Showing posts with label usercontent. Show all posts
Showing posts with label usercontent. Show all posts

Monday, October 26, 2009

Please Don't Send Me to My Personal Webpage


Yesterday, I visited the Experimentarium, a science center just north of Copenhagen in Denmark. There were many intriguing exhibits and a novel cellphone game (more on that in another post), but I was particularly interested in their new special exhibition on the brain. This exhibition uses RFID tags to allow visitors to save their work throughout the space--something that many institutions have been experimenting with for almost ten years now. And while the Brain exhibition has some qualities that were significantly improved over other RFID-enabled exhibitions (better scanning of the tags, more content-rich personalized welcome screens, effective timeouts if you walked away, a semi-useful group option to accommodate families), it offered an output mechanism that is dated and downright frustrating: the personal webpage.

Many institutions that are pursuing online/onsite experience connections have lighted on the personal webpage as THE way to deliver post-visit experiences. Here's the basic idea: while you are at the museum, you save digitizable content--either content you make (photos of yourself) or content you collect (museum-supplied text or media of interest). When you get home, you type a long code into a web browser or receive an email with a link. Go to that link, and you will find a custom webpage featuring all of the assets you saved or made onsite.

The personal webpage has many adherents, and some institutions, like The Tech Museum in San Jose, have been offering them for almost a decade. There are some obvious positives to this strategy. It provides visitors with a "special place" for their content, which is both highly customized to their experience and out of view from other visitors to the museum's website. But these positives are outweighed by a glaring negative: these personal webpages are (usually) an experiential dead end. They provide the bare bones of what you've created in a totally decontextualized way, outside the infrastructure of other institutional digital content and outside the social context of other visitors. These pages often look barren. They don't live in an ecosystem of other experiences. They display the assets you've created and beyond that, nothing but a link to the institution's main website.

This makes for a very low-engagement post-visit experience. For example, check out this personal webpage I produced with my partner, Sibley, at the Experimentarium yesterday. We swiped our RFID tags all over the Brain exhibition to save our actions, scores, and preferences. We spent time on a digital profile-building activity that required us to enter many fields, including name, age, gender, and four screens of subjective questions about how we think (so much that our friend Nynne didn't do it because it was taking so long). Given all of the time commitment we were asked to put into the tag system onsite, I assumed that when we got home, we'd get some kind of personal profile that showed what we'd done, how it mapped to our profiles and our behavior relative to each other or other visitors to date.

Instead, we each got a basic set of text recommendations to cultivate our brains, against a psychedelic background that provides links to the exhibition's webpage but no substantial ties between our experience and the exhibition content, or even with each other. In some cases, we were provided with the same results we saw onsite (Sibley's time in a learning curve activity... not sure what happened to mine), but onsite, we were able to explore that data relative to other visitors to date, whereas the webpage just provides a static image. At the bottom of the page, there's an option to "remove my personal data" (please don't click this) - and I found myself staring at it semi-incredulous that this impersonal website had anything to do with the data I had generated onsite.

I will not be using this webpage to dig deeper. I will not be coming back to it for more in the future. While it has generated a single click from an email to the web (and many more clicks if you check it out), it has not sent me down the road towards a deeper relationship with the content, the exhibition, or the institution. It didn't even let Sibley and I laugh at how we compared to each other! It's an outpost for some cheap content, and that's immediately obvious to me when I get there.

The Tech's system is barely better in what is provided, offering a glimpse into the actual exhibits you visited and the content (mostly photos) you took onsite. But again, this content is not connected either to more content nor to other visitors. I'd love to see my thermal camera shot in a gallery of many thermal camera shots, and learn from how other visitors used the camera to generate strange images. Instead, I just get my narcissistic output, which may be a reasonable souvenir but is little else.

How can museums improve on this personal webpage strategy?
Contextualize the output with more content. There are some museums which, instead of giving you your content on a bare webpage, create an "account" for you on a more dynamic and content-rich site. The US Holocaust Memorial Museum's Take Action website does this. Associated with a small exhibition on genocide in which visitors can make personal pledges (extensive coverage here) that are digitally tracked, the website allows visitors to "log in" with their pledge number to access custom content--but that content is layered into the multi-media site rather than living in a barren online outpost. This means that visitors are encouraged to keep exploring the rich content on the site related to genocide, rather than checking out their creations and then closing the page.

Contextualize the output socially. It's perhaps even better (and cheaper) to wrap visitors' digital creations in a social enviroment than to do so with authoritative content. You don't even need your own platform to do this. Exhibits that produce content that goes to social websites like YouTube or Flickr are automatically presented in relation to other visitors' productions. When you make a video in the Mattress Factory's iConfess booth, it shows up on the iConfess YouTube channel. When you augment a photo in the Chicago History Museum's Get Lincolnized! system, your image becomes part of a Flickr stream. This allows each visitor to see her actions in the context of what others have done, and to become part of a light "community" of participants.

The Holocaust Museum's Take Action website incorporates this social context with a digital display allowing online and onsite visitors to browse pledges made and see their own words amongst those of others. Particularly for activities that emphasize the collective power of many individuals working toward the same goal, showing how each visitor's action is connected to the larger effort is essential.

Finally, if visitors are saving their activities in competitive environments like games, being able to see your score relative to others--either in your party or overall--is incredibly engaging. Imagine the return visit potential if the institution could automatically send visitors online alerts that someone else has bumped their top score off the chart, or if it challenged dad to try a comeback game against mom next month.

Motivate further active engagement. Remember, the people who chose to produce content onsite--to track themselves, to play games, to make pledges, to mess with their photos--were drawn specifically to active participatory experiences. They may not be the same people who are driven to read or consume lots of authoritative content on a topic. And so while some may appreciate deeper content experiences based on their initial entries, more may seek further ways to actively engage with the institution. If visitors make stop-motion animations at the museum and come back to the web to view them, why not provide a tool or links to places where you can make really complex animation products (which can also then be shared with the visitor community)? If visitors make pledges to reduce waste or stop genocide, why not provide more activities for them to do and ways to track them? I worked with the Boston Children's Museum on a project called Our Green Trail (check it out!) that encourages visitors who play games at the museum related to green behaviors to keep doing those behaviors and playing associated games online in a social virtual world. In this way, Our Green Trail tries to keep people motivated and focused on the activities that initially attracted them while opening up more and more content and social experiences to fuel continued action, in their own lives and on museum visits.


What online/onsite connections have you seen that work particularly well or poorly? What do you want from the digital component to your next cultural experience?

Tuesday, September 15, 2009

The World Beach Project: A Creative Contributory Project that Shines

There are lots of museums (and organizations of all kinds) looking for ways to inspire users and visitors to produce their own content and share it with the institution online. Today, a look at one of the projects I believe does this best--the World Beach Project.

The World Beach Project is managed by the Victoria and Albert Museum in London with artist-in-residence Sue Lawty. It launched in October of 2007 with a very simple and understandable idea: to produce a global map of pieces of art made with stones on beaches. The World Beach Project does not exist in the V&A Museum. It doesn't involve visitors coming to the museum at all. It's a project that requires people to do four things that are both simple and complex: go to the beach (anywhere in the world), make a piece of art using stones, photograph it, and then send the photos to the museum via the Web.

The World Beach Project is one of very few online museum projects that has truly "gone viral," enjoying press attention and growing participation from people all over the world. In the first two years of its existence (Oct 2007 - now), the World Beach Project received more than 700 contributions, including submissions from every continent except Antarctica, and submissions continue to come in each day. Run a quick search, and you'll find references to the project in over 1,400 blog posts, mostly from individuals around the world who love art, or beaches, and who share their discovery and delight in the project with their small networks of friends.

What makes the World Beach Project so successful? It's not marketing hype. The project has not had any heavy marketing campaigns or contests associated with it. The artist, Sue Lawty, maintains a blog with her reflections on the project and occasionally celebrates particular contributions, but this blog is fairly contained within the project website and is not a major source of web links. The beach artworks are not on display in the physical V&A galleries, nor will their creators receive prizes. Visitors to the website can't even comment on the photos or mark them as favorites. These are not shareable objects beyond the beachcombers who tread the same shores and the people who light upon this part of the V&A's website. The act of making art, and the recognition on a simple website, are the only rewards.

And yet this reward, mixed with an intelligent project design, are enough to make this project attractive to people all over the world. The ask is clear, the activity is compelling, and the display of contributions is simple and inspires greater participation. Let's look at how each of these aspects--the ask, the activity, and the display--contribute to the overall success of the project.

The ask is clear.

The World Beach Project doesn't have a flashy website or fancy animations. It features three parts: very clear instructions on how to participate, a map of all of the contributions to date, and photos of the contributions. The simple statement "I want to add my beach project to the map" is always accessible and obvious in the upper corner of the map, allowing inspired consumers to quickly transition into participants.

While contribution may take many steps, the website instructions are written to make contribution as simple and painless as possible, using phrases like "it is really easy to join in" to convey in everyday language welcome and support for would-be participants. The World Beach Project also uses the classic format of encouraging visitors to the site to browse the content before participating, which encourages people to view model content and further understand how they might be able to contribute. Beach art is democratic, and while Lawty, a professional artist, modeled the activity by making beach sculptures of her own, the artistic endeavor required to be successful is attainable by anyone, and participants didn't need encouragements or instructions to know how to make beach sculptures.

Each contributor is required to submit her name, the location of the beach, the year of the creation, a photo of the finished artwork, and a brief statement about how the work was made. Contributors can also optionally upload two additional photos: one of the beach and one of the work in process. The process is well-designed to remind participants what will be asked of them and how to meet the criteria, and the V&A provides participants with legal terms and conditions explaining that you are granting the museum a non-exclusive license to your contributed content. While the terms are written in legalese and may not be understandable to all participants, I appreciate the V&A's placement of the terms out in the open (rather than asking you to agree to something you have not read). Many museums do not provide participants with clear terms surrounding their submissions, and for savvy people (especially artists!) such statements are a must not only from a legal standpoint, but to promote mutual trust and understanding between participants and institutions.

The activity is compelling.

Contributing to the World Beach Project is not easy, and yet, the Victoria and Albert Museum has received many more submissions than other museums receive for much simpler photo- or video-based online contributory projects. I have browsed hundreds of contributions that are beautiful, thoughtful, and on-topic. What makes the World Beach Project so successful? This is a project in which participants immediately and self-evidently perceive the personal benefits of participation. You aren't trying to win anything; you're just going to make a piece of art on a beach and share it with others. Sue Lawty, the artist who initiated the project, is a textile artist, and she wrote about the World Beach Project being "a global drawing project; a stone drawing project that would speak about time, place, geology and the base instinct of touch." Through her own personal take on the project, Lawty encouraged participants to think of themselves as part of something greater--part of a community of artists and a geologically-connected ecosystem.

In their personal statements, beach artists wrote about profound connections to nature. They celebrated structures that disappeared after ten minutes but were "worth it." People shared stories of coming back to visit their creations again and again, seeing how the ocean and other people had altered their designs. The World Beach Project is, in its own small way, important. It isn't about collecting photos for a marketing campaign, or making a quick-e-card to send home. It's about making art, connecting to the earth, and being part of something greater.

By asking people to do something that is complicated, Lawty and the V&A express their respect for participants' competence and artistic ability. Yes, many contributory projects succeed by asking people to do something quick and easy - to register an opinion or share a small personal expression. But these are only as successful as the ask is genuine. Visitors, like all people, want the opportunity to show the world (and themselves) that they are interesting, capable, and worthy. Too often, we look at dismal rates of participation in basic contributory projects and assume, "this is too complicated for visitors." But in many cases, visitors may simply choose not to submit a photo for a contest or a thought into a comment box because the request seems insincere, demeaning, or silly. No one likes to have their time wasted.

In her research on happiness and gaming, Jane McGonigal has stated that people need four things to be happy: satisfying work to do, the experience of being good at something, time spent with people we like, and the chance to be part of something bigger. The World Beach Project accommodates all of these goals for participants. In other words, it's a contributory project that is optimized to make participants happy. And that sets it apart.

The display is easy to navigate and inspires participation.

As noted above, the display of the beach artwork is blended well with the ask, so visitors can easily transition from spectator to participant. That said, the World Beach folks recognize that this is a fairly hefty ask--not everyone can get to the beach--and I assume that many people come to the site, like myself, to enjoy the artwork without making their own contribution. The content does not live behind click after click; instead, you can access every submission from the world map. It is easy to move around and zoom in on the map and access contributions directly in the form of photos and text statements. These contributions don't send you to another page; instead, they pop up over the map, encouraging you to surf quickly from one to another. If you want to dig deeper into a particular submission, you can click to see other photos and longer statements from the artists on dedicated collections pages.

It is a bit strange that the World Beach Project is housed within the Collection subsection of the V&A website. I'm of two minds on this. On the one hand, it's a pain to have to find the project hidden beneath the textiles category of Collections (who would think to go there?). And the project might be more attractively displayed on its own site, outside the fairly staid templates of the V&A's overall site design. On the other hand, placing the project within Collections reinforces the idea that these beach artworks are accessioned into the museum's collection, and that the project exists within a larger context of dialogue about what textile art is and can be. The World Beach Project is a gem hiding in a vast space populated by other objects and experiences. Maybe that's where all great museum experiences live.

Tuesday, August 25, 2009

Designing Talkback Platforms for Different Dialogic Goals


"Where were you last night?"

If someone asked you that question, how would you answer? Answers will differ depending on who's asking, but they are also influenced by the designed environment in which questions are asked. People answer questions differently in harshly lit interrogation rooms than they do in welcoming therapists' offices or in the privacy of their own computer terminals. We have different conversations on the phone than we do in person or in internet chat rooms. The outcome of our conversations is dependent on the diversity of designed environments in which they occur.

If you want to design opportunities for visitors or users to respond to questions or engage in conversation, you need to think not only about what you want to ask visitors but how you will design conditions that are conducive to the types of answers that interest you. I'm not talking about guiding content; I'm talking about guiding form. If someone asks you a question on Twitter, you can only respond with 140 characters. We don't have the same limitations when designing talkback stations and other physical platforms for conversation, but that doesn't mean we shouldn't intentionally design the conversational tools offered. Many institutions do this unintentionally--by providing post-its or comment books, pens or crayons. Each design choice impacts the amount of thought and efforts visitors will put into their responses and the extent to which they will stay on-topic or proactively build on other visitors' arguments.

Here are a few design rules I use to think about what kinds of designed dialogue environments are right for different experience goals. I encourage you to share your own rules and thoughts on this in the comments.


If your goal is to encourage visitors to perceive themselves as partners in the content co-creation experience, make room for their thoughts sooner rather than later.

You don't need an entire gallery to frame a social question, but you do need to think about how the question or questions will be designed into the experience for maximum impact. The most common placement for questions is at the end of content labels and the end of exhibitions, but this location is by no means the most effective. Positioning questions at the end of labels accentuates the perception that they are rhetorical, or worse, afterthoughts. Similarly, making the only space for dialogue at the end of an exhibition ignores the thoughts that visitors brought with them into the experience or had along the way. If you are hoping for visitors to discuss their responses to questions with each other, or to share their answers with the institution, you can't end with the question; you need to provide several opportunities for questions and responses.


If your goal is to encourage visitors to share complex, personal responses to questions, consider offering private booths and progressive questions for visitor responses.

This technique was used in the Slavery in New York exhibition at the New-York Historical Society and continues in the popular StoryCorps project. When you want visitors to spend a long time reflecting and sharing their thoughts, you need to design spaces for response that are comfortable and minimize distractions. In the case of Slavery in New York, the end of the exhibition featured a story-capture station at which visitors could record video responses to a series of four questions about their reactions to the exhibition. The story capture experience averaged ten minutes, with visitors being given four minutes to respond to each personal, relatively imprecise question about how the exhibition affected the them. Richard Rabinowitz, curator of exhibition, noted that the progressive nature of the questions yielded increasingly complex responses, and that "it was typically in response to the third or fourth question that visitors, now warmed up, typically began relating the exhibition to their previous knowledge and experience." A lone "What do you think?" question station is not necessarily enough to elicit the rich personal reactions visitors might have to exhibitions. Rabinowitz commented that "as a 40-year veteran of history museum interpretation, I can say that I never learned so much from and about visitors." It was the lengthy progressive response process that turned what is often a series of brief and banal comments into a rich archive of visitor experience.


If you feel that your audience needs monitoring or social support, position the talkback stations in open settings.

This is the opposite situation of the previous design goal, one typical in science and children's museums. Placing feedback stations in the open lowers the probability of socially inappropriate behavior, and it also allows parents and teachers to help struggling visitors answer the questions at hand. There was a wonderful example at the Ontario Science Center in their Hot Zone area, which features several voting and commenting kiosks popular with teens. There was one kiosk in particular that was drawing several inappropriate comments, until it was moved from a corner into an open space close to the entrance to the women's bathroom. In its new location, under the watchful eyes of moms and other visitors, the inappropriate behavior diminished.


If your goal is to motivate dialogue between visitors and objects, questions and answer stations should be as proximate to the objects of interest as possible.

Visitors can speak more comfortably and richly about objects that they are looking at than objects they saw 30 minutes earlier in the exhibition. In many cases, visitors encounter talkback opportunities so infrequently throughout a visit that they seize on those opportunities to share many off-topic thoughts about their overall experience. This can frustrate museum staff, who wonder why the visitors are straying so far from the question posed. The more frequent explicit talkback opportunities are, and the more tightly and consistently connected to specific exhibits, the more visitors will focus on the experience at hand.


If you want to invite a wide range of visitors to respond to questions, it is best to design them into a context where visitor responses are of comparable aesthetics to the "official" museum content in the exhibition.

If a label is printed beautifully on plexiglass and visitors are expected to write responses in crayon on post-its, visitors may feel that their contributions are not valued or respected, and may respond accordingly. One of the things that makes the visitor stories contributed in the Denver Art Museum's Side Trip exhibition so compelling and on-topic is a design approach that elevates visitors' responses to comparable footing with the predesigned content. The vast majority of the signage in Side Trip was handwritten in pen on ripped cardboard, which meant that visitors' contributions (pen on paper) looked consistent in the context of the exhibition. The image at the top of this post is from one of their simple visitor feedback interactives which was built into a familiar, casual rolodex. By simplifying and personalizing the design technique used for the institutional voice, visitors felt like they were part of a natural conversation with the institution.


If you want visitors to answer questions collaboratively, whether in real-time or in a distributed manner, make sure your question and answer structure clearly supports visitors building on each other's ideas.

Unfortunately, most talk back walls don't support the grouping of visitor contributions or attempt to encourage conversational threads to develop. The Signtific game does this virtually by encouraging players to respond to each other by "following up" on other players' entries. But you could easily imagine doing something similar in physical space, either by using different color paper or pens for different types of questions and responses, or by explicitly encouraging visitors to comment on each other's responses or group their thoughts with like-minded (or opposing) visitor contributions.


If you want visitors to consume and enter in dialogue each other's responses, make sure that the visitors' answers are displayed in locations that makes them most useful to others.

A colleague recently called me to discuss an idea for a low-tech recommendation engine in which visitors could mark places on paper museum maps that might be of interest to other visitors like them. We talked about the fact that while visitors were most likely to be able to generate their maps of recommended spots as they walked through the institution, the completed maps would be of most value to subsequent visitors on their way into the museum rather than the way out. In this case, we talked about placing a large physical map of recommendations in the lobby rather than at the "end" of the experience, where visitor feedback often lives. This may sound obvious, but I think we often think about the creators and consumers of visitors' content as being the same people, whereas they are often visitors at different stages of their experiences with different needs.


What design techniques do you use to create successful visitor dialogue experiences? What have you seen work well, and what have you seen fail?

Thursday, August 20, 2009

Museum Photo Policies Should Be as Open as Possible

I'm working on a section of my book about sharing social objects and am writing about the most common way that visitors share their object experiences in museums: through photographs. While doing research, I found myself digging back into old arguments on museum listservs about photo policies and I want to add my two (very opinionated) cents on this.

While the majority of experience-based museums like children's and science museums have unrestricted noncommercial photography policies, many collections-based art and history museums continue to maintain highly restrictive photo policies. As I understand it, there are five main arguments for restrictive policies:
  1. Intellectual Property: Museums must respect diverse intellectual property agreements with donors and lenders, and in institutions where some objects are photographable and others not, it's often easier to use the most restrictive agreements as the basis for institutional policies.
  2. Conservation: Objects may be damaged by flash photography. Some conservators argue that if non-flash photography is permitted, light levels in the galleries may be increased to accommodate visitors' cameras, which indirectly damage artifacts.
  3. Revenue Streams: Museums want to maintain control of sales of "officially sanctioned" images of objects via catalogues and postcards. If people can take their own photos, they won't buy them in the gift shop.
  4. Aesthetics of Experience: Photo-taking is distracting for other visitors. Looking at artwork through a lens means you are having a less rich experience. Visitors may make inappropriate gestures in photos with museum content, thus distorting institutional values and intent.
  5. Security: Photographers might take photos with intent to do harm; for example, with plans to rob the museum or stalk another visitor.
I respect the first and second arguments. I understand the third, though I think it is misguided. And I think the fourth and fifth are bizarre and ungenerous to visitors.

To me, an open photo policy is a cornerstone of any institution that sees itself as a visitor-centered platform for participatory engagement. Here are five reasons I think museums should have totally open photo policies:
  1. As long as it does not promote unsafe conditions for artifacts or people or illegal behavior, museums should prioritize providing opportunities for visitors to engage in ways that are familiar and comfortable to them. Yes, some people (especially vocal museum staff!) hate the sight of people taking photos in museums. But what about visitors? If your argument is based on visitor comfort and distraction, it should be backed up by visitor research, not personal impressions. Would staff members who hate photography be comparably disturbed by visitors sketching in the galleries? Sketching takes up more space and is more distracting than photo-taking (and pencils could be used to damage objects!), and yet many museum professionals look benevolently upon that activity as a positive meaning-making visitor experience. This is prejudicial treatment. I know that many people are uncomfortable with the growing culture of self-documentation, but no one should let their own aesthetic preferences dictate others' behavior without good reason.
  2. Restrictive policies erode staff/visitor relations and overall museum mission statements around inclusion. The majority of cellphones now have cameras embedded in them, which means that many visitors are walking through your doors with camera in hand. Visitors get upset when they are told to put their cameras away, and it is becoming increasingly hard for guards (and, down the road, marketing staff) to control the taking of photographs and their spread on the Web. Telling visitors that they can't take photos in museums reinforces the sense that the museum is an external authority that owns and controls its objects rather than a shared public resource. How can visitors be "co-owners" of museums if they can't own an image from their experience?
  3. Photo-taking allows visitors to memorialize and make meaning from museum experiences. There have been several studies that show that creating a personal record of an experience and reviewing it later increases learning and retention of content. When visitors flip through photos from their trip, they are more likely to recall their interest in a given artifact or exhibit than without visual aids. And it's not just about recall. There are thriving groups of Flickr users who share photos of themselves imitating art. When my mom, sister and I visited the de Young sculpture garden, we spent about an hour posing alongside the sculptures, which forced us to spend a lot of time carefully observing the art and directing each other into position (see above photo). We spent significantly more time with the art to create these photos than we would have had we just been strolling through.
  4. Visitors use personal photos differently from store-bought ones. The majority of visitors use their cameras to casually record their personal and social experiences, not to take authoritative images of artifacts. A visitor who wants a picture of "mom with the giant penis statue" wants something that the museum is not selling. Visitors who want "the best shot ever of the penis statue" are still likely to buy in the store. And even if visitors do take authoritative (noncommercial) shots, they are unlikely to reduce sales. A great shot of your institution, shared on Flickr, serves as a free piece of marketing that may generate ticket sales. How do you measure the potential lost income from a photographer not buying a postcard against the online impressions his photo makes on others? In the related world of online image licensing, some museums have done studies of the affect of open digital photo distribution on their revenue from image licensing and have seen flat or positive effects from the actions, not negative ones (see this in-depth paper from the Powerhouse Museum).
  5. When people share their photos of your museum, they promote and spread your content to new audiences in authentic ways. In 2008, a team led by MIT media researcher Henry Jenkins published a white paper entitled, "If it Doesn't Spread, It's Dead," which argues that media artifacts have greatest impact when consumers are able to pass on, reuse, adapt, and remix them. There are two parts to this. First, every time a photo is shared, it extends the reach of your objects and exhibit stories. But perhaps more importantly, Jenkins argues that the creative adaptation of cultural objects through photos and other spreading tools supports communities' "processes of meaning making, as people use tools at their disposal to explain the world around them."
At the conclusion of Jenkins' paper, the team claims:
"So what is spreadable media good for?
  • To generate active commitment from the audience,
  • To empower them and make them an integral part of your product's success,
  • To benefit from online word-of-mouth
  • To reach niche, highly interconnected audiences,
  • but most of all, to communicate with audiences where they already are, and in a way that they value.

...

Those who have the most to lose are those companies which:

  • have well established brand messages
  • have messages that are predictably delivered through broadcast channels
  • who are concerned about a loss of control over their intellectual property
  • who have reason to fear backlash from their consumers.

Even here, remaining outside of the spreadable model altogether may cut them off from younger and more digitally connected consumers who spend less time consuming traditional broadcast content or who are increasingly suspicious of top-down advertising campaigns."

Of course, museums shouldn't let marketing desires, popular opinion, or cultural forces drive all decisions. The intellectual property arguments in particular are very complex and should be taken seriously. But visitors and visitor research deserve voices in the discussion about whether photo policies are open or closed. The cultural and educational value of spreadability deserves weight in decision-making. From my perspective, this value is so high that I'd recommend museums think twice about taking on temporary exhibitions or loans that would endanger the ability to allow visitors to take photos across the institution.

And one final thought on this topic: I've been surprised to learn that some museums have restrictive photo policies and aren't sure why. I've heard stories of museum staff at two large institutions trying to figure out who "owns" the policy--conservation, marketing, curatorial, etc.--so that it might be revised. If you don't know why you restrict photography in your institution, please think about both the benefits AND the drawbacks of allowing photography before you perpetuate the policy.

Monday, June 15, 2009

Advice: An Exhibition about Talking to Strangers

Advice BoothIn April, I gave 13 UW graduate students a simple challenge: make an exhibit that gets strangers to talk to each other. 10 weeks, $300, and a whole lot of post-it notes later, they succeeded.

Last month, student Nicole Robert wrote about the concept for Advice: Give it, Get it, Flip it, Fuck it. Now, the exhibit is closed and we're throwing open the doors on what was created. You can explore the project wiki where we coordinated the exhibit, including the project overview, our six-week plan to get it all done, and individual sections for development of concept, content, interaction, graphics, marketing, fabrication, installation, and evaluation. There is also a final evaluation report available for download, which offers lots of great quantitative and qualitative content about what visitors did in the exhibit. It also includes reflections from the exhibit team on the project.

I recommend you check out the wiki and evaluation report to dig deeply into the content. Below are three things I learned from the Advice exhibit and will take with me into future work.


Facilitated/Unfacilitated Blend

When we started this course, I really pushed the students to think about ways to induce unfacilitated interactions among strangers. I love facilitated experiences, but I worry that they aren't scalable to every visitor. In the end, the Advice exhibit offered four main experiences--two that were facilitated, and two that were unfacilitated. The facilitated experiences were an advice booth, at which you could receive real-time advice from children, money managers, tattoo artists, and more, and a button-making station, where a gallery attendant would help you play a simple game to make a custom button featuring your own advice "madlib" composed of your own nouns and verbs rolled into classic advice phrases. The unfacilitated experiences (discussed in more detail below) involved visitors writing their own pieces of advice on post-its and walls and answering each other's questions asynchronously.

At any time, there were two facilitators in the exhibit--one for the advice booth, and the other for the buttons. This might make Advice sound more like an educational program than an exhibit, or like a failure on the unfacilitated front. But the exhibit team did something novel. First, they replaced staff with volunteers--some entirely spontaneous--at the advice booth. Like the Living Library project, the advice booth was a platform that connected strangers with strangers--not just staff with strangers. One eight year-old enjoyed the advice-giving experience so much that he came back the following day for another shift in the booth!

Maybe more importantly, the facilitators were not the center of the Advice experience. They were roped to very specific locations and activities. Because they were a part of the experience rather than the focal point, they could impart an air of friendliness and participation without making people feel that they had to participate. They reminded me of street vendors or great science museum cart educators, imparting an energy to the space without overwhelming it. I know that floor staff are expensive, but they really make a space come alive (see this post). And in Advice, the activities for staff were interesting and specific enough that a really eclectic mix of volunteers could perform them successfully.


In Praise of the Post-It


There's lots of post-it-powered art on the web these days (like this and this). I'd like to add my ardor to the pack and suggest that you really can make a compelling, content-rich interactive exhibit experience with a bunch of post-its. In Advice, the setup was simple: the exhibit team came up with a few seed questions, like "How do you heal a broken heart?," and put them up on signs behind glass. Then, they offered different shapes and colors of post-its, as well as pens and markers, for people to write responses.
Post-it Interaction
The engagement in this part of the exhibit was very high. Random passers-by got hooked and spent twenty minutes carefully reading each post-it, writing responses, creating chains of conversation and spin-off questions and pieces of advice. It's worth noting that the exhibit space was not exactly optimal--it was a hallway separating the lobby of the student center from a dining hall. The previous exhibit in this space was a very provocative art exhibit about sexual violence, and yet in our brief site survey in April we saw almost no one stop to look at the art. Not so for the post-its. The Advice exhibit hooked maintenance staff, students, athletes, men, women--it really seemed to span the range of people passing through.

There were 230 responses to the nine staff-created seed questions, and in a more free-form area, visitors submitted 28 of their own questions which yielded 147 responses. Some of the advice was incredibly specific; for example, one person wrote a post-it that asked, "should my 17 year old who is going to college in the fall have a curfew this summer?" That post-it received 9 follow-up post-its, including a response from another parent in the same situation. Others stood and copied pieces of advice (especially classes to take and books to read) carefully into their personal notebooks.

It might seem surprising that people would take the time to write up questions on post-its when there is no guarantee that someone will respond, and very low likeliness that someone will respond while you are still in the gallery. The exhibit experienced low traffic overall in an odd area of the UW student center. But the impulse to participate was high and the threshold for doing so was very, very low. The post-its and pens were right there. The whole exhibit modeled the potential for someone to respond to your query, and as it grew, the sense that you would be responded to and validated grew as well. We saw many people come back again and again to look at the post-its, point out new developments, laugh, and add their own advice.

People felt very comfortable not only adding their own advice but also critiquing others'. We saw many instances when someone would write "lol" or "love this" directly onto a previously posted post-it. People also asked follow-up questions. For example, one person recommended "grappa and Bessie Smith records" as a cure for a broken heart, to which another responded, "Who's Bessie Smith?" The query was answered by yet a third person, who wrote, "Uh, only the greatest singer of the 20's 'I need a little sugar in my bowl.'"

Do I know if the second person ever came back to find out who Bessie Smith is? No. But I know that the resultant conversation provided information to many subsequent visitors to the space. It's like following blog comments. Not everyone comes back to read the evolving comment stream, but the aggregate is always valuable to the next visitor.


Many Ways to Talk Back


When the student team inserted a "bathroom wall" component into the exhibit plan, I didn't really understand it. If visitors could write on post-its anywhere in the exhibit, why did they also need a place to scrawl with marker on an actual wall?Advice Exhibit Bathroom Wall

But the bathroom wall turned out to be a brilliant exhibit element. It was a release valve that let people write crude things and draw silly pictures. The bathroom wall was "anything goes" by design. And while the content on it was not as directed and compelling as that on the post-its, it served a valuable purpose. There was not a SINGLE off-topic or inappropriate submission on the post-it walls. They were totally focused on the questions and answers at hand. I think the bathroom wall made this possible by being an alternative for those who wanted to be a little less focused and just have fun with sharpies.

The Advice team also offered a guest comment book (sparsely used) for people to offer comments about the whole exhibit. There were also multiple ways to follow up or submit content online or by phone. All of these ways together constructed a landscape of visitor participation that supported a large number of people participating in ways that felt most appropriate for them.

This is a good lesson for museum talk-back design. If you only offer one place where visitors can contribute their thoughts to an exhibition, they are likely to use that opportunity to share their thoughts on all kinds of things. I've visited many exhibitions that ask focused questions at the end, and visitors respond with more general thoughts about the entire exhibition or museum. These contributions are valuable, but they erode the focus of the topic at hand.

In Advice, there were many forms of talk-back: the post-its, the bathroom wall, the book, the phone, the website. Each of these took pressure off the others as a visitor participation outlet, and the overall result was a coherent, diverse mix of on-topic visitor contributions.


What advice do you have for ways we might advance the practice of exhibit design for social interaction?

Tuesday, May 26, 2009

Mixing Digital and Physical: The Holocaust Museum's Handwritten Pledge Wall

On a recent trip to DC, an old friend showed me around a new exhibit at the US Holocaust Memorial Museum (USHMM), From Memory to Action: Meeting the Challenge of Genocide. It's a small space that features stories of recent and current genocides and encourages visitors to "take action" via an interactive pledge wall. I've seen several museums experimenting with inviting visitors to take action, make promises, and join communities of intentionality (here's a post with examples from 2007), and the USHMM effort is particularly compelling for some specific design choices made in the development of the pledge wall.

The USHMM pledge wall is notable for its blending of digital and analog technologies. Rather than requiring visitors to key in their pledges via a keyboard, visitors scrawl their promises on special digital paper with pens. The paper is perforated with one section for the promise, which visitors keep, and another section for a signature, which visitors leave at the museum. Once signed, visitors drop the signed paper stubs into clear plexiglass cases that are beautifully lit (see image). The paper "remembers" the location of pen marks on the pledge section, so visitors' handwritten promises are quickly and magically projected on a digital projection wall in front of the pledge kiosks. The digital projection wall displays a dynamic show of recent pledges as well as statistics on how many pledges have been made to date, and the plexi cases provide a powerful physical representation of all the names and promises that have been made. This case full of real people's handwritten signatures is reminscient of the haunting pile of Holocaust prisoners' shoes in the permanent exhibition, providing a hopeful complement to that devastating set of artifacts.

Why require visitors to hand-write their pledges rather than keying them in on a keyboard? It certainly would have been easier for the museum to digitize and project visitors' entries if they were typed in, and it wouldn't have wasted so much (expensive, digital) paper. But it wouldn't have been nearly as powerful.

How do you approach a hard question like, "What will you do to meet the challenge of genocide today?" You can't just jot off a witty remark or quick reply. Requiring visitors to sit and think and then hand write their response forces them to slow down. Signing a pledge in your own handwriting ritualizes the experience. Adding your slip of paper to a physical, growing, highly visible archive makes you part of a larger community. I watched several visitors as they went through this process, which ends with your card being reproduced digitally, letter by letter, on the large projection wall in front of the kiosks. People were captivated by the slow animation of their pledges being added to the wall, and that slowness sealed a deliberate interaction.

I recently visited the Power of Children exhibition at The Children's Museum of Indianapolis, which also features a pledge activity at a large installation called the Tree of Promise. In that case, there are two options available - a digital contribution system, in which you type your promise into a computer and watch it digitally "float" onto a screen in a giant artificial tree, and a purely analog system, where you write your promise on leaf-shaped post-it notes. The post-it notes were clearly more popular with the visitors I observed. Part of that popularity stems from the immediacy and accessibility of the activity. But I think it also relates to the personal way we connect to the words we write by hand, which are different from those we type. The digital world doesn't seem "real" in the same way that pen and paper does, and in the context of a physical, built environment like an exhibit, a post-it can often feel more appropriate than a computer screen.

Which brings us back to USHMM. Their pledge wall bridges the best of both worlds, inviting a personal, physical ritualization of your promise mixed with dynamic digital representation and recombination. It's a powerful example of the exciting possibilities that emerge when we really understand as designers which technologies are best for different visitor experiences.

That's not to say it's perfect. The USHMM pledge cards are complicated. The cards don't just allow you to make pledges; they also allow you to save multimedia stories on a touch table in another part of the exhibit. While I saw many visitors intuitively and successfully using the cards to make pledges, the table interaction was confusing. Again, the physical reinforcement at the pledge kiosks--seeing the aggregated stubs of signature cards in the plexi cases--helped visitors understand what to do. The table had no comparable physical analog to help people understand how to connect their cards to the multimedia content.

Visitors can take their cards home and review their pledges (and see others' pledges) on the Take Action website, where you can also make pledges directly via the internet. The system elegantly combines both onsite and online pledges in the digitial display on exhibit and on the web. This makes for a nice combination of printed and handwritten pledges, pledges local to DC and written in foreign languages as well. Because this exhibit is new, the staff don't yet have data on how many people choose to review their content at home. The USHMM team is aware of the confusions and are working to make the interactivity more intuitive for visitors.

On a conceptual level, I'm curious about what kinds of responses people might have to a question as complex and heady as "What will you do to meet the challenge of genocide today?" Is this really a question that visitors can answer? The exhibit doesn't provide answers--it mostly provides devastating stories about the challenges. Lots of people made pledges to talk to friends and family about the content, read the newspaper, learn more, or encourage others to visit the exhibit. Some offered specifics, like voting for candidates who advocate taking action on worldwide genocide or pushing their synangogues to provide support for genocide victims. Some responses were more reflective, like "I will never forget." While I am skeptical about these more aphoristic responses, I respect the fact that different people process information differently. And I do believe that the slow, ritualized, personal design of the USHMM pledge wall contributes to higher effectiveness--whatever your response--than more slapdash talkback opportunities.

The handwritten pledge is an intelligent starting point for creating merged digital/analog participatory experiences. What physical rituals do you find useful when you are sharing a story or expressing an idea? Which physical actions do you wish you could merge with digital story-sharing to create more powerful content experiences?

Thursday, May 14, 2009

Self-Identification and Status Updates: Personal Entrypoints to Museum Experiences

I've become convinced that successful paths to participation in museums start with self-identification. If you want visitors to share stories or personal expression in your institution, you need to respect them as individuals who have something of value to contribute. The easiest way to do that is to acknowledge their uniqueness and validate their ability to connect with the museum on their own terms. What am I talking about? I'm talking about personal profiles.

Who is the "me" in the museum experience? Museums are surprisingly poor at allowing visitors--even members--to self-identify and relating to them based on their unique identities. Asserting personal identity with respect to an institution is something we do daily in other environments. When I walk into my climbing gym, the staff member at the desk greets me by name. When he looks me up in the computer, he sees how often I come, what classes I’ve taken, and any major safety infractions on record. In short, he knows me by my actions relative to the gym, and he can offer me custom information based on my past behavior. I have a relationship with the institution, mediated by a computer and a smiling face.

Not so at museums. Even places where I'm a member, I rarely am tracked as anything but another body through the door. This lack of personalization at the front door sets an expectation that I am not valued as an individual in this museum. I am just a faceless visitor.

To some extent, ameliorating that facelessness via personalization is a question of guest service. Danny Meyer, restauranteur and hospitality guru, encourages his staff across several restaurants to keep "customer notes" that can easily be shared between reservationists, maitre-d's, wait staff, and managers. When a couple calls to make a reservation for their anniversary, the reservationist notes it, and when the couple arrives at the restaurant, their special occasion is acknowledged and celebrated by the staff. While this can be facilitated digitally, it doesn't take complicated tools to create an environment in which guests are treated personally based on their preferences and interests.

It feels magical when a florist remembers your name or a waiter brings you your coffee just the way you like it. But personalization can go much further than creating positive guest experiences. At its best, personalization creates an opportunity for visitors to enter museums on their own terms and to experience the institution based on their own learning styles, interests, and affinities. This doesn't mean that the museum needs to know and be responsive to every detail of each visitor's personal identity. Instead, each museum needs to develop a framework for what the "visitor profile" should be relative to the institution.

Consider, for example, the Sony Wonder Technology Lab in New York City. The Lab is a hands-on science center focused on creative use of digital technologies. When you enter, you start the visit by "logging in" at a kiosk that records your name, your voice, your photo, and your favorite color and music genre. Then, that profile is saved onto an RFID card that you use to access all of the interactive exhibits in the Lab. Each exhibit greets you by name at the beginning of the experience. When you augment an image, you distort your own face. When you make an audio mashup, your voice is part of the mix. This may sound gimmicky, but it's incredibly emotionally powerful. It draws you into every exhibit via your own narcissism. What could be more personally relevant--and compelling--than your own image and voice? At the Lab, your profile is a simple cache of personal data you can draw on as collaborator, co-creating the exhibit content.

For the Sony Wonder Technology Lab, the visitor's personal profile is a set of visitor-contributed content that can be inserted into the exhibit infrastructure. This makes sense in the context of a hands-on museum full of interactive exhibits in which you are modifying digital assets. But what's the right visitor profile for a history museum or an art museum? How should visitors self-identify relative to a research institution or a natural history museum?

There is no "right" answer for what a visitor profile should be. Instead, consider the framework of what will go into the visitor profile. Institutions and websites that use profiles set different constraints to support particular kinds of profiles to fit the overall context of their services. Some allow you to write your life story. Others restrict you to picking an image and a word that represents you. At the Brooklyn Museum, you are invited to pick a digital avatar (image) from their collection to represent you. The Signtific game encourages you to pick a single word to describe yourself (I chose "museumer"). These restrictions help frame and focus who the "me" can be relative to the content experience at hand.

Let's delve into one kind of restricted text-based profile: the status update. Status updates are short messages that users of many online services use to self-define their current state. Status updates may be messages like, "I'm going out to lunch with my mom," or "Just found this amazing resource for calculus teachers!" They constitute a kind of mini-profile, frequently updated, which reflects the author's self-expression over time.

Here is how four different online services solicit status updates:

  • On Twitter, an open short-messaging site, asks, "What are you doing?"
  • Facebook, a social network for friends, asks, "What's on your mind?"
  • Yammer, a private short-messaging service for corporations, asks, "What are you working on?"
  • Creative Spaces, a social space for collections of museum objects, asks, "What inspired you today?"

Each of these questions reflects the unique structure, usage, and content of each service. Because Twitter is designed as a broadcasting service, the focus is on action--things you do, links you discover. Since Facebook is focused towards private groups of friends, the solicitation is more personal, inviting people to share their feelings. Yammer is used by colleagues who care how your 2pm client meeting went, not how your cat is doing. And Creative Spaces wants to support people exploring and being creatively energized by ideas and objects, so they ask people to define themselves via personal inspiration.

To construct the right profile question, you need to consider the profile or status experience both for the contributor and the spectator. Of course, in most cases, contributors are spectators and vice versa; the audience is blended. But it's important to consider how people will perceive the question both when they are asked to answer it and when they are reading the answers. For contributors, the question must be friendly and simple enough that people feel they can confidently answer the question. Even if some people choose to write embarrassing or unprofessional things about themselves on their profiles, the status update systems are not set up intentionally to embarrass or trick the contributors. They are set up to support the contributors sharing what they feel comfortable offering. In some cases, like Creative Spaces, the question asked is unusual enough to shift the perceptual frame of the whole experience with the site. If you walk into a space and someone asks you what inspires you, you are primed for an inspirational experience. If you walk into a space and someone asks you what challenges you, you are primed for competition.

From the spectator perspective, the questions should generate responses that constitute a body of content that is relevant to the structure of the overall site or institution. Yammer asks, "What are you working on?" and the result is a content stream of professional notes on the ebb and flow of employees' actions. Facebook asks, "What's on your mind?" and the result is a stream of personal thoughts and feelings. The aggregate experience of the content affects spectators' understanding of the overall site and its value to them.

Imagine you have just one question to ask visitors that can be used to contextualize their experience relative to your museum. What would you ask them? How do you see visitors defining themselves in the museum? How do they wish to self-identify in the museum, and what can you do with those profiles?

Friday, April 10, 2009

Game Friday: Spore, Self-Expression, and the Pitfalls of Creating Your Own Universe

What does "game 2.0" look like? Games are already highly participatory, but over the last few years game designers have been giving players more control over the gameworld and experience. The ultimate substantiation of this is Spore, a game in which players invent their own life forms and manage their evolution. Spore was released in September of 2008 to huge sales expectations. It was intended to be a casual game that unlocked the creative potential of tens of millions of non-gamers. But it hasn't realized that goal, and it's a cogent example of what happens when you conflate self-expression with participation.

Two years ago, I wrote about Will Wright and the rise of "God games" in which players not only function within but control an expanding universe of characters, scenes, and conditions. Last week, Wright spoke at the Web 2.0 Expo about Spore, and claimed that the power of Spore is not as a game but as a "self-expression tool." Players design their own life forms, from the strange to the powerful to the very silly. These creatures can be registered on a wiki, and there are easy tools to upload videos directly to YouTube from the game of your creature taking its first steps and yawlps. There are over 100 million player-created creatures roaming video game consoles all over the planet.

Spore is being cast as a "Web 2.0" version of a video game. Spore does pass the basic test by getting better the more people use it. Each new Spore creature is automatically uploaded to a central database and then redistributed to individual players' universes. The more creatures, the more variety you can add into your own little world. The automatic tools for uploads to other venues (like YouTube) enhance the sense that Spore creatures and activities exist outside the walled universe. I particularly like the celebration of players and their creations on the Spore wiki, where you can read the stories behind the creatures, which often gives you a window into players' own lives and interests.

But Spore is an entirely "creator"-focused experience, which severely limits its potential for adoption. If you do not want to make creatures and watch them grow, this is not the game for you. Yes, the tools available to help you make creatures are lovely, but you still have to have that inclination in the first place. Spore gives players more control over the experience than Wright's other "god" games. In Sim City, you had a limited number of options available to you as you grew your metropolis. In Spore, literally, the universe is the limit.

Strangely, Spore is being billed as casual game, or even a toy, and is focusing on audiences that don't want to log hundreds of hours deep in the intricacies of a complex game. Wright argues that the power of Spore is to unlock the capacity to be a game designer to anyone regardless of programming ability, that it lowers the barrier to entry sufficiently that everyone can create. But openness can be daunting, especially to casual gamers. Not everyone wants to design games, just as not everyone wants to write a blog or post videos. Spore banks on the idea that we all secretly want to be creators, despite research that shows that people like to participate in different ways. The simple tools for creation mask the fact that players need personal drive and intention to pick up the game in the first place.

While other Web 2.0 platforms offer opportunities for creators, critics, joiners, collectors, and spectators, Spore requires every player to be a creator and offers few useful constraints on creations. Upcoming expansions will allow players to create their own "adventures" by prescribing the gameplay at different stages. This seems to be barking up a very niche tree of appealing to the same kind of folks who like to be dungeonmasters or write their own fan fiction. And while there is a thriving community of self-motivated would-be game creators, it is not a massive casual gaming market. Spore is a chemistry set without instructions, and only some of us are motivated to invent our own experiments.

What does the ultimate "game 2.0" look like? How will it balance creative acts with other forms of player participation?

Monday, March 16, 2009

Self-Expression is Overrated: Better Constraints Make Better Participatory Experiences

I’ve had it with museums’ obsession with open-ended self-expression. I know this sounds strange coming from someone writing an admittedly self-expressive blog post, but hear me out.

When I talk about designing participatory experiences, I often show the above graphic from Forrester Research. Forrester created the “social technographics” profile tool to help businesses understand the way different audiences engage with social media (and you can read more of my thoughts on it here). The point, in the context of this conversation, is that a minority of social media users are creators—people who write blog posts, upload photos onto Flickr, or share homemade videos on YouTube. There are so many more people who join social networks, who collect and aggregate favored content, and critique and rate books and movies. These are all active social endeavors that contribute positive value to the social Web.

And yet many museums are fixated on creators. I show the tool and then they say, “yeah, but we really want people to share their own stories about fly-swatters,” or, “we think our visitors can make amazing videos about justice.” Museums see open-ended self-expression as the be-all of participatory experiences. Allowing visitors to select their favorite exhibits in a gallery or comment on the content of the labels isn’t seen as valuable a participatory learning experience as producing their own content.

This is a problem for two reasons. First, exhibits that invite self-expression appeal to a tiny percentage of museum audiences. Less than 1% of the users of most social Web platform create original content. Would you design an interactive exhibit that only 1% of visitors would want to use? Maybe—but only if it was complemented by other exhibits with wider appeal.

Second, open-ended self-expression requires self-directed creativity. You have to have an idea of what you’d like to say, and then you have to say it in a way that satisfies your expectations of quality. In other words, it’s hard, and it’s especially hard on the spot in the context of a casual museum visit. What if I assigned you to make a video of your ideas about justice? Does that sound like a fun and rewarding casual activity to you?

If your goal is to invite visitors to share their own experience in a way that celebrates and respects their unique contribution to the institution, you need to design more constraints, not fewer, on visitor self-expression.

Consider a mural. If given the chance, only a very small percentage of people would opt to paint a mural on their own. The materials are not the barrier—the ideas and the confidence are. You have to have an idea of what you want to paint and how to do it. But imagine being invited to participate in the creation of a mural. You are handed a pre-mixed color and a brush and a set of instructions. It’s easy. You get to contribute to a collaborative project that produces something beautiful. You see the overall value of the project. You can point to your part in its making with pride. You have been elevated by the opportunity to contribute to the project.

This experience is shared by folks who contribute data to Citizen Science projects, nominate concepts for MN150, or perform research on the children of the Lodz ghetto. Visitors are not building exhibits from scratch or designing their own science experiments. Instead, they are participating in larger projects, joining the team, doing their part. There are often opportunities for partial self-expression—a flourishing brush stroke here, a witty Facebook status update there—but the overall expressive element is tightly constrained by the participatory platform at hand.

Why aren’t more museums designing highly constrained participatory platforms in which visitors contribute to collaborative projects? The misguided answer is that we think it’s more respectful to allow visitors to do their own thing, that their ultimate learning experience will come from unfettered self-expression. But that’s mostly born from laziness and a misunderstanding of what motivates participation. It’s easy for museums to assign a corner and a kiosk to visitors and say, “we’ll put their stories over there.” It’s harder to design an experience that leverages many visitors’ expression and puts their contributions to meaningful use. It’s like cooking. If you have a bunch of novice friends, it can be maddening to find appropriate “sous chef” roles for them to fill. Many cooks prefer just to get those clumsy hands out of the kitchen. It takes a special kind of cook, artist, or scientist to want to support the contributions of novices. It takes people who want to be educators, not just executors.

Museum staff should be those special kind of people. We should respect visitors enough to engage them in work that we actually value, to find in-roads that support their participation. We should care enough about their potential usefulness to find the right job for them to do. When I worked with teens on media pieces for an exhibit on black holes, they always wanted to know where their media projects would be featured in the exhibition and what the specific criteria were for success. The client kept saying, “do whatever you want,” which they thought meant, “we support your unique self-expression.” But the teens heard, “Do whatever you want—we don’t really care what it is.” The teens wanted the constraints, both so they could be good contributors and to put some limits on the vast openness of “whatever.”

We should support the rare visitors who have something unique to share. But we should also consider the vastly greater number of people who are waiting for us to give them a brush and tell them where to paint.

Wednesday, March 04, 2009

Gaming the Talkback Experience with the Signtific What If? Machine


Jane McGonigal and the folks from IFTF have released a new future-casting game/collaborative experience called Signtific Lab. Unlike Superstruct, which employed a very open-ended collaborative framework to invite people to imagine their circumstances in 2019 relative to several provocative scenarios, Signtific is a more focused, tight experience, both in content and format. In other words, it's way better. This is one of the clearest, most physically translatable me-to-we platforms I have experienced. It's fun, I learn something, I'm challenged to contribute something meaningful, and I connect with other users. SigntificLab in its second iteration, and you can play live from now until March 5 (or again from March 9-12).

I like suppositional "what if?" questions because I believe they invite anyone to creatively respond, unlike "what is?" questions, which imply a correct answer. The Signtific platform is a kind of "what if?" machine that could be adapted to any potential scenario (and I believe that's what they plan to do in the months ahead). And while it's fun as an online experience, I see the potential for Signtific to be repurposed in physical space as a dynamic platform for capturing diverse visitor opinions on a variety of "what if?" topics. In other words, a new kind of talkback board or participatory educational program.

Here's how Signtific works (their rules here):
  1. The organizing institution presents a three-minute video exploring a "what if?" question. In the current case, the question is: "What will you do when space is as cheap and accessible as the Web is today?" In other words, what if anyone could launch a satellite into space for $100?
  2. Players are invited to play one of two kinds of cards based on the scenario: "positive imagination" cards or "dark imagination" cards. A card includes 140 characters of text either envisioning a positive or negative outcome of the suppositional scenario.
  3. On any given "positive" or "dark" imagination card, players can play four different kinds of follow-up cards: momentum, antagonism, adaptation, or investigation, to add additional ideas, disagreements, other uses, or questions to the original imagination card.
  4. Players get points for playing cards as well as for starting chain reaction of dialogue via follow-up cards. There is a simple leaderboard and each player's cards are aggregated on a personal dashboard. The organizers also curate some of the most interesting cards and offer rewards for "outlier" ideas that are improbable but fascinating.
The result is a network diagram of cards, a threaded dialogue that takes place across many nodes. On the web, these are shown via long lists of positive and dark cards, some of which have trees of follow-up cards. The visual interface is not perfect--but imagine the physical analog. A big board, with the "What if" question across the top and six different colors of cards. Red for positive. Blue for dark. Pink for momentum. Green for antagonism. Purple for adaptation. White for investigation. You get the idea. There would be lots of red and blue cards, some of which would have other colored cards clustered around them.

The thing that excites me about this is not the opportunity to use all the weird-colored cardstock hanging around the supply cabinets of most museums. What excites me is that Signtific provides a very deliberate framework that prioritizes collaborative thinking and dialogue. If Signtific just asked the "What if?" question and allowed open response, it would not be as good. If they just had positive and dark cards, it would not be as good. What's GOOD about Signtific is that it encourages people to reflect on others' submissions and react to them in a series of intentional ways. In museums, we are often struggling to find deeper ways to encourage people to engage with each others' opinions and to learn collaboratively and relationally.

The most important aspect of designing a successful participatory platform is to intentionally, deliberately, and clearly DESIGN the platform. Signtific is not an open mushy conversation about the future. It's a structured set of specific interactions that are guided by clear values like interpersonal learning and seeing multiple perspectives on an idea. The scoring system doesn't just value output; it values quality, dialogue, and uniquenss. The brevity of each card (140 characters) keeps the content tight and makes it easily repurposed to other platforms (like Twitter). I also love that they are opening the site in short iterative stints so that they can continue adapting the platform as they learn how people are using it.

I look forward to seeing where it goes, and where museums might take it as the basis for a talkback board or a programmatic live event. Maybe they'll open source the platform at some point so that anyone could use the system to play out their own what ifs.

I encourage you to check it out, submit a card, and share your comments here. What if we created suppositional interpersonal engagement platforms (what if? machines) for informal learning environments? What positive and dark outcomes could you imagine?

Monday, January 19, 2009

Diamond-Encrusted Skull Spawns Video Feedback Interactive: News at 11

In December, I saw Damien Hirst’s piece For the Love of God while it was exhibited at the Rijksmuseum in Amsterdam. It’s a platinum-cast skull encrusted with over 1100 carats of diamonds: a hype machine in death’s clothing. Advertisements for the skull blanketed Amsterdam, and other museums even tried to get in on the buzz generated by its presentation. Entering the exhibit involved standing in line in galleries full of Dutch masterpieces (mostly ignored) and then emerging into a dark room with guards and the skull terrifically lit in the center. You weren’t sure how much time you were supposed to spend with the object or what to get out of it. There was no interpretative content in the room, and you were not allowed to take pictures. I walked in, self-consciously watched myself watching other people watching the skull, then walked out.

The reason I’m writing about For the Love Of God is not the skull but the post-visit feedback interactive that accompanied it. At the physical museum, visitors who wished to provide feedback on the skull were instructed to leave the building and walk into a temporary structure that served as both a For the Love of God gift shop and feedback environment. The feedback stations themselves were little closed booths where you could record a video with your opinion about the skull.

By positioning the feedback stations outside the flow of the museum (and within a solely skull-branded structure), the resultant videos were more topical and focused than museum standard. But the thing that makes this project stand out is the way these videos are shared on the Web. They are displayed on the For the Love of God website, which was created for the museum by an outside vendor, skipintro. The format is reminiscent of Jonathan Harris’ We Feel Fine project, allowing users to view the videos by country of origin, gender, age, and some key concepts (love it/hate it, think it’s art/think it's hype). The videos were automatically chromakeyed (i.e. masked or cropped) so that each person appears as a floating head, which creates an eerie, appealing visual consistency. The browsing experience is somewhat clunky and the filters are not always accurate, but the overall website is impressive in its display and aggregation of videos. Note that not all of the recorded videos were used on the website; videos were culled for volume, and "harsh and insulting" ones were removed.

This is the first attempt I’ve seen to meaningfully aggregate visitor feedback videos and present them in a way that is consistent with the rest of the exhibit experience. It’s no coincidence that Hirst is known for art that aggressively courts and plays with hype. The visitors' videos on the website are couched in self-conciousness buzz, with a welcome screen informing you that, “never before has a work of art provoked as much dialogue as Damien Hirst’s ‘For the Love of God.’” Oh really? Never?

Whether true or not, the website implies that the visitors’ videos are a justification for this claim, a demonstration of the rich dialogue supposedly surrounding this skull. In this way, the visitors’ videos are integrated into the larger art piece and are arguably as much a part of the skull experience as the posters, the lines, and the guards. The existence of controversy is part of the intentional setting of the skull, and so visitors are encouraged to talk.

Are visitors’ reactions really proof of dialogue or controversy? No. But I'm enthused by the suggestion that feedback stations needn't be just an add-on to pander to visitors, but instead, a supporting framework for the overall goals of the exhibit. If you are creating an exhibition about controversy, how are you promoting controversial actions and reactions by visitors? If you are creating an exhibition about democracy, how do you encourage visitors to behave democratically during their visit? How can you create participatory elements that support your overall exhibit goals?

Unfortunately, you can't look to the For the Love of God website for a perfect answer. The interface is lovely and portrays the videos in an artistic way, but the content doesn't convey dialogue or controversy. The visitor videos are interesting for several reasons—the range of languages spoken, the presentation of the floating heads, opinions expressed about one singular piece of art rather than general commentary on the museum visit--but they are fundamentally individual, discontinuous sound bites. They are grouped, but they aren't threaded or placed head-to-head in a way that would convey dialogue. From the perspective of the hierarchy of participation, For the Love of God, like Free2Choose, straddles the barrier between level 3 and level 4. It has some "me-to-we" elements, since each person's video ("me") is aggregated into various filtered "we" groups, but there is no way for an individual to connect with anyone else, to comment on their video, see what else they've said, or express their support or lack thereof for the opinion expressed.

The result is an overall viewer experience of dislocated, strange beauty, not discussion about art. If the designers had really wanted to promote the dialogue around the skull, they might have created feedback stations that required visitors to interview each other, or answer questions posed by other visitor videos. Instead, they created a prettier visualization of the same old system.

I'm still waiting for the video feedback system that truly encourages visitors to engage with each other by curating and commenting on each other's videos, let alone recording videos in reference to each other. For the Love of God is an attractive website that values visitor feedback as part of the meaning-making around a piece of art. But provoking dialogue? We’ve still got a long way to go.

Thursday, January 15, 2009

The Exclusivity Paradox

What's the best way to maximize participation in a social platform? There are some tried-and-true answers: make the platform easy to use, welcome people in. Tell prospective users, "anyone can contribute!" "This is for everyone!"

I used to believe this, but recently, I've started to wonder if the message that these projects are "for everyone" undercuts our ability to serve the relatively few people who will actually contribute. They're special, and maybe we should start treating them as unique members of an exclusive society. Let me explain.

It’s common to have low expectations with regard to the number of people who will create content in participatory platforms (online media-sharing sites, contributory projects, story-sharing exhibits). In social media, the rule of thumb is 90-9-1: 90% spectate, 9% comment or rate content, and 1% produce content. On sites like Wikipedia and YouTube, the ratio of spectators to producers is even more pronounced; on sites like Flickr or Facebook, the ratio is lower.

1% is a pretty exclusive club. And yet ironically, we spend most of our time with participatory projects accentuating how open they are. We think we must design these platforms to be as open and welcoming as possible, so that everyone feels able to contribute content.

But the truth is that very few people participate as content creators. Only some people are motivated that way. And so I wonder if we wouldn’t be better served as designers by accentuating the uniqueness of these creative participants. Think of Harry Potter. Not everyone is a wizard in J. K. Rowling's world—in fact, very few people are wizards. The thing that’s captivating about Harry Potter, and Willy Wonka, and Jedi knights, and X-Men, is that they are part of a special, highly exclusive club. They have some innate ability, deformity, or lucky moment that vaults them into secret societies where their full talents are expressed and appreciated.

And so imagine if, instead of launching a community project and stating, “this is a place where anyone can contribute,” you launched and said, “Only one in a hundred people will share something here. Are you that one?” The idea that the user might be someone special, someone in the minority, is evocative and immensely appealing. If everyone can do it, why bother? If only YOU can do it, the motivation goes up.

For example, I’m working with a museum on an exhibition platform to support people becoming “more green,” and for obvious reasons, we want to encourage everyone to feel like there is some action they can take to reduce their carbon footprint. But if only 1% of the museum visitors will really use the platform, perhaps we should be designing a secret underground society of green warriors and inviting visitors to see if they have what it takes to be part of it. That fantasy, that users might be something greater than anticipated, might ironically drive participation up above 1% as more people want to be “part of the club.”

This secret power impulse is often overlooked by people like me, who are mostly focused on the democratic, communal elements of social technology. But for many people, the chance to show off abilities as a writer, a photographer, a videographer—talents that may not be appreciated in a day job--are primary motivators for participation. This goes beyond having your fifteen minutes of internet fame. It’s about finding a venue where you feel validated as the superhero you secretly know you are.

Games do this. Why don't social community projects? I’ve seen some projects that play a bit by asking you to sort yourself into a group, to narrow your participation via an affinity or ability. But I haven’t seen any that message prominently the concept that this ISN’T for everyone—it’s for the superheroes who secretly live among us. Maybe if we focus on supporting users' inner superpowers, we’ll attract more active content creators, people who were just waiting to throw on a cape and get moving.

What do you think? Is this a flawed argument that will lead to less participation, not more? Are you part of the rare superhero species (0.1% of Museum 2.0 readers) who will read this post… and comment on it?