Showing posts with label Technology Tools Worth Checking Out. Show all posts
Showing posts with label Technology Tools Worth Checking Out. Show all posts

Sunday, August 03, 2008

Sending Collections on the Road: Geocaching and Museums

I’ve received a few inquiries over the last year about museums and geocaching. So I felt lucky last week to learn not only about an innovative arts exhibition employing geocaching, but to discover that its exhibit developer, Seth! Leary, is something of an expert. I sat down with Seth! to ask him all the dumb questions about geocaching and museums you can imagine… and a few more.

Geocaching Basics


Geocaching is an activity in which people (geocachers) use GPS receivers to hunt down specific locations (geocaches). The geocaches have items inside: goodies to take home, trade for stuff you’ve brought with you, or transport to new locations. Many geocaches have a paper log inside so that geocachers can write down when they found the cache, what they took/left inside, who they are, etc. Some people use a higher-tech logging system by tracking the items online to see who has found them and where they’ve gone. Geocaching.com is a clearinghouse for thousands of items, geocaches, and geocachers, or as Seth! puts it, “MySpace for inanimate objects.”

Thousands of people geocache for a variety of reasons: to explore new places, to have outdoor adventures, to search for surprises out in the world. Seth! commented that the demographic of people who are involved is much broader than you’d think, including lots of families looking for a fun, educational, free activity.


Sounds like there might be some overlap with your museum audience? Both geocaching and museums are fundamentally about exploration and discovery. Both relate to the human drive to collect stuff. Both attract locals and tourists who may travel out of their way for the thrill of collecting another place or experience. And in an industry where many of us are scratching our heads about intelligent uses of technology that don’t tie visitors to computer terminals, geocaching stands out as an activity that is mediated by technology but also promotes exercise and outdoor activity.


The Bellevue Sculptural Travel Bugs Project


This summer, Seth! worked with the city of Bellevue, WA, to incorporate geocaching and user-generated content into their public sculpture exhibition to put a new spin on the concept of “public art.” As Seth! explains:
The city of Bellevue, Washington holds a public art sculpture exhibition every couple of years. For a related teen project, I was invited to teach roughly 200 middle- and high-school students about geocaching (a GPS-based scavenger hunt) so that they could send miniature sculpture pieces out into the world. The process is somewhat involved, but fairly simple. Each student would create a fist-sized sculpture piece (of recycled or renewable materials; the theme was "green") and the sculpture would get a Travel Bug tag with a unique serial number. The sculptures then get placed in a geocache where members of the public (geocachers) can pick them up and move them to another geocache. The little works of art then travel around the region, transferred from person to person via the hidden geocaches. Each leg of their journey gets logged online by the geocachers so that a continuous travelogue is created, including any photos that the geocachers choose to post. The sculptures then make their way back to City Hall (hopefully) where they are displayed in an exhibit that will be up until October. Traveling public art! Each geocacher is a curator and registrar and art appreciator along the way.
The “travel bugs” that Seth! refers to are dog tags with unique serial numbers on them that geocachers can use to track items easily online. You can check out the path of some of the teen sculptures here. Click on a sculpture, and you’ll automatically be taken to the geocaching.com page for that item, and if you scroll to the bottom, you can see the path the sculpture has taken thus far. Some of the people who picked up the sculptures intuited “goals” for the sculptures, such as this hungry whale sculpture which was taken to the aquarium for a photo shoot by one energetic geocacher, and later went to the “travelbug hospital” at another benevolent person’s home for repairs.

These 200 teen sculptures are being released in stages, with the hope that most or all will find their way back to City Hall by the end of the exhibition in October. Some are already on display along with the stories of their travels from City Hall and back again.

I asked Seth! what challenges came with this project. He talked about the volume of sculptures—that with 200 pieces going out from one location, it was tough to energize the local geocaching community to really get each of the sculptures moving on an interesting narrative. And indeed, some of the sculptures haven’t gone far since they were first launched from City Hall.

Seth! also talked about the importance of marketing events and programs like these specifically to the geocaching community. There are robust community discussion boards on the Web for geocachers as well as state and local associations. Because taking up geocaching is not entirely casual (you need to invest in the GPS receiver), it’s important to energize locals in that subculture for a project like this to succeed.


Here’s what I love about this project:

  • It expands the audience for the sculpture exhibition. It engages subculture of demographically mixed folks (geocachers) with a museum-related art activity that they might not otherwise have been drawn to.
  • It sends art out instead of locking it in. This is a project that breaks down the walls of the exhibition and gets the collection out on the road into the community.
  • It invites people to engage with collections in a new way. The person who picks up a whale sculpture and takes it to the aquarium is having an active, two-way relationship with it. Geocachers value their finds and care for them, direct their travel, and write their own narratives into the items.
  • It plugs into a ready-made, programmatic, technology-mediated activity at very little technical or financial cost to the institution. All Seth! had to do was purchase the travel bugs ($5 apiece, to track the sculptures), launch the sculptures from a registered geocache, and set up the individual item pages on geocaching.com. From that point on, it was geocachers with their own GPS receivers who found the sculptures, logged their stories, and kept them moving.
Geocaching and You?

Like many others, before talking to Seth! I’d perceived geocaching as a complex, expensive activity: a dubious fit for a museum. But after learning more from Seth! and from the resources at geocaching.com, I’ve been converted to think of geocaching as a fun way to engage visitors with collections, place, and technology.
I asked Seth! how he would recommend museums get involved with geocaching. He offered these ideas:
First, get someone on your staff to try finding a cache. Like any technology, you should try it first to see what it’s about so you get a sense for how it works. It’s very easy; you can go onto Geocaching.com, type in your zip code or address, and you’ll probably find a few caches within miles of your home. You’ll need a GPS receiver (some smartphones do this now) and maps are useful.

Then, determine your goal – why do you want to do this with visitors? There are lots of possible reasons. It could be to hold programs or camps to help people understand the GPS technology, like orienteering. Or the technology could be incidental and you could just be encouraging people to go out and experience certain areas of the community. You could launch your own items (I’d recommend doing just a few unique ones) with travel bugs and assign them goals: travel to another museum, or move every 24 hours, or whatever would serve your interest and make a fun game. If you had just a few compelling items, you could really get enough players interested to rally.


But if you want something easier than sending out items, the simplest way for museums to use geocaching is just to place one. Make a nice geocache and hide it on the grounds, somewhere that is hidden but easily accessible without trampling the shrubs. Then, post a well-planned geocache page to go with it. Add some history about the museum or the area. Geocaches cannot be "commercial" so one has to be careful about over-promoting on the web site. But simply having a presence on Geocaching.com with a cache will bring visitors to the door. This is especially helpful for small museums that might get overlooked by out of town visitors or even the locals. This is a pretty low-effort project on the part of the museum but can have fun results.


History museum or other locally-themed museums might make a project for volunteers or teens that involves gathering waypoints (coordinates) for places of interest and then putting together a virtual map/tour. The waypoints could be put into a file (.gpx or .loc) which can then be downloaded by users who would go out to visit the sites. It might be accompanied by a podcast, so it becomes a city-wide audio tour!

I know there are several geocaching enthusiasts in the museum community. I’d love to hear your stories of why you do it and how you’d like to see it happen in museums. What do you see as the challenges and opportunities? And how close is the closest geocache to your house? You may be surprised (I know I was)!

Wednesday, June 25, 2008

User Experience Design Patterns from the Yahoo! Library

When you design a new interactive, talkback station, or traditional exhibit for your museum, what best practices and design requirements do you consult? Do you use in-house documents to guide your actions? Do you use classic books? Museums don't have a well-developed body of industry-wide best practices. The "every exhibit is different" argument leads us into idiosyncratic practice, which is ok in institutions that retain staff for decades, but not so useful in the contemporary world of shifting workforces. We each have our own rules of thumb and dos and don'ts. But we don't have a standard vocabulary for addressing common problems, and as we solve them, we rely on institutional memory to retain the lessons learned rather than finding a way to universalize and document them.

This week I've been looking at a more deliberate way to document best practices from the world of user experience design. Yahoo! is a very large company with a wide variety of user-facing products created by staff who in many cases have zero interaction with other staff also creating user-facing products. This creates two design problems. The first is consistency. To a user, interacting with Yahoo! maps and Yahoo! fantasy sports should feel similar. If the fantasy sports staff never interact with the maps staff, how will they align what common user actions (e.g. ratings) mean in the world of Yahoo! products? The second problem is redundancy. If the fantasy sports staff have come up with a great way to rate other members of the community, why should the restaurant review staff design their own rating system?


The solution is a design pattern library, a place where Yahoo! staff publish generalized solutions to common user experience problems. These can be as broad as "
how do you communicate change on a webpage?" or as specific as "how do you rate an object?" The patterns are arranged hierarchically, with some patterns including many sub-patterns for specific manifestations of the problem. At every level, the pattern includes a problem, an image-based example, a solution, recommendations for use, and rationale. The patterns serve both as useful how-tos and thoughtful why-shoulds. They are used internally across Yahoo! by a community of designers who rate, comment, and adapt them for use.

And now Yahoo! is making some of them public. You can access a limited design pattern library
here. Of particular interest to museum folks are the "social" patterns, which include best practices for feedback/review architecture and reputation indices. The review architecture is useful when considering how to design talkback stations, the reputation patterns valuable in the application of game mechanics to museums.

In 2006, I
wrote about how game mechanics can improve the stickiness of a museum experience. Now, these Yahoo! reputation patterns explore the impact a variety of game devices (points, leaderboards, competitiveness) have on social communities. How should you identify different constituencies in the community? How can you reward participation, and what kind of participation should you acknowledge? In simple language, clear examples, and helpful bullet points, the Yahoo! design patterns help us tackle some of these questions.

They're also enormously useful from an industry development standpoint. You can read more about Yahoo!'s process for creating their internal pattern library in this paper. That library, unlike the patterns published publicly, is very much a living, shifting set of best practices. It gives Yahoo! staff a common vocabulary and supports a culture of institutional sharing and reflection. And while exploring best practices for collectible achievements is fascinating, there's a whole world of other design practices I'd like to see chronicled in this fashion. ASTC gave us ExhibitFiles, a place where museum exhibit designers share case studies and reviews of individual exhibition projects. But maybe we need to create design pattern library for exhibits as well, a place where people can share solutions and recommendations for problems across exhibitions ranging from wayfinding to personalization.

How do you share and learn about best practices for general museum-related problems and solutions? What formats and content would be most useful for you?

Tuesday, May 27, 2008

Curated Collaborative Filtering: Listening to Pandora

How is a museum like a radio station? Both are collections of discreet, loosely organized content pieces that are both familiar and new. Your overall enjoyment of the content experience is determined to a large extent by the balance of items you like and those you don’t, those you know and those that are new. The more time between the good stuff, the less likely you are to tune in again in the future. And your loyalty to the radio station (its stickiness) relies on the regular introduction of unfamiliar content in an enjoyable context.

These criteria aren’t easy to meet, and the result is lots of people like me who never listen to non-talk radio. But recently I’ve become obsessed with a new kind of (internet) radio station, one that’s converted me back from my CDs to the radio. It’s called Pandora, and its successes reveal interesting lessons about aggregating museum content.

Pandora uses collaborative filtering to create a real-time radio station for you based on your preferences. You enter a seed artist or song (or several) and Pandora starts playing music that it interprets as related in some way to your selections. The extraordinary thing about Pandora is the complexity of its filtering. It doesn’t just group artists together and play music by similar musicians. Instead, it uses hundreds of tags, signifiers assigned to each song by a team of musicians, to find
correlated songs that may be of interest. Pandora is a product of the Music Genome Project, in which musicians define the individual “genes” of a song via signifiers and use those to generate song “vectors” that can then be compared to create highly specific and complex musical narratives.

For example, I created a radio station today based on just one song: Diamonds on the Soles of Her Shoes by Paul Simon. That radio station then played:

  • She’s a Yellow Reflector by Justin Roberts
  • If Only the Moon Were Up by Field Music
  • She’s Going by The English Beat
  • You’re The One by Paul Simon
  • Withered Hope by They Might Be Giants
  • Big Dipper by Elton John
  • Wait Until Tomorrow by New York Rock and Roll Ensemble
  • The Tide is High by Blondie
Most of these songs were a. new to me and b. enjoyable (thus meeting the radio stickiness criteria). For each song, I could click a “Why?” button to see Pandora’s explanation for why it was played. For example, this image explains why The Tide is High was included:
There are over 400 different tags used to relate songs in the Music Genome Project, ranging from “brisk swing feel” to “lyrics that tell a story” to “sparse tenor sax solo.” From a single seed song, Pandora will generate a whole channel of music, and will shift and refine that channel based on your thumbs up/down rating of each song played. In this way, Pandora makes inferences about what you might like and introduces you to new music.


And it’s the introduction to new music that makes Pandora uniquely interesting to me as a museum person. When we talk about allowing visitors to curate their own museum experiences by voting for exhibits or aggregating custom tours, the fear among curators is that such projects will denigrate the collection and turn the museum visit into a kind of popularity contest. In short, we fear that visitors, if given the tools to create their own narratives, won’t want or use the ones we provide.


Pandora is a model for an alternative. Rather than user-based collaborative filtering, in which visitors receive recommendations based on what other “people like you” enjoyed, Pandora is an example of item-based collaborative filtering, in which visitors receive recommendations based on the similarity of previously selected items (seed songs) to potential members of the collection.

Pandora and the Music Genome Project is controlled by experts, musicians who, like curators, are uniquely skilled at identifying and tagging songs to create musical genes that represent the full spectrum of musical expression.
And their expertise makes for a better experience for me as a user/visitor. As an amateur listener, I could not tell you the particular elements of “Diamonds on the Soles of Her Shoes” that appeal to me. Listening and reacting to the Pandora-generated songs allowed me to understand the nuance of what I like and don’t like. Turns out that I enjoy songs with “extensive vamping.” Could I have articulated that at the start? No. Not only does Pandora introduce me to new music, it expands my vocabulary for discussing music. I learned something! From experts!

Users of Pandora are protective of the Music Genome Project experts. There have been interesting discussions on the Pandora blog about the slow inclusion of user-based filtering, and listeners' related fear that it will taint the waters of the high-quality item-based process. The Music Genome Project involves visitors' submissions in a limited way. The core value is in the professional categorization of the songs.

Which means that curators still have a powerful role to play in the future of museums. Imagine if an art museum worked this way, if curators tagged every piece with tags representing everything from “misogynistic undertones” to “Picasso blue period” to “asymmetrical” and generated a tour for you real-time on a handheld device. You could have a personalized trip through the museum, enjoying an experience that is both highly responsive to your preferences and one which deepens your understanding and ability to articulate why you like what you like. In some cases, people might be surprised to learn that they prefer artists whose subject matter comes from childhood memories, or those who work in a specific medium. While the museum can’t be physically rearranged for each visitor, the content can be remixed conceptually to present a progressively engrossing, educational experience.


Personalization doesn’t just give you what you want. It exposes you to new things, and it gives you a vocabulary for articulating and refining why you like what you like. Pandora’s collaborative filtering process contextualizes data from a very personal starting point. You get the analysis and the narrative, but you get the slice that will resonate most with you. The world is opened a little wider and hopefully, you keep listening.

Thursday, April 10, 2008

How Much Time Does Web 2.0 Take?


On Monday, David Klevan (from the US Holocaust Memorial Museum) and I spoke at the MAAM Creating Exhibitions conference about Web 2.0 and museums. I provided the Web 2.0 framework, and David shared lessons learned from the huge range of projects the Holocaust Museum has initiated.

The biggest question that came up again and again was: how much does it cost? In most cases, the audience wasn’t asking about money: they were asking about time. When David explained that each of the Holocaust Museum’s myriad comment boards, blogs, and online forums is moderated by a staff member, the audience turned a little green. As one woman put it, “spending time on this means time staff isn’t spending on other work.” Absolutely. So in the interest of hers, yours, and everyone else’s time, here’s a rundown on what I see as the real time costs of a variety of Web 2.0 ventures.

The time cost of Web 2.0 is not in product development but in product management, maintenance, and growth. It may take you only a few minutes to create a blog, but doing so means (hopefully) a commitment to frequent content posts. When you start any Web 2.0 initiative, you should think about what (and who) it's going to require over its lifespan, not just pre-release. The time estimates below are written with sustainability in mind--the week-by-week management of Web 2.0.

First, the cheap options... and probably the most valuable. You don't need big time to get started with Web 2.0. Got 1-5 person hours each week? Become a participant.

You don't need a lot of time (or any technical expertise) to jump into the world of Web 2.0 and sniff around. Better yet, some of that sniffing can be appended by friendly actions that require little more than a keyboard and an interest in talking with others about your museum.

In 30 minutes, you can learn a lot about your institution and visitor opinions of it. You can...
  • Search for your institution on Yelp and TripAdvisor. If reviews include incorrect information, add your own comment giving helpful information about hours, prices, and new cool things people might like. If there are negative comments you want to address, commiserate, be friendly, and help them know that you care.
  • Check yourself out in the blogosphere. Go to Technorati or Google Blog Search and put the name of your museum (or exhibit, or program, or...) in quotation marks and hit search. You'll see all the mentions of you in recent blog posts. If something looks interesting, click through and read the post. You might even want to post a comment (and link back to the museum website).
  • Look for photos of you on Flickr and videos about you on Youtube. Again, add comments that give tantalizing information about the ancient vase behind the smiling girl or upcoming programs featuring those video-recorded light sabers. This is also a good place to get an education in how people are using images from your institution--both legally and illegally.
There are also a few Web 2.0 activities you can initiate without requiring frequent content updates. You can...
  • run a Twitter feed. The most time-consuming part of this is not posting content (how time-consuming can 140 characters get?) but attracting followers who will read your content. Search for people or institutions of interest to follow, and the followers will come.
  • post images from museum events on Flickr, upload videos from events on YouTube. The time these require is highly correlated to whether you are currently generating this kind of content, but if you are already snapping shots, putting them up on the web (with a handy link back to the museum website) is a cinch, and it's totally acceptable to do it sporadically.
  • create and manage a Facebook group or page, or a MySpace page. These are arguably the most time-consuming of the "cheap" time options, but if you have staff members who are already using these social networks, you can quickly broadcast out to a large group of people (like Twitter) at infrequent points, and provide a place for that group to meet and interact with each other. You can also have an extremely strange representation of yourself, as does the American Museum of Natural History. It must be working for them--they have over 2000 virtual "friends."
  • manage an online comment board on your website. Yes, it sounds overwhelming when David talks about monitoring all the boards on the USHMM website. But in reality, the monitors are making a very simple designation: is this offensive/dumb/nonsensical, or can it stay up as a comment? It's not hard to make that decision; most of us could do it in a few seconds. And since the average online museum comment board garners just a few comments each week (if you're lucky), this needn't be an onerous activity.

Have a bit more time and energy? Not satisfied with the puny 140 character limit on Twitter? If you have 5-10 hours per week, become a content provider.

You can...
  • Start a blog. There are many third party applications like Wordpress and Blogger on which you can host a blog with very little technical knowledge. Yes, you have to do a bit more than just typing to add the images and format the style of the page, but there are simple templates to work with as well (for example, this blog is served on a standard Blogger template). The challenge with blogging is frequently updating the content; I'd say once a week is a must, and posting two or more times per week is a great goal. If you spread the writing out among staff, it needn't take more than 10 hours a week to get three great posts up and monitor (and respond to!) the comments. For more information about what kind of blog might be right for you, check out this post.
  • Start a podcast. Same as the blog, but requires a microphone and some audio editing software. If you are comfortable producing audio content, it's quite simple to start a podcast... and reasonable to put out new content as infrequently as once a month. You don't need to have fancy machinery to make this happen. What you need is organization, interesting content, a person who can edit audio (which you can do for free with Audacity), and a place to post it. You don't have to host the audio yourself; you can use a service like Feedburner to host, organize, distribute, and market your content. If you want to get really fancy and go video, you can "vodcast" this way, too.

But you want something bigger? Have gobs of time and some technical know-how? Then sheesh! With 10-20 hours per week, become a community director.

These projects tend to be custom and are harder to define in neat bullets than the others. They include projects like...
  • community websites like Science Buzz (Science Museum of Minnesota) and Red Shift Now (Ontario Science Center) that combine a variety of text, video, audio, and image content accessible both from the museum and from the web. In these examples, staff are continually producing new content and interacting with the community via comment boards and other uploaded user-generated content.
  • open collections databases like the Powerhouse Museum's tagging system, where visitors can add their own keyword tags to museum artifacts. In this case, staff are producing digital assets and managing a back-end program (read: software techies) to provide visitors with the content they want via passive tracking of usage.
  • experiments in social networks like those performed by the Brooklyn Museum via their Facebook applications and video contests or by the US Holocaust Memorial Museum in their Google Earth work and myriad comment boards. This pretty much requires dedicated staff.
  • open exhibit development projects like The Tech Virtual Museum Workshop. While it took a full-time effort to launch this Web+Second Life platform where visitors can propose and prototype their own exhibits (the best of which we are now building at The Tech), it now takes only about 10 hours of my time weekly to manage the community, coordinate classes, support virtual exhibit designers, and make it happen.
And that's the reality of many of these projects. The thing that often differentiates the heavy lifting ones from the simple activities is the ongoing development of new content, new platforms, and new experiments. Once they are running, any of these projects, even the ones that sound most ambitious, tend to require part-time maintenance and management, not full-time employees.

These projects require a fundamentally different skill set than many of the other jobs we do in museums.
Think of the folks doing these activities as floor staff working in your virtual galleries. They have some content knowledge and an interest in engaging with visitors. They aren’t super-techies or crack content experts. They manage relationships instead of producing exhibits or events. Some museums are starting to reflect this in their hiring, adding "community management" to job descriptions that formerly were just about content production or distribution.

But you don't have to change your title to get started. Bookmark your hour each week and start wading in. What ideas have I left out that you would add to these lists? What costs are you most concerned about when you consider embarking on Web 2.0 ventures?

Tuesday, April 01, 2008

Cocktail Party Participation: Revisiting Twitter


Last year, I wrote a post explaining what Twitter is and how it might be applied in museums. At the time, I was a Twitter non-participant, a lurker on the edges. Now, a year later, I’m using Twitter on a daily basis, and it’s brought up some new observations about participation on websites and in interactive venues like museums.

For those who are unfamiliar with it, Twitter is a service that allows you to send messages of 140 characters in length to a set of people (“followers”) who self-elect to receive your messages (“tweets”). A year ago, I wrote about the potential of Twitter as a platform-agnostic service; you can send and receive tweets on the web, on your phone as text messages, on instant message clients, and on a variety of downloadable applications (like Twitterific, which I use for the Mac). Each person with an account on Twitter effectively has two social networks—your outgoing set of followers (people who receive your tweets) and your incoming set of tweets from the people you follow.


Twitter is often categorized as “micro-blogging,” and for the haiku experts among us, you could post very short blog entries via Twitter. If you want to report live from an event or speech, you can use Twitter to send out individual chunks of information, a string of mini-pearls of insights and reactions.
When I previously wrote about Twitter, that was the extent of my knowledge. I thought that Twitter was for broadcasting—a different but related kind of broadcasting from blogging. But now that I’m a Twitter user, I realize that Twitter is not (mostly) about broadcasting. It’s about conversations. If a blog is a lecture with a q&a session at the end, Twitter is a cocktail party, a stream of interrelated one-liners and repartees.

Consider, for example, this blog. It is not a cocktail party. I’d love Museum 2.0 to be a more participatory site with comment streams rampantly debating each post topic, but the reality is that my voice dominates the site. Each week, about 1,500 unique people visit Museum 2.0 and post an average of five comments. That’s lousy participation! If I told you I'd created a participatory website in which 0.3% of visitors add their own content, you'd probably send me to a dictionary to look up "participatory."

But this comment rate is typical for a blog. The format (I write a lot, you get to respond at the end) is a standard push content model. I read lots of blogs and very rarely add comments. My guess is that most of you come here to read content, not to get into a lively conversation. For some people, commenting on blogs is scary; for others, it's just not a compelling way to engage. For some, it's technically inconvenient:
if you’re one of the folks who read this blog via email or RSS feed, you don’t even have easy access to the comments—either as a reader or a contributor (but please, do click through to the site when the spirit moves you to read and participate in the comments).

Twitter is different. On Twitter, I have 54 followers—1/30th of Museum 2.0’s weekly readership. And yet when I send a quick question out on Twitter, I often receive five responses immediately from different sources. On Twitter, my own content production trend is inverted--I more frequently respond to others' tweets than post my own. On this blog, I'm the voice of authority (albeit a non-traditional one). On Twitter, I'm one voice among many.

Thus for some institutions, Twitter may be a better choice than blogging. If your goal is to create an online space that encourages visitor participation, a blog with a 0.3% rate of visitor content production is probably not a good choice. Twitter is a hybrid broadcast/communication platform--part blog, part instant messaging system. It's more discussion-oriented than social networks because there isn't the other content (video, photos, profiles) to get in the way. In short, Twitter provides opportunities for genuine conversations with visitors.


What makes Twitter a conversational space? How can the aspects that make Twitter work be applied to other participatory efforts? Some thoughts on what makes Twitter tick...

There is no dividing line between producers and consumers. On a blog, users have clear roles: someone writes the posts, and someone else reads (and potentially comments on) them. On Twitter, everyone is a Twitterer. You may follow lots of people and rarely tweet, but very few people sign up as pure followers and never tweet themselves. It's like signing up for a social network--the expectation is that you will build your profile and then use it to link to others. Even if you sign up for Twitter in the beginning as a lurker, you quickly can get hooked into participating, just as some people get hooked on updating their Facebook status (which, incidentally, you can do from Twitter). This lack of a line also applies to authorities--I admit it gave me a thrill to know that Obama (via some 20 year old lackey, probably) is one of my followers. It's the same frivolous pleasure that comes from "friending" the City Museum on Facebook. It's a party where no cliques are closed.

The limits on expression level the playing field. In a world where everyone only gets 140 characters in which to express oneself, the trivial and the profound are on roughly equal footing. This brevity encourages the timid to participate and limits the long-winded from crowding the stage.

You are broadcasting to a network, not an audience. When you send a tweet, you know exactly which individuals are receiving it (your followers). This social knowledge makes people more comfortable tweeting personal content and observations. Blog producers are always looking outward towards a larger future audience. Twitterers are speaking to a known group, and may have more respect, familiarity, and interest in them. It's a party of friends and acquaintances, not an auditorium of strangers.

You get immediate feedback. When I send a tweet, I get responses within minutes. When I see someone's tweet of interest, I respond immediately. The short format makes it easy to feel comfortable just dashing something off--no email signature necessary. There are negatives to this; while a person may comment on a blog post months after it was created, tweets have a short lifespan. If you make a witty remark at the party and your friends were turned the other way, it dies. But when it sparks, the energy and chatter swells.

You can spend as much time as you like. If your institution starts a blog, you need a blogging strategy which hopefully includes frequent, high-quality posts. That can be hours of work each week. Twitter is not as professional a broadcast medium, and it's acceptable to use it intermittently (as the Obama campaign does) or inconsistently (flurries of tweets followed by low activity). While it's important to grow your following/follower network to have impact, the focus is more on attracting and engaging with people than producing content. Be a lively party guest and you don't have to host the shindig to command some attention.


There are plenty of reasons to dislike Twitter. Not everyone wants a round-the-clock party running on their desktop full of guests announcing lunch plans and their new favorite web tool. But it's another tool in the spectrum of participatory web experiences, something worth understanding and putting in context alongside social networks and blogs. And it's one of the easier ones to get started with if you want to test the waters. If you've got your dancing shoes on, sign up and join the party. Open invite--BYO Insights.

Oh, and add a comment here sometime. We'd love to hear your thoughts.

Thursday, March 20, 2008

Quickie Links: Surveys, Transcripts, and a Strange Bedfellow

I was going to wrap a nice story and post around each of these but decided to just get the information out there.

First! Ideum, the company that brought you ExhibitFiles (with ASTC), is conducting a survey on museums' needs in support of an NSF grant proposal (Open Exhibits) to build open source templates for simple interactive exhibits (timelines, digital collections, news kiosks). What does that mean in simple terms? Ideum wants to make a tool so that you can create your own simple, attractive computer-based exhibits without multimedia staff or contractors. Given what a great job they did making ExhibitFiles easy to use, I expect that Open Exhibits will be truly accessible to non-code monkeys. Please help them help you and take the survey...

Relatedly, if you are super computer-savvy and impatient for a web version of this sort of thing, check out Omeka, a free open source platform for creating digital collections and exhibitions. Omeka is a project of the Center for History and New Media at George Mason University and is primarily intended for use by institutions looking to create simple online exhibitions. It's technically over my head, but if you are someone for whom "plugin" isn't something you do with your toaster, it's worth checking out.

Also, Susan Spero has transcribed ALL of the scribbles we put on the wall at the Museums and Civic Discourse colloquium at JFKU on March 8. No, it ain't pretty, but this Herculean effort includes several gems, especially the references to particular projects (in and outside museums) worth pursuing. Check them out here.

Finally, a friend wrote today to congratulate me on my "new and extremely strange website." Sadly, I do not have a new and extremely strange website. But it turns out that someone else is doing something much more interactive with the Museum 2.0 name... have fun with it and don't get too anxious. Enjoy!

Thursday, March 06, 2008

MuseTech Central: A New Resource for Museum Technology Projects

Who's doing audio tours on iPods? Which museums have experience creating collection tagging systems? Who tried GPS Twitter craziness and failed? To find the answers to these questions, you used to have to send emails out into the void, hoping you might hit someone who can help you find your way. I know; I send and receive plenty such emails.

But fear no longer! The Museum Computer Network and Museum Software Foundation have teamed up to bring you MuseTech Central, a site where you can share your own technical projects and search through a growing resource list of others. They make it very simple to add your own project (takes about 5 minutes), and the best part is that each entry is linked to a person--a human being who you can contact to find out more about the project. I sat down with Susan Chun, cultural heritage consultant and member of the all-volunteer team who developed this resource, to learn more.

How did this project come into being?

It was a volunteer effort. We thought it would be a good idea, no one had all the resources to do it, but we figured we can all chip in and get stuff done. The Museum Computer Network (MCN) is hosting the site, but all the work was done by volunteers.

That's really impressive, especially considering that other similar projects like ExhibitFiles, which are not volunteer-based.

I think there's a real value to volunteer projects. We opened MuseTech Central, then got blogged by our friends at the Walker the next day. Nate (the blogger) asked for a bookmarking feature, and then I responded by asking him to contribute to the programming of the site. When the project is all-volunteer, you can reach back out to the community with requests for help. It helps sidestep any sense of entitlement of what MCN ought to do for people.

What are your goals for the site?

I hope the registry will help us understand the trends in technology use. The person who is most served by the registry is the one who is planning a project, considering a project, or seeking funding for a project. It's fairly shocking that we don’t have any resources that can do that in a comprehensive and ongoing way.

Also, as the site grows, the aggregated knowledge can help us share resources, reduce redundancy, and come together as a museum community. Finally, I see this as a way to connect museums to the growing community of people studying museology. We need to bridge the gap between academics and museum professionals by being more open with our processes, so that their research is informed by us, instead of living in its own realm.

How do you see it growing? One of the challenges I've perceived with ExhibitFiles is the overwhelming percentage of members who are lurkers, not contributors.

Yes, that's a huge issue. I see us as having an uphill battle to convince people that as part of their normal project management practice, they need to put things into the registry. Technology professionals don’t really understand that they need to contribute to the information economy. There are so many who have registered or browsed but have not contributed a record. I don't really understand what the value is of being a member of something like this and not contributing.

What are some of the changes you'd like to see that might help encourage contributions?

We’d like to beef up the person side of this. Adding a way for people to contact each other, to have discussion threads, is another wish list item. We also want to make it easier to enter a new project; I want it to be a 3 minute process.

I found it quite a quick process, and even though the project descriptions are short, having the contact person listed makes a huge difference. Do you see this evolving more into a social networking site, or a reference that people use as a resource when needed?

I see this as a reference tool in which the user and the contributor are identical as a community.
I'd like to see our field evolve such that as a matter of habit, we record our projects into this repository. I'd like to see simple projects, like updating the phone system, in there as well as the sexy ones. We update our records when the projects change. You’re a good citizen if you are contributing, and if not, you’re not.

***

I came out of this discussion thinking about Susan's comments about how museum professionals should treat references like this. As someone managing a technology project at a museum, my immediate impulse upon hearing about MuseTech Central was to go there and add my project--it's free advertising for what we're doing, and a great way to hook in with others who might be doing related projects or have questions about museums and virtual worlds. It's great to aggregate this kind of content in one place, so you don't have to scramble from the bowels of one museum website to another looking for information on that crazy membership database you heard about. But I can understand the basic issue: why spend extra time publishing your work on an external site?

The answer is the same as the answer to why people post videos to YouTube, write papers for conferences, heck, it's why I blog. You do it to be famous. To give back to the community. To learn more and be part of something.

How else can we incentivize good information economy citizenship? I think that game mechanics, like those employed by Ebay (your star changes color the more you buy and sell), Paperback Swap (for each book you offer, you get a credit for a book), or Nike+ (you can "race" people in remote locations) would help. But until MuseTech finds the right volunteer to implement them (you?), I'll offer up my own Nike+ style challenge:

Go check out MuseTech Central. But don't just look. Add something. It doesn't have to be fancy. Write about your ticketing system, your podcast, your interactive kiosk. Then, come back here and post a comment. I'll publish a full list of the new projects you add in a post next week.

Tuesday, January 29, 2008

Why Museums Need Nike+: Tracking, Gaming, and Architecture of Participation


I often get asked what Web 2.0 means, and I usually use a form of Tim O'Reilly's four elements: content platform not provider, architecture of participation with network effects, perpetual beta, and modular design.

But those elements are pretty conceptual. How do they apply to creating a great 2.0 experience? There are other elements that often come up on this blog, like user-generated content or me-to-we design, that are more about implementation than theory. Today, we talk results. I'm talking about a product that uses the tools of tracking, gaming, and me-to-we design to give a fabulous experience: Nike+.


Nike+ is a combined iPod and shoe sensor product that allows users to track every step of their runs. This means you receive real-time audio data while running about your progress (updates each mile), and later, can review your run stats online. You can create goals for yourself (against which your progress is automatically tracked) and challenge others (anonymous or known) to run at your pace, complete a number of miles, etc. You can also create song lists for runs that give you a "power-up" when you most need it based on your run thus far.

Nike+ provides a brilliant trifecta of sticky experiences, combining tracking, game mechanics, and me-to-we design to support a product, an activity, a community, and ultimately, healthy lifestyles.
In many ways, it's the IDEAL inspiration for museums seeking to create a pervasive, sticky visitor experience that extends beyond the visit and is not totally screen-bound.

Let's take a closer look at how this all comes together.


First, Nike+ offers tracking. This is the most obvious feature of the product, and one that offers value on its own. As with the mileage displays inside hybrid vehicles, Nike+ users report that the experience of being tracked actually improves their performance. It's no coincidence that Nike+ provides both real-time and post-run statistics--you need both to adjust behavior real-time, and to motivate future improvement.

Second, Nike+ gives you a game. You get rewarded for running. As one enthusiast put it:
The second best part about the Nike+ running — the cool, video-game like part — is that you not only run, but you also get points for running. Your score ever-increases. Better still, if you set goals for yourself, you even get awesome virtual trophies and ribbons, resplendent in their vector beauty. Just like Pac-Man got to eat the occasional delicious (albeit high-sodium) pretzel treat in-between hundreds of dots, the Nike+ runner gets the occasional trophy treat in between the miles. As I understand it, a lot of people run for so-called "exercise", but let me tell you: points are way cooler.
These first two mechanics, tracking and gaming, make for an intoxicating individual experience. However, these two are most valuable while you are actually using the Nike+. When you stop running or looking at your stats on the web, the memories of trophies and goals slip away. Why run? It's not even a human encouraging you--just a stupid machine.

And this is where the third mechanic, the me-to-we design, comes in. I've written before about the 2.0 hierarchy of participation, where users move from having a "me" experience to a "we" experience through the useful networking of their individual bits. Consider how the Nike+ performs on the pyramid to the right.

On the first level, we're talking shoes and iPod only. You get music, you get covering for your feet. Nice provisions.

On level two, you get the sensor, the tracking, the points. Now, you can interact with the content, set the individual goals, see your progress, etc. This is where tracking and points take you.

On level three, you can see the goals and runs set by other people, and use that for inspiration, but you can't do anything meaningful with it.

On level four, you can join in collective challenges. Here's where the power of "we" comes in. Now, you aren't just thinking about your running goals while running or checking out your own stats. Now, you have external goals for which you have to answer to others. You've got to leave work so you can run and meet the challenge. Right. Now. Here's how that same enthusiastic blogger put it:
And the coolest part about Nike+ running? Like any good online game, you can challenge your friends. First to 100 miles? Fastest 5-mile time? Your call. These challenges wind up being incredibly inspiring — running against good friend and athletic powerhouse J. John Afryl kept me on my toes (maybe a bit too much as you'll read later) — and they're also incredibly fun. Logging in after a long run, uploading your data, and seeing where you are in the standings, is a pretty awesome way to wrap up your exercise. And more importantly, sitting around the house, wondering what to do, thinking about jogging, and then realizing that if you don't go jogging tonight you're going to lose points and slip in the standings — now that's true, videogame motivation.
In this way, the architecture of participation is the most powerful of these three mechanics, encouraging customers to think about the Nike+ product even when they are not using it. The gaming and tracking make it fun and addicting, but the architecture of participation makes it pervasive.

And what about level five? One of the interesting complaints out there about Nike+ is that it doesn't provide for enough direct runner-to-runner interaction. Users have argued that running is often a social activity, and that they want to have that same social experience via Nike+. It's not crazy to imagine a future cellphone bluetooth Nike+ that allows you to talk real-time to a running partner half a world away as you both navigate the streets. Without the pyramid of me-to-we supporting it, no one would want such a feature. But now, through the networked challenges, Nike+ users are starting to know, appreciate, and want more ways to interact with each other.

Think about what a strange feat Nike has pulled off with this product. It has taken a non-screen-based, often anti-social, occasionally loathed or feared activity--running--and turned it into a social game. It has transformed the motivation to run from exercise to winning. Imagine if all the calorie counters and pedometers and hybrid car readouts and everything else we track individually were networked and gamed in this way. Imagine if our gardens and books read and other healthy lifestyle activities were rewarded and socialized virtually.

Nike+ took an uncontrolled venue--the streets and trails used by runners all over the world--and created a compelling experience around it. In museums, we're often challenged by the question of how to track and provide a networked social experience without bringing more computers and screens into the galleries. We need to think more like Nike+, more modular, more visitor-centered, with devices that are simpler than handhelds.

Yes, the iPod nano (required for Nike+ use) is functionally a handheld, but it is smaller and more versatile than the devices many museums use for personalized experiences. And you don't have to give it back at the end of the run/tour. I think the most powerful lesson to learn from Nike+ is NOT how the tracking and gaming improve the running experience. It's the way that social networks encourage users to be engaged long after and before they run. This is the holy grail of experience design--creating something so pervasive that people think about it when they aren't doing it. And if Nike can do it for something as feared and despised as running often is, surely we can do it for museums.

Wednesday, December 26, 2007

Giving the Gift of Technology

Museum 2.0 is on semi-vacation this week. I’m writing this from Lake Tahoe. Yes, it’s beautiful, and I hope you are all having comparably wonderful experiences with family and friends. And while I’m not someone who's hot and heavy on stuff exchange, I appreciate the value of gifts and want to encourage you to consider giving your loved ones the gift of technology this season.

I’m not talking about plastic fish that sing along with your iPod (HIGHLY annoying), electric knives, or a subscription to the latest web-based social network cum parallel reality. I’m talking about giving people things they can use, that they would like, that inform and support their lives.


When you get someone a gift, you try to find something that fits these criteria. Similarly, when we receive gifts, we evaluate how well they fit into and enhance our lives. The superwarm slippers with slip-proof rubber soles? Priceless. The singing clock? Not so much.


When we receive gifts, we evaluate them. If they pass the internal test, we keep, use, and treasure them. If not, we regift, hide, or lose them.


This evaluative quality is missing from the way most of us approach and absorb new technology. In most cases, the hype that precedes a tool is so overwhelming that its functional value is lost in its charm appeal. Consider the grandfather who points to a computer and asks if it does google, or the college student who downloads killer app after killer app, without wondering (or caring) how the software will affect or support her life. We don't think, "is this X useful for me?" We download with abandon, or, disgusted or afraid based on previous experience, avoid the technology altogether.


When hype is the driver, the essential step of evaluating a given technology for its functional value is lost. And when we stop evaluating technology for its functionality, we stop thinking of it as a tool. And when we stop thinking of it as a tool, we start having strange and unhealthy relationships with it, ranging from suspicion to lust and everywhere in-between.


When we give technology as gifts, we give tools to be used and appreciated. The technology, like other gifts, is evaluated, not hyped or coerced. We put on smiles and thank yous, and then we take the gifts home and try them on. We don't think "gosh! I have to keep this because it was written up on Slashdot!" or "I have to wear this sweater because it has intrinsic hip value that I don't understand!" With gifts, we decide for ourselves.


I first started appreciating this conceptual framing of technology as tool/gift a few weeks ago, when I made applesauce for the first time. Last summer, when we moved off the grid, my mother-in-law began giving us pioneer-era technological gifts I’d never encountered before, including a food mill.


For those as blissfully clueless as I, a food mill looks like a conical colander. It has a wooden pestle-like implement that fits the shape of the cone, so you can mash up food that then comes out, uniformly small, from the colander. For months, this thing sat high on a shelf in the kitchen. It was vaguely offensive to me—a superfluous gadget taking up space and gathering dust. A gift that had not passed muster.


All of this changed when we picked the apples off the tree and spent an afternoon making applesauce. The food mill is AWESOME at making applesauce. It’s more ergonomic, fun, and speedy than a Cuisinart (which we can’t power anyway)—and much easier to clean. After the applesauce was made, the food mill went back up on the same shelf, but with a new status: that of a useful tool.


This story is not meant as a quaint homily about the value of arcane kitchen gadgets. It’s an example of how technology, when given lovingly and wisely, can be a functional, fabulous gift. Kay knew that the food mill was a useful tool for our lifestyle. She introduced us to a technology I wasn’t aware of, and now we have a tool that enhances our lives.


Think over the last year or two—what are the most useful technological tools you have integrated into your life? Who else could benefit from them?

Yesterday, I helped my stepfather, a doctor, reconfigure his cell phone so that loved ones calls come in with a distinctive ring—so when he’s on vacation he knows which calls to answer and which are from griping patients. Last month, I helped my husband get started on Facebook, and now he’s constantly exclaiming about the old friends it has brought back into his life. These things don’t have to be complicated. They should be useful tools specific to the intended recipient, gifts that they will use and enjoy.


My short list of technologies I would give as gifts:
  • Google homepages for people who use the same websites frequently but aren’t ready for RSS readers and other personalization tools
  • Skype (plus a headset) for anyone making a lot of international calls
  • an IM client (I like Adium) for any business unit suffering from constant noisy interruptions of employees asking each other quick questions
  • del.icio.us for anyone with out-of-control web bookmarks
  • suggestions for blogs, podcasts, and other content of specific interest to the intended
  • iGo power adaptors for anyone working off the grid or powering laptops in the car
What’s your favorite tech tool gift? What’s the item that has brought the most utility or value to your life? What’s the tool someone you love needs?

Monday, September 24, 2007

Master Mashup: Viral Marketing from Bob Dylan


Someone should give Bob Dylan's publicist a raise. He or she has created one of the most innovative, enjoyable mashups out of a cultural icon. Click the red box above once the video has loaded to see what I'm talking about (thanks to Jim Spadaccini for sharing).

What's a mashup?
In 2.0 speak, it's a web application that combines data from more than one source to create a new tool. One fun example is overplot, a mashup that takes quotes overheard in New York City (the data) and places them on a Google map (the tool), so you can browse the quotations by address. For example, you can click on "Midtown" on the map, go to Columbus between 89th and 90th, and find a gem like this:
Chick: I have to run in here and get more ChapStick.
Guy: You just bought chapstick yesterday.
Chick: My dog steals them and eats them.
Guy: That must be why his lips are so soft.
This mashup turns a simple list of quotes into a geographically browsable conversation. And if you know New York, it's so much more delicious to "see" the quote location rather than just reading the intersection listing. (warning: many overplot quotes are decidedly less PC than the example above.)

Map-based mashups are popular because they provide a well-understood visual representation of data. They're used to chart everything from crime statistics to Craigslist postings. Other more ambitious mashups, such as We Feel Fine, pull in data passively from blogs all over the world to create stunning visual datasets.

Whether simple or complex, mashups are most successful when they create new value out of the combined content. At their worst, they feel like hack jobs--a toaster spliced to a television. At their best, they are elegant combinations whose sum is more interesting, or at least differentiated, from the parts.

The Bob Dylan video at the top of this post is an example of a mashup of particular interest to museums because it overlays user data (personal messages) onto a cultural artifact (the Subterranean Homesick Blues video). This seems like a brilliant way to advertise museum shows--to find ways to allow visitors to embed their personal messages, opinions, or content into the museum content, thus fusing the interests of the visitors with the offering of the museum.

Of course, there are potential rights issues to be ironed out, but as in most museum/2.0 tensions, it's mostly a question of control. In this case, ceding control/use of the museum content to visitors can create a powerful message that the museum content truly is "for them." In the Dylan example, a video that was push technology (giving content TO the user) transforms into pull technology (eliciting and becoming a platform for content FROM the user).

How do we convey that the exhibition is truly FOR the visitor? By allowing them to put themselves into it.


Tuesday, September 11, 2007

See You at the Igloo: The Power of Club Penguin

When I talk with museum people about virtual worlds, the conversation usually centers on Second Life. And sure, by some metrics, it's the biggest, most fully realized 3D world out there, full of user-generated content, sex shops and waterslides, and a whole lot of buggy, experimental experiences.

But Second Life isn't the biggest, and it isn't the fastest growing. It's just the most open.

If you want to see where the real action is, waddle over to the igloo. Chances are if you know a kid between 6 and 12, you know a kid who uses Club Penguin or Webkinz, or both. Club Penguin is subscription-based and purely on the web; Webkinz requires the purchase of a plush toy (with an active virtual life). These virtual worlds are, as one father put it, "the cuddly G-rated version of Second Life." And they're booming. Club Penguin has 700,000 subscribers (at $6/month), about 12 million users, and was just sold to Disney for $350 million with a $350 million additional earn-out. And unlike Second Life, Club Penguin is 2D, highly controlled, and its primary users are too young to type.

But not too young to fall in love with virtual worlds. In January, there was an interesting CNET article about "Generation We"--kids growing up today who are constantly plugged in, not to their own personal gadgets, but to a larger social network. They expect their computer experiences, like in-person play experiences, to be social. While there's not much interest in playing with strangers, kids as young as 6 will make plans with school friends to meet up in the virtual igloo afterschool for scripted chat and simple flash games.

Talking to kids about these worlds, I've learned they know how to game the system (removing those pesky parental controls). But they don't use it to swear. They use it to play. They love the way it fuels their desire to quickly jump from one activity to the next. Now we're making pizza! Now we're playing hockey! It's not just one game, so it doesn't feel constrained. It emulates real social imaginative play and provides a realized (if virtual) environment for interaction.

They also love a part that creeps me out: the commercial aspect. Much of the gameplay in these worlds focuses around earning virtual money to buy virtual goods. And I can see the appeal; I felt the same excitement playing Lemonade Stand, filling pitchers and raking in the imaginary text-based dough. Whether healthy or not, acquiring, saving, and scheming with money is a classic child preoccupation--and one that cannot fully be realized in the real world.

One of the best places to get a good idea of Club Penguin without strapping on a beak is through their blog. Blogging may seem like an adult (or at least teenage) activity, but the Club Penguin creators realize that their users are enthusiastic and want to be involved in the action. You get a feel for the emphasis on new! improved! content, events, and the extent to which kids really feel this is "their" world. If only museums' blogs got such a wealth of poorly spelled comments. "
THE MISSION IS AWSOME I WANTED TO BEAT THEM ALL AND I DID THANK YOU SO MUCH CP I LOVE YOU." Indeed.

So what does this mean for museums? Someone recently said to me, "the mass audience for virtual worlds is growing up with the technology." It isn't the Second Life early adopters for whom this technology will be ubiquitous: it's the young penguins in their virtual igloos. Adults may not expect social networks and virtual extensions of real experiences in museums, but within ten years, adolescents raised on Club Penguin and Webkinz will. In the same way that today's teens have grown up with the mobile phone technology, today's pre-teens are growing up with social networks and virtual worlds. If you are going to invest time looking into virtual worlds while thinking about future audiences, perhaps it's time to start getting out on the ice. Or, as the Club Penguin blog would put it, waddle on!

Sunday, August 19, 2007

Tech Tools: Can IMing Make Your Museum More Efficient?

LOL. np. On first glance, instant messaging (IM) seems like a teenage distraction machine, churning out bad spelling and constant interruption. Many businesses block employees from using IM clients during work under the assumption that it is used soley to spread gossip, plan lunches, and avoid work. But there are other businesses—significantly those in the tech sector—that not only allow but ENCOURAGE instant messaging. Are these businesses run by teenagers? Are they nuts? What value does IMing bring to the workplace?

Like any communication tool, IM has to be judged for its ability to do three things:

1. connect one person to another
2. transfer content between communicators
3. perform 1 and 2 in a way that minimizes disturbance to daily workflow and other
coworkers

For example, face-to-face meetings are very good for 1 and 2, but less good for 3. Twitter is great at 1, arguably good at 3, and lousy at 2. Email is bad at 1 (never sure if the other person will see your message), but good at 2 and 3.

Where does IM fall in? Let's consider each of these points separately.

Connection. Yes, IM is another thing to download, another thing to have running on your computer. It relies on people being in front of their computer most of the day. But unlike any other communication medium, IM provides a guaranteed way for the communicator to know whether the communicatee is available for discussion. Lists of contacts, with their "available," "busy," and "away" notation let you know whether the person you are trying to reach is at their computer. There's no concern that the person will never read the email or pick up the message--IM is primarily a real-time activity. And, unlike face-to-face or phone meetings, which are also real-time, you don't need to preschedule; you can find out at a glance whether the person is available or not.

The second part of "connection" has to do with platform versatility. If you call my home and I'm out with my cell, or vice versa, you might not get me. If I email you at your work address, and you don't check that one on the weekend, I'm out of luck. I may be available for discussion, but you've chosen the wrong platform/location to find me. IM shares this problem; if you don't have an IM client, I can't IM you. However, fortunately, the secondary problem associated with this (you use AIM, I use Gchat) is ameliorated if you use a global IM client like Trillian or Adium. These (free) IM clients combine your contacts from AIM, yahoo, ICQ, all kinds of clients, so you can universally IM. Of course, for IM in the workplace, it's sometimes useful to encourage staff to all sign up for the same client, so that this is a non-issue; at other, more tech-savvy institutions, universal clients allow people to connect with the usernames they already have.

Content. IM is not used for dissertations; its primary use is for short queries. Every communication medium has its own etiquette, and IMing is more permissive of curt, quick messaging that the phone or email.
IM supports low-context, straightforward transfer of information. If I need to know what our visitorship was last week, I don't need to make it into a multi-sentence email or call for a chat. I can just IM you the question, and you can send me the number.

IM also has an unusual capability to transfer large files, a task that is sometimes onerous over email or FTP sites. I worked with a composer who transferred almost all of his audio files to me via IM. Yes, unlike email or FTP, it required a real-time transaction between us, but the files downloaded faster and with fewer crashes than email or FTP would allow.

Distraction. Is IM distracting? Potentially. But unlike voice-based communication, it does not distract those around you. Like email, IM is something that can paralyze your computer-based work or not, depending on how you manage it. You can set your profile as "busy" or "away" if you don't want to be disturbed. And if you are thoughtful about when to use IM and when to pick up the phone, it can save a lot of time. The same composer who sent me files would often IM me to ask a quick question. Occasionally, those quick questions turned into larger discussions, and we would immediately switch over to the phone. When IM was sufficient, it was the fastest way to make a quick decision. When it wasn't, we upgraded.

But the main distraction positive of IM has to do with regard for coworkers. Many of us work in open offices with lots of people around, and all that brainstorming and phone calling in close proximity can make focused work challenging. I had a boss with an office adjacent to a room in which 8 of us worked. When she had a question for someone, she would yell his/her name repeatedly until that person responded or someone else yelled back that that person was not around. It was efficient for her (she made the connections she needed), but a mess for the rest of us. IM could have given her a continual beat on who was and wasn't available, and a way to grab them (quietly) when she needed them.

***

All of the above arguments apply to all kinds of computer-based workplaces where the majority of employees sit at computers for most of the day. But what about the unique challenges and opportunities of museums? Are there specific ways IM could be applied in these institutions? Here are some creative ways I could imagine museums using IM:
  • Direct Line to the Info Desk. Frequently, staff at the info desk have to put guests on hold while they contact the appropriate staff member to answer the guest's question. If museums use IM, info desk staff could get the answer quickly without making the guest wait too long, or could see that the staff member in question was not available (and not have to put the guest on hold at all).
  • Visitor to Staff IMing. While this may not often be desirable, it is possible to offer guests "live chat" with a staff member via the museum website. Big retailers like IKEA offer these services as a more efficient (for them and the customers) help line. Live chat could be used as a way to ask basic questions about the museum, or the museum could offer special chat hours with experts. If the museum did not want to make such chat available to the whole world via the web, it could happen inside the galleries themselves. Visitors could type their questions into computers in exhibits and receive answers from the curators/experts during live chat hours. This could be a way (albeit less personal) for staff to do some visitor outreach while still working on other things.
  • Working with contractors and remote teams. This one is not specific to museums, but to the frequent museum experience of working with remote teams. IM can be a quick way to check in, send reminders, pass photos, etc. I'm working with one company now where everyone is virtual, and everyone is constantly on IM. IM is used as a back channel to pull people into meetings, send out quick links and opinions during conference calls, and generally conduct business.
Do you use IM at work? What are your brilliant uses for it, why did you abandon it, what possibilities can you see for its use in your own institution?