Showing posts with label Museums Engaging in 2.0 Projects. Show all posts
Showing posts with label Museums Engaging in 2.0 Projects. Show all posts

Thursday, December 07, 2017

Guest Post by Jasper Visser: Storytelling for Social Cohesion at Story House Belvédère

I first read about Story House Belvédère on Jasper Visser’s excellent blog, The Museum of the Future. This small, startup cultural project in Rotterdam works directly and intimately with community members to share their stories. It is a platform for social bridging and cultural exchange. Jasper enhanced his original post to share with you here. I hope you’ll be as charmed and inspired by Story House Belvédère as I am.

Story House Belvédère in Rotterdam, the Netherlands, is a magical place. On a beautiful location in a former jazz-era night club, a committed team works on storytelling activities to bring different communities in the city together, and contribute to a happier, more engaged city. They do so by making the stories of individuals and communities visible, and encouraging new encounters. In its short existence (it opened in 2013), the place has made a name for itself as a successful community-driven, innovative cultural initiative.

I visited Story House Belvédère as part of the new Intangible Cultural Heritage and Museum Projects I am involved in. I had heard a lot about Belvédère before my visit, so my expectations were high. The place surpassed them. I spoke with some of the people working there, especially founder Linda Malherbe.

What makes Story House Belvédère so special?

It is rooted in its diverse neighborhood and the people who live there.

Story House Belvédère is in Katendrecht, in southern Rotterdam. Katendrecht is a part of town that for over 125 years has been a home for migrants and newcomers to the city. The neighborhood is a mix of people and communities by design and has a rich social history. Currently, the neighborhood is being gentrified and its development, which tells a wider story about the city, is ongoing. The team found the current home of Belvédère almost by chance when they were looking for a temporary working space. But the location proved perfect. According to Linda, the project could not have been imagined and developed anywhere else in the city. A diversity of people and stories is the reason it exists.

It started as a community project rooted in relationship-building.

Before there was a house, the team behind Belvédère organised a community-focused social photography exhibition outdoors on one of the quais in the south of Rotterdam. It was an exhibition of group portraits of the many communities in the area. City officials doubted the idea of an exhibition in the public space in a part of town they considered dangerous. They said, "you will get shot at, and in two weeks everything will be destroyed." But they were wrong. The exhibition was up for a year and a half. When it ended, the portrayed communities took their portraits home, starting relationships with Belvédère which in some cases still persist.

After the photography show, the team was encouraged to continue their work. They focused on one of the key events in Rotterdam history: the bombing of the city at the beginning of the Second World War. Inspired by Story Corps, they toured the neighborhood with a mobile recording studio and captured memories of the bombing. They created storytelling events and shows, which prompted other communities to start telling their own stories. As Linda says, “Every story inspires a new story.”

The success of the storytelling events encouraged the team to look for a permanent location. They found it in the old jazz club/boxing gym/neighborhood museum Belvédère, a building which dates back to 1894. Together with the communities they had worked with before, they are now renovating the building. In 2018 it will officially reopen. But currently you can visit when the door is unlocked - which is almost daily. After the formal reopening, they still expect to evolve. As Linda says, the process will never be finished, as people will always continue to add and make changes to the building to reflect new stories and ideas.

The community values of the team permeate the space and their projects.

Already you can feel Story House Belvédère is a special place. You feel it the moment you step into their warm and welcoming space. It feels like a living room, where everybody can be a friend. Even the coffee cups and the cookies are in style. The magic, of course, goes beyond aesthetics and is deeply embedded in the organization.

A small team is the driving force behind all projects. It is a committed, dynamic group of freelancers who care about the mission and magic of the place. The place they created is warm and welcoming, and yet it is their energy and enthusiasm that stuck with me most after my visit. I asked Linda to describe what defines the team, and received over a dozen characteristics:
  • A shared love for people 
  • They are good listeners 
  • Positively curious, and always asking new questions 
  • Actively looking for (a diversity of) people 
  • Etc. etc.
The approach the team takes to connect with communities and then connecting communities is straightforward. In projects, they build a profound relationship with one specific community, such as the Chinese, Bulgarians, or football hooligans. This relationship is based on a genuine interest and includes a long-term commitment to stay involved with each other. When I visited, a community member had made our delicious Bulgarian lunch. Such profound ties make it possible that when a new project focuses on another community, the team can personally invite people from other communities to join. In that way, they build bridges between communities. Everything starts with listening and being curious about the other, and then inviting people, as guests, to take part.

This approach permeates all activities of Story House Belvédère. If you rent the place for a private event such as a wedding, some spots at the event are reserved for people from other communities. So, if you’re interested in joining a Syrian wedding or Jewish Bar Mitzvah, you can. The reason this works is because of the personal ties between the team and the communities. The aim of Linda and her team is to create relationships with people that are everlasting.


Wednesday, June 24, 2015

ASKing about Art at the Brooklyn Museum: Interview with Shelley Bernstein and Sara Devine


I’ve always been inspired by the creative ways the Brooklyn Museum uses technology to connect visitors to museum content. Now, the Brooklyn Museum is doing a major overhaul of their visitor experience--from lobby to galleries to mobile apps--in an effort to “create a dynamic and responsive museum that fosters dialogue and sparks conversation between staff and all Museum visitors.” This project is funded by Bloomberg Philanthropies as part of their Bloomberg Connects program.

I’ve been particularly interested in ASK, the mobile app component of the project. The Brooklyn team has been blogging about their progress (honestly! frequently!). To learn more, I interviewed Brooklyn Museum project partners Shelley Bernstein, Vice Director of Digital Engagement & Technology, and Sara Devine, Manager of Audience Engagement & Interpretive Materials.

What is ASK, and why are you creating it?

ASK is a mobile app which allows our visitors to ask questions about the works they see on view and get answersfrom our staffduring their visit.  

ASK is part of an overall effort to rethink the museum visitor experience. We began with a series of internal meetings to evaluate our current visitor experience and set a goal for the project. We spent a year pilot-testing directly with visitors to develop the ASK project concept. The pilots showed us visitors were looking for a personal connection with our staff, wanted to talk about the art on view, and wanted that dialogue to be dynamic and speak to their needs directly. We started to look to technology to solve the equation. In pilot testing, we found that enabling visitors to ASK via mobile provided the personal connection they were looking for while responding to their individual interests.

Are there specific outcome goals you have for ASK? What does success look like?

We have three goals.

Goal 1: Personal connection to the institution and works on view. Our visitors were telling us they wanted personal connection and they wanted to talk about art. We need to ensure that the app is just a conduit to helps allow that connection to take place.  

Working with our team leads and our ASK team is really critical in thiswe’ve seen that visitors want dialogue to feel natural. For example, staff responses like: “Actually, I’m not really sure, but we do know this about the object” or encouraging people with “That’s a great question” has helped make the app feel human.

Goal 2: Looking closer at works of art. We’d like to see visitors getting the information they need while looking more closely at works of art. At the end of the day, we want the experience encouraging visitors to look at art and we want screens put to the side. We were heartened when early testers told us they felt like they were looking more closely at works of art in order to figure out what questions to ask. They put down the device often, and they would circle back to a work to look again after getting an answerall things we verified in watching their behavior, too.

Moving forward, we need to ensure that the team of art historians and educators giving answers is encouraging visitors to look more closely, directing them to nearby objects to make connections, and, generally, taking what starts with a simple question into a deeper dialogue about what a person is seeing and what more they can experience.  

Goal 3: Institutional change driven by visitor data. We have the opportunity to learn what works of art people are asking about, what kinds of questions they are asking, and observations they are making in a more comprehensive way than ever before. This information will allow us to have more informed conversations about how our analog interpretation (gallery labels for example) are working and make changes based on that data.

So, success looks like a lot of things, but it’s not going to be a download rate as a primary measure. We will be looking at how many conversations are taking place, the depth of those conversations, and how much conversational data is informing change of analog forms of interpretation.  

You’ve done other dialogic tech-enabled projects with visitors in the past. Time delay is often a huge problem in the promise of interaction with these projects. Send in your question, and it can be days before the artist or curator responds with an answer. ASK is much more real-time. As you think about ASK relative to other dialogic projects, is timeliness the key difference, or is it something else entirely?

How much “real time” actually matters is a big question for us. Our hunch is it may be more about how responsive we are overall. Responsive means many thingstime, quality of interaction, personal attention. It’s that overall picture that’s the most important. That said, we’ve got a lot of testing coming up to take our ASK kiosksthe ipads you can use to ask questions if you don’t have or don’t want to use your iPhoneand adjust them to be more a part of the real time system.  Also, now that the app is on the floor we’re testing expectations that surround response time and how to technically implement solutions to help. There’s a lot to keep testing here and we are just at the very beginning of figuring this out.

That’s really interesting. If the conversations are about specific works of art, I would assume visitors would practically demand a real-time response. But you think that might not be true?

In testing, visitors were seen making a circle pattern in the galleries. They would ask a question, wander around, get an answer and then circle back to the work of art. Another recent tester mentioned that the conversation about something specific actually ended in a different gallery as he walked, but that he didn’t mind it. In another testing session, a user was not so happy she had crossed the gallery and then was asked to take a picture because the ASK team member couldn’t identify the object by the question; she didn’t want to go back. This may be one of those things people feel differently about, so we’ll need to see how it goes.

If we are asking someone to look closer at a detail (or take a photograph to send us), we’ll want to do that quickly before they move on, so there’s a learning curve in the conversational aspect that we need to keep testing. For instance, we can help shape expectations by encouraging people to wander while we provide them with an answer and that the notifications feature will let them know when we’ve responded.

Many museums have tried arming staff with cheerful “Ask me!” buttons, to little effect. The most common question visitors ask museum staff is often “Where is the bathroom?” How does ASK encourage visitors to ask questions about content?

Actually, so far we’ve had limited directional, housekeeping type questions. People have mostly been asking about content. Encouraging them to do more than ask questions is the bigger challenge.

We spent a LOT of time trying to figure out what to call this mobile app. This is directly tied into the onboarding process for the appthe start screen in particular. We know from user testing that an explanation of the app function on the start screen doesn’t work. People don’t read it; they want to dive right into using the app, skimming over any text to the “get started” button. So how to do you convey the functionality of the app more intuitively? Boiling the experience down to a single, straight forward call-to-action in the app’s name seemed like a good bet.

We used “ask” initially because it fit the bill, even though we knew by using it that we were risking an invitation for questions unrelated to content—”ask” about bathrooms, directions, restaurants near byparticularly when we put the word all over the place, on buttons, hats, signs, writ large in our lobby.

Although “ask” is a specific kind of invitation, we’re finding that the first prompt displayed on screen once users hit “get started” is really doing the heavy lifting in terms of shaping the experience. It’s from this initial exchange that the conversation can grow. Our initial prompt has been: “What work of art are you looking at right now?” This prompt gets people looking at art immediately, which helps keep the focus on content. We’re in the middle of testing this, but we’re finding that a specific call-to-action like this is compelling, gets people using the app quickly and easily, and keeps the focus on art.



Some of the questions visitors have about art are easily answered by a quick google search. Other questions are much bigger or more complex. What kinds of questions are testers asking with ASK?

It’s so funny you say that because we often talk about the ASK experience specifically in terms of not being a human version of Google. So it’s actually not only about the questions we are asked, but the ways we respond that open dialogue and get people looking more closely at the art. That being said, we get all kinds of questionsdetails in the works, about the artist, why the work is in the Museum, etc. It really runs the gamut. One of the things we’ve noticed lately is people asking about things not in the collection at alllike the chandelier that hangs in our Beaux-Arts Court or the painted ceiling (a design element) in our Egypt Reborn gallery.

Visitors’ questions in ASK are answered by a team of interpretative experts. Do single visitors build a relationship with a given expert over their visit, or are different questions answered by different people? Does it seem to matter to the visitors or to the experience?

The questions come into a general queue that’s displayed on a dashboard that the ASK team uses. Any of the members of the team can answer, pass questions to each other, etc. Early testers told us it didn’t matter to them who was answering the questions, only the quality of the answer. Some could tell that the tone would change from person to person, but it didn’t bother them.

We just implemented a feature that indicates when a team member is responding. Similar to the three dots you see in iMessage when someone on the other end is typing, but our implementation is similar to what happens in gchat and the app displays “[team member first name] is typing.” In implementing the feature this way, we want to continually bring home the fact that the visitor is exchanging messages with a real person on the other end (not an automated system). Now that we’ve introduced names, it may change expectations that visitors have about hearing from the same person or, possibly, wanting to know more about who is answering. This will be part of our next set of testing.

The back-of-house changes required to make ASK possible are huge: new staff, new workflows, new ways of relating to visitors. What has most surprised you through this process?

This process has been a learning experience at every point... and not just for us. As you note, we’re asking a lot of our colleagues too. The most aggressive change is more about process than product. We adopted an agile planning approach, which calls for rapid-fire pilot projects. This planning process is a completely new way of doing business and we have really up-ended workflows, pushing things through at a pace that’s unheard of here (and likely many other museums). One of the biggest surprises has been not only how much folks are willing to go-with-the-flow, but how this project has helped shape what is considered possible.

In our initial planning stages, we would go into meetings to explain the nature of agile and how this would unfold and I think many of our colleagues didn’t believe us. We were talking about planning and executing a pilot project in a six-week time spanabsolutely unreal.

The first one or two were a little tough, not because folks weren’t willing to try, but because we were fighting against existing workflows and timelines that moved at a comparatively glacial pace. The more pilots we ran and the more times we stepped outside the existing system (with the help of colleagues), the easier it became. At some point, I think there was a shift from “oh, Shelley and Sara are at it again” to “gee, this is really possible in this timeframe.”

After two years of running rapid pilots and continuing to push our colleagues (we’re surprised they’re still speaking to us sometimes!), we’ve noticed other staff members questioning why projects take as long as they do and if there’s a better way to plan and execute things. That’s not to say that they weren’t already having these thoughts, but ASK is something that can be pointed to as an example of executing projecton a large scale and over timein a more nimble way. That’s an unexpected and awesome legacy.

Thanks so much to Shelley and Sara for sharing their thoughts on ASK. What do you want to ask them? They will be reading and responding to comments here, and if you are excited by this project, please check out their blog for a lot more specifics. If you are reading this by email and would like to post a comment, please join the conversation here.

Wednesday, November 05, 2014

Where's the Community in the Crowd? Framing and the Wall Street Journal's "Everybody's a Curator"

Two weeks ago, my museum was featured in a Wall Street Journal article by Ellen Gamerman, Everybody's a Curator. I'm thrilled that our small community museum is on the map with many big institutions around the country. I'm proud we were cast as innovators. I'm appreciative of the time Ellen Gamerman spent researching the article. I'm glad to see coverage about art museums involving visitors in exhibitions.

But I also struggled with this article. There was something at the heart of it that bothered me. It took Ed Rodley's excellent response for me to realize what felt frustrating: the framing.

Community is not a commodity. We don't involve people in content development to "boost ticket sales." It's neither "quick" nor "inexpensive" to mount exhibitions that include diverse community stories. Yes, community involvement is at the heart of our shifted, successful business model. But that business model requires experienced staff who know how to empower people, facilitate meaningful participation, respond to community issues and interests, and ignite learning. It's not cheap. It's not easy. It's the work we feel driven to do to build a museum that is of and for our community.

Where is the community in this article? There are many curator and museum director voices in the article, but not a single quote from a visitor who engaged in one of these community projects. The curators are the humans in the story. The "crowd" is a mechanized mob. I had to imagine the deep conversations visitors had as they deliberated on which painting to vote for. The sense of pride at being part of something bigger than themselves. The curiosity about the work of professional curators and the assigning of aesthetic value.

I know these people exist. I meet them everyday in our museum. I meet them doing research in the archives, collaborating on cultural festivals, and contributing stories to exhibitions. They aren't here to make our work easier or cheaper. They are here to be inspired, to get connected, to learn, to dream, to share.

Despite the implication in the article, they are not all young. Our museum attracts participants who are roughly as age- and income-diverse as our County (or a little older). Our prototypical participant is a 49-year old Santa Cruz County woman with a story to share. She's proud to be part of a community. Not a crowd.

The whole process of being interviewed for the story made me question the stories we tell and words we use to describe participatory work. It was easy to want to be helpful to Ellen Gamerman and fit into her context ("crowdsourcing"). I struggled to present my own alternative frame ("community involvement"). What's better: to stay on message and potentially get written out of exposure like this? Or to fit in and accept a slant you can't control?

These questions don't just apply to press coverage. They apply to any situation in which we are describing our work to others. This article made me wish I had some kind of political training in framing the argument. It sent me back to the work of George Lakoff, the cognitive linguist, who traces how we use metaphors to understand the world.

The metaphor for traditional art museums is the temple. Beautiful. Sanctified. Managed and protected by a league of committed, anointed ones.

What is the metaphor for participatory arts? Is it the agora? The town square? The circus? The living room? The web?

I don't want to be judged by metaphors of crowdsourcing or "the selfie generation." But if we want a different frame, we have to work for it. Phrases like “community engagement” or “participatory” or “social practice” are not strong enough. We need a broad and basic metaphor, one that we can repeat with clarity and confidence, across many institutions and genres and projects, to build our frame. 

What do you think the metaphor is for this work? What can we do to put that framing forward?

Wednesday, October 01, 2014

Museum 2.0 Rerun: Inside the Design of an Amazing Museum Project to Capture People's Stories

Recently, we've been talking at our museum about techniques for capturing compelling audio/video content with visitors. It made me dig up this 2011 interview with Tina Olsen (then at the Portland Art Museum) about their extraordinary Object Stories project. They designed a participatory project that delivers a compelling end product for onsite and online visitors… and they learned some unexpected lessons along the way. Lots of inspiring and practical tips below - enjoy!



How and why did Object Stories come to be?

The project arose from a grant announcement from MetLife Foundation around community engagement and outreach. I knew I didn’t want to do something temporary—a program that would last a year or two and then go away.

In the education department, we have some key values around slowing down, conversation and participation around art, and deep looking. And so this concept of asking visitors to spend some focused time thinking about their relationships with objects and artworks really made sense to me.

Also, on a personal level, I had this really powerful experience with my mother in a Storycorps booth in Grand Central years ago that had a profound impact on me. She had revealed things I’d never known, and I kept coming back to it.

What did you end up with and how did you get there?

Our first notion was all about something mobile, something that would go out to the community. We imagined an cart at the farmer’s markets where people could record stories. But we couldn’t figure out how we were going to sustain that with our staff.

We ended up with a gallery in the museum instead. It’s in a good location, but it’s also kind of a pass-through space to other galleries. It has a recording booth that you sign up in advance to use, and you go in and tell a story about an object that is meaningful to you. The other parts of the gallery are for experiencing the stories, and for connecting with the Museum collection. We have cases with museum objects that people told stories about, with large images of those storytellers adjacent to the object, and in the middle of the gallery is a long rectangular table with touchscreens where people can access all the stories that have been recorded.

Your recording booth asks participants for audio stories plus photos of themselves with their objects. Why did you choose this format instead of video?

We had planned on having it be video. The proposal to Metlife was all video. Then we started working with our local design and technology firms—Ziba Design and Fashionbuddha—and in the prototyping, it became clear we had to go another way.

We partnered with the Northwest Film Center to conduct workshops with community organizations around personal object storytelling. These really informed the project, and helped get the word out about the gallery. We rigged up a video recording booth in Fashionbuddha’s studios.

We found people would go in, do their story, come out, say it was so powerful and cathartic, but then the videos would be really bad—boring, too long, unstructured. They were often visually uncomfortable to watch. And some participants were turned off by the video recording—they found it too scary, and being on camera distracted them from telling their story – especially older people.

We had this moment where we were going to sign off on design and move to fabrication, and I was really worried. We had participants who loved the experience, but the watchers were really lukewarm about the results. And we realized of course that the majority audience would be watchers, not storytellers. We invited a cross-section of artists, filmmakers, and advertisers to join us for a think tank. We all sat down and looked at the content and we said, “this is not good enough, this is not watchable enough.”

So what did you do next?

We came up with a system that was much more structured and is based on audio, not video. In the current setup, you walk into the booth, all soundproofed and carpeted, and then you sit down on a cozy bench. You can come alone or with up to three people. You face a screen, and the screen is close enough to reach out and touch without getting up. The screen prompts you, with audio and with words, and it’s in both English and Spanish, because we really wanted to reach out to the Spanish-speaking community in Portland.

First, the screen asks if you want to watch an example story. If not, it says “let’s get started.”

There are five prompts that follow, and for each, you get 45 seconds to record a response. Each of the prompts was really carefully written and tested to scaffold people to tell a great story. People don’t necessarily walk in the booth knowing how to do that. For example, the first prompt, which is about discovery, asks, “When and how did you first receive, discover, or encounter your object? What was your first feeling or impression of it? Who was there?” This prompt really gets people sharing specifics, sharing details—the things that make a story successful.

Another good example is the final question: “If you had to give it to someone, who would it be and what would you say to them?” This question really makes people focus on the meat of what’s important about their object, and it’s a natural summarizer… but in an interesting, personal way.

After you record your audio, you get to take the photos and give your story a six-word title.

We experimented with when in the process to take the photos, and it’s nice at the end—it’s a kind of reward. The recording is often very intense—people cry, it takes something out of them. Photos are fun. We prompt participants to hold the object in different ways: close to camera, pose with the object in your lap, hold your object as close to your face as possible, hold it in profile.

How do you edit the stories?

Fashionbuddha built a backend content management system where you can choose audio segments, reorder them, and choose photos. This is made to be sustainable with current staffing– while we have the ability to edit within a 45 second chunk, 99% of the time we don’t do it—we just pick the segments and photos we want to use and put them in order.

The gallery also features objects from the museum’s collection with people’s stories about them. Who are the people who record stories about museum objects?

That is more curated. The first testing we did there was very much the same as Object Stories – anyone could sign up and get involved, pick an object in the museum and tell a story about it. Those stories were, frankly, often very banal. There was an imbalance between stories with people’s own objects, with which they have profound relationships, versus museum objects that they might come see once or twice and like, but not really have a deep connection with.

So we realized we had to have an equivalence–the museum stories had to be profound too. And it couldn’t all be curators, but these storytellers had to be people who had profound relationships with museum objects. We have four stories up now: from a guard, a curator, a longtime museum lover, and an artist. In the future, I’m thinking of really mining our membership, putting out a call to them, building some programs that might help us seed and support the museum stories.

The website for the stories is beautiful. You also got some prime physical real estate for this project. How did you get the gallery?

That was really hard-won. At first, it was going to be a little booth tucked away somewhere. As the project progressed, our prototyping showed us we didn’t want a shallow experience--a photo booth where you could just drop in and do it. We wanted something where people could spend the time and focus deeply on the experience at hand. That required more space.

And it was really important to the director and to me that Object Stories connected to our mission and to our collection. That led me to feel strongly that we needed to have museum objects in the space. It couldn’t be an educational space with no works of art in it. I wanted to integrate this experience into what you do in the rest of the museum. We ended up with a very multi-departmental team, and that helped too.

The big goal is to activate your connection with objects in the rest of the museum, that Object Stories models the idea of having deep relationships with objects for any visitor who comes in.

What do you know so far about the non-participating visitors to the gallery?

I only know anecdotally. People are really entranced with the stories, browsing them on the touchscreens, and with the museum objects as well. They even spend a long time looking at this big case we put up that just features 8x10 cards with photos of people with their objects.

I was surprised at how long many visitors will spend at this case. It’s just graphics. Why would people look at that? I think it may be because people are visually included in the space, and that’s rare in an art museum. They’re very interested and maybe even moved by it.

Wednesday, November 27, 2013

Visualizing the Tate's Collection: What Open Data Makes Possible

Detail on distribution of artworks in the Tate collection by birthdate of artists, visualized by Florian Krautli.
What does "big data" look like for museums? Collecting institutions have enormous stacks of data about the artifacts and artworks in their stores. Several museums around the world have worked hard to make their data accessible by providing free access to datasets, applying Creative Commons licenses to digital content, or creating APIs (application programming interfaces) that allow programmers to build their own software on the museum's data.

Last month, the Tate joined the party when they opened up their collection database to the world on GitHub, a website where programmers collaborate on projects. The Tate is providing metadata about artworks and artists in its collection--over 70,000 artworks in all. The data is in a computer language called .JSON that is commonly used for data sharing and processing. Even if you don't speak database, it's worth seeing how the Tate is presenting their collection to programmers on GitHub.

What can you do with these .JSON files? Anyone can pull down the data and use it for their own purposes, subject to some simple goodwill guidelines. Here are two examples of visualizations created by GitHub users:
These visualizations are fun. They are beautiful. They raise interesting questions about the Tate's collection and the imperfections of collections data. 

But the discussions they raise are limited. Florian's blog post centers on the question of why there are so many pieces by William Turner in the Tate's collection. A commenter pointed out that there must be an error in the data, as it is highly unlikely that Turner produced more than 40,000 works in his lifetime. Jim's post suggests some fun but somewhat silly conclusions about the height/width ratio of artworks.

Reading these posts and the related conversations, I was struck by two conflicting feelings:
  1. It's awesome that data-sharing is causing people to have a conversation about what artists are represented in a museum collection, what kind of artwork the Tate has, what surprising things can be visualized and learned from the collections data, and how the data can be improved.
  2. The data is sufficiently flawed and idiosyncratic to yield conclusions of questionable value. Knowing the dimensions of the frame a painting is in is much less compelling than many, many other things that could be known and explored about works of art. I'm imagining visualizations focusing on the gender or race of artists in the collection, frequency of loans (and to whom), frequency of display, common words used in label text... the list goes on. 
To me, the fact that #1 is exciting and promising makes addressing #2 worth it. Opening up data is just the first (big) step to make it usable and useful. These experiments prompt questions, identify gaps in the data, and promote new forms of collection, dissemination, and analysis. The data you have is not always the data you want, but you often don't know that until you start monkeying with it. Future iterations of data sharing and use will help institutions and citizen-participants take the next steps to make it meaningful. 


Wednesday, July 03, 2013

Image Beats Text: Good for Museums, Tough for Me

Over the past year, I've had a hazy sense that the social web is transitioning from a text-based to visual medium. Services like Tumblr, Pinterest, and Instagram are growing at incredible rates, especially with younger users. Facebook shifted its design to focus on photo and video-sharing in response to data showing that this content is shared way more frequently than text and links. Visual content motivates more responses than text, engages younger participants, and is often cited as a major trend of 2012 and 2013.

A trend in which I take almost no part. It's surprising (and a bit embarrassing) to realize how little I engage with tools that appear ascendant broadly and are in constant use by my colleagues. I appreciate these tools--the attractiveness of Instagram, the usability of Vine, the utility of Pinterest. But I live in a digital world in which text is still king. I spend my professional time online reading blogs, reading reports, sharing articles, engaging in text chat. I use an RSS reader to aggregate articles to read, a bookmarking tool (pinboard) to save links of interest, and conversational tools (Twitter and Facebook) to share. And of course, I use this blog as a reflective space to learn by writing.

In contrast, many of the people I work with use visual social media formats as their lead tools for creating, sharing, and consuming information. At our museum, Pinterest is a primary tool for brainstorming and sharing ideas. Instagram has become a popular way to share photos, along with Flickr, where we catalog all our images from events and exhibitions. And the most recent excitement is around Vine, which we're using to make snippets of video showcasing our work. Individual staff members use these tools both personally and professionally. They are invested in them beyond their workday.

I'm supportive of all of this. At the same time, I recognize that these tools and this form of content-sharing is (so far) not for me. Part of that has to do with my personality--I love to write, and I rarely take photographs. While I'm comfortable working out my thoughts in a half-baked way in words, I rarely use images as part of that learning/reflecting/sharing experience. I just haven't figured out how to integrate these tools into my workflow.

But what's awkward for me is actually probably very good for museums. Museums, and museum staff members, tend to be highly visually-oriented. It's about the objects, the display, the people, the process, the event--the image of the experience. I suspect that there are many more museum professionals who are ready and eager to share photographs or videos documenting their work than are ready to write about it.

This is great for museums looking for authentic ways to engage with people online. We don't have to hunt for photogenic projects: we have impressive feats of construction and wonder on display on a daily basis. Visual content can build excitement about museums in a way that would be hard for a social service agency or nonprofit to emulate.

At the same time, we might think about how these tools might be used inside our field in the context of professional development and building communities of practice. Most of the professional networks I belong to online operate using the most antiquated of text-based tools: the listserv. Even sites that do encourage use of images or video as part of professional sharing tend to make those elements optional while text is required.

This makes me wonder: are younger practitioners creating their own online communities of practice in visually-based social networks? Are there opportunities for explicit knowledge-sharing that are rooted in photographs and videos? Does the growth of visual content affect who within an organization produces digital content and how those resources are managed?

Clearly, this is not my area of expertise. I'd love to hear what you think.

Wednesday, March 13, 2013

Guest Post: Oh Snap! Experimenting with Open Authority in the Gallery

Visitor-contributed photos surround a collection piece
in Carnegie Museum of Art's Oh Snap! project.
It can be incredibly difficult to design a participatory project that involves online and onsite visitor engagement... so I was intrigued when I heard about a recent success from Jeffrey Inscho, Web and Digital Media Manager at Carnegie Museum of Art in Pittsburgh. In this guest post, Jeffrey shares the story behind their big hit with a visitor co-created exhibition.

Several months ago, a cross-departmental group of staffers at Carnegie Museum of Art in Pittsburgh got together to explore ways the museum could become more flexible, nimble and interactive with respect to way we engage audiences, both on-site and online. The result of those meetings and brainstorming sessions recently manifested itself in our Forum Gallery as an experimental photography project called Oh Snap! Your Take on Our Photographs.

Project Background

I don't want to get lost in the weeds with respect to the mechanics and back-end details, but I think it's important to include some context about the project so we can effectively explore what's working and what's not. At its core, Oh Snap! is a project that lets real-world and virtual visitors share their work in our gallery. The museum selected and is featuring 13 works recently added to our photography collection. Each work was specifically chosen for its potential to inspire creative responses. We then invited people to submit their own photographic responses (via the web) inspired by one of the 13 works from the project.

Each day, the museum prints out new submitted photographs and hangs them alongside their inspirations in the gallery. When a participant's work is selected, we let them know via email when it will be on view, and send out a free admission pass so they can visit their submission in the museum.
It's a bit complicated to explain in writing, but this video does a good job of summarizing the project.

We're seeing tons of excitement around this project and a huge level of participation, especially for a museum just dipping its toe in the waters of open authority. Since the project launch on February 21, we've received 685 submissions from participants across the United States, Europe and South America.

Here are some reasons why I think Oh Snap! is killing it:

We See Participants as Partners

The thesis of Oh Snap! hinges on the ideas experimentation, uncertainty and partnership. We opened the gallery with empty walls (save the 13 collection works) and it could have very well stayed that way until the project closes in April. We took a HUGE risk when we trusted our audience to help us create something cool, not only on the web, but in a museum.

A website can fail softly, however there's no avoiding the awkwardness if we open a gallery and have nothing on the walls for several months. I think participants realize that we're relying on them to make this work.

We Make it Easy

Another key to the success of the project is that we lowered the barrier of entry for participants. Graphically, both on-site and online, the project is very inviting. Warm purple tones invite curiosity and modern iconography convey relevance to a younger, digitally-connected demographic.

We built a responsive website that renders elegantly across all devices and capitalizes on user impulse by allowing participants to submit photos instantly from their mobile phone or tablet's camera roll, as well as desktop computers. We also developed the site so each submitted photo had its own URL and threaded comment stream so discussions could take place around the submitted works. Social integrations are important so we infused easy sharing via Facebook and Twitter wherever possible.

When early feedback indicated users were confused about the submission process, we fine-tuned our language and quickly produced a promo video that distills the complete process in a hilarious 2-minute story.

In the gallery, we hung custom-made Post-It note pads on object title cards so visitors could take a reminder to submit an image with them when they left the gallery. We put couches and a coffee table in the room to entice visitors to spend time with the works and create a comfortable environment.

We did all of this to make it as easy as possible for someone to be a part of the project. We don't have control over whether or not a visitor participates, but we can control the participation environment so it is a delightful experience.

We Blur Digital and Real-World Experiences

The biggest difference between Oh Snap! and other crowd-sourced photography projects is the physical manifestation of tactile objects in the gallery. Too often, projects like this live exclusively on the web and have no "real-world" presence. We knew from the beginning that this project needed to effectively marry the digital with the real-world, with the goal of blurring lines between the two.

We found humor and fun to be great bridges between the physical and digital environments. From the language used on the website and in automated emails, to the promo video, to the gallery texts and Launch Party, we took every opportunity to infuse fun at every interaction point, be it online or in the gallery. This common thread unifies a multi-platform project like Oh Snap! and creates a consitent experience no matter how or where a user interacts with the project.

We See No Finish Line

Finally, and perhaps the most vital component to the success of the project is its unfinished nature. Oh Snap! is truly an "exhibition in beta." It's evolving and living and organic. We can change up the gallery if we need to. We can change the way the website functions or add elements as we need them. We're not locked into a traditional exhibition format and we have the ability to stay nimble.

We've also structured this project so we can maintain an ongoing dialog with participants even after the Oh Snap! gallery closes. When this project is officially over, we'll take what we learned and apply it to the next experiment, hopefully building on the work and insights gained from this project. We're not sure what that next experiment will be, but we're looking forward to trying something new.

If you have a question or comment for Jeffrey and the Oh Snap! team, please share it. Jeffrey will be checking in here over the next couple of weeks to respond.

Wednesday, January 16, 2013

Reflections on a Weekend with Ze Frank and His Online Community

It's not every day that a visitor buys pizza for everyone in the museum. Or that visitors form a spontaneous "laugh circle" on the floor. Or that we take a group photo together at the end of the day.

Then again, Saturday was hardly normal at the Santa Cruz Museum of Art & History. This past weekend, in conjunction with our exhibition about Ze Frank's current participatory project, A Show, we hosted "Ze Frank Weekend"--a quickie summer camp of workshops, activities, presentations, and lots of hugging. It was an opportunity for people who participate with Ze Frank's projects online to come together in real space and connect with him and with each other.

It was pretty freaking amazing. About 700 people participated over two days, including some who had traveled to Santa Cruz from London, Indonesia, and across the US. The group was mostly young (teens to thirties) and nerd-diverse: a little bit punk, a little bit hacker, a little bit craft grrl. There were two guys with rainbow beards who did not previously know each other. There were some locals who stumbled in unaware, but mostly, this was an insider's event for people who know and love Ze's particular brand of emotional connection mediated through online participation. To get a sense of what it felt like for participants, check out this great video by one visitor from afar about his experience.

A few things I learned/observed/was impressed by:

A spirit of inclusion, generosity, and welcome permeated the event. We were pretty nervous about the unknowns going into the weekend. Ze had issued an invite to tens of thousands of people online, and we had no idea how many people would attend, and who they are. What we DID know is that the people coming would be connected through work that focuses on sharing intense and not always comfortable emotions online. I was concerned about how we could welcome people into the museum in a way that acknowledged the enormous risk they were taking in showing up in a foreign city and space to connect with people they only sort of knew in an online space. 

Online to onsite migration isn't always easy. I feared that the event would feel cliquey and wouldn't represent the creative, inclusive spirit of Ze's work. But three things made the event a success in this regard:
  1. Ze was amazing. He gently acknowledged the fundamental weirdness of meeting people in real-life, in confronting their "fleshiness," giving voice to anyone else's concerns about over-stimulation in the space. Ze was really hands-on with everyone, giving hugs, taking photos, jumping in to do activities with participants. Even though for many of the participants, Ze is a celebrity of epic proportions, he did everything he could to make the event about them and their engagement and not about him. 
  2. The activities had a really low barrier to entry. We collaborated with Ze to develop activities throughout the weekend that were lightweight, fun, and encouraged low-key social interaction--exactly the kinds of activities that we have found encourage social bridging with strangers. When people walked in, they received a program and a sheet to collect finishing stamps (unique marks created by participants at one activity station) from other participants. The sheet gave people a lightweight tool to use in social interaction, to trade and share stamps. And the program helped people feel like they knew what was going on. Again and again, we tried to balance the wackiness and spontaneity of the event with the surety that people were in the right place, that we could help them, etc.
  3. Our volunteers and staff--and the participants!--rocked. Our regular museum volunteers partnered with new volunteers drawn from Ze Frank's online community, which created a nice bridge between people who knew the museum and people who knew the community and its spirit. Participants who felt more confident modeled generous behavior and engaged others. I was so proud to see how our overall ethos of participation and social bridging was manifest in making the experience really wonderful for everyone.  
The museum itself was well-integrated into the event. In some ways, this event reminded me of the Ontario Science Centre's YouTube Meetup in 2008--a real-time, physical event to support an online community. One of the concerns at the YouTube Meetup was the disconnect between the museum and the participation; for many attendees, the science center just became a venue for a social experience. In this case, because our current exhibition includes a gallery of things made by Ze Frank's community, it was natural for weekend participants to be enthralled by and want to engage with the exhibition itself. Also, our museum-wide approach to participation suited this community well; they really enjoyed exploring other floors and participating in activities that had nothing to do with Ze Frank except in the ways that our philosophy and his are well-aligned. I loved meeting so many people who were surprised and delighted by the participatory approach of our museum--it made it feel like this was a place "for them" instead of a place that was hosting them.

As always, I learned a lot from Ze Frank's unique approach to community participation. One of the regrets of this project for me is that Ze and I have had so little time to really talk about how we think about engaging people in active participation--we've just been busy making it happen. But during the weekend, Ze gave a couple talks that opened up new pathways for me, especially around designing participatory experiences that spread and grow. A couple of key points I got from him:
  1. Make sure to develop prompts or projects that are both interesting to DO and to experience as an audience. This is something I strongly subscribe to--a huge percentage of any audience is more likely to spectate than to contribute. But on the web, it's even more important than in a museum. In a museum, if something is appealing to watch, a person might share it by taking a photo or talking about it with a friend. Online, if something is appealing, a person can share it in a million ways via social media. Ze talked about having a personal filter on project ideas that really focuses on ensuring that the activity AND the resulting content is appealing to share.
  2. To get lots of participation, always celebrate the human quality of the work. Ze pointed out that many participatory projects that operate as contests end up focusing on a narrow set of "best" work that can exclude broad participation. When Ze described his Young Me Now Me project, in which people replicated photos of themselves as children, he explained that he really encouraged people not to focus on getting the props or costume right but instead to focus on getting the expressions right. By focusing on that human element of self-expression, people felt that the activity was open to them regardless of their ability to set up a scene or take a great photograph. This point is a really interesting extension of my focus on personalization and using individual experiences as a starting point for community participation. Broad participation is not the goal of every project, but I found Ze's framing here a useful salve to the frequently espoused and flawed idea that "to get lots of participation, make the activity stupidly easy."
All in all, a beautiful and stimulating weekend. You can see more comments from participants here and here and see a photo set from one participant here.

Wednesday, October 10, 2012

Voting on Art and its Surprising Consequences


What happens when you let visitors vote on art?

Let's look at the statistics from three big participatory projects that wrapped up recently. Each of these invited members of the public to vote on art in a way that had substantive consequences--big cash prizes awarded, prestige granted, exhibitions offered.
  • ArtPrize, the grandaddy of visitor voting, just completed its fourth year in Grand Rapids, Michigan. This citywide festival showcased work by 1,517 artists competing for a $200,000 top cash prize awarded by public vote. An estimated 400,000 people attended the event over two weeks, of which 47,000 cast at least one vote. Voters had to register to vote, but there were no restrictions on how many artworks a voter could "like."
  • The Brooklyn Museum just finished the public stage of GO, a "community-curated open studio project." GO invited people to visit artists' studios throughout Brooklyn over one weekend and to nominate up to three favorites; the top ten will be considered for an upcoming group show at the museum. 1,708 artists participated. An estimated 18,000 people attended, of which 4,929 nominated artists for the show. Note that in this case, people had to register to vote AND check in at at least five studios to be eligible to nominate artists for the show. Full stats here.  
  • The Hammer Museum recently awarded the first annual Mohn Award, a $100,000 prize that will be awarded biannually to an artist in the "Made in LA" biennial exhibition based on public vote. Five artists out of sixty in the show were short-listed by a jury. 50,000 people visited the exhibition, and 2,051 voted for their favorite artist of the five. Fascinating (and long) article about the Mohn Award here.
In each of these examples, the press and public dialogue mostly revolved around the idea of public voting for art. But when it came to the actual experience, the vast majority of participants and attendees did NOT vote. In Grand Rapids, 12% cast a ballot. In Brooklyn, 27% made it through the voting process. In LA, only 4% voted. 

What's going on here? Why are hundreds of thousands of people flocking to Grand Rapids for ArtPrize but not choosing to vote? Why did the Hammer Museum have record summer attendance if people weren't coming for the thing that was being flaunted--the opportunity to vote?

There are surely some people who didn't want to go through the hassle of registering and learning the rules of voting. There are others who may not have felt "qualified" to select winners and losers. But my sense is that the biggest reason people didn't vote is that for most visitors, voting wasn't the point. The point was to be part of an exciting, dynamic, surprising new way to engage with art.

Or at least, that's what I experienced when I went to ArtPrize in 2010. I was blown away by the social experience provoked by the unorthodox format. Voting on individual artworks turned each one into a social object worthy of lengthy conversation. Talking with Shelley Bernstein at the Brooklyn Museum, it sounds like GO comparably sparked a huge number of community conversations in artists' studios around Brooklyn. When the public is invited to decide, they may not take on that power and responsibility... but they may show up in droves to see what the fuss is about.

This leads me to two conflicting perspectives on voting in exhibitions:
  1. Voting on substantive outcomes (money, exhibitions) is good because it provokes engagement with objects, artists, and fellow visitors. Whether you tick the ballot or not, the opportunity to do so opens up a conversation about what's good, what's bad, and what's art.  
  2. Voting on substantive outcomes is dangerous because not enough people participate to make serious decisions in good faith. The Hammer is reconsidering the public vote component of the Mohn Award after only 2,051 people determined who would win $100,000. And in Brooklyn, Shelley Bernstein noted that the data generated during GO was insufficient to generate statistical significance in a "wisdom of the crowds decision-making" format. In the case of ArtPrize, founder Rick DeVos has explicitly said that the event is a creative act designed to engage people in "conversation" about art. And yet they have added juried prizes alongside the public ones to diversify that conversation.
How do you weigh the positive engagement that comes with community dialogue against the ethics of voting for outcomes that matter deeply to the artists involved?

Wednesday, September 26, 2012

Guest Post: Community and Civic Engagement in Museum Programs

Stacey Marie Garcia came to the MAH first as a graduate intern in the summer of 2011. Since then, Stacey has become an indispensable member of our staff, leading our community programs and inspiring us to think in new ways about how we can build social capital in our community. I learn a ton from her every day and wanted to share her thinking--and her graduate thesis--with you.
Visitors bond and bridge through participatory experiences at MAH.
Writing my masters thesis for Gothenburg University’s International Museum Studies program while also working four days a week as the Director of Community Programs at the Santa Cruz Museum of Art & History this spring was certainly a challenge but also an incredible opportunity. 

There were times when coordinating a fire art festival while researching social capital theory made me want to burn my computer. But, overall I felt overwhelmingly fortunate to be in a job, a museum and a community that I loved and furthermore to be afforded the valuable time most of us do not have to devote to further researching, thinking about, reading and discussing the theories that comprise the foundation of my work.

I chose to focus my thesis on Community and Civic Engagement in Museum Programs.  The purpose of my thesis was two-fold:
  1. To research and analyze community and civic engagement practices, methods, theories and examples in other museum programs.
  2. To apply the results of my analysis to produce a community-driven program design specifically for implementation at the Santa Cruz Museum of Art & History (the MAH). 
You can download and read the full version of my thesis here. For the purpose of this blog post I’ll discuss three key ingredients from my thesis that can activate community engagement in museum programs and how we apply this to programs at the MAH: assessing and responding to community assets and needs, building social capital, and inviting active participation.

Assess and Respond to Community Assets and Needs

If you want to activate community engagement in your programs, you first need to work together with your communities to determine their diverse needs, assets and interests. This can be accomplished through a variety of feedback methods conducted both inside and outside the museum.  Deeper community relationships through focus groups or community advising committees can further help museums connect with issues relevant to their communities while also hold the museum accountable for their responses. 

Two exceptional examples of community committees stand out: one long standing, The Community Advisory Committees of The Wing Luke Museum of the Asian Pacific American Experience and one emerging, the Creative Community Council of the Children’s Creativity Museum.  Both emphasize museums reaching out into the community to support, understand and experience what the community is already doing. They stress community engagement should be an asset- over needs-based approach. It’s not solely about how museums can serve communities but rather what are the communities’ resources, knowledge and interests that can inform museum practice? Furthermore, how can museums and communities work together to share strengths in the community?

Museum programs need to then actively respond to their communities through a variety of ongoing discursive, collaborative and inclusive formats that address needs and assets but also invite communities to be active participants in this process. 

At the MAH

Our first program goal is to meet the needs and assets of our community as defined by our community.  We seek to understand this by listening to and developing ongoing dialogues with a range of community members. We attentively respond to requests and purposefully use different modes of feedback to inform program design from our comment board, social media outlets, conversations and observations both inside and outside the museum, creative feedback at events such as our Show and Tell Booth and online visitor surveys specific to our programs.  We continuously and actively respond to requests as well as invite people to be a part of our programs.

We also formed a Creative Community Committee (C3), composed of a diverse range of multigenerational community representatives from social services, the arts, business, education, the city, technology and our board of directors to provide a multitude of perspectives and expertise.  C3 meets bimonthly to help us understand and brainstorm ways the MAH can collaboratively implement and address the needs and assets of the vast array of communities in Santa Cruz County.

Build Social Capital

A crucial theory in community engagement through museum programs is social capital theory, best defined by Robert D. Putnam, who has written extensively about social capital in American society in his book, Bowling Alone. Putnam defines social capital as “connections among individuals-social networks and the norms of reciprocity and trustworthiness that arise from them.”  Social capital has two main forms; it should gradually and increasingly encompass both distinct forms of bonding and bridging to create healthier, wiser, more connected, economically and socially sustainable communities.

Bonding social capital refers to networks that bring people together with common interests to strengthen relationships in preexisting groups.

Bridging refers to an inclusive and outward looking form of linking different and diverse individuals and groups together to form new relationships.

Museum programs can be designed to further bond similar groups together such as families and friends in family workshops such as the Dallas Museum of Art’s First Tuesdays. Museum programs can also bridge different groups that might not typically interact such as the Ulster Folk and Transport Museum’s Educational Residential Centre, which designed a program specifically to bridge children of two groups engaged in social conflict, Catholics and Protestants.

Co-created programming that represents the complex range of voices in communities, offers platforms for communication, collaboration and shared experiences that can enrich preexisting relationships while also offer a space for new relationships to form and strengthen.  An example of this is The Portland Art Museum’s partnership with the faculty and students in Portland State University’s Art and Social Practice Department for their annual Shine a Light program.  The program is an experimental playground that bridges artists, students, chefs, comedians, hairdressers, bartenders, dancers, wrestlers and even tattoo artists to produce a community-led event.  Collaborative programs with diverse groups bring in a variety of visitors causing new audiences to interact and connect.

At the MAH

Our second community program goal is to build social capital by strengthening community connections with our collaborators and visitors.  This is a continual process of bonding within preexisting groups and bridging between groups and individuals who might not usually interact.  

Our programs bond our collaborators by closely co-creating programs with community organizations which strengthens their individual internal connections and their relationship to the MAH. For example, the MAH’s Poetry and Book Arts Extravaganza event partnered with Book Arts Santa Cruz and Poetry Santa Cruz to collaborate with 61 talented book artists and poets.  Evaluation surveys showed that Book Arts Santa Cruz members felt their bonds were strengthened as they connected with members in a collaborative capacity that increased group dialogue and stimulated a sense of pride, identity and vision around their work as a group at this event.

Cardboard tube orchestra at Radical Craft Night.
MAH programs are also designed to bond and bridge visitors through creative activities that form participatory dialogical spaces where knowledge is enhanced, widened and deepened through meaningful opportunities for visitors to converse, discuss and collaborate with each other. Relationships can grow as families bond over a Family Art Day experience or friends can work together to create their own shoebox guitar at Santa Cruz Music 3rd Friday or strangers can collaborate by participating in a cardboard tube orchestra. 

Sometimes we purposefully bridge distinct groups as well such as middle-aged women from local knitting groups with young college students interested in street art to yarn bomb our stairwell for Radical Craft Night.  The MAH’s historic Evergreen Cemetery brings together the Homeless Services Center and MAH volunteers or the local rugby team to collaboratively restore the cemetery.  We are constantly looking for new meaningful opportunities to bridge groups and individuals in our programs.   

Design to Invite Active Participation

Participatory design can be one of the most effective vehicles for developing relationships, building social capital and engaging with community members in museum programs.  Implementing participatory activities and constructivist learning theories allow the learner to actively experiment cognitively and physically, individually and socially, and to collectively build meaning and knowledge. Participatory programming highlights alternative narratives, activates communities and reverses the role of the visitors from consumer to producer, which in turn engenders more connected and active communities.

The value of participatory experiences is epitomized in FIGMENT, a free, creative, participatory, non-profit, community art event.  This participatory event led by emerging artists from all backgrounds, engages communities by encouraging a culture of making, doing, creating and collaboration rather than spectatorship. 

The Denver Art Museum has been leading the way with dynamic programs such as Untitled, which offers a variety of non-traditional encounters with art and the museum through participatory, multidisciplinary activities led by Denver’s creative community. 

At the MAH

Our third community program goal is to invite active participation by offering opportunities at events for visitors to have meaningful, hands-on, cultural experiences in which they act as contributors and co-creators, not just consumers.  We scaffold levels of participatory experiences at events that are intergenerational, multidisciplinary and appeal to different types of learners. We give visitors a new skill to claim rather than a product and work intensely with our collaborators to insure active participation in their activities.

All of our events require some level of participation. Sometimes that results in an artist-led cascading collaborative sculpture of 475 visitor-made scrap metal fish.  Other times it’s a collaborative collage animation workshop, a black light art activity with red lentils, dodge ball, recording songs to send to loved ones, writing haikus for strangers or an urban history scavenger hunt on bikes.

Artists from different worlds, brought
together through Street Art Night.
Our events invite our collaborators to work with us to design participatory activities and offer visitors active, collaborative and meaningful experiences that inspire citizens to positively and actively contribute to their communities.  

Final Thoughts

These are certainly not the only components that constitute successful community engagement in museum programs but they are central for MAH programs and for our community.  This summer, at our Street Art Night, when I saw a young graffiti artist learning how to knit from a woman in her sixties and then taught her how to spray paint or at Experience Metal, when a motorcycle repairman learns how to operate a new tool from an art bike welder or when families work together to create their own cardboard neighborhood or when two individuals who met at one of our events team up to collaborate- it allows me to see first hand the gradual impact of our goals on the community and makes me realize all those late nights spent writing my thesis were completely worth it.

Stacey will be responding to your questions and comments on this post. Enjoy her thesis, share your own example, have a meaty conversation.