback from the larger team.  It turned out well, and I hope it's useful for you.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Part 1: Define your goals.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;What is this institution or initiative all about?  Who is the target audience?  These questions should focus and filter your planning more than anything else.&lt;/li&gt;&lt;li&gt;What kind of new relationships is the institution seeking?  How would the institution like to alter or strengthen its relationship with the target audience?  What kind of relationship is sought?  Relationship types may include: broadcasting, spreading, listening, sharing, embracing, energizing, supporting, research, exchange, conversation…  Ideally, you will pick one or two relationships that seems appropriate to the mission and goals, although institutions that are looking at comprehensive media plans may need documentation and ideas in several relationship buckets.&lt;/li&gt;&lt;/ol&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Part 2: Define your resources and boundaries.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;What resources (time, money, and people) does the institution have to support this effort?  What rules or control issues may prevent certain kinds of interactions?  What are they already doing, what have they tried, and where are they now?  These questions should help you define a reasonable scope for the project and hone in on some tactics that may be more appropriate than others.&lt;/li&gt;&lt;li&gt;What is the institution's intent with regard to its desired audience?  How will they manage, grow, and respond to their newly energized communities?  You need to make sure you are recommending something that the institution can honestly, enthusiastically, and appropriately manage in the context of their work processes etc.  This is very hard to ascertain from the outside, but asking questions like, “what will you do with visitors’ contributions?” or “what will you do if someone posts something that is inaccurate?” can help.&lt;/li&gt;&lt;/ol&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Part 3: Develop the ideas and explain the plan.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;ol&gt;&lt;li&gt;Share your brilliant ideas.  What are you recommending and why?&lt;/li&gt;&lt;li&gt;What are the startup needs?  What will the institution have to do to get this going?&lt;/li&gt;&lt;li&gt;What is the promotion plan?  How can the institution reach out to the target audience?&lt;/li&gt;&lt;li&gt;What are the maintenance needs?  What will the institution have to do to keep it going?&lt;/li&gt;&lt;li&gt;What is the evaluation plan?  How will this project be tracked and tested against the goals?  How will you establish benchmarks and a starting baseline?&lt;/li&gt;&lt;/ol&gt;&lt;br /&gt;Upon review of the final social media plans, I was particularly impressed by the extent to which the students really took to heart the specific resources and constraints of their client museums to create realistic, achievable (and creative!) plans.  For example...&lt;br /&gt;&lt;ul&gt;&lt;li&gt;Jill Hardy worked with a museum that is trying to attract a younger, more diverse adult audience.  Recognizing that the museum is situated in a highly walkable, hip neighborhood full of representatives of the target audience, she recommended a highly localized campaign that gets the museum thinking "like a neighbor" and becoming a cultural block party/bbq hub for a tight geographic area.&lt;/li&gt;&lt;li&gt;Nicole Robert worked with a new institution that would like to deepen relationships with members and energize continued membership sign-ups online.  Noting that the museum is at a very early stage in development and is still learning about its' audiences' needs (and getting their feet wet on the Web), she recommended a three-phase plan for both internal online skills development and external audience research and pilot projects.&lt;/li&gt;&lt;li&gt;Kylie Pine worked with a small, traditional history museum very unfamiliar with social media but interested in embarking on online discussion.  She tied each digital idea to a physical concept with a well-understood historical significance, such as a time capsule and a hope chest.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;Erin Milbeck worked with an innovative art space that has had a hard time attracting local audiences in a suburb fairly unfamiliar with contemporary art.  She combined the challenge of limited time resources and the asset of a huge downtown storefront to recommend a window sign strategy that would introduce people to the space via text messaging.&lt;/li&gt;&lt;li&gt;Kathryn Fromson worked with a traveling exhibit developer who would like to connect audiences at different venues to each other and to online environmental information related to sustainable choices.  She developed a physical take-home piece that connects any version of the traveling exhibit to a centralized website with both local and shared resources.&lt;/li&gt;&lt;/ul&gt;Every project focused on the reality that--as with any other initiative--social media plans should not be all things to all people.  As much as the students offered client museums great ideas, they also offered peace of mind in the oft-repeated recommendation that institutions not do everything and be everywhere, but focus on a few things that are really tied to goals and mission.  Go forth and do awesome things.  And relax.  You can do them one at a time.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-2400497313718346430?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=fjlrKH8vTsQ:ItLQ2tk5sp4:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=fjlrKH8vTsQ:ItLQ2tk5sp4:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=fjlrKH8vTsQ:ItLQ2tk5sp4:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=fjlrKH8vTsQ:ItLQ2tk5sp4:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/fjlrKH8vTsQ" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/fjlrKH8vTsQ/how-to-develop-small-scale-social-media.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">4</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/06/how-to-develop-small-scale-social-media.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-3884429228445429802</guid><pubDate>Fri, 05 Jun 2009 18:52:00 +0000</pubDate><atom:updated>2009-06-05T14:18:49.725-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">design</category><category domain="http://www.blogger.com/atom/ns#">game</category><title>Think Like a Game Designer</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.skitch.com/20090605-x62r7qtketdxbtfaxsagbcf3d3.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 388px; height: 337px;" src="http://img.skitch.com/20090605-x62r7qtketdxbtfaxsagbcf3d3.jpg" alt="" border="0" /&gt;&lt;/a&gt;I've been designing game-like experiences with museums for a long time.  But this week, I participated in a game design workshop with &lt;a href="http://www.writerguy.com/"&gt;Ken Eklund&lt;/a&gt; that totally changed my perspective.  My starting point is interactive exhibit design; Ken's is game design.  Getting a peek into how he approaches his work induced three aha moments related to prototyping, visitor entrypoints, and designing for maximum impact.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;AHA #1: If you abstract far enough, you can prototype interpersonal interactions very quickly.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Ken led us through an activity in which we crowded around a table and watched six people play a quick card game called &lt;a href="http://en.wikipedia.org/wiki/Pit_%28game%29"&gt;Pit&lt;/a&gt;. As they played, we talked openly about how the game was progressing. We observed and played many rounds of Pit, swapping in and out of the game seats. We talked about the strategies different players were using and tried to determine the most effective winning strategy based on our limited data. Finally, we developed several variations and played rounds with our own new rules.&lt;br /&gt;&lt;br /&gt;This is, of course, a form of rapid prototyping.  I've spent many hours watching people scratch their heads and bang on interactive prototypes.  What stuck out about this experience was putting the focus on the interpersonal gameplay and interactions rather than the content experience.  We didn't watch to see if people could "figure it out" or "get the answer."  Instead, we watched to see how people pursued different strategies and how comfortable they were with different types of interaction.&lt;br /&gt;&lt;br /&gt;We could also iterate incredibly quickly.  Pit is a highly abstracted card game meant to simulate commodities trading. Because the infrastructure is so simple (just a pack of cards) and a round lasts only a few minutes, it was easy to change the rules on the fly. I've always believed in prototyping at the simplest level possible, but when it comes to group dynamics we often argue that without a full-size model or the actual space, it's hard to see how people will really interrelate.  Pit proved to me that this isn't true.  With a table, some chairs, and a set of cards, we were able to make some serious insights about how to affect the speed, energy, cognitive requirements, and overall nature of the game.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;AHA #2: Visitors have strategies.&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;While watching Pit, we openly talked about strategic approaches to the game.  David's strategy was to make as many trades as possible.  Irina's strategy involved hoarding cards and only making high-value trades.  In the context of a game, it's obvious that individuals play with some kind of strategy.  Some people optimize their strategies to win, others to have a good time or explore a new aspect of the game.&lt;br /&gt;&lt;br /&gt;We rarely talk about this when we design museum exhibits.  We expect that visitors will intuit our intended strategy and play accordingly. This doesn't make sense.  Games are more interesting when there is more than one viable strategy; that's why we graduate from Candyland to chess.  Rather than designing a prescribed "correct" path through an interactive exhibit, we should be thinking more about the rule sets or platforms we can design that will invite visitors to successfully bring personal strategies and modes of interaction to the experience.&lt;br /&gt;&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;AHA #3: You can design interactions to encourage "playing well," i.e. in accordance with your organizational values.&lt;br /&gt;&lt;br /&gt;&lt;/span&gt;&lt;/span&gt;Supporting multiple strategies doesn't mean you can't affect the way people play.  We were amazed to realize that a simple change in the rules could transform a slow, strategic game into a fast-paced shouting match.  We could change a game that was about diplomacy into one which rewarded cutthroat backstabbing.  When we added rules that were well-designed, they fundamentally changed the way that people played the game and the attributes that made the game fun.   When we came up with muddier rules, they just confounded the players about the overall goal.  In 45 minutes, we were able to make some sophisticated observations about how to change the rules to reflect a wide variety of underlying values or goals.&lt;br /&gt;&lt;br /&gt;Ken made the powerful point that many poorly designed games often have a mismatch between what it takes to play well and what it takes to win.  Museum scavenger hunts are a classic example of this; we want people to "play well" by exploring obscure areas of the museum, but instead they focus on winning by zooming all over the place without contemplating the objects they seek.  Of course, sometimes people have different opinions about what it means to play well--Scrabble enthusiasts will go to war over whether the playing well is about placing elegant word combinations or memorizing all the five-letter words in the Scrabble dictionary.&lt;br /&gt;&lt;br /&gt;Ken challenged us to to design interactions to encourage and reward people for playing well.  For example, he created a game for the retreat called "Faces in the Crowd" which was designed to encourage participants to meet each other.  It had a very simple structure.  Each person was given an "identity card" that featured a mashup of two faces smooshed together (see image at top).  Your goal was to identify the half-faces on your card and trade cards with others until you were holding a card that featured half of your face.  Once you found your partner (the other person attached to your face), you were supposed to determine what the two of you had in common and then present your completed identity set to the game master.&lt;br /&gt;&lt;br /&gt;What did kind of values did the Faces in the Crowd gameplay reinforce?  It encouraged you to meet new people and literally put names to faces.  It forced you to interact with many people, and to work together to try to successfully make a match.  And once you found your partner, you spent time talking about what you might possibly have in common (an interest in pyromania, for example).  There were various strategies--hunt for a person on your card, ask and collaborate with others, make yourself obvious and hope others will come to you--but the overall experience was one that supported meeting people, expressing interest in them, and making connections (see &lt;a href="http://www.youtube.com/watch?v=yi18cjPoxEc"&gt;fun 30-second video&lt;/a&gt;).&lt;br /&gt;&lt;br /&gt;What does it mean to play well in your museum?  Does it mean seeing lots of stuff?  Engaging deeply with a few things?  Sharing something with someone else?  Taking home a memory?  How can you reward people not just for following a set path, but for acting in accordance with your overall institutional values?  How will you define and reward "playing well?"&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-3884429228445429802?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=aVCsi_CF8VE:V1qZ-m6OxJI:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=aVCsi_CF8VE:V1qZ-m6OxJI:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=aVCsi_CF8VE:V1qZ-m6OxJI:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=aVCsi_CF8VE:V1qZ-m6OxJI:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/aVCsi_CF8VE" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/aVCsi_CF8VE/think-like-game-designer.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">1</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/06/think-like-game-designer.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-1326179706975883318</guid><pubDate>Wed, 03 Jun 2009 22:47:00 +0000</pubDate><atom:updated>2009-06-03T17:27:51.828-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">professional development</category><title>Forget Conferences.  I'm Going to Camp.</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.flickr.com/photos/ninaksimon/3592992291/in/pool-name-aam"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 640px; height: 325px;" src="http://img.skitch.com/20090604-teneiy5a2cx4d4wm547kkwa324.jpg" alt="" border="0" /&gt;&lt;/a&gt;I just returned from the &lt;a href="http://createcollaborate.org/"&gt;Creativity and Collaboration retreat (C2)&lt;/a&gt;, a NAME/AAM program that I've been helping develop for about a year and a half.  C2 brought together 100 exhibit-minded folks on the beach in Monterey, CA for 48 hours of making, learning, playing, contemplating, and celebrating.  It was incredible.  This is the second time this spring that I've participated in a professional development experience that is more like summer camp than a conference, and I am sold.  &lt;a href="http://blog.orselli.net/2008/04/want-better-museum-conferences-how.html"&gt;Paul Orselli&lt;/a&gt; wants to dump powerpoint.  I want to dump conferences and do these camp thingies instead.&lt;br /&gt;&lt;br /&gt;There's a reason people who went to summer camp as a kid are cultists about the experience.  It's heady and intense to plunge into a new community that is disconnected from the outside world.  At its best, camp is a kind of aspirational play space where you can be yourself away from the stereotypes and burdens of your everyday life.  I saw a lot of that at C2, and it allowed me to connect with new people in a space that acknowledged the intersections between personal and professional.  Strangers talked about their fears and challenges honestly.  The imaginative context of the workshops allowed us to get past petty sticking points and tackle big questions like how to balance creativity into your work, how to feel good about creating without evaluating the product, and how to deal with the tensions of working in teams.  We had fun.  We got inspired.  And most notably (for me, at least), we felt really good about opening up to each other.&lt;br /&gt;&lt;br /&gt;For me, most conferences are the opposite of this.  Rather than feeling authentic, I feel like I have to project a professional caricature of myself.  I'm wearing clothes I never otherwise wear.  I'm doing things (hanging out late in bars, distractedly jumping from one conversation to the next) that I rarely otherwise do.  I'm being rapidly and frequently evaluated as a one-dimensional version of me, and I'm meeting other people who are struggling with the same self-fictionalization.  I get lost in the bigness of the crowds and end up gravitating towards spending time with a few close friends--the ones who "know me."  That's great, but I'd much prefer to go on a hike with them than sit in a bar, and few conference experiences support that.  I thought I would come home from C2 worn out, the way I feel after most conferences.  Instead, my head is buzzing with energy and excitement about work.&lt;br /&gt;&lt;br /&gt;When we first started planning C2, we were concerned that no one would come or that people would perceive it as frivolous in a time of extreme stress in the economy and museum industry.  We &lt;a href="http://createcollaborate.org/faq/"&gt;tried hard&lt;/a&gt; to avoid designing a "kumbaya" weekend, though as it turned out, participants did spontaneously and unironically dance around a bonfire together.  Instead of suffering for sign-ups, C2 was oversubscribed at 100 people, including many who paid their own way.  We're already talking about some incarnation of "next time" with great enthusiasm.&lt;br /&gt;&lt;br /&gt;And now, having experienced it, I have a different perspective on the frivolity question.  Across the board, C2 provided more value to me than a standard conference.  I met more new people with whom I have a genuine interest in keeping in touch.  I learned more new techniques that I can apply directly to my work.  I never had awkward forced interactions with people.  There was always something interesting and valuable to discuss.  And we got to do it all in a beautiful natural environment.  As one attendee said after seeing ridiculously cute baby deer on the path for the umpteenth time, "cue the fawns."&lt;br /&gt;&lt;br /&gt;I'm a big believer in seeking balance in your life between the physical and the virtual, the conceptual and the concrete.  Taking time away to do professional development of any kind should be an opportunity to readjust the balance and get reconnected with what's been lacking.  Most of us spend our work time on computers and in meetings, even if the work we do is ostensibly creative and related to a tactile experience.  Most of us spend too much time indoors and sedentary.  The frustration I have with conferences is that I wish they would inject more of the physical, the creative, and the active into my professional practice rather than reflecting my standard "sit down, learn stuff, and talk to people" lifestyle.  That part of conferences--the content delivery and discussion--could be happily (for me at least) replaced with a digital experience.  But the opportunity to build something with my hands with other people, to create mythic exhibits in an hour or redesign a card game or make food sculptures or fly someone in the air (all things I did in the last two days) cannot be digitized.  That's how I want to spend my travel money and time.  That's how I want to learn to be a better person and a better professional.&lt;br /&gt;&lt;br /&gt;I'm not sure at this moment what this conviction will mean for the future.  I spend a lot of time at conferences and don't expect that to go away.  But if you are interested in helping develop camp-like alternatives to traditional conferences, a "camp" track, let me know.  Now that I've seen the fawns, I don't see much reason to turn back.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-1326179706975883318?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=xXzZVedInbM:-iAlGHcAtF4:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=xXzZVedInbM:-iAlGHcAtF4:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=xXzZVedInbM:-iAlGHcAtF4:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=xXzZVedInbM:-iAlGHcAtF4:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/xXzZVedInbM" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/xXzZVedInbM/forget-conferences-im-going-to-camp.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">8</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/06/forget-conferences-im-going-to-camp.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-9161207475158064350</guid><pubDate>Fri, 29 May 2009 13:59:00 +0000</pubDate><atom:updated>2009-05-29T07:21:20.378-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">participatory museum</category><category domain="http://www.blogger.com/atom/ns#">professional development</category><title>Everyone's Smithsonian: Video, Slides, and an Open Strategic Planning Process</title><description>&lt;div style="width: 425px; text-align: center;" id="__ss_1447834"&gt;&lt;object style="margin: 0px;" height="355" width="425"&gt;&lt;param name="movie" value="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=simultiplatform-090517111252-phpapp01&amp;amp;stripped_title=everyones-smithsonian"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowScriptAccess" value="always"&gt;&lt;embed src="http://static.slidesharecdn.com/swf/ssplayer2.swf?doc=simultiplatform-090517111252-phpapp01&amp;amp;stripped_title=everyones-smithsonian" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="355" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;/div&gt;Two weeks ago, I conducted a participatory exhibit design workshop with staff at the Smithsonian National Museum of Natural History.  Between the giant squid brainstorming and experimentation, I gave a talk to the larger Smithsonian Institution about multi-platform museum experiences.  I started from curator &lt;a href="http://smithsonian-webstrategy.wikispaces.com/In+and+Out"&gt;David Allison's suggestion&lt;/a&gt; that the Smithsonian is moving from being "their" Smithsonian to becoming "everyone's" Smithsonian, and examined the conceptual and practical actions required to make this happen. I tried to address the Smithsonian's particular challenges and opportunities while contextualizing it with lots of examples across different museum sizes and types.  The talk was webcast and taped, and if you have an hour, please consider &lt;a href="http://www.mnh.si.edu/lectures/simon/"&gt;checking out the video&lt;/a&gt;.  The slides are also &lt;a href="http://www.slideshare.net/ninaksimon/everyones-smithsonian"&gt;available for download&lt;/a&gt;.  Seriously, if you are thinking "should I read more or should I just watch the video?" &lt;a href="http://www.mnh.si.edu/lectures/simon/"&gt;watch the video&lt;/a&gt;.  It's better (though it takes a bit of time to load).&lt;br /&gt;&lt;br /&gt;In condensed text version, here are my three steps to being a great multi-platform organization:&lt;br /&gt;&lt;ol&gt;&lt;li&gt;Listen to and understand what your visitors/users need.&lt;/li&gt;&lt;li&gt;Confidently and clearly state your institutional mission, values, and capabilities.&lt;/li&gt;&lt;li&gt;Develop relationships via any and all useful platforms that allow you to connect 1 to 2.&lt;br /&gt;&lt;/li&gt;&lt;/ol&gt; That's it.  It's like an organizational game of madlibs.  You have an audience need and an institutional value, and now you just need a verb that connects them.&lt;br /&gt;&lt;br /&gt;The most important part of this is that 1 and 2 be as specific as possible, detailing both what is IN and what is OUT.  Your mission should be an actionable measuring stick.  You should be able to read your mission statement like a chapter of the Torah--exploding out its implications and using it as a kind of legal text for proper action. Every program, old and new, should be evaluated against the mission (and the business model) for soundness. &lt;br /&gt;&lt;br /&gt;I used to think of mission statements as fluffy pieces of fakery.  Now I feel like they are--or should be--integral to keeping institutions on track.  If they are too flabby or meaningless, they don't serve anyone.  The Smithsonian's current (and historic) &lt;a href="http://www.si.edu/about/mission.htm"&gt;mission&lt;/a&gt; has only one actionable statement: "increase and diffuse knowledge."  I'm not sure that's enough to go on for such a complex and diverse set of research, education, and civic facilities.&lt;br /&gt;&lt;br /&gt;I bring this up in part because the Smithsonian is currently undergoing a massive strategic planning process across many sectors of the institution.  I sincerely hope this will lead to some actionable statements about what the Smithsonian is and isn't, which audiences they will prioritize and downgrade.  There is no good strategic plan without a clear sense of what will be left out.&lt;br /&gt;&lt;br /&gt;Admirably, the Smithsonian has opened up their new media strategic planning via &lt;a href="http://smithsonian-webstrategy.wikispaces.com/"&gt;a public wiki&lt;/a&gt;.  They want your help, but they are also offering up what they are doing for the rest of us to explore.  And if you don't have any serious scars from your own strategic planning experiences, it's a fascinating read.  In particular, I've enjoyed digging into the workshops that were held on &lt;a href="http://smithsonian-webstrategy.wikispaces.com/Education+Workshop+Real-Time+Notes"&gt;Education&lt;/a&gt;, &lt;a href="http://smithsonian-webstrategy.wikispaces.com/Business+Models+Workshop+Real-Time+Notes"&gt;Business Models&lt;/a&gt;, &lt;a href="http://smithsonian-webstrategy.wikispaces.com/Technology+and+Operations+Real-Time+Notes"&gt;Technology and Ops&lt;/a&gt;, &lt;a href="http://smithsonian-webstrategy.wikispaces.com/Curation+and+Research+Real-Time+Notes"&gt;Curation and Research&lt;/a&gt;, and &lt;a href="http://smithsonian-webstrategy.wikispaces.com/Directors%27+Workshop+Real-Time+Notes"&gt;Directors&lt;/a&gt;.  If you look at any given workshop, you can access the discussion guide (questions the facilitators thought were important for that group) and even more interestingly, a few participants' &lt;a href="http://smithsonian-webstrategy.wikispaces.com/Workshop+Evaluations"&gt;followup comments&lt;/a&gt; in an evaluation offered after the workshops.  (Side note: three times as many educators filled out surveys than any of the other groups.)  While most of the voices represented are positive about a "Smithsonian 2.0" future, you can also see the passion of different groups that feel underrepresented or unheard in the evaluation comments.  I love that the new media team published these evaluations and responded to the individual comments.  There's lots of content there that could be used as conversation starters in the next iteration of this process--whether at the Smithsonian or any other museum grappling with issues of how to integrate participation and multi-platform experiences into their institution.&lt;br /&gt;&lt;br /&gt;Sure, there's a part of me that is skeptical that all of this may be a lot of meetings and talk for little change.  I am an impatient person.  I've always preferred working in small museums, where there may not be money but there is eagerness to experiment and the approval line is only one or two people deep.  I get impatient with long complicated processes that require buy-in from hundreds of people.  But the Smithsonian, as Elaine Gurian &lt;a href="http://museumtwo.blogspot.com/2007/08/book-club-part-8-time-to-change.html"&gt;once wrote&lt;/a&gt;, is an ocean liner.  I admire all the people who are trying tirelessly to turn it towards more open, inclusive shores.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-9161207475158064350?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=knLNGH_WCF8:382QYrMAA8c:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=knLNGH_WCF8:382QYrMAA8c:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=knLNGH_WCF8:382QYrMAA8c:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=knLNGH_WCF8:382QYrMAA8c:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/knLNGH_WCF8" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/knLNGH_WCF8/everyones-smithsonian-video-slides-and.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">11</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/05/everyones-smithsonian-video-slides-and.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-7419508439840820342</guid><pubDate>Tue, 26 May 2009 17:14:00 +0000</pubDate><atom:updated>2009-05-26T12:05:14.189-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">exhibition</category><category domain="http://www.blogger.com/atom/ns#">design</category><category domain="http://www.blogger.com/atom/ns#">usercontent</category><title>Mixing Digital and Physical: The Holocaust Museum's Handwritten Pledge Wall</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.ushmm.org/genocide/take_action/installation"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 564px; height: 401px;" src="http://img.skitch.com/20090526-jtwq4hu8s943aimncqsxmp6ibr.jpg" alt="" border="0" /&gt;&lt;/a&gt;On a recent trip to DC, an old friend showed me around a new exhibit at the US Holocaust Memorial Museum (USHMM), &lt;a href="http://www.ushmm.org/genocide/take_action/installation"&gt;&lt;span style="font-style: italic;"&gt;From Memory to Action: Meeting the Challenge of Genocide&lt;/span&gt;&lt;/a&gt;.  It's a small space that features stories of recent and current genocides and encourages visitors to "take action" via an interactive pledge wall.  I've seen several museums experimenting with inviting visitors to take action, make promises, and join communities of intentionality (here's &lt;a href="http://museumtwo.blogspot.com/2007/06/move-on-model-inciting-visitor-social.html"&gt;a post with examples from 2007&lt;/a&gt;), and the USHMM effort is particularly compelling for some specific design choices made in the development of the pledge wall.&lt;br /&gt;&lt;br /&gt;The USHMM pledge wall is notable for its blending of digital and analog technologies.  Rather than requiring visitors to key in their pledges via a keyboard, visitors scrawl their promises on special digital paper with pens.  The paper is perforated with one section for the promise, which visitors keep, and another section for a signature, which visitors leave at the museum.  Once signed, visitors drop the signed paper stubs into clear plexiglass cases that are beautifully lit (&lt;a href="http://img.skitch.com/20090526-cx8rij861rut7iwg1q9gq214rd.jpg"&gt;see &lt;/a&gt;&lt;a href="http://img.skitch.com/20090526-cx8rij861rut7iwg1q9gq214rd.jpg"&gt;image&lt;/a&gt;).  The paper "remembers" the location of pen marks on the pledge section, so visitors' handwritten promises are quickly and magically projected on a digital projection wall in front of the pledge kiosks.  The digital projection wall displays a dynamic show of recent pledges as well as statistics on how many pledges have been made to date, and the plexi cases provide a powerful physical representation of all the names and promises that have been made.  This case full of real people's handwritten signatures is reminscient of the haunting pile of Holocaust prisoners' shoes in the permanent exhibition, providing a hopeful complement to that devastating set of artifacts.&lt;br /&gt;&lt;br /&gt;Why require visitors to hand-write their pledges rather than keying them in on a keyboard?  It certainly would have been easier for the museum to digitize and project visitors' entries if they were typed in, and it wouldn't have wasted so much (expensive, digital) paper.  But it wouldn't have been nearly as powerful.&lt;br /&gt;&lt;br /&gt;How do you approach a hard question like, "What will you do to meet the challenge of genocide today?"  You can't just jot off a witty remark or quick reply.  Requiring visitors to sit and think and then hand write their response forces them to slow down.  Signing a pledge in your own handwriting ritualizes the experience.  Adding your slip of paper to a physical, growing, highly visible archive makes you part of a larger community.  I watched several visitors as they went through this process, which ends with your card being reproduced digitally, letter by letter, on the large projection wall in front of the kiosks.  People were captivated by the slow animation of their pledges being added to the wall, and that slowness sealed a deliberate interaction.&lt;br /&gt;&lt;br /&gt;I &lt;a href="http://www.exhibitfiles.org/the_power_of_children"&gt;recently visited the Power of Children exhibition&lt;/a&gt; at The Children's Museum of Indianapolis, which also features a pledge activity at a large installation called the Tree of Promise.  In that case, there are two options available - a digital contribution system, in which you type your promise into a computer and watch it digitally "float" onto a screen in a giant artificial tree, and a purely analog system, where you write your promise on leaf-shaped post-it notes.  The post-it notes were clearly more popular with the visitors I observed.  Part of that popularity stems from the immediacy and accessibility of the activity.  But I think it also relates to the personal way we connect to the words we write by hand, which are different from those we type.  The digital world doesn't seem "real" in the same way that pen and paper does, and in the context of a physical, built environment like an exhibit, a post-it can often feel more appropriate than a computer screen.&lt;br /&gt;&lt;br /&gt;Which brings us back to USHMM.  Their pledge wall bridges the best of both worlds, inviting a personal, physical ritualization of your promise mixed with dynamic digital representation and recombination.  It's a powerful example of the exciting possibilities that emerge when we really understand as designers which technologies are best for different visitor experiences.&lt;br /&gt;&lt;br /&gt;That's not to say it's perfect.  The USHMM pledge cards are complicated. The cards don't just allow you to make pledges; they also allow you to save multimedia stories on a touch table in another part of the exhibit.  While I saw many visitors intuitively and successfully using the cards to make pledges, the table interaction was confusing.  Again, the physical reinforcement at the pledge kiosks--seeing the aggregated stubs of signature cards in the plexi cases--helped visitors understand what to do.  The table had no comparable physical analog to help people understand how to connect their cards to the multimedia content.&lt;br /&gt;&lt;br /&gt;Visitors can take their cards home and review their pledges (and see others' pledges) on the &lt;a href="http://www.ushmm.org/genocide/take_action/"&gt;Take Action website&lt;/a&gt;, where you can also make pledges directly via the internet.  The system elegantly combines both onsite and online pledges in the digitial display on exhibit and &lt;a href="http://www.ushmm.org/genocide/take_action/action/pledge"&gt;on the web&lt;/a&gt;.  This makes for a nice combination of printed and handwritten pledges, pledges local to DC and written in foreign languages as well.  Because this exhibit is new, the staff don't yet have data on how many people choose to review their content at home.  The USHMM team is aware of the confusions and are working to make the interactivity more intuitive for visitors.&lt;br /&gt;&lt;br /&gt;On a conceptual level, I'm curious about what kinds of responses people might have to a question as complex and heady as "What will you do to meet the challenge of genocide today?" Is this really a question that visitors can answer?  The exhibit doesn't provide answers--it mostly provides devastating stories about the challenges.  Lots of people made pledges to talk to friends and family about the content, read the newspaper, learn more, or encourage others to visit the exhibit.  Some offered specifics, like voting for candidates who advocate taking action on worldwide genocide or pushing their synangogues to provide support for genocide victims.  Some responses were more reflective, like "I will never forget."  While I am skeptical about these more aphoristic responses, I respect the fact that different people process information differently.  And I do believe that the slow, ritualized, personal design of the USHMM pledge wall contributes to higher effectiveness--whatever your response--than more slapdash talkback opportunities.&lt;br /&gt;&lt;br /&gt;The handwritten pledge is an intelligent starting point for creating merged digital/analog participatory experiences.  What physical rituals do you find useful when you are sharing a story or expressing an idea?  Which physical actions do you wish you could merge with digital story-sharing to create more powerful content experiences?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-7419508439840820342?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=ZciQ_VUGAsM:tDzz1r6T1RE:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=ZciQ_VUGAsM:tDzz1r6T1RE:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=ZciQ_VUGAsM:tDzz1r6T1RE:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=ZciQ_VUGAsM:tDzz1r6T1RE:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/ZciQ_VUGAsM" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/ZciQ_VUGAsM/making-promises-with-mixed-media.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">1</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/05/making-promises-with-mixed-media.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-5013304513778437013</guid><pubDate>Thu, 21 May 2009 16:26:00 +0000</pubDate><atom:updated>2009-05-21T09:55:05.621-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">exhibition</category><category domain="http://www.blogger.com/atom/ns#">Talking to Strangers</category><category domain="http://www.blogger.com/atom/ns#">design</category><category domain="http://www.blogger.com/atom/ns#">guestpost</category><title>Wanted: Your Advice (Guest Post)</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://adviceexhibit.tumblr.com/"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 400px; height: 169px;" src="http://4.bp.blogspot.com/_WKeCkqkY9eY/ShWEkCj0dbI/AAAAAAAAAzE/1o7lQOXGtq4/s400/Advice_header_screen.jpg" alt="" id="BLOGGER_PHOTO_ID_5338318688014857650" border="0" /&gt;&lt;/a&gt;&lt;span style="font-style: italic;"&gt;This guest post was written by Nicole Robert, a graduate student in the course I’m teaching at the University of Washington on social technology.  Nicole and her classmates are building a rapid-fire, user-generated online and physical exhibit which will be open June 6-8 in Seattle.  This post shares some of the development story, and most importantly, issues a call to action to add your two cents to the exhibit.  &lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Designing an exhibit, the first questions are usually: “what is this about?  What’s the content?  What’s the message?”  As a graduate student in a museum studies program, I have learned how to develop an exhibit based on a collection of objects or a specific story.  Now, I and thirteen other students are creating an exhibit designed not around content goals but social action goals.  Instead of asking, “What is this exhibit about?” we are asking, “What do we want visitors to do in our exhibit?”&lt;br /&gt;&lt;br /&gt;The &lt;a href="http://www.museum.washington.edu/museum/"&gt;University of Washington Museology Graduate Program&lt;/a&gt; invited Nina up to Seattle to teach a course on using social technologies in museums. Nina challenged us to create an exhibit in 6 weeks that would get strangers to talk to each other.  So, instead of figuring out what collection to feature, we brainstormed themes that would guide interactions.  We knew that the exhibit would run in the UW student center during the week leading up to graduation, so we wanted to develop something that would be relevant to students at the end of the year without being cheesy.  The result is an exhibit about advice.  Our “big idea” is:&lt;br /&gt;&lt;blockquote&gt;Advice: give it, get it, flip it, fuck it. &lt;/blockquote&gt;The idea around advice is that we all experience it—some people like to give it, some get it, others pass it on and we all have occasionally gotten advice that we chose to forget.  Advice necessarily involves a transfer of knowledge from one person to another—an interpersonal interaction—so both the format and the ubiquity of advice make it a great structuring concept for our goals.&lt;br /&gt;&lt;br /&gt;In this design experiment, we are inviting individuals far and wide to give us advice.  &lt;a href="http://adviceexhibit.tumblr.com/"&gt;Visit our website&lt;/a&gt; to find out how you can contribute video, photos, voice recordings or written advice.  We're taking a multi-platform approach: you can call in advice from your phone, add advice images to &lt;a href="http://www.flickr.com/groups/1071389@N24/"&gt;our Flickr pool&lt;/a&gt;, email advice to us, or even send advice via &lt;a href="http://twitter.com/adviceexhibit"&gt;Twitter&lt;/a&gt;.  And tell your friends!  Your advice will literally shape the physical exhibit, which will be displayed on the University of Washington campus in the Husky Union Building from Sat. June 6 to Mon. June 8, 9 am to 6 pm.&lt;br /&gt;&lt;br /&gt;In addition to the content collected online, the physical installation will feature an advice-giving booth where “expert” advice-givers will volunteer to share their knowledge.  You might be able to ask a single mom or a physicist for a gem of advice.  Then take what they tell you and pass it on in other interactives, or leave your own contribution on the “Questions of the Ages” board.  Good or bad, your advice—and the interactions that advice creates—takes center stage in this exhibit.&lt;br /&gt;&lt;br /&gt;Other interactive exhibit components include:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;ADVICE-LIBS: Visitors will create advice Mad-Lib style, by vetting requested sentence components (noun, verb, adjective) and then having these placing these into well-known adages (i.e. "always ______ before you _______" or "a ________ in the hand is worth two in the _________.") These wacky 'remixed' adages would then be pressed into buttons for visitors to wear/take home.&lt;/li&gt;&lt;li&gt;THE BATHROOM WALL: Visitors will write advice to the masses onto either a real or contrived "bathroom wall." They will be encouraged by signage to share great/horrible advice and to cross-off, comment upon and remix others statements-- just about what people do on normal bathroom walls.&lt;/li&gt;&lt;li&gt;QUESTIONS OF THE AGES: Visitors will write advice on glass cases in which we have posted pre-selected questions that would be relevant to a wide population including: "What should you do for a broken heart?" "How do you break the ice when talking to a stranger?" "How do you tell a friend something that might hurt their feelings?" etc.&lt;/li&gt;&lt;li&gt;GIVE ME SOMETHING TO GO ON: Visitors will be able to post questions that they want responses to in available free spaces on glass cases and other visitors will be able to cluster responses around these questions. Exhibit attendants will be the only ones allowed to remove/delete questions, and this should happen once room to respond runs out. Attendants will also photo-capture images of these displays for the website. Signage should encourage people to leave questions in the free spaces and respond.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;During the three-day installation, we will observe and evaluate the success (or failure) of our designs.  We plan to modify interactives that are not working and see if we can get better results.  The whole experiment will provide all of us with valuable information about how museum exhibits can become a foundation of social interactions.  At the end, we will publish our evaluation report and our development wiki (where we’ve been designing the exhibit) will be open for you to peruse.&lt;br /&gt;&lt;br /&gt;Nina has asked our class to create a project that “will help move forward museum research on developing exhibitions that serve as platforms for social engagement.”  An exciting challenge! But in order to meet it, we need your help.  We want your advice.  Advice you love, advice you hate, the strangest advice that you ever heard—whatever you choose, &lt;a href="http://adviceexhibit.tumblr.com/"&gt;tell us about it.&lt;/a&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-5013304513778437013?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=IcXNFqaFh9I:4z4LAMU4q9c:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=IcXNFqaFh9I:4z4LAMU4q9c:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=IcXNFqaFh9I:4z4LAMU4q9c:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=IcXNFqaFh9I:4z4LAMU4q9c:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/IcXNFqaFh9I" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/IcXNFqaFh9I/wanted-your-advice-guest-post.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><media:thumbnail xmlns:media="http://search.yahoo.com/mrss/" url="http://4.bp.blogspot.com/_WKeCkqkY9eY/ShWEkCj0dbI/AAAAAAAAAzE/1o7lQOXGtq4/s72-c/Advice_header_screen.jpg" height="72" width="72" /><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">5</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/05/wanted-your-advice-guest-post.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-6297539122399270522</guid><pubDate>Thu, 14 May 2009 14:57:00 +0000</pubDate><atom:updated>2009-05-14T08:51:47.352-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">personalization</category><category domain="http://www.blogger.com/atom/ns#">design</category><category domain="http://www.blogger.com/atom/ns#">usercontent</category><title>Self-Identification and Status Updates: Personal Entrypoints to Museum Experiences</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.skitch.com/20090514-1r6pny7ny46345tf7wkcemp95f.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 568px; height: 222px;" src="http://img.skitch.com/20090514-1r6pny7ny46345tf7wkcemp95f.jpg" alt="" border="0" /&gt;&lt;/a&gt;I've become convinced that successful paths to participation in museums start with self-identification.  If you want visitors to share stories or personal expression in your institution, you need to respect them as individuals who have something of value to contribute.  The easiest way to do that is to acknowledge their uniqueness and validate their ability to connect with the museum on their own terms.  What am I talking about?  I'm talking about personal profiles.&lt;br /&gt;&lt;br /&gt;Who is the "me" in the museum experience?  Museums are surprisingly poor at allowing visitors--even members--to self-identify and relating to them based on their unique identities.  Asserting personal identity with respect to an institution is something we do daily in other environments.  When I walk into my climbing gym, the staff member at the desk greets me by name.  When he looks me up in the computer, he sees how often I come, what classes I’ve taken, and any major safety infractions on record.  In short, he knows me by my actions relative to the gym, and he can offer me custom information based on my past behavior.  I have a relationship with the institution, mediated by a computer and a smiling face.&lt;br /&gt;&lt;br /&gt;Not so at museums.  Even places where I'm a member, I rarely am tracked as anything but another body through the door.  This lack of personalization at the front door sets an expectation that I am not valued as an individual in this museum.  I am just a faceless visitor.&lt;br /&gt;&lt;br /&gt;To some extent, ameliorating that facelessness via personalization is a question of guest service.  Danny Meyer, restauranteur and hospitality guru, encourages his staff across several restaurants to keep "customer notes" that can easily be shared between reservationists, maitre-d's, wait staff, and managers.  When a couple calls to make a reservation for their anniversary, the reservationist notes it, and when the couple arrives at the restaurant, their special occasion is acknowledged and celebrated by the staff.  While this can be facilitated digitally, it doesn't take complicated tools to create an environment in which guests are treated personally based on their preferences and interests.&lt;br /&gt;&lt;br /&gt;It feels magical when a florist remembers your name or a waiter brings you your coffee just the way you like it.  But personalization can go much further than creating positive guest experiences.  At its best, personalization creates an opportunity for visitors to enter museums on their own terms and to experience the institution based on their own learning styles, interests, and affinities.  This doesn't mean that the museum needs to know and be responsive to every detail of each visitor's personal identity.  Instead, each museum needs to develop a framework for what the "visitor profile" should be relative to the institution.&lt;br /&gt;&lt;br /&gt;Consider, for example, the &lt;a target="_blank" href="http://www.sonywondertechlab.com/vs-exhibits.html"&gt;Sony Wonder Technology Lab&lt;/a&gt; in New York City.  The Lab is a hands-on science center focused on creative use of digital technologies.  When you enter, you start the visit by "logging in" at a kiosk that records your name, your voice, your photo, and your favorite color and music genre.  Then, that profile is saved onto an RFID card that you use to access all of the interactive exhibits in the Lab.  Each exhibit greets you by name at the beginning of the experience.  When you augment an image, you distort your own face.  When you make an audio mashup, your voice is part of the mix.  This may sound gimmicky, but it's incredibly emotionally powerful.  It draws you into every exhibit via your own narcissism.  What could be more personally relevant--and compelling--than your own image and voice?  At the Lab, your profile is a simple cache of personal data you can draw on as collaborator, co-creating the exhibit content.  &lt;p&gt;For the Sony Wonder Technology Lab, the visitor's personal profile is a set of visitor-contributed content that can be inserted into the exhibit infrastructure.  This makes sense in the context of a hands-on museum full of interactive exhibits in which you are modifying digital assets.  But what's the right visitor profile for a history museum or an art museum?  How should visitors self-identify relative to a research institution or a natural history museum?&lt;/p&gt;  &lt;p&gt;There is no "right" answer for what a visitor profile should be.  Instead, consider the framework of what will go into the visitor profile.  Institutions and websites that use profiles set different constraints to support particular kinds of profiles to fit the overall context of their services.  Some allow you to write your life story.  Others restrict you to picking an image and a word that represents you.  At the Brooklyn Museum, you are invited to pick a digital avatar (image) from their collection to represent you.  The &lt;a href="http://play.signtific.org/user/register"&gt;Signtific game&lt;/a&gt; encourages you to pick a single word to describe yourself (I chose "museumer").  These restrictions help frame and focus who the "me" can be relative to the content experience at hand.&lt;br /&gt;&lt;/p&gt;&lt;p&gt;Let's delve into one kind of restricted text-based profile: the status update.  Status updates are short messages that users of many online services use to self-define their current state.  Status updates may be messages like, "I'm going out to lunch with my mom," or "Just found this amazing resource for calculus teachers!"  They constitute a kind of mini-profile, frequently updated, which reflects the author's self-expression over time.&lt;/p&gt;  &lt;p&gt;Here is how four different online services solicit status updates:&lt;/p&gt; &lt;ul&gt;&lt;li&gt;On &lt;a href="http://twitter.com/"&gt;Twitter&lt;/a&gt;, an open short-messaging site, asks, "What are you doing?"&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.facebook.com/"&gt;Facebook&lt;/a&gt;, a social network for friends, asks, "What's on your mind?"&lt;/li&gt;&lt;li&gt;&lt;a href="http://www.yammer.com/"&gt;Yammer&lt;/a&gt;, a private short-messaging service for corporations, asks, "What are you working on?"&lt;/li&gt;&lt;li&gt;&lt;a href="http://twc.nmolp.org/creativespaces/?page=home"&gt;Creative Spaces&lt;/a&gt;, a social space for collections of museum objects, asks, "What inspired you today?"&lt;/li&gt;&lt;/ul&gt;  &lt;p&gt;Each of these questions reflects the unique structure, usage, and content of each service.  Because Twitter is designed as a broadcasting service, the focus is on action--things you do, links you discover.  Since Facebook is focused towards private groups of friends, the solicitation is more personal, inviting people to share their feelings.  Yammer is used by colleagues who care how your 2pm client meeting went, not how your cat is doing.  And Creative Spaces wants to support people exploring and being creatively energized by ideas and objects, so they ask people to define themselves via personal inspiration.&lt;/p&gt;  &lt;p&gt;To construct the right profile question, you need to consider the profile or status experience both for the contributor and the spectator.  Of course, in most cases, contributors are spectators and vice versa; the audience is blended.  But it's important to consider how people will perceive the question both when they are asked to answer it and when they are reading the answers.  For contributors, the question must be friendly and simple enough that people feel they can confidently answer the question.  Even if some people choose to write embarrassing or unprofessional things about themselves on their profiles, the status update systems are not set up intentionally to embarrass or trick the contributors.  They are set up to support the contributors sharing what they feel comfortable offering.  In some cases, like Creative Spaces, the question asked is unusual enough to shift the perceptual frame of the whole experience with the site.  If you walk into a space and someone asks you what inspires you, you are primed for an inspirational experience.  If you walk into a space and someone asks you what challenges you, you are primed for competition.&lt;/p&gt;  &lt;p&gt;From the spectator perspective, the questions should generate responses that constitute a body of content that is relevant to the structure of the overall site or institution.  Yammer asks, "What are you working on?" and the result is a content stream of professional notes on the ebb and flow of employees' actions.  Facebook asks, "What's on your mind?" and the result is a stream of personal thoughts and feelings.  The aggregate experience of the content affects spectators' understanding of the overall site and its value to them.&lt;/p&gt;  &lt;p&gt;Imagine you have just one question to ask visitors that can be used to contextualize their experience relative to your museum.  &lt;span style="font-weight: bold;"&gt;What would you ask them?&lt;/span&gt;  How do you see visitors defining themselves in the museum?  How do they wish to self-identify in the museum, and what can you do with those profiles?&lt;br /&gt;&lt;/p&gt;&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-6297539122399270522?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=5B99OnKLoQU:zvkNYbxgwrQ:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=5B99OnKLoQU:zvkNYbxgwrQ:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=5B99OnKLoQU:zvkNYbxgwrQ:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=5B99OnKLoQU:zvkNYbxgwrQ:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/5B99OnKLoQU" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/5B99OnKLoQU/self-identification-and-status-updates.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">11</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/05/self-identification-and-status-updates.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-6886564324541270004</guid><pubDate>Mon, 11 May 2009 19:23:00 +0000</pubDate><atom:updated>2009-05-11T15:13:08.324-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">professional development</category><title>The Multi-Platform Museum: Coming Live to You on May 18</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.flickr.com/photos/smull/2093033652/in/set-72157603397816279/"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 400px; height: 300px;" src="http://img.skitch.com/20090511-thxk18yansupyfg1cn2swfsw2r.jpg" alt="" border="0" /&gt;&lt;/a&gt;You know how Ira Glass recently broadcast his radio show &lt;span style="font-style: italic;"&gt;This American Life&lt;/span&gt; live to movie theaters across North America?  Next week, I'm doing something way less cool and way more convenient.  I'm doing a workshop with the Smithsonian Museum of Natural History which includes a public lecture on "the multi-platform museum" on May 18 at 3pm ET (GMT -5).  Because the Smithsonian is a public institution, the lecture will be free and open to anyone, both physically at the &lt;a href="http://www.mnh.si.edu/specialevents/baird.html"&gt;Baird Auditorium&lt;/a&gt; and digitally via a live webcast (&lt;a href="http://www.mnh.si.edu/lectures/simon/"&gt;here's the link&lt;/a&gt;, and no it doesn't work yet but don't worry, it will).&lt;br /&gt;&lt;br /&gt;What is a multi-platform museum?  It's a place that engages with visitors through many distribution mechanisms, including exhibits, programs, and the web.  Most museums already are multi-platform places, but many consider each platform to be its own discrete silo rather than part of a strategic composite.  I'll be talking about museums bridging online and onsite experiences to develop relationships with visitors that are not limited to prescriptive "pre-visit," "visit," and "post-visit" events or transactions.  We'll talk about how to extrapolate your museum's mission into a roadmap for engaging with visitors in new ways, and we'll discuss how to analyze and evaluate what content experiences are right for different platforms.  I'll share examples around personalization, behind-the-scenes connections, visitor participation on the floor, and of course, giant squid. The focus will be on the Smithsonian, which has a unique position as a national institution with over 20 venues, but many examples and design strategies are applicable to a broad range of museums.&lt;br /&gt;&lt;br /&gt;I've been working with these ideas and museums for a long time, but this will be the first time I'm working with a place as big, complex, and bureaucratic as the Smithsonian.  I usually try to push myself to think about social engagement from the perspective of the smallest museum with the most limited budget.  But this is an opportunity to think big.  What do you think the Smithsonian should be doing to engage more deeply and broadly with the public?  What does the mission to "increase and diffuse knowledge" mean to you in this multi-platform world?&lt;br /&gt;&lt;br /&gt;Please leave your thoughts in the comments and I will try to integrate them into my talk.  I hope you'll be able to join me on March 18, digitally or physically.  If you'd like more information about the event and whether large pom-poms are allowed in the auditorium, please contact Michael Mason at masonm (at) si (dot) edu.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-6886564324541270004?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=6EKNPCI6ZSo:foc5ctkx5iU:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=6EKNPCI6ZSo:foc5ctkx5iU:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=6EKNPCI6ZSo:foc5ctkx5iU:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=6EKNPCI6ZSo:foc5ctkx5iU:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/6EKNPCI6ZSo" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/6EKNPCI6ZSo/multi-platform-museum-coming-live-to.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">15</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/05/multi-platform-museum-coming-live-to.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-9085766013725529910</guid><pubDate>Fri, 08 May 2009 20:00:00 +0000</pubDate><atom:updated>2009-05-09T08:52:57.932-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">business models</category><title>Coin-Operated Content: Is Pay to Play Really Such a Bad Idea?</title><description>&lt;object height="344" width="425"&gt;&lt;param name="movie" value="http://www.youtube.com/v/yUqqImOTbFE&amp;amp;hl=en&amp;amp;fs=1&amp;amp;rel=0"&gt;&lt;param name="allowFullScreen" value="true"&gt;&lt;param name="allowscriptaccess" value="always"&gt;&lt;embed src="http://www.youtube.com/v/yUqqImOTbFE&amp;amp;hl=en&amp;amp;fs=1&amp;amp;rel=0" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" height="344" width="425"&gt;&lt;/embed&gt;&lt;/object&gt;&lt;br /&gt;Recently, I've become obsessed with the work of &lt;a href="http://www.timhunkin.com/"&gt;Tim Hunkin&lt;/a&gt;, an eccentric British inventor/exhibit designer/wacky science art guy who runs &lt;a href="http://www.underthepier.com/index.htm"&gt;a "mad arcade"&lt;/a&gt; of coin-operated installations in Suffolk.&lt;br /&gt;&lt;br /&gt;In 2007, Tim wrote an article called &lt;a href="http://www.underthepier.com/13_in_praise.htm"&gt;"In Praise of Coin-Operated Machines"&lt;/a&gt; in which he argues that coin-operated devices are a superior way to present exhibit-like content.  He points out that coin operation:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;encourages visitors to make an "investment" in their selections and incentivizes them to really pay attention to the experience so they can "get their money's worth."&lt;/li&gt;&lt;li&gt;lowers the number of users who just bang on the things, thus reducing maintenance costs and enabling more risky interactive design.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;helps facility managers maintain and track the usage and popularity of different exhibits.&lt;/li&gt;&lt;li&gt;allows artists and inventors to supply their work directly to users rather than going through time-consuming and copyright-swallowing middlemen.&lt;/li&gt;&lt;li&gt;changes the perception of who "owns" art.  Pop in your quarter, and you become the short-term owner of the experience.&lt;/li&gt;&lt;/ul&gt;I've wondered for a long time about the potential for museums (especially interactive science centers) to operate on a "pay to play" model where visitors choose specific content of interest to invest their time and money into.  This already happens in the case of standalone shows, theaters, and programmatic experiences, but I don't know of any museums that apply atomized fee structures to physical exhibits.  It makes sense to me that in a large museum with way more stuff than you could possibly consume in one visit, you might want to pay for certain experiences but not for the whole shebang.  In addition to Tim's arguments, there is the growing cultural expectation that people can purchase atomized content--the single song or application or article of interest.  In the world of micro-transactions and on-demand content, the coin-operated model becomes even more relevant to the way visitors want to consume experiences.&lt;br /&gt;&lt;br /&gt;So why haven't we seen museums that operate like arcades?  The basic argument against the coin-operated admissions model is that "pay to play" induces a crass means test that makes the museum more accessible to those with more money, and that museums should not be putting parents under pressure to keep spending unlimited amounts of money to satisfy their childrens' interests.  Also, the idea of visitors only selecting and accessing only a few exhibits is unsatisfactory given the attitude that the entire museum offers value and should be accessible to every visitor.&lt;br /&gt;&lt;br /&gt;I'm skeptical of these arguments.  Museums already have a means test--it happens in the lobby when you buy your ticket.  Elaine Gurian has written convincingly about the threshold fear that would-be visitors encounter when they enter museums, and the often cloudy and stressful calculus families do to decide whether the museum experience will be "worth" the admission rate.  I'm not sure what the difference is between a means test that happens continually throughout the institution and one that just happens at the gate.  On the one hand, a person or family could choose to cheaply use just a bit of the museum.  On the other, they may feel publicly discriminated against each time an exhibit asks for another token.&lt;br /&gt;&lt;br /&gt;My feeling is that for people who already visit museums, for whom the means test of an admission ticket is well-understood, a pay to play model would be a convenient way to support visits of variable length and motivation.  If the institution were free to enter but using various exhibits cost money, museums might become more accessible overall to a wider audience of people who like being in the space but choose not to or are not able to pay to play.  Teenagers who can't afford to buy anything substantial hang out in the mall all the time.  Why not in a museum?  Why not spend that extra dollar to have a bit of science or art instead of a gumball?&lt;br /&gt;&lt;br /&gt;The nice thing about coin-operated arcades is that it's not as if the experiences are entirely inaccessible to people who don't pay.   The venue is not gated, and the experience is open to browsers and hangers-on.  There's a heavy social spectator experience that is immersive and multi-sensory.  You can walk in, get a feel for the place, watch how the different games work and see what kinds of experiences they offer their users, and then decide--judiciously one day, extravagantly the next--where to put your money.&lt;br /&gt;&lt;br /&gt;I'm mostly convinced that museums should be free.  But I also love Tim's argument about coin-operation and attention.  If I have to vote with my wallet, I really get invested.  I can imagine walking into a gallery in an art museum that looks like a peep show, looking at a brochure of digital images and having to decide which curtain I want to pay to remove for a minute.  I imagine caring a lot more about how I choose that piece of art, how I enter that art experience.  I imagine owning that experience.  I imagine my minute being up and having to decide whether I want to insert another dollar to continue gazing or move on.  I imagine all of these thought processes as being rich, engaged ways that I might connect more deeply with exhibit content.&lt;br /&gt;&lt;br /&gt;But I also imagine stopping at some point, probably before I've seen as much as I typically do when I visit a museum.  Maybe that would be a good thing because I'd have a more focused museum experience.  Or maybe I wouldn't make the right decisions, seduced by attractive fluff, and would be disappointed by the overall experience.&lt;br /&gt;&lt;br /&gt;What do you think?  Are coin-operated exhibits a bad idea?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-9085766013725529910?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=jvsw3PzBgow:ZLf2g7R_M6E:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=jvsw3PzBgow:ZLf2g7R_M6E:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=jvsw3PzBgow:ZLf2g7R_M6E:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=jvsw3PzBgow:ZLf2g7R_M6E:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/jvsw3PzBgow" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/jvsw3PzBgow/coin-operated-content-is-pay-to-play.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">17</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/05/coin-operated-content-is-pay-to-play.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-501588154717799670</guid><pubDate>Tue, 05 May 2009 14:07:00 +0000</pubDate><atom:updated>2009-05-05T11:00:10.701-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">professional development</category><title>AAM Recap: Slides, Observations, and Object Fetishism</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.skitch.com/20090505-1q5yacap9sakgqpnj77jhubu4p.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 563px; height: 238px;" src="http://img.skitch.com/20090505-1q5yacap9sakgqpnj77jhubu4p.jpg" alt="" border="0" /&gt;&lt;/a&gt;I just returned from the American Association of Museums (AAM) annual meeting in Philadelphia. I led two sessions, one on visitor co-created museum experiences, and the other on design inspirations from outside museums.  This post recaps these sessions and offers my own struggles and thrills of the conference.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Visitor Co-Created Museum Experiences&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;This session was a dream for me, one that brought together instigators of three participatory exhibit projects: &lt;a href="http://museumtwo.blogspot.com/2008/07/state-fairs-and-visitor-co-creation.html"&gt;MN150&lt;/a&gt; (Kate Roberts), &lt;a href="http://museumtwo.blogspot.com/2008/07/why-click-is-my-hero-what-museum.html"&gt;Click! A Crowd-Curated Exhibition&lt;/a&gt; (Shelley Bernstein), the &lt;a href="http://museumtwo.blogspot.com/2008/06/community-exhibit-development-lessons.html"&gt;Tech Virtual Test Zone&lt;/a&gt; (me), along with a new participatory research project, &lt;a href="http://online.ushmm.org/lodzchildren/"&gt;Children of the Lodz Ghetto&lt;/a&gt; (David Klevan), to talk about our lessons and struggles working with the public to create "museum-quality" exhibitions and research projects.  We started with &lt;a href="http://prezi.com/49632/"&gt;a brief presentation&lt;/a&gt; of the basics of each project, and then spent about an hour responding to questions from the audience, using illustrative images and documents to support the discussion.&lt;br /&gt;&lt;br /&gt;Some of the key lessons we discussed were:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;providing crystal-clear criteria and constraints to help participants focus their work. &lt;/span&gt; This spanned all the projects.  The more you give people clear information about what is needed and positive response when they provide it, the happier and more creative everyone feels.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;being as transparent as possible about the selection and production process.&lt;/span&gt;  This was particularly true for Click!, which followed a very strict formula that frustrated some participants who wanted to be treated like artists, not contributors to a data experiment.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;learning to enter open, personal relationships with participants. &lt;/span&gt; This has both positive and negative outcomes.  In both MN150 and Tech Virtual, it led to us being more dynamic and flexible in our production of exhibits.  But in the case of Tech Virtual, it also caused conflict as I tried to balance being a friendly, caring community manager with being the "boss" of the participatory process.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;Some of the most interesting questions included:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;how do you verify the accuracy and authenticity of visitor-contributed content? &lt;/span&gt; This was particularly directed at MN150, which featured visitor-nominated milestones of Minnesota history, and Children of the Lodz Ghetto, which invites users to conduct original research on the path taken by thousands of children during the Holocaust.  In the case of MN150, staff historians worked actively to verify and connect with contributors on any contentious topics.  In Children of the Lodz Ghetto, every data entry is verified by staff in a three-step process as well as reviewed and commented on by other users.  About 2/3 of user-submitted data entries are found to be inaccurate, which is either a good number (these users are amateurs) or lousy (the verification is incredibly time-consuming).&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;what is the value of the exhibition experience to non-participants, that is, regular museum visitors? &lt;/span&gt; This is a question I'm really interested in.  It's a shame that several of these projects are labeled as "experimental" and don't have formal evaluation built into their cheap, fast processes.  Neither Click! nor Tech Virtual had formal evaluation, although both received media attention that elevated the "value" of the exhibitions in the context of their institutions.  MN150 will have formal summative evaulation, which is wonderful.  If participatory exhibit design is going to progress as a design methodology, it has to produce outputs that are demonstrably equivalent to or better than exhibits created by traditional methods.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;how do you set clear criteria for participation when the project is experimental and ever-changing?&lt;/span&gt;  This is a question we grappled with in the Tech Virtual project.  In that case, my personal interaction with the users allowed me to honestly and openly share the changes that were affecting all of us.  I became "one of them"--pushed around by forces beyond my control.  But the overall experience for everyone of uncertainty was challenging to manage.  This is where you get into the arena of true co-design, where institutional and non-institutional partners truly work together to formulate the path forward.  So far, most participatory museum design projects are heavily guided by the institution.  It's easier for us from a control standpoint and easier for users from a clarity standpoint.  But the jury is still out as to whether it's "best" to give users more control as co-designers or embed them into a pre-defined contributory platform.  More on that in months to come.&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Eye on Design: Design Inspiration from Outside the Field&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;This session is more like a show--ten designers, each with five minutes to share a design inspiration that they neither worked on nor saw in a museum.  You can &lt;a href="http://www.slideshare.net/ninaksimon/eye-on-design-2009"&gt;view and download all the slides here&lt;/a&gt;.  I spoke about my recent obsession with book drops and how libraries are turning their most mundane transactions into the basis for beautiful, useful, sexy interactions with users.  My favorite surprising lessons from this session:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;graffiti projects have become participatory and cross-media. &lt;/span&gt; Dottie Miles presented projects like &lt;a href="http://www.you-are-beautiful.com/"&gt;You Are Beautiful&lt;/a&gt; and &lt;a href="http://www.thebubbleproject.com/"&gt;the Bubble Project&lt;/a&gt;, which invite people all over the world to embed and document creative works in public space.  Their use of the web to connect independent artists all over the world was striking and very surprising.  I guess the web has become part of the street too.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;there's huge untapped potential in irreverence. &lt;/span&gt; We already know that museums are afraid to be funny.  Anna Slafer shared a simple and brilliant concept for creating "invitations" to visit various artifacts in the permanent collection based on clever, snarky humor.  It's somewhat amazing that in the age of someecards and Shrek, museums still haven't been able to comfortably embrace irreverence.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;you can do a lot with a storefront.&lt;/span&gt;  Adam Lerner shared the story of &lt;a href="http://www.superhero.es/"&gt;Superheroes&lt;/a&gt;, a storefront in downtown Denver operated by a web designer who wanted to invite people to use his space to hang out, read magazines, and make things via letterpress.  In this age of cheap real estate, it's interesting to imagine what a museum could do with a short-term rental of a public storefront focused on creative weird social experiences.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;we can always use more poetry and inspiration in our work. &lt;/span&gt; Aaron Goldblatt offered a beautiful, poetic treatise on how play, learning, and design are intertwined.  Listening to him, I considered how much performance is part of what we do as museum people.  At professional conferences, we tend to spend most of our time analyzing.  It was great to spend five minutes listening to someone perform and being touched by it.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;conference audiences are ready to work (and play).&lt;/span&gt;  At the end of the session, we gave people a few minutes to turn to each other and share a design inspiration from outside museums.  The room was suddenly and incredibly buzzing with hundreds of voices, hundreds of people giving each other ideas.  We need more conference session formats that emphasize interpersonal exchange.  From the stage, there is nothing more inspiring than seeing people actually DO something with what you offer.&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;But the conference wasn't just about my sessions...&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Here are some of the other things that stood out for me this year.  First of all, &lt;a href="http://09aamblog.wordpress.com/2009/05/01/iso-back-story/"&gt;this renegade act of delightfulness&lt;/a&gt;.  But more substantively:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;there was less focus on web 2.0 technology and more focus on engaging with communities. &lt;/span&gt; I was thrilled by all of the sessions on community partnerships, engaging visitors as active participants, and considering online experiences in the context of new relationships.  I was particularly thrilled by &lt;a href="http://www.danah.org/"&gt;danah boyd's&lt;/a&gt; excellent talk about the politics of how teens use social media and how the social web reinforces societal inequity and self-segregation.  She made the clear point that teens use social networks to connect with people they already know, not to meet strangers.  So how can museums create social structures embedded with values that support bridging experiences across social groups?  How can we help break down some of that inequity with the "safe spaces" we've already created?&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;Sherry Turkle made me squirm. &lt;/span&gt; &lt;a href="http://www.mit.edu/%7Esturkle/"&gt;Sherry Turkle&lt;/a&gt; is a psychologist who focuses on evocative objects, that is, things that induce both cognitive and emotional reactions that are deep a complex.  One the one hand, I loved her arguments for visitors to make personal memoirs of how they connect to objects and for museums to expose more transparently the deep emotional connections that curators and collectors have with artifacts.  But I was also struck by the incredibly conservative object fetishism that underlined her approach.  Only a small population of people walk into a museum and "feel" the power of the objects without assistance.  I felt frustrated that she was advocating from a position of privileged object worship and that she didn't seem interested in the rest of us, the people who need help making dumb objects sing.  I bought her book, Evocative Objects, and we're likely to have a Museum 2.0 book club around it later this spring to tease out this problem further.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;some museums are experimenting with interesting participatory learning programs in the name of research.&lt;/span&gt;  I loved the session presented by Josh Gutwill (Exploratorium), Julie Charles (SFMOMA), and Tsivia Cohen (Chicago Children's Museum) on research-based mediation techniques.   This session was a direct challenge to the blog post I wrote last week about designing questions for visitor participation, in which I stated that above all, you must offer questions for which you actually care about the answer.  In the cases of these research programs, visitors were presented with "games" that involved them asking questions to each other in a highly decontextualized way.  For example, at the Exploratorium, participants in &lt;a href="http://exploratorium.edu/partner/give/"&gt;the GIVE program&lt;/a&gt; learn how to ask "juicy questions" about scientific phenomena and then use the interactive exhibits to make observations that help them answer the questions.  Participants have been shown to learn scientific concepts this way, and they self-report that they like playing the game, but it has not yet been tested on the floor outside a controlled research environment.  While the institutions validate visitors questions and contributions (for example, in the experience of the &lt;a href="http://www.vtshome.org/"&gt;VTS approach&lt;/a&gt; to art interpretation), the games and visitor responses are meaningless in the broader scheme of things.  They are meant to teach ways of learning and processing information, not to solicit specific content.  I'm really curious about user motivations behind these kinds of interactions and look forward to exploring this topic further.&lt;/li&gt;&lt;li&gt;&lt;span style="font-weight: bold;"&gt;the September 11th Memorial and Museum is a very tricky beast.&lt;/span&gt;  I was invited to a lunch at which the staff showed some of their collection and described the challenges they are facing developing this content for what is anticipated to be a large, diverse audience (the &lt;a href="http://www.national911memorial.org/site/PageServer?pagename=New_Home"&gt;museum&lt;/a&gt; will open on the WTC site in 2011).  How do you tell the story of an event via individuals' objects without reducing the individuals to props?  How do you interpret individuals' extreme loss in the context of a larger event?  How do you prevent visitors from feeling blind rage at the perpetrators?  How do you tell an unfinished story of the aftermath?  How do you connect visitors to each other positively through the experience instead of leaving them feeling disconnected and in grief?  We had a room full of people grappling together on these problems and I felt both the best of our field--using what we've learned, working together--and the most challenging--all the questions for which we still don't have a good answer.&lt;/li&gt;&lt;/ul&gt;And hopefully, that's why we get together every year at all of these conferences.  To work together, learn something new, and shake our fist at the questions that keep us going.&lt;br /&gt;&lt;br /&gt;What do you get out of professional conferences or AAM in particular?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-501588154717799670?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=tHTjf947UtU:q7w-QEj63oM:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=tHTjf947UtU:q7w-QEj63oM:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=tHTjf947UtU:q7w-QEj63oM:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=tHTjf947UtU:q7w-QEj63oM:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/tHTjf947UtU" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/tHTjf947UtU/aam-recap-slides-observations-and.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">2</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/05/aam-recap-slides-observations-and.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-8709575957654231509</guid><pubDate>Tue, 28 Apr 2009 19:40:00 +0000</pubDate><atom:updated>2009-04-28T21:39:07.004-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Talking to Strangers</category><category domain="http://www.blogger.com/atom/ns#">design</category><title>Design Techniques for Developing Questions for Visitor Participation</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.skitch.com/20090429-d8ni6p461tfkx3ak7dgidur7wm.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 378px; height: 306px;" src="http://img.skitch.com/20090429-d8ni6p461tfkx3ak7dgidur7wm.jpg" alt="" border="0" /&gt;&lt;/a&gt;On Friday, I offered a participatory design workshop for Seattle-area museum professionals (&lt;a href="http://www.slideshare.net/ninaksimon/participatory-design-workshop-for-museums"&gt;slides here&lt;/a&gt;).  We concluded by sharing the tough questions each of us struggles with in applying participatory design techniques to museum practice.  Dennis Schatz from the Pacific Science Center contributed:&lt;br /&gt;&lt;blockquote&gt;How do we find the RIGHT questions for visitor participation?&lt;br /&gt;&lt;/blockquote&gt;I love this question.  It's a two-parter I've been puzzling over for a long time.   First, what do the right questions look like?  And second, what techniques can help us find more?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Part 1: What does the right question look like?&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Last year, I wrote &lt;a href="http://museumtwo.blogspot.com/2008/03/finding-right-questions-for-visitor.html"&gt;this post&lt;/a&gt; which offered some broad suggestions for what the "right" questions look like.  Here's my current list of useful characteristics:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;questions that trigger an immediate response&lt;/li&gt;&lt;li&gt;questions that induce grappling&lt;br /&gt;&lt;/li&gt;&lt;li&gt;questions that motivate authentic expression&lt;br /&gt;&lt;/li&gt;&lt;li&gt;questions that draw from personal experience, not abstraction&lt;/li&gt;&lt;li&gt;open to anyone (minimize cultural bias)&lt;/li&gt;&lt;li&gt;speculative (what if? instead of what is?)&lt;/li&gt;&lt;li&gt;questions which produce answers that are interesting to consume and respond to&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;Here are some of the wrong questions:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;What is the girl in the painting doing? (too teacherly)&lt;br /&gt;&lt;/li&gt;&lt;li&gt;What does freedom mean to you?  (too abstract)&lt;/li&gt;&lt;li&gt;How would you define nanotechnology?  (too impersonal)&lt;/li&gt;&lt;li&gt;What's the best song you've ever heard? (avoid superlatives - they make some people anxious)&lt;br /&gt;&lt;/li&gt;&lt;li&gt;What do you think? (too general)&lt;/li&gt;&lt;/ul&gt;The "right" questions can be short or long, simple or wacky.  They can require yes/no responses or lengthy paragraphs.  The key is that they are genuinely interesting and that they trigger a learning response both for the person who chooses to answer and the person who chooses just to spectate.  This is the golden rule of developing questions for visitor dialogue: you must be truly interested in their answers.  If you don't care about the answer to the question, why on earth should anyone else?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt; &lt;span style="font-weight: bold;"&gt;Part 2: How do you develop the right questions?&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Last year, I didn't have a great answer for this one.  But I've been experimenting with visitor dialogue over several recent projects and have developed a few simple design strategies to hone in on good questions.  Each of these exercises takes about five minutes, assuming you have access to a group of people who in some way approximate your target audience (colleagues, friends, visitors).&lt;br /&gt;&lt;ul&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;&lt;span&gt;Develop a "question of interest" that relates to your content.&lt;/span&gt;  Make sure that the question is one that any person can answer and one for which you ACTUALLY CARE TO HEAR THE ANSWER.  Ask the question to several people. Ask yourself.  Listen to or read their answers.  If you find yourself dreading asking the tenth person that same question, you have the wrong question.  Go back and write a new one.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;&lt;span&gt;Show the question to a group of people and ask them to raise their hands if they have an immediate answer to that question.  &lt;/span&gt;Then, ask if they would be interested in perusing others' responses to the question. It's OK to have an imbalance here, as long as there are more interested spectators than interested creators.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt; &lt;span&gt;Gather up a bunch of answers to the question and look at them.&lt;/span&gt;  These answers are your "exhibit."  Identify how many of them are interesting.  Identify how many of them motivate you to ask a followup question.&lt;/span&gt;&lt;/li&gt;&lt;li&gt;&lt;span style="font-size:100%;"&gt;&lt;span&gt;Ask the question several different ways to different groups of people.&lt;/span&gt;&lt;/span&gt;  Vary your specificity, your personal intrusiveness, your wording.  Compare the responses you get.  Ask people to rate how hard it was to answer different questions and whether there were some that were easier to jump into than others.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Examples&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Here are some questions that I've seen work marvelously well.&lt;br /&gt;&lt;br /&gt;Institution-to-visitor:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;The Ontario Science Centre's &lt;span style="font-style: italic;"&gt;Facing Mars&lt;/span&gt; exhibition opens with a simple question: "Would you go to Mars?"  Visitors are forced to enter through one of two gates marked YES and NO.  Their answers are tracked via a display that tallies the total number of YESes and NOs registered to date.  This question is right because it is easy to answer yet induces grappling.  It's personal but not consequential.  It frames and personalizes the exhibit experience.  And looking at other people's responses (via the number displays) is quick, easy, informative, and somewhat surprising.&lt;/li&gt;&lt;li&gt;The &lt;a href="http://museumtwo.blogspot.com/2009/03/take-side-trip-to-denver-art-museum.html"&gt;Denver Art Museum's Side Trip&lt;/a&gt; poses many specific questions about visitors' experiences with psychedelic rock music, concerts, and drugs.  The questions can be quite personal, and the responses--which include stories of visitors' "first trips" and "Jimi experiences"--are detailed and pretty fascinating to read.  This question set is right because there are several specific questions, enough so that anyone can find one appropriate to her experience.  These questions also use "first" memories rather than "best" memories, which are easier to recall and share.&lt;/li&gt;&lt;li&gt;My local public library does an annual summer book recommendation wall, on which patrons can post their mini-reviews of books they've read and enjoyed.  The question is, "would you recommend this book to someone?"  This question is right because it is highly functional--patrons understand how it will be useful to others.  It is somewhat personal but doesn't ask the respondent to be an authority in describing the book, just in sharing why he would recommend it.  There's an implied interpersonal transaction in the offering of this information, which makes the experience feel valuable and personal without pushing face-to-face interaction on anyone.&lt;/li&gt;&lt;/ul&gt;I've also been playing with visitor-to-visitor questions to help me talk to strangers.  The most reliable question I'm using works in art museums.  My tactic is to look for the person in the gallery who is looking most intently at something, walk up to them and ask, "what are you looking at?"  Even though the stranger intrusion is potentially uncomfortable, this question works because it expresses interest on the stranger's terms, not my own.  I'm not challenging them to tell me why they are looking or what their reaction is, just what they are looking at.  It's an innocuously descriptive question that almost always leads to very interesting insights into how different people appreciate art.&lt;br /&gt;&lt;br /&gt;What kind of dialogue are you looking to spark?  What kinds of questions do you seek, and what techniques do you use to find them?&lt;br /&gt;&lt;br /&gt;I'm genuinely interested in your answer.  That's why I asked.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-8709575957654231509?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=kxdCWJcSNzY:zHVMM8Rer84:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=kxdCWJcSNzY:zHVMM8Rer84:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=kxdCWJcSNzY:zHVMM8Rer84:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=kxdCWJcSNzY:zHVMM8Rer84:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/kxdCWJcSNzY" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/kxdCWJcSNzY/design-techniques-for-developing.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">13</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/04/design-techniques-for-developing.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-2840500406337575059</guid><pubDate>Thu, 23 Apr 2009 18:44:00 +0000</pubDate><atom:updated>2009-04-23T16:22:39.901-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">programs</category><category domain="http://www.blogger.com/atom/ns#">Unusual Projects and Influences</category><category domain="http://www.blogger.com/atom/ns#">membership</category><title>Hackerspaces: DIY Science Centers for Adults</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.skitch.com/20090423-m6r2uwu82t7kiy17e9si62hxwd.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 463px; height: 288px;" src="http://img.skitch.com/20090423-m6r2uwu82t7kiy17e9si62hxwd.jpg" alt="" border="0" /&gt;&lt;/a&gt;Like many people who've worked in science centers and interactive experience museums, I've always been perplexed by the fact that hands-on workshop audiences top out around age 14. So many of the activities available in interactive museums--exploding toothpaste, liquid nitrogen ice cream, collage-making, robot wars--are just as interesting, educational, and fun for adults as they are for kids.  So why don't adult workshops succeed?&lt;br /&gt;&lt;br /&gt;There's a growing type of institution that is successfully engaging adult geeks in hands-on workshops with a DIY, member-based approach.  A few weeks ago, Nick Bilton told me about the hackerspace he helped found called &lt;a href="http://www.nycresistor.com/"&gt;NYCResistor&lt;/a&gt;.  I had never heard of hackerspaces, and I thought he was talking about people with computers getting together to crack codes.  But it turns out hackerspaces are the next step in the evolution of the DIY/maker movement--physical member organizations for people who like to mess around with electronics.  They are more than just workshop spaces--they are member institutions, like museums.  And their unique structure and bottom-up approach offers some instructive lessons for museums that want to really embrace visitors and members as co-creators of the institutional experience.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Hackerspaces are about people, not content&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Hackerspaces are hybrid private clubs/public educational spaces.  NYCResistor's tagline is: "we learn, share, and make things."  There are people who pay for membership ($40-$100/month, depending on where you are in the country), and there are others who pay for workshops, which range from straight skills (&lt;a href="http://www.as220.org/labs/2008/08/learn-to-solder-build-a-trippy.html"&gt;learn to soldering&lt;/a&gt;) to artsy/sciencey (&lt;a href="https://www.noisebridge.net/wiki/Image:Starfive_-_q%27s_noisebridge_project.jpg"&gt;needlepoint circuits&lt;/a&gt;) to dangerously silly (&lt;a href="http://www.hackerbotlabs.com/2009/03/coin-shrinker/"&gt;shrinking coins&lt;/a&gt;).  In hackerspaces, membership doesn't just mean expressing affinity; it gives you useful privileges including private cubbies and a key to the space.&lt;br /&gt;&lt;br /&gt;Hackerspaces are mostly small non-profit co-ops, with 25-100 members and under 1000 sq ft of space.  In some cases, such as &lt;a href="http://www.as220.org/labs/"&gt;AS220 labs&lt;/a&gt;, they are part of larger community art spaces.  Their numbers are growing, and the wiki-based &lt;a href="http://hackerspaces.org/wiki/List_of_Hacker_Spaces"&gt;list of worldwide hackerspaces&lt;/a&gt; includes as many "planned" as "active" institutions.&lt;br /&gt;&lt;br /&gt;This isn't just a geek thing.  There are maker spaces popping up for all kinds of artists, crafters, and independent entrepeneurs who want a shared space to congregate, share ideas, and work on projects.  Mitch Altman, one of the founders of the San Francisco-based &lt;a href="https://www.noisebridge.net/wiki/Noisebridge"&gt;Noisebridge&lt;/a&gt;, was &lt;a href="http://blog.wired.com/gadgets/2009/03/hackerspaces.html"&gt;quoted in Wired&lt;/a&gt; as saying:&lt;br /&gt;&lt;blockquote&gt;"In our society there's a real dearth of community.  The internet is a way for people to key in to that need, but it's so inadequate. [At hacker spaces], people get a little taste of that community and they just want more."&lt;/blockquote&gt;Isn't this one of our dreams for museums?  That people will key into their love of art or science or history online, then show up at the museum, get a "taste of community," and just want more?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;font-size:130%;" &gt;Hackerspaces are member-centric&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Hackerspaces aren't organized around content like museums are.  They're organized around members.  The brand and organization of hackerspaces is heavily tied to the concept of community ownership and management.  Most hackerspaces have very transparent legal structures and operate on a consensus model.  Their members are unapologetically enthusiastic about their activities.  They are the true institutional "advocates" that so many museums seek.  As one NYCResistor blogger &lt;a href="http://www.nycresistor.com/2009/04/22/will-this-endless-parade-of-awesome-classes-never-end/"&gt;effuses&lt;/a&gt;, "Will this endless parade of awesome classes never end?"  Hackerspaces don't just support members' energy for the place; they are structured to literally be BY and FOR their members, without any intermediary staffed institution.&lt;br /&gt;&lt;br /&gt;It's interesting to think about this in the context of museums like the Museum of Life and Science in North Carolina, which is trying to position itself as a &lt;a href="http://www.ncmls.org/model"&gt;"member-focused institution."&lt;/a&gt;  I spend a lot of time working with museums that are trying to find ways to support and connect with the love their members and advocates feel for them.  But these places are museums first, member communities second, and their approaches reflect a need to retain some institutional control.  Hackerspaces (so far) are bottom-up institutions, which means they can wholly support member needs.   The institution IS the members.  Noisebridge defines itself as "an infrastructure provider for technical-creative projects, collaboratively run by its members. We are incorporated as a non-profit educational corporation for public benefit."  The second sentence could be on any museum homepage.  I'm not sure about the first.&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Hackerspaces in Museums?&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Even if your museum can't support this kind of direct member infrastructure across the board, you might be able to integrate a hackerspace into a part of your museum and use it to explore new relationships with members and with active adult audiences.  Got a funky extra gallery or an old computer clubhouse that is underperforming?  Could your museum host a hackerspace?  There are some truly wonderful potential connections between activity-oriented museums and hackerspaces... and then there are some challenges.&lt;br /&gt;&lt;br /&gt;Things interactive museums can offer hackerspaces:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;the equipment, the expertise, and the insurance to support a lot of activities&lt;/li&gt;&lt;li&gt;semi-private space (probably at low rent compared to retail spaces)&lt;br /&gt;&lt;/li&gt;&lt;li&gt;publicity&lt;/li&gt;&lt;li&gt;an educational outlet (&lt;a href="http://www.nycresistor.com/2009/04/15/policy-update-no-children-for-now/"&gt;some hackers are struggling&lt;/a&gt; to find ways to connect their enthusiasm to younger would-be geeks)&lt;/li&gt;&lt;/ul&gt;Things hackerspaces can offer museums:&lt;br /&gt;&lt;ul&gt;&lt;li&gt;design ethos and brand that attracts an audience that mostly shies away from museums&lt;/li&gt;&lt;li&gt;highly creative adults who are interested in supporting others' learning&lt;/li&gt;&lt;li&gt;"real" projects going on, but not at the level of requiring expensive lab environments&lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;Of course, there are other aspects of hackerspaces that make them a less-than-perfect match for museums.  The membership structure is incredibly important to people who want a place to safely store their projects and the ability to show up and work at 3am.  The DIY, shared-ownership support is antithetical to the corporate nature of most large science centers.  50-100 passionate geeks may not be a compelling audience when you have 1.2 million walking through the doors every year.  But for small science centers or art organizations, which share much of the DIY ethic with hackerspaces, this may be a perfect fit.&lt;br /&gt;&lt;br /&gt;There's also the potential for museums to be the engine for some new kinds of makerspaces.  What does the hackerspace for genealogists look like?  Or the one for &lt;a href="http://diybio.org/"&gt;DIY biologists&lt;/a&gt;?  Could it start in a museum?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-2840500406337575059?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=DZjETqXl4KY:OtgTUD2Sii4:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=DZjETqXl4KY:OtgTUD2Sii4:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=DZjETqXl4KY:OtgTUD2Sii4:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=DZjETqXl4KY:OtgTUD2Sii4:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/DZjETqXl4KY" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/DZjETqXl4KY/hackerspaces-diy-science-centers-for.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">4</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/04/hackerspaces-diy-science-centers-for.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-7710604958978833723</guid><pubDate>Tue, 21 Apr 2009 05:45:00 +0000</pubDate><atom:updated>2009-04-21T12:05:59.099-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">participatory museum</category><category domain="http://www.blogger.com/atom/ns#">professional development</category><title>Avoiding the Participatory Ghetto: Are Museums Evolving with their Innovative Web Strategies?</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.skitch.com/20090421-dn3q34fr7jy39e2dnum96dq669.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 384px; height: 167px;" src="http://img.skitch.com/20090421-dn3q34fr7jy39e2dnum96dq669.jpg" alt="" border="0" /&gt;&lt;/a&gt;I just got home from the &lt;a href="http://www.archimuse.com/mw2009/"&gt;Museums and the Web&lt;/a&gt; conference in Indianapolis.  I’d never attended before and was impressed by many very smart, international people doing radical projects to make museum collections and experiences accessible and participatory online.  But I left uneasy, grappling with questions that plagued me throughout the conference.  The people at Museums and the Web are on the forefront of web-based innovative museum practice.  How does their work relate to their physical institutions?  Are participatory activities happening on the web because that is the best place for them?  Or is the web the dumping ground for activities too messy or uncomfortable to do onsite?  How can participation, openness, innovation, and institutional change become part of a broader conversation?  I'm afraid that the web is becoming a participatory ghetto rather than an integrated driver of innovation in museums.&lt;br /&gt;&lt;br /&gt;This fear was precipitated by a painful visit to the Indianapolis Museum of Art.  Max Anderson, the museum’s director, &lt;a href="http://www.artbabble.org/video/moving-virtual-visceral-maxwell-l-andersons-plenary-address-museums-and-web-2009"&gt;delivered an inspiring keynote address&lt;/a&gt; on the first day of the conference about “moving from the virtual to the visceral.” Max argued that museums should use the web to give online visitors the same level of emotional, experiential, exciting engagement that they have onsite.  He spent a long time discussing the &lt;a href="http://dashboard.imamuseum.org/"&gt;IMA’s award-winning online dashboard&lt;/a&gt;, which shows real-time data about everything from &lt;a href="http://dashboard.imamuseum.org/series/Admissions+Map"&gt;visitor zip codes&lt;/a&gt; to &lt;a href="http://dashboard.imamuseum.org/series/2009+Photography+Requests"&gt;photography requests&lt;/a&gt; to the &lt;a href="http://dashboard.imamuseum.org/series/IMA+Endowment+Size"&gt;size of the endowment&lt;/a&gt;.  He spoke convincingly about how the dashboard and other efforts are helping the IMA become a more transparent, open place that respects and involves visitors in all aspects of the organization.&lt;br /&gt;&lt;br /&gt;I was thrilled by Max’s talk and looked forward to seeing how the physical site reflected the transparency and engagement he spoke about.  I showed up at the IMA expecting innovation.  Instead, I found a standard art museum.  Nice art.  Impersonal guards.  Lovely grounds.  Obtuse labels.  Interesting architecture.  There was nothing that connected me to the visceral, exciting institution Max had sold in his talk, the institution that exists on the web.&lt;br /&gt;&lt;br /&gt;Is this a problem?  I think so.  I felt like I had met someone online, someone sexy and open and intriguing, and then on our first date that mystery museum turned out to be just like all the others.  This is a problem that many of the museums doing the best work in social media may soon confront.  You join the &lt;a href="http://www.brooklynmuseum.org/community/posse/"&gt;Brooklyn Museum’s posse&lt;/a&gt;.  You tag your brains out on the &lt;a href="http://www.powerhousemuseum.com/collection/database/"&gt;Powerhouse online collection database&lt;/a&gt;.  And then you show up in person and feel jilted.  Where are the friendly, open, participatory experiences you came for?  Where’s the museum you know and love?&lt;br /&gt;&lt;br /&gt;Some might argue that this disconnect is not a bad thing—that museums are using the web to reach new audiences, just as specifically tailored programs reach new audiences.  But studies have shown that temporary exhibitions and programs targeted to specific “non-traditional” audiences are not effective at converting those audiences into general museum visitors. They come for their singular program alone.  They don’t become institutional advocates, members, or donors.  You may be able to engage a thriving community online, but if their experience with the institution is fundamentally different from the onsite one, they will remain online-only visitors.&lt;br /&gt;&lt;br /&gt;I still believe that museums offer the greatest value in their physical venues.  And with that in mind, I’m worried that people’s online experiences may not be giving them the right impression of who you are and what you offer at the physical site.  This used to be a problem of properly conveying the “visceral” in the “virtual.”  But now, for some of the more innovative institutions on the edge, it’s a problem of making the visceral as relevant, dynamic, and interesting as the virtual.  If you do fabulous things online and not onsite, your online audiences will show up and be disappointed.  They will feel deceived.&lt;br /&gt;&lt;br /&gt;It's not impossible to translate our most innovative virtual activities into onsite experiences. I ran a &lt;a href="http://prezi.com/30512/"&gt;workshop on "going analog"&lt;/a&gt; at the conference in which we explored ways that physical museums can be more like wikis, fantasy baseball services, social networks, and more.  All it takes is a willingness to put this stuff into the museum and the cleverness to design the right metaphor.  Consider the IMA’s radical transparency online.  Why can't they be comparably transparent onsite?  They could add the accession price of artworks to their labels.  They could explain why the art is being displayed, what value it is perceived to have, and why it is shown in the context of the other works in the room.  They could share the arguments that go into the creation of every exhibition.  They could explain WHY you can’t touch the giant, highly tactile sculptures throughout the main entrance.  Online, the IMA is respectful, open, and provides deep levels of information.  Onsite, it’s an authoritative cipher.&lt;br /&gt;&lt;br /&gt;When I talked with Rob Stein, the IMA’s CIO, about my frustration, he suggested that “institutional change has to start somewhere.”  And he’s right.  Maybe I’m being too hard on the IMA.  Maybe the innovative work they are doing on the web will lead to comparable innovations to the onsite experiences.&lt;br /&gt;&lt;br /&gt;But I’m nervous it won’t happen for a number of political reasons.  In most museums, technologists are still seen as service providers, not experience developers.  They live in well-defined (and self-protected) silos.  There are stereotypes flying in many directions—that curators won’t give up  authority, that technologists don’t respect traditional museum practice, that educators are too preachy, that marketers just want to get more live bodies in the door.&lt;br /&gt;&lt;br /&gt;How are we going to bridge this divide? Many of the technologists I met at Museums and the Web never go to regional or national museum conferences.  When I asked why, people said, “no one there understand what we’re doing,” or “it just reminds me of how far behind the rest of this field is.”  I understand the desire to learn from and spend time with people in your part of the field, but I was surprised at the extent to which people had no interest in cross-industry discussions.  I’m teaching a graduate course at University of Washington right now on social technology and museums.  Four of my students were at Museums and the Web.  None are attending AAM (the American Association of Museums).  They don’t see it as relevant to their future careers.  This worries me.&lt;br /&gt;&lt;br /&gt;We need to do a lot more talking across the aisle, working hard to adapt our specialized vocabularies to a common discussion about institutional mission and change.  I want museums to be open, participatory, dynamic, and relevant in all places, not just online. If we only do it online, it doesn’t force us to fundamentally change how our institutions work and present content to visitors.  It just creates a virtual outpost for change.  And I don’t want to live in that ghetto.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-7710604958978833723?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=ZIHQOTJvy0U:3RZT5QJ42dc:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=ZIHQOTJvy0U:3RZT5QJ42dc:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=ZIHQOTJvy0U:3RZT5QJ42dc:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=ZIHQOTJvy0U:3RZT5QJ42dc:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/ZIHQOTJvy0U" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/ZIHQOTJvy0U/avoiding-participatory-ghetto-are.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">28</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/04/avoiding-participatory-ghetto-are.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-4429981586991606763</guid><pubDate>Mon, 13 Apr 2009 14:54:00 +0000</pubDate><atom:updated>2009-04-13T09:54:11.829-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">web2.0</category><category domain="http://www.blogger.com/atom/ns#">marketing</category><title>A Simple Argument for Why Museums and Cultural Institutions Should Care about Social Media</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.skitch.com/20090413-j4trmxu8jyrdgc5c3fijkkthis.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 595px; height: 279px;" src="http://img.skitch.com/20090413-j4trmxu8jyrdgc5c3fijkkthis.jpg" alt="" border="0" /&gt;&lt;/a&gt;I spend a lot of time talking to people about social media--how it can be a model for real-life content venue interactions and how it can connect museums and cultural institutions to users in new ways.  But inevitably (and quite appropriately), someone will say, "all of this is very interesting.  But my organization is functioning just fine without it.  Is there some reason that I really need to pay attention to social media?"&lt;br /&gt;&lt;br /&gt;This is an honest and valid question. And only recently have I concluded that my answer is yes--not that your organization needs to do anything in social media yet, but that you should pay attention.&lt;br /&gt;&lt;br /&gt;Here's why.  It has to do with reach.  In the 2000s, it was important to have a website so that people could "find you" on the Web via search engines like Google.  But the Web is changing into a socially contextualized information environment, and as that change happens, it becomes more important that people can "find you" via their personal social networks.&lt;br /&gt;&lt;br /&gt;Here's a longer explanation, and here's &lt;a href="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/03/nielsen_globalfaces_mar09.pdf"&gt;the Nielsen research report&lt;/a&gt; that motivated this post.&lt;br /&gt;&lt;br /&gt;The way we use the Web is fundamentally changing.  Eleven years ago, Google launched and vastly improved search capabilities on the Web.  Before Google, lots of people used the internet via services like AOL, but we didn't use the Web a lot.  We sent emails and IMs.  We engaged in chat rooms and consumed content selected by AOL or Prodigy or Yahoo.&lt;br /&gt;&lt;br /&gt;Now, of course, Google is a huge part of our lives.  We talk about "googling" things in all kinds of contexts.  For many people (including me), Google serves as homepage.  My portal to the Web is through search.  This means that I think of "entering" the Web as a hunt for information.  Google has conditioned us to think of the Web as the outcome of atomized search for information.  I need to know something, so I look it up.  I find the page.  I find the answer.  The end.&lt;br /&gt;&lt;br /&gt;This is the reason that many museums and cultural organizations decided they needed websites in the late 1990s and early 2000s.  We recognized that people were increasingly turning to the Web as a source of information--for content knowledge but also for trip planning.  I believe that the primary reason most museums started their websites is about planning visits.  Marketing departments realized that a large percentage of people were using online search engines to find interesting things to do, and they wanted to be there.&lt;br /&gt;&lt;br /&gt;Now, things are changing again.  Whereas the Web of the 2000s was dominated by search, we are entering a time when more and more people are using social media as their gateway to the Web.  Ask a college student what her homepage is, and you are likely to see Facebook, not Google, pop up on her screen.  The worldwide market reach of social networks and other "member community sites" (as Nielsen research &lt;span style="text-decoration: underline;"&gt;&lt;/span&gt;deems them) is growing rapidly, and it seems likely that Facebook and other social networking sites will continue to attract older, more mainstream audiences.  &lt;br /&gt;&lt;br /&gt;This means that more and more people are "entering" the Web via social context.  Last week, Susie Wilkening wrote a &lt;a href="http://reachadvisors.typepad.com/museum_audience_insight/2009/04/facebook-is-my-newspaper.html"&gt;blog post expressing that Facebook has replaced her newspaper&lt;/a&gt; as the go-to place for relevant news in her life.  It's not hard to imagine a near future where Facebook (and sites like it) also replace a lot of the ways we use atomized search.  This already happens for me with professional research.  When I'm looking for a resource on something, my first stop is Twitter, where I can send my research question to my professional network.  Then I use Google to track down the references they mention.  People often ask me how I find out about interesting projects going on at different museums.  I'm not constantly googling "visitor co-created exhibits" and searching blind.  I find out about these things in my social networks--via blogs, professional communities, Twitter, and socially-selected content feeds, which contextualize and direct me towards information of interest.&lt;br /&gt;&lt;br /&gt;This isn't just a professional shift.  For people who are deeply immersed in social media, social networks are already a much heavier influence on personal choices--where to visit, what concert to attend--than traditional advertising.  Which means that your organization's website--a brochure out in the wilderness of the Web--is only going to remain relevant and useful as a marketing piece if it is being referenced in the social context of your users' lives.  The time is coming when atomized search will take a back seat to socially networked information sources, and that is going to change what it means to have a presence on the Web.&lt;br /&gt;&lt;br /&gt;Does this mean your organization needs a social media presence today?  No.  Think back to how and when you decided that you needed a website at all.  What was that decision based on?  Did you lose potential opportunities because you came late to the Web, or did you waste resources by investing too early in an untested environment?  You have time to make the same kind of decisions with regard to social media.  Some institutions already feel the imperative, whereas others are years away.  Social media is already changing the way people interact with the Web.  Don't say I didn't warn you.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-4429981586991606763?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=VYC9NhHJu7Y:RSkrKJvvPqQ:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=VYC9NhHJu7Y:RSkrKJvvPqQ:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=VYC9NhHJu7Y:RSkrKJvvPqQ:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=VYC9NhHJu7Y:RSkrKJvvPqQ:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/VYC9NhHJu7Y" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/VYC9NhHJu7Y/simple-argument-for-why-museums-and.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">16</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/04/simple-argument-for-why-museums-and.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-3100427722878898229</guid><pubDate>Fri, 10 Apr 2009 15:48:00 +0000</pubDate><atom:updated>2009-04-10T10:14:21.285-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">usercontent</category><category domain="http://www.blogger.com/atom/ns#">game</category><title>Game Friday: Spore, Self-Expression, and the Pitfalls of Creating Your Own Universe</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://www.spore.com/players"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 545px; height: 289px;" src="http://img.skitch.com/20090410-uk6dfgak5g5ft2ip486qkkjgy.jpg" alt="" border="0" /&gt;&lt;/a&gt;What does "game 2.0" look like?  Games are already highly participatory, but over the last few years game designers have been giving players more control over the gameworld and experience.  The ultimate substantiation of this is Spore, a game in which players invent their own life forms and manage their evolution.  Spore was released in September of 2008 to huge sales expectations.  It was intended to be a casual game that unlocked the creative potential of tens of millions of non-gamers.  But it hasn't realized that goal, and it's a cogent example of what happens when you conflate self-expression with participation.&lt;br /&gt;&lt;br /&gt;Two years ago, I &lt;a href="http://museumtwo.blogspot.com/2007/04/game-friday-story-of-god-game.html"&gt;wrote about Will Wright and the rise of "God games"&lt;/a&gt; in which players not only function within but control an expanding universe of characters, scenes, and conditions.  Last week, &lt;a href="http://venturebeat.com/2009/04/02/will-wright-favors-web-20-like-community-driven-game-design/"&gt;Wright spoke at the Web 2.0 Expo about Spore&lt;/a&gt;, and claimed that the power of Spore is not as a game but as a "self-expression tool."  Players design their own life forms, from the strange to the powerful to the very silly.  These creatures can be &lt;a href="http://www.spore.com/sporepedia#qry=all"&gt;registered on a wiki&lt;/a&gt;, and there are easy tools to &lt;a href="http://www.youtube.com/profile?user=Spore&amp;amp;view=uploaded_videos&amp;amp;sort=v"&gt;upload videos directly to YouTube&lt;/a&gt; from the game of your creature taking its first steps and yawlps.  There are over 100 million player-created creatures roaming video game consoles all over the planet.&lt;br /&gt;&lt;br /&gt;Spore is being cast as a "Web 2.0" version of a video game.  Spore does pass the basic test by getting better the more people use it.  Each new Spore creature is automatically uploaded to a central database and then redistributed to individual players' universes.  The more creatures, the more variety you can add into your own little world.  The automatic tools for uploads to other venues (like YouTube) enhance the sense that Spore creatures and activities exist outside the walled universe.  I particularly like the &lt;a href="http://www.spore.com/players"&gt;celebration of players and their creations&lt;/a&gt; on the Spore wiki, where you can read the stories behind the creatures, which often gives you a window into players' own lives and interests.&lt;br /&gt;&lt;br /&gt;But Spore is an entirely "creator"-focused experience, which &lt;a href="http://museumtwo.blogspot.com/2009/03/self-expression-is-over-rated-better.html"&gt;severely limits its potential for adoption.&lt;/a&gt;  If you do not want to make creatures and watch them grow, this is not the game for you.  Yes, the tools available to help you make creatures are lovely, but you still have to have that inclination in the first place.  Spore gives players more control over the experience than Wright's other "god" games.  In Sim City, you had a limited number of options available to you as you grew your metropolis.  In Spore, literally, the universe is the limit. &lt;br /&gt;&lt;br /&gt;Strangely, Spore is being billed as casual game, or even a toy, and is focusing on audiences that don't want to log hundreds of hours deep in the intricacies of a complex game.  Wright argues that the power of Spore is to unlock the capacity to be a game designer to anyone regardless of programming ability, that it lowers the barrier to entry sufficiently that everyone can create.  But openness can be daunting, especially to casual gamers.  Not everyone wants to design games, just as not everyone wants to write a blog or post videos.  Spore banks on the idea that we all secretly want to be creators, despite &lt;a href="http://museumtwo.blogspot.com/2008/05/creative-profiling-tools-for-defining.html"&gt;research that shows that people like to participate in different ways&lt;/a&gt;.  The simple tools for creation mask the fact that players need personal drive and intention to pick up the game in the first place. &lt;br /&gt;&lt;br /&gt;While other Web 2.0 platforms offer opportunities for creators, critics, joiners, collectors, and spectators, Spore requires every player to be a creator and offers few useful constraints on creations.  Upcoming expansions will allow players to create their own "adventures" by prescribing the gameplay at different stages.  This seems to be barking up a very niche tree of appealing to the same kind of folks who like to be dungeonmasters or write their own fan fiction.  And while there is a thriving community of self-motivated would-be game creators, it is not a massive casual gaming market.  Spore is a chemistry set without instructions, and only some of us are motivated to invent our own experiments.&lt;br /&gt;&lt;br /&gt;What does the ultimate "game 2.0" look like?  How will it balance creative acts with other forms of player participation?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-3100427722878898229?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=tfG4aHK-yAo:bUY0KbqaSGs:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=tfG4aHK-yAo:bUY0KbqaSGs:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=tfG4aHK-yAo:bUY0KbqaSGs:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=tfG4aHK-yAo:bUY0KbqaSGs:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/tfG4aHK-yAo" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/tfG4aHK-yAo/game-friday-spore-self-expression-and.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">9</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/04/game-friday-spore-self-expression-and.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-4889238137479066627</guid><pubDate>Tue, 07 Apr 2009 18:35:00 +0000</pubDate><atom:updated>2009-04-07T13:29:19.632-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">design</category><category domain="http://www.blogger.com/atom/ns#">participatory museum</category><title>Participatory Design Vs. Design for Participation: Exploring the Difference</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.skitch.com/20090407-gi3eife6awr76ny1wfdtehmcrp.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 501px; height: 316px;" src="http://img.skitch.com/20090407-gi3eife6awr76ny1wfdtehmcrp.jpg" alt="" border="0" /&gt;&lt;/a&gt;&lt;br /&gt;&lt;p&gt;&lt;span style="font-size:100%;"&gt;Pop quiz!  Which of these descriptions exemplifies participatory museum practice?&lt;/span&gt;&lt;/p&gt;&lt;ol&gt;&lt;li&gt;Museum invites community members to participate in the development and creation of an exhibit.  The exhibit opens.  It looks like a traditional exhibit.&lt;/li&gt;&lt;li&gt;Museum staff create an exhibit by a traditional internal design process, but the exhibit, once open, invites visitors to contribute their own stories and participation.  The exhibit is dynamic and changes somewhat in response to visitors' actions.&lt;/li&gt;&lt;/ol&gt;The answer (for me) is both.  But the difference between the two examples teases out a problem in differentiating "participatory design" from "design for participation."  In the first case, you are making the design process participatory.  In the second, you make the product participatory. My burning question is whether these should remain exclusive from each other.  Is an exhibit participatory if no visitor sees a place for her own contribution?  Is it participatory if the contributory experience was designed without her input?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Participatory Design means Innovating the Process&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;There are museums pursuing participatory design for a variety of reasons: to increase the diversity of voices represented in exhibits, to cast wider nets for great ideas on program topics, to engage particular partners in the exhibit design process.  I once worked on a project where the main goal behind our community-based participatory model was to make our exhibit process faster and cheaper.  Some projects engage a very small, well-defined segment of the community as partners in the process (such as the &lt;a href="http://www.wingluke.org/pages/process/exhibitprocess.html"&gt;Wing Luke Asian Museum's well-documented community process&lt;/a&gt;), whereas others invite open participation (such as &lt;a href="http://museumtwo.blogspot.com/2008/07/state-fairs-and-visitor-co-creation.html"&gt;MN150&lt;/a&gt;, &lt;a href="http://thetechvirtual.org/"&gt;Tech Virtual&lt;/a&gt;, and &lt;a href="http://museumtwo.blogspot.com/2008/07/why-click-is-my-hero-what-museum.html"&gt;Click! A Crowd-Curated Exhibition&lt;/a&gt;) from across the world.&lt;br /&gt;&lt;br /&gt;But the visitor experience of these exhibits isn't necessarily altered by the innovative process that created it.  For some museum professionals and projects, this is a good thing--it "proves" that participatory design can yield products that meet institutional standards.  But if the goal is to change as many peoples' perception of the institutional relationship to community members as possible, then limiting yourself to a hidden participatory process is problematic.&lt;br /&gt;&lt;br /&gt;The simplest way to demonstrate the participatory process is to expose it, to transparently show off the people and process involved.  But that might not make for a better exhibit.  Do people really care to learn the intricacies of how the exhibit was made?  Does knowing that individuals from their neighborhoods were involved change their perspective of the institution?&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Design for Participation means Innovating the Product&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;Transparency may tell the story, but it won't make drop-in visitors feel that the institution invites their participation.  The less simple but more effective way is to create participatory experiences on the floor, to offer every drop-in visitor a legitimate way to contribute to the museum and see their contribution respected and responded to.  This is incredibly hard, and very different than changing your exhibit design process.  The Ontario Science Centre is doing some of this in their Weston Family Innovation Centre, where visitors every day make and augment physical and virtual objects that are displayed in the museum.  The Innovation Centre is an entirely responsive space, designed for people to use each other's work as inspiration and generally to see themselves as co-creators of the space.&lt;br /&gt;&lt;br /&gt;But the Innovation Centre is a struggle to manage.  It's messy and it always changes.  It consumes stuff.  There are some people who'd prefer to just stop the action, put the participation-to-date on display, and call it "done."  But it's never done.  And that's a major monkey wrench in the standard models for how museums operate, staff, and fund their work.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;Do you Need Participatory Design for Participatory Experiences?&lt;/span&gt;&lt;/span&gt;&lt;br /&gt;&lt;br /&gt;One of the other unusual--and challenging--aspects of the Weston Family Innovation Centre is that it was designed by a lengthy, expensive participatory process that involved hundreds of prototypes and exploratory activities.  It was co-designed by staff across the Ontario Science Centre, teen co-conspirators, and visitors via a series of ingenious brainstorming and making exercises developed by Julie Bowen and her brilliant team.  Julie has commented that without this intense, exhaustive participatory process, they could not have designed such a successful, authentic-feeling participatory public space.  Engaging in the participatory process also helped the staff transition to imagining their new roles in the eventual visitor experience.&lt;br /&gt;&lt;br /&gt;But do you really need a participatory process to produce a platform for participation?  Not always.  There are fabulous participatory platforms--from community murals to StoryCorps to PostSecret--that are designed without a lick of user involvement.  I've written often about the art of designing platforms for participation, and the extent to which designers need to constrain and control the experience to structure comfortable, successful venues for participation.&lt;br /&gt;&lt;br /&gt;But an interesting problem arises when a participatory platform feels unresponsive, and users don't feel that their contributions are being respected or valued. Consider the user reactions (ranging from enthusiasm to uproar) to the evolving design of Facebook over time.  Users, who see themselves as co-creators (if not owners) of the Facebook experience, reacted negatively and protested when they felt that their interests were not taken into account.  From Facebook's perspective, the company was in control of the designed experience and had the right to roll out changes without consulting users.  Users disagreed.  Facebook is learning how to negotiate this relationship.  They need to treat respect users as design collaborators (to some extent) if they want to keep them as contributors.&lt;br /&gt;&lt;br /&gt;But how far does that go?  Do true participatory platforms need participatory design processes behind them?  Or do designers just need to be transparent about how the platform works and how users' contributions feed into the experience?&lt;br /&gt;&lt;br /&gt;This question isn't rhetorical; it's something I'm really grappling with as I work with museums that are trying to be more "participatory" overall.  To me, a participatory museum is one in which visitors perceive the institution as actively inviting and incorporating contributions from non-professionals.  Does that require participatory design, design for participation, or both?&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-4889238137479066627?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=6JO_bmBNrKc:3oYgJHJpUmw:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=6JO_bmBNrKc:3oYgJHJpUmw:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=6JO_bmBNrKc:3oYgJHJpUmw:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=6JO_bmBNrKc:3oYgJHJpUmw:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/6JO_bmBNrKc" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/6JO_bmBNrKc/participatory-design-vs-design-for.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">5</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/04/participatory-design-vs-design-for.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-4189108576933112878</guid><pubDate>Fri, 03 Apr 2009 14:53:00 +0000</pubDate><atom:updated>2009-04-09T17:05:01.776-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Quick Hits</category><category domain="http://www.blogger.com/atom/ns#">professional development</category><title>Quick Hit: Upcoming Experiments and Workshops</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.skitch.com/20090403-xs11122chmenc6bcq2hhtqs5am.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 508px; height: 315px;" src="http://img.skitch.com/20090403-xs11122chmenc6bcq2hhtqs5am.jpg" alt="" border="0" /&gt;&lt;/a&gt;I’m traveling for half of April.  The bad news is that I don’t get much face time with the dog.  The good news is that I get to see all of you who inspire and energize me.&lt;br /&gt;&lt;br /&gt;I hope you will join me for…&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;StrangeMuse Experiment—this Sunday, April 5.&lt;/span&gt;  You can participate in &lt;a href="http://strangemuse.tumblr.com/"&gt;this experiment &lt;/a&gt;from anywhere in the world (I’ll be in Seattle at the zoo with a group of grad students).  The experiment is a multi-step activity in which you talk to strangers, get strangers talking to each other, and then build a social object that mediates conversation among strangers (more &lt;a href="http://museumtwo.blogspot.com/2009/03/join-me-for-social-design-experiment-on.html"&gt;here&lt;/a&gt;).  We tried this at the Denver Art Museum last week, and it is incredibly challenging—you can’t just put out a box of chocolates and expect people to talk.  I encourage you to take part and document your triumphs and spectacular failures &lt;a href="http://strangemuse.tumblr.com/"&gt;on this site&lt;/a&gt;.  I will aggregate the results for later discussion on the blog.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Virtual-to-real design workshop at Museums and the Web—Friday, April 17 in Indianapolis. &lt;/span&gt; We’ll be tackling tough questions around how to design elegant, physical substantiations of virtual functions like tagging and personalization.  If you can’t attend the conference, you can read &lt;a href="http://www.archimuse.com/mw2009/papers/simon/simon.html"&gt;my paper&lt;/a&gt; on this topic and play along at home.  There are also lots of other great papers from the conference; my favorites so far are the evaluation report on the &lt;a href="http://www.archimuse.com/mw2009/papers/schaller/schaller.html"&gt;impact of the Wolfquest game&lt;/a&gt; and &lt;a href="http://www.archimuse.com/mw2009/papers/grabill/grabill.html"&gt;conversational learning on the Science Buzz blog&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-weight: bold;"&gt;Free workshop on topic of your choosing—Friday, April 24 in Seattle (UPDATE: FULL, BUT THERE IS A WAIT LIST).&lt;/span&gt;  I’m teaching a course on social technology at the University of Washington Museology program this spring, and we’ve decided to open up a FREE workshop on participatory design for museum practitioners and other students on the afternoon of the 24th (thank you, UW).  It’s a two-hour workshop to be held at the university and space is limited—&lt;a href="https://catalysttools.washington.edu/webq/survey/morriss8/72989"&gt;go here to register&lt;/a&gt;.  Since we don’t know who will sign up and what your needs will be, &lt;a href="http://april24workshop.uservoice.com/"&gt;you can vote on the workshop topic&lt;/a&gt; that would be of most value to you.  Please feel free to comment or ask questions about topics on the forum, but I'd prefer if only those who think they might actually attend vote.  There will also be a reception at 4pm in the mezzanine of the UW tower if you just want to shmooze and (bonus!) meet my husband and parents-in-law.  But not the dog.  He doesn't do workshops.&lt;br /&gt;&lt;br /&gt;And if any of you want to try some acroyoga (shown in the photo at top), consider coming to the &lt;a href="http://createcollaborate.org/"&gt;Creativity and Collaboration retreat&lt;/a&gt; or cornering me at a carpeted moment at a conference.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-4189108576933112878?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
&lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=qIghsBrXr44:SIZP1je5aeQ:yIl2AUoC8zA"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=yIl2AUoC8zA" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=qIghsBrXr44:SIZP1je5aeQ:F7zBnMyn0Lo"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?i=qIghsBrXr44:SIZP1je5aeQ:F7zBnMyn0Lo" border="0"&gt;&lt;/img&gt;&lt;/a&gt; &lt;a href="http://feeds.feedburner.com/~ff/museumtwo?a=qIghsBrXr44:SIZP1je5aeQ:qj6IDK7rITs"&gt;&lt;img src="http://feeds.feedburner.com/~ff/museumtwo?d=qj6IDK7rITs" border="0"&gt;&lt;/img&gt;&lt;/a&gt;
&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/qIghsBrXr44" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/qIghsBrXr44/quick-hit-upcoming-experiments-and.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">4</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/04/quick-hit-upcoming-experiments-and.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-4593153109400603954</guid><pubDate>Wed, 01 Apr 2009 12:18:00 +0000</pubDate><atom:updated>2009-04-12T16:37:42.369-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">Core Museum 2.0 Ideas</category><category domain="http://www.blogger.com/atom/ns#">design</category><title>Becoming Generous Thieves: Notes from the Museums in Conversation Keynote</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://prezi.com/20023/"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 424px; height: 342px;" src="http://img.skitch.com/20090401-k77uqec8knbhdtk1if8isd2g4q.jpg" alt="" border="0" /&gt;&lt;/a&gt;On Monday, I gave the keynote at the &lt;a href="http://www.upstatehistory.org/services/conferences/ConferenceSchedule.html"&gt;Museums in Conversation conference&lt;/a&gt; in Tarrytown, NY.  It happened at 7:45 in the morning, and I know that many of you were not there, let alone awake, at that time.  So I want to share the thoughts that I offered to that intrepid early crew on Monday.  You can also see the images I used, which were constructed with an extremely cool presentation software called Prezi, &lt;a href="http://prezi.com/20023/"&gt;here&lt;/a&gt;.  (For those who start drooling, Prezi will be launched publicly on April 5 and is pretty easy to use.)&lt;br /&gt;&lt;br /&gt;I focused on two attributes that I think we should all be cultivating: &lt;span style="font-weight: bold;"&gt;greed and generosity.&lt;/span&gt;  Greed, because creative greediness motivates us to hunt down and steal the best design techniques the world has to offer, and generosity, because giving those great ideas and applications away is the only way to change the larger cultural landscape.&lt;br /&gt;&lt;br /&gt;I learned to cultivate creative greed while working on &lt;a href="http://www.spymuseum.org/operationspy/opspy.php"&gt;Operation Spy&lt;/a&gt; at the International Spy Museum, where I was lucky to be working on a project that was so new to us that we didn't have any pre-established models or structures for doing it.  I spent a lot of research time learning how designers in related fields solve the problems we had developing Operation Spy: how screenwriters craft plot twists, how game designers build instructions into the game, how theme park designers deliver consistent, high-impact multi-sensory experiences.  I approached all of these fields with one question in mind: &lt;span style="font-weight: bold;"&gt;"What can I steal?"&lt;/span&gt;  What amazing thing is this designer or author or game creator doing that I can take a slice of and stick into my museum?&lt;br /&gt;&lt;br /&gt;The question stuck with me, after Operation Spy, after leaving the Spy Museum.  I started to apply it more broadly, to look around at my lived experience, find the great stuff and ask myself, &lt;span style="font-weight: bold;"&gt;“how can I steal that to make museums more amazing?”&lt;/span&gt; This is not to say that I don’t have confidence in museums’ core value or services.  But I also recognize where we’re falling short.  We aren’t reaching all the audiences we’d like to.  We’re not essential parts of every community.  We’re not even getting the finanacial and politicial support we’d like.&lt;br /&gt;&lt;br /&gt;So my response is to be greedy, to look for the models I can steal from to try to tackle some of the challenges museums face.  In 2006, I honed in on a particular cookie jar I love to steal from: the social Web.  In the beginning, the Web was a lot like a museum.  It had a lot of interesting, sometimes esoteric information.  You could poke around and read things and click things.  But then, just in this last decade, the Web 2.0 revolution came along, and the Web became a social environment where people could share their own content with others, discuss it, and redistribute it.&lt;br /&gt;&lt;br /&gt;Whether you think this was a good development or not, the fact is that it changed the Web from a nice to have to a must have for a lot of people.  There are college students who cannot make it through the day without checking Facebook multiple times.  There are people using the social Web to organize protests, discuss deep issues, and build lasting relationships.  There was a &lt;a href="http://blog.nielsen.com/nielsenwire/wp-content/uploads/2009/03/nielsen_globalfaces_mar09.pdf"&gt;study published earlier this month by Neilson Research&lt;/a&gt; about the astronomical growth of social networks from Dec 2007 to Dec 2008.  The fastest growing demographics are over 35.  One third of Facebook users are 35-49 and one quarter are 50 plus.  This isn’t just a change in youth culture.  It’s a change that affects everyone.&lt;br /&gt;&lt;br /&gt;I see this change and I want it for museums, so I study the models of how the social Web works and apply them as greedily as possible to my own work as an exhibit designer. I want museums to be like the Web.  I want a college student to feel like her week is not complete if she didn’t make it to the museum.  I want guys like my dad, boomers who are seeking meaningful connections online, to see museums as the physical place that support their needs.&lt;br /&gt;&lt;br /&gt;Why are museums the right place to become the physical substantiation of the social Web?  Because we’re all about niche content!  We’ve got that wrapped up! There’s a technology thinker named Cory Doctorow &lt;a href="http://www.boingboing.net/2006/10/10/disney-exec-piracy-i.html"&gt;who once said:&lt;/a&gt; "Content is just something to have a conversation about."  This is a pretty threatening quote on one level.  I think when lots of museum people express concern about Web 2.0, their fear is this—that the museum’s carefully created and protected content and expertise will be drowned out by the conversation.  But I see this quote in a different way.  Sure, content is something to have a conversation about… but it’s the ONLY thing to have a conversation about!&lt;br /&gt;&lt;br /&gt;And museums have really good content--content related to the core interests of niche groups who aggregate online.  And they don't just meet virtually.  One of the interesting things about the social Web is that it has increased the ability for people to affiliate with strangers and meet up in person.  This is what online dating is all about, but it’s also what sites like Meetup are for.  There are groups of knitters and genealogists and airplane nuts meeting in coffee shops and bars to talk about the niche content they love.  This drives me crazy.  Bars and coffeeshops are taking our market share! Museums should be the place for that (more on this &lt;a href="http://museumtwo.blogspot.com/2008/08/new-models-for-community-partnerships.html"&gt;here&lt;/a&gt;)--for people to meet and share their love of culture, science, and history.&lt;br /&gt;&lt;br /&gt;&lt;span style="font-size:130%;"&gt;&lt;span style="font-weight: bold;"&gt;And this is where the generosity comes in.  &lt;/span&gt;&lt;/span&gt;In the same breath with which we need to greedily steal all the ways that social conversation around content works on the web, we need to generously provide the real-world platforms for those conversations.&lt;br /&gt;&lt;br /&gt;What does this kind of generosity look like?  It could be offering a space in your museum for local meetups.  It could be instituting a &lt;a href="http://www.wingluke.org/pages/process/introduction.html"&gt;community process like the one the Wing Luke Museum in Seattle uses&lt;/a&gt; to invite community groups to propose and co-design exhibits on topics of extreme relevance to them in the museum.  It could be doing something as simple as providing a blog about topics of value to your audience.  That’s how I got here today.  In 2006 I started to chronicle my adventures in greediness.  In a small act of generosity, I made my learning a public act via a blog called Museum 2.0.  And in about a million ways, that generosity has been paid back to me in spades.  It was easy for me to be generous – I was already doing that learning anyway!  In the same way, there are some easy ways for you and your institution to be generous.  Think about what you have that your target community needs, and I’m sure you can find a match.&lt;br /&gt;&lt;br /&gt;Two of my favorite examples of museums that found strategic ways to be generous are COSI in Columbus, OH, and the Wild Center in the Adirondacks of New York.&lt;br /&gt;&lt;br /&gt;I've &lt;a href="http://museumtwo.blogspot.com/2009/02/change-from-inside-conversation-with.html"&gt;written about COSI before&lt;/a&gt;, but on Monday I focused on their &lt;a href="http://www.wosu.org/archive/wosuatcosi/index.php"&gt;strategic partnership with WOSU&lt;/a&gt;, the local public broadcasting station.  By 2005, a bond measure had failed and COSI was struggling financially.  COSI has a big building, and they had closed some galleries to reduce their operating costs.  So partly as a financial measure and partly as a community development measure, they started leasing space to simpatico organizations.  One of the most important of these is WOSU, the local public radio station.  I don’t have to tell you how much news organizations are struggling to remain relevant—and solvent—in today’s economy.  So COSI rents 12,000 sq ft of space to WOSU, which then has a digital studio and some public space to hold events and stage exhibits.  WOSU programs happen at the museum, and they collaborate as partners to host other events for the growing Columbus non-profit and media fields.&lt;br /&gt;&lt;br /&gt;You may not think of Columbus as the next Silicon Valley, but there are a lot of energetic tech startups and entrepreneurs there who are ready to convince you.  COSI has become a literal, physical hub for the growth of these new businesses, and their partnership with WOSU makes them a powerhouse on the airwaves, with the mayor, and with the future engineers of Columbus.&lt;br /&gt;&lt;br /&gt;Looking at it now, it may seem obvious.  But this is a museum that just a few years ago was seen by voters as irrelevant to life in Columbus.  COSI had a desperate need to raise money.  The team saw that the only way to get that money was to be relevant to the community.  So they were generous with something they already had, something that was plaguing them—extra space—and used that as the basis of a new fruitful collaboration.  Now, they are relevant not only to their core family and school audiences but to a much wider audience of young professionals as well.&lt;br /&gt;&lt;br /&gt;I don’t think of Columbus as a huge cosmopolitan place.  But I understand that the majority of museums are nowhere near as big as COSI and do not have 12,000 sq ft of space just lying around.  So the other example I want to share is from a small institution in the Adirondacks called &lt;a href="http://www.wildcenter.org/index.php"&gt;The Wild Center&lt;/a&gt;.&lt;br /&gt;&lt;br /&gt;The Wild Center has a small indoor exhibit and 31 acres of trails with interpretative material.  They are open seasonally and have small visitation.  But the Wild Center staff feel pretty strongly about the fact that the Adirondacks are a rare place in our country where there is a history of serious action to protect and preserve the natural environment.  And they noticed that not enough people in the Adirondacks were concerned about climate change and its effect on both the natural environment and local businesses.&lt;br /&gt;&lt;br /&gt;So they started a &lt;a href="http://www.wildcenter.org/index.php?sub=36"&gt;climate conference&lt;/a&gt; that focused on economic models for local businesses and governments not just to survive but to succeed in a world of climate change.  Sure, they talked about the gloom and doom, but they focused it very locally on the Adirondacks and worked with local builders, politicians, and business owners to help them understand how reducing their carbon footprints could improve their towns and businesses.  It was a generous action that was seen as neighborly.  A &lt;a href="http://www.adirondackalmanack.com/2008/10/wild-center-local-leader-on-adirondack.html"&gt;local blogger celebrated&lt;/a&gt;:&lt;br /&gt;&lt;blockquote&gt;Two years ago I was lamenting that no local public leaders were stepping up to the plate on trying to understand what global climate change would mean for the Adirondacks (and its ski-tourism industry) - thankfully, that has changed.  The Wild Center in Tupper Lake has taken on the lead role of informing their neighbors about the potential impacts of global warming (such as the impact on amphibians), showing local builders what they can do to mitigate those affects, and organizing scientific meetings to discuss and assess the progress of climate change in the Adirondacks.&lt;/blockquote&gt;&lt;br /&gt;What’s greedy and generous in both of these examples?  In both cases, the museums had a need—for COSI, to avoid bankruptcy, for the Wild Center, to be relevant to their neighbors.  They looked around and found something to steal—a business model here, a free advertising channel there—and coupled it with something they could give—space and information.  The things they gave were things that were needed by the communities they serve—really needed, not just nice-to-haves.  And by providing a community service that was seen as highly valuable, both museums positioned themselves more securely in their local environments.&lt;br /&gt;&lt;br /&gt;I encourage you to take these two ideas--greed and generosity--and use them throughout your work and life.  When you listen to someone share their experience, think to yourself, “What can I steal from this story?”  When you hear someone express a need, think to yourself, “What can I offer that would support this person?”&lt;br /&gt;&lt;br /&gt;And if you find yourself sitting at a conference eating breakfast next to someone you don’t know, maybe you don’t want to go through the small talk and find out what their job title is and where they’re from.  That’s ok.  Cut to the chase.  Ask them, “what's the most amazing thing you’ve seen recently that we could steal to improve museums?”&lt;br /&gt;&lt;br /&gt;My dream is that this starts right now, this morning, with all of us.  Form a crime ring with the people sitting next to you.  It’s like Robin Hood.  Start planning heists on the best thing the world has to offer, and start giving away everything you’re hanging onto for no good reason.&lt;br /&gt;&lt;br /&gt;Make a list.  Become a generous, greedy thief.  Find the good stuff, use it like crazy, and tell everyone about it.  I live a life governed by these two questions.  I love being a creativity thief and giving my best ideas away.  And I hope somebody will use them.&lt;br /&gt;&lt;br /&gt;I sometimes think of museums as a kind of thrift store, preserving cast-off bits of material culture for new audiences to fall in love with.  I buy my clothes from the thrift store.  I like the idea that something that became extraneous for someone else can become the jacket or pants that I depend on.  I want that for museums.  That’s why they call it goodwill.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-4593153109400603954?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
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&lt;/div&gt;&lt;img src="http://feeds.feedburner.com/~r/museumtwo/~4/qGsO4Z-RPRQ" height="1" width="1"/&gt;</description><link>http://feedproxy.google.com/~r/museumtwo/~3/qGsO4Z-RPRQ/becoming-generous-thieves-notes-from.html</link><author>ninaksimon@gmail.com (Nina Simon)</author><thr:total xmlns:thr="http://purl.org/syndication/thread/1.0">5</thr:total><feedburner:origLink>http://museumtwo.blogspot.com/2009/04/becoming-generous-thieves-notes-from.html</feedburner:origLink></item><item><guid isPermaLink="false">tag:blogger.com,1999:blog-37032121.post-6998436509253905999</guid><pubDate>Fri, 27 Mar 2009 18:00:00 +0000</pubDate><atom:updated>2009-03-27T11:19:26.643-07:00</atom:updated><category domain="http://www.blogger.com/atom/ns#">exhibition</category><category domain="http://www.blogger.com/atom/ns#">Museums Engaging in 2.0 Projects</category><category domain="http://www.blogger.com/atom/ns#">design</category><category domain="http://www.blogger.com/atom/ns#">participatory museum</category><title>Take a Side Trip to the Denver Art Museum</title><description>&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.skitch.com/20090327-d959c23fkcwmuihayhpd19gfk.jpg"&gt;&lt;img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 502px; height: 314px;" src="http://img.skitch.com/20090327-d959c23fkcwmuihayhpd19gfk.jpg" alt="" border="0" /&gt;&lt;/a&gt;This blog post is a love letter to an exhibit, written in patchouli ink across the back of an old Janis Joplin record.  This week, the Denver Art Museum (DAM) opened a new temporary exhibition called &lt;a href="http://exhibits.denverartmuseum.org/psychedelic/"&gt;The Psychedelic Experience&lt;/a&gt;, featuring rock posters from San Francisco in the heyday of Bill Graham and electric kool-aid.  I happened to be at DAM for work and got to experience this amazing exhibit.&lt;br /&gt;&lt;br /&gt;More precisely, the amazing part was a second, smaller room called Side Trip, just off the entrance to the poster show.  Side Trip is an immersive environment full of interactive experiences that let visitors share their own stories of the 1960s, make their own rock posters, and explore the music and vibe of the time.  It is an incredible museum experience.  It wasn’t expensive to construct, it doesn’t rely on artifacts, and the interactives integrate technology in a low-key, magical way.  It’s a thrilling challenge to the traditional form of art museum exhibit design, and better yet, visitors like it.&lt;br /&gt;&lt;br /&gt;There are two aspects of Side Trip that really stand out: the immersive environment and the design of the interactives.  They function together to make the space special (and to support incredibly long dwell time in Side Trip), but I’ll examine them separately.&lt;br /&gt;&lt;br /&gt;First, the environment.  The most striking thing about the space is the low light (which accounts for the poor quality of my photos).  You feel like you are in a friendly, almost clandestine space, which is no small feat in DAM’s austere white boxes.  The space is full of funky, period-ish furniture, everything touchable, everything open to sprawl on or hang out.  They bought the furniture on Ebay and are planning to sell it at the end of the show per Sarah Palin’s specifications.  There’s music playing, and the space includes both open and intimate areas so you slide from living room to concert hall to record store to telephone booth without getting disoriented or feeling confined.&lt;br /&gt;&lt;br /&gt;The signage in the exhibit is deliciously informal.  The glass door at the front has a ripped piece of lined paper taped to it that says, “hey man, the posters are next door.”  But why spend time in the harsh light of a gallery when you could hang in this hand-scrawled den?  All of the instructions are handwritten on paper or cardboard.  The story-sharing stations, which are rolodexes filled with cards on which you can share your first acid trip or your experience as a goody-two-shoes who didn’t tune in, feel naturally integrated into the overall feel and expectations of the space.  There is no dissonance between the museum’s formal voice and laminate and the visitors’ pens and paper.  We’re all together, man.&lt;br /&gt;&lt;br /&gt;While the immersive space’s extreme departure from standard art gallery design may be its most radical feature, the gem for me is the interactives.  The interactive experiences in Side Trip are superlative.  They are intelligently thought out and offer experiences at various levels of depth and creative participation.&lt;br /&gt;&lt;br /&gt;&lt;a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="http://img.skitch.com/20090327-nm3q2x6jdactay3h799qgiq749.jpg"&gt;&lt;img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 270px; height: 327px;" src="http://img.skitch.com/20090327-nm3q2x6jdactay3h799qgiq749.jpg" alt="" border="0" /&gt;&lt;/a&gt;The primary interactive activity is one in which visitors can make their own rock posters. Rather than giving people blank sheets of paper and markers, the DAM educators devised a brilliant scheme that gives people a low barrier to entry into the daunting world of art-making.  Tables are set up with clipboards that have transparencies on them.  There are stacks of graphics, cut-out reproductions from the real rock posters on display next door, which visitors can place under the transparencies to arrange and remix into poster designs of their own choosing.  Visitors can also use dry erase markers to trace over the graphics, augment them, and add their own flair.  When someone is satisfied with her recombined poster, she hands it to a staff member, who puts it in a color copier.  The visitor is given a copy of her poster and the museum keeps a copy as well.  The results of this physical “remix” activity are beautiful, intricate posters.  You can’t easily tell where the remixed artifacts end and the visitors’ additions begin.  I saw teens and adults who sat and did this activity for 45 minutes and wasn’t surprised to hear that some people spend over an hour on it.  But you don’t have to start with a blank slate – you’re given a starting point via the graphics that also tied the activity tightly to the artifacts in the show.  Brilliant.&lt;br /&gt;&lt;br /&gt;There were several comparably ingenious interactive experiences.  One of my favorites (given my pet love of using technology to mediate social experiences among strangers) was a piece called Light Show.  A large wall featured a slowly undulating, multi-colored projection passing by, like the visual aftermath of an accident in a lava lamp factory. There were two slide projectors set up facing the wall, and a staff member invited me to make my own additions to the light show by pouring colored water and oil together on a plastic tray and then pressing another piece of plastic against the liquid to smoosh it. This was fun, though a little goofy, and I saw lots of people watching who were not comfortable enough to put themselves on display publicly.  But it got really interesting when another visitor approached the second slide projector.  He did the same thing as me, with different colors, and the staff member adjusted the throw of both of our projectors to overlap.  Our art was intertwining on the wall without us having to compete for the same tray of colored water.  We started working together and talking about it, standing a few feet apart at our separate projectors.  It’s a low-tech example of the way people feel comfortable engaging with strangers when the interpersonal element is somewhat removed from your physical person.&lt;br /&gt;&lt;br /&gt;There are also some clever high-tech interactives coupled with familiar low-tech technologies to create a magical experience.  There are listening stations that look like stacks of records in crates (which they are).  You put on headphones and flip through the records just as you would in a store.  As your hands move through the records, the music changes to whatever record you are currently checking out.  Magical, simple, surprising.&lt;br /&gt;&lt;br /&gt;There are also two telephone booths featuring the “Youtubeaphone,” a rotary dial payphone with small embedded screens.  You can dial into old rock videos from the era, leave your own video, or watch other memories recorded by visitors.  This was a little less intuitively magical than the records, but still a delightful play on how we think about connecting with the past through period objects and media.&lt;br /&gt;&lt;br /&gt;It’s not surprising, given the exhibition’s topic, that many visitors come into the Psychedelic Experience with a story to share or a connection to the era.  In the more formal poster gallery, I saw many pierced teens listening unironically as their parents enthused about Jefferson Airplane.  But the design of Side Trip really allows those stories to flourish, both through creative acts like the poster-making and light show and through participatory expression on the rolodexes and the Youtube-a-phone. The content-producing experiences were engrossing for creators, but more importantly, the spectator experience of these visitor-generated stories, posters, and light shows was really excellent.  I spent a long time reading the stories of first concerts and ogling the posters made by visitors, and I saw lots of other people doing the same. The experience was comfortable, diverse, authentic, content-oriented, and deep.  I don’t often leave museum galleries regretful that I have to go.&lt;br /&gt;&lt;br /&gt;Would Side Trip have been better if it had been fully integrated with the Psychedelic posters show?  Probably.  The lounge-y spaces could have punctuated the exploration of the artifacts, encouraging visitors to alternate between examination of objects and personal histories.  It would have provided more varied context for the artifacts, and I know it would have increased my dwell time with the posters.  Relegating Side Trip to a separate room allows traditionalists to avoid the dialogue about how participatory experiences might positively enhance the overall exhibit experience. It may also give visitors the perception of a segregated world of (square) galleries and (hip) side trips.&lt;br /&gt;&lt;br /&gt;But there’s also something special about creating a singular place for this kind of experience, and the overall feel--the lighting, the signage—would have been somewhat compromised in a mixed gallery.  Side Trip is an inviting art-oriented place for visitors. It is not made to show art or protect objects or display the brilliance of a curator.  It is made for visitors to be creators, explorers, and participants.  And there’s something really groovy about that.&lt;div class="blogger-post-footer"&gt;&lt;img width='1' height='1' src='https://blogger.googleusercontent.com/tracker/37032121-6998436509253905999?l=museumtwo.blogspot.com'/&gt;&lt;/div&gt;&lt;div class="feedflare"&gt;
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