Tuesday, February 02, 2010

A Simple Technique for Writing Better Visitor Response Questions

How do you write a question for a comment board that will generate authentic, on-topic, diverse, interesting visitor comments? While I've written before about types of questions that tend to be more successful in this regard, today I want to share a simple exercise I've been using with museums of all types to help staff members develop better questions for visitor response.

Here's what you do:
  • Get a group of staff members together around a table. About ten is good, but this can work with anywhere from six to twenty.
  • Give everyone a piece of paper.
  • Explain the exhibit or topic around which you want to generate a visitor response question.
  • Ask each person to write a question on the top of their sheet that they think might work. Make sure they write legibly.
  • Everyone pushes their sheet to the center of the table.
  • Now, each person grabs another one (someone else's) and writes their own answer on the sheet. Once you write an answer, push the paper back to the middle and grab another. If you can't answer a question or if it confuses you, put a question mark. Repeat until each person has answered five or six questions.
  • Pencils down. Lay out all the sheets around the table and walk around looking at them. These are your "exhibits." Make mental note of which ones are most interesting to you as a "visitor" reading them.
  • Have a discussion about the questions that really seemed to work and not work. Discuss this both from the perspective of which questions were easy to answer and which yielded interesting results.
This whole process should take about fifteen minutes. I find it to be really useful because it helps people quickly see that there IS a difference in how people respond to different questions, and that designing better questions can yield more interesting results. It's much faster to learn with a group of questions than it is to slowly replace a question in the gallery successively over time. You can make direct comparisons in real-time, and the speed of the exercise means no one gets too precious about their own question being "best." It's a form of public-private brainstorming.

Last week at the Art Gallery of Ontario, a group of staff applied this exercise to design a question for a comment station next to a giant sculpture of a palm tree on its side with its huge root ball exposed. We quickly discovered via the exercise that the question, "What does it mean to be uprooted?" yielded much less interesting results than, "Have you ever been uprooted?"

Now, you could argue that of course the second question was better because it was more personal. But doing exercises like these helps people learn rules of thumb (like "personal questions are good questions") through doing, and that makes the lesson more likely to stick.

I'm learning things from this exercise all the time. Two weeks ago, at the Levine Museum of the New South, I learned that "What was your best job?" is an inferior question to "What was your worst job?" My guess is that people revel in telling more detailed stories about pain than pleasure--but I'll have to keep testing this before I feel confident about it.

One more thought: if you want to do this exercise but don't have a specific topic or exhibit in mind, you can use the prompt, "Write down a question for which you would be genuinely interested in hearing a stranger's response." Ultimately, this is what all comment stations are about, and at least for me, these are the toughest questions to write.

Happy asking!

Monday, January 25, 2010

A Revised Theory of Social Participation via "Me-to-We" Design

For three years, I've been using a "hierarchy of participation" diagram to talk about the ways that cultural institutions and platforms can scaffold social experiences among users. It's been problematic for several reasons - a bit confusing, hideous colors, and most of all, a pyramid shape that suggested that some kinds of social participation were better than others.

I've finally completed a redesign of the five stages of social participation, as shown above. The basic concept remains the same: if you want to support social engagement among people, especially in an unfacilitated setting (i.e. no tour guides or game masters), you need to start by designing personal services for users, then linking up users through shared interests or objects to promote interpersonal connections. You don't start by designing "for the crowd." Instead, you design ways for each person to feel acknowledged and valued as an individual. You make them comfortable interacting on their own, and then start providing opportunities to connect with others.

This new diagram is meant to imply progression while treating the stages more democratically. No stage is better than another, and each has something to offer visitors in the context of a cultural institution. Stage one provides people with access to the content that they seek. Stage two provides an opportunity for inquiry and for visitors to take action and ask questions. Stage three lets people see where their interests and actions fit in the wider community of visitors to the institution. Stage four helps visitors connect with particular people—staff members and other visitors—who share their content and activity interests. Stage five makes the entire institution feel like a social place, full of potentially interesting, challenging, enriching encounters with other people.

A simple example: the cocktail party

The best place to start conceptualizing structures for social participation is via familiar social experiences. Consider a cocktail party. There are some parties where hosts go out of their way to welcome guests individually and to introduce them to others via shared interests - making sure Susie the winemaker meets George the restauranteur and so on. At the best parties, each guest feels like his contributions to the conversation are desired, and everyone feels complicit in creating a wonderful social experience. People meet strangers comfortably and confidently, based on their sense of personal worth and welcome.

And then there are the less pleasant parties, the ones where guests arrive to be welcomed by someone with a vacant stare who waves them in and doesn't ask (or know) their names. Guests may feel isolated or unacknowledged, lonely in the crowd.

The difference between the first and second party is the extent to which guests can move from "me to we" instead of being expected to plunge headfirst into interpersonal engagement. In cultural institutions, this can be applied to motivate dialogue around the core focus of the organization. By introducing individuals through the content they love, hate, or have a personal connection to, you motivate relationship-building around the objects and stories on display.

What do unfacilitated me-to-we experiences look like?

Not every cultural experience requires a party host (though they are always useful). The me-to-we design stages become even more important when facilitation is not possible. Designing stage three and four experiences can lay the groundwork to support and encourage unfacilitated social experiences. These frameworks enable visitors to do it for themselves whenever they like.

The social Web provides some of the most powerful examples of unfacilitated me-to-we participation. Consider Flickr, the photo-sharing community site. Many people engage directly with strangers on stage five to discuss images, the stories behind photos, and photographic technique. But most of them start with a stage one experience: looking at photographs.

Here's how the Flickr experience maps to me-to-we design:

For a museum example, consider the Walters Art Museum's Heroes exhibition. Visitors were invited to wear tags indicating their personal connection to one of eight characters in Greek mythology and to use those tags to navigate the exhibition (see longer explanation here). The tags were incredibly low-tech, but they successfully set the stage for some surprising and powerful social dialogue among friends and strangers alike who compared their tags and discussed related exhibits. The tags allowed some visitors to go from a typical stage one experience--looking at artworks singly--to stage five experiences--discussing the artworks with strangers.

Here's how the Heroes experience maps to me-to-we design:


In both these examples, the institution provided tools at stages three and four to encourage people to make the leap from their own personal experience to a collective one without staff intervention. Whether applied in a low-tech or high-tech platform, me-to-we design can help people feel welcome, confident, and eager to participate socially.

What do you think? Does this new diagram work for you? It's a big part of my forthcoming book, and I'd love your thoughts about its use, what it communicates visually, and how it helps you think about designing for social participation.

Wednesday, January 20, 2010

A Poetic Take on Social Objects: The Third Thing

One of my favorite theoretical constructs is "social objects"--the idea that the most consistent social and dialogue experiences are mediated through shared experience of artifacts, stories, or images. In 2005, Jyri Engestrom coined the term "social objects" and the related "object-centered sociality" in the context of designing successful online social networks, and I've been applying the idea in the physical design of exhibits. The basic idea is that by providing tools for people to discuss and share objects, they can come together in collective experience.

In a physical setting, I've found that successful social objects tend to be provocative, relational, active, or personal. Dogs and stuck elevators are social objects. Exhibits that visitors point at or photograph themselves with are social objects. Exhibits that ask visitors to work together or compete are social objects. Social objects help us connect with others, and they become focal points for conversations with friends and strangers alike.

Today, a colleague introduced me to a different description of social objects, one that comes from the world of poetry instead of technology. The term is "the third thing," and it is the title of a moving essay by poet Donald Hall (also written in 2005), about his relationship with his deceased wife, poet Jane Kenyon. Hall wrote:
We did not spend our days gazing into each other’s eyes. We did that gazing when we made love or when one of us was in trouble, but most of the time our gazes met and entwined as they looked at a third thing. Third things are essential to marriages, objects or practices or habits or arts or institutions or games or human beings that provide a site of joint rapture or contentment. Each member of a couple is separate; the two come together in double attention. Lovemaking is not a third thing but two-in-one. John Keats can be a third thing, or the Boston Symphony Orchestra, or Dutch interiors, or Monopoly.
Have you ever experienced not just a social experience, but "shared rapture" in a cultural institution? My mind immediately jumps to the James Turrell exhibit at the Mattress Factory, which I visited in 2002 with my best friend. It was in the middle of a snowstorm, and we were driving across the country. We'd heard about the museum but didn't know what to expect. What we found was an incredible exhibit of light sculptures, each of which required you to enter through a hallway of pitch darkness. We were nervous. We held hands. We were delighted. It was not just memorable; it was an experience that helped defined our friendship.

Was the exhibit a third thing because of who we were and what we brought with us, or because of what it was? Probably some of both. This leaves me wondering how "designable" third things are.

I think of social objects as (at least somewhat) designable. I often work with museum professionals to design exhibits to be more consistently social for a range of visitors. But third things are about the unique passions and connections between friends and lovers, not general sociality. Could you imagine a way for cultural institutions to help cultivate third thing-ness, or do you see that as something too personal and idiosyncratic to be intentionally encouraged?

Thursday, January 14, 2010

Who Am I? Internal vs. External Role-Playing in Museums

Recently I've been looking at ways cultural institutions invite people to self-identify relative to the visit experience. Having your own profile relative to an exhibition can help you find a way "in" to the experience via your own interests. It can also provide a memorable way to connect with other individuals--people you portray--affected by the historical time period on display.

I've noticed two fundamentally different approaches to visitor profiles in exhibitions:
  1. internal profiles, in which visitors create a profile that in some way reflects who they are
  2. external profiles, in which visitors adopt profiles for historical or fictitious characters
For example, consider the difference between the profiles visitors made in the Walters Art Museum's recently closed Heroes: Mortals and Myths in Ancient Greece exhibition and the traveling Titanic show:
  • In Heroes, visitors created profiles by picking a character from Greek mythology with whom they self-identified. Visitors could take an optional personality quiz at kiosks near the exhibition entrance to determine which of eight Greek heroes, gods, or monsters they were most like. The kiosks prompted visitors to take a personalized tag and ID card from bins nearby for “their” hero. The cards provided more information about the heroes and connected them to specific artifacts in the exhibition. Visitors could follow their heroes through Heroes by looking for his/her special icon on the wall. Staff reported that the profiles were popular and that many visitors wore their tags with pride, talking with friends and strangers about their heroes.
  • In Titanic, visitors are given "boarding passes" that tell the beginning of a story of a real person who traveled on the Titanic. They cannot find out the final fate of their boarding pass personae until the end of the exhibit. This external profile technique was also used at the US Holocaust Memorial Museum when it first opened to let visitors connect with the stories of particular people affected by the Holocaust. Titanic also includes costumed historical characters, which accentuates the "otherness" of the experience.
Both the Heroes and the Titanic profiles allow visitors to connect with characters--some real, some mythological. In the case of Heroes, the power of the experience comes from the feeling that the profile invites you to discover and express who YOU are and to enjoy the exhibition through that lens. By contrast, in Titanic, the power of the experience comes from connecting to a specific person from history, which gives visitors a concrete, personal connection to a historic event.

Internal profiles let visitors get deeper into their own skin, whereas external profiles let them try on someone else's. From a social perspective, both can prompt new discussions. In the case of internal profiles, the conversation tends to be self-focused: What makes me an Athena and you a Heracles? For external profiles, the conversation is other-focused: Why did my person survive the shipwreck but not yours?

There are some profile systems that bridge internal and external identity to help visitors imagine themselves in historical or potential scenarios. Several exhibitions have required visitors to use internal profiles to confront the ugly realities of segregation and profiling. At the Apartheid Museum, visitors are given tickets that reflect their race as perceived by the admissions staff (white or non-white) and are required to enter the museum through separate gates (and different entry exhibits) based on their race. While this kind of profile, like that in Heroes, is internal, it does not allow visitors to present an aspirational version of themselves. Instead, it forces visitors down deterministic paths based on racial identity, and visitors ask themselves: What would it have been like for me to live under apartheid?

Is one of these profile types "better" than the others? I don't think so. But if you are trying to design a profile experience for a particular kind of social reaction, you may want to think about which type is most relevant to your goals. Do you want visitors to learn more about themselves through your exhibition? Or do you want them to connect more deeply with someone else?

Monday, January 11, 2010

Dear Jack, Dear Snoopy: Using Letter-Writing for Visitor Response


Images courtesy Chris Danemayer, Proun Design

I've been collecting stories and images of really effective visitor-response stations for awhile now, and I've noticed an intriguing trend: exhibits that invite visitors to write a letter to someone, especially with a typewriter, tend to yield elaborate and interesting responses.

Three examples:
  1. In the late 1980s, the Brooklyn Children's Museum created an exhibit called Send a Letter to Snoopy. Kids could type letters on a Remington typewriter and put them in a mailbox marked "To Snoopy." Staff exhibited several of their letters nearby for other visitors to read. As Kathy McLean noted in Visitor Voices in Museum Exhibitions, while staff were afraid that typing on the typewriter would be too hard for some young children, "kids lined up to carefully and slowly type their letters." The museum received dozens of letters each week, and many visitors shared personal issues, dreams, and fears in their writings.
  2. In 2007, the Lowell National Historical Park exhibited Jack Kerouac's original manuscript for On The Road to celebrate the 50th anniversary of its publication. Alongside the iconic manuscript, the Park featured a talkback area in which visitors could contribute their own reflections. Instead of offering post-its or pencils, the Park provided a desk with a typewriter (amazingly, donated by the Kerouac family) and an evocative quote from Kerouac: “Never say a commonplace thing.” Visitors responded incredibly, generating over 12,000 messages at the typewriter during the 6-month run. Rather than just saying, “awesome book,” the overall design of the space and the relationship between the typewriter and the manuscript inspired visitors to share highly personal and artistic commentary. Several wrote letters directly to Jack. Some wrote poems. The image at the top of this post comes from one visitor's response.
  3. Also in 2007, the National Library of Scotland in Edinburgh opened a new exhibition on the John Murray Archive. John Murray ran the publishing house that represented Lord Byron, Charles Darwin, and Sir Walter Scott, among others. The exhibition was organized around eleven major authors who worked with John Murray Publishing and used the authors' letters to and from the publisher as the central thread of the exhibition story. Visitors entering the exhibition received beautifully typeset letters from John Murray himself (starting "Dear Visitor,") entreating them to interpret a particular artifact or story on display. The exhibition also featured a simple Victorian writing desk at which visitors could write their own long-hand letters to the famous authors themselves. National Library staff promised to write back to all the letter-writers, assuming there would be very few. They quickly found themselves overrun with hundreds of six or seven-page letters from visitors talking about their own adventures, triumphs, and challenges.

What makes these visitor response stations so successful?
  • They force people to slow down. Whether you are working a typewriter or writing longhand at a writing desk, the overall experience implies focus, intent, and taking your time.
  • They have an intended audience. When you write a letter to someone, even someone dead or fictitious, you know who you are writing to. You have a clear image of that person in your mind, and you are motivated by your desire to connect with them, not a general desire to express yourself.
  • They imply a response. When you send someone a letter, it's the beginning of a conversation. In the case of the John Murray Archive exhibition, staff continue that conversation. In the other two examples, while visitors don't receive a response, they have opened up a mental conversation with Snoopy or Jack Kerouac to continue at their leisure.
  • All of these stations were well-designed to fit into the overall exhibit experience. Letter-writing was the heart of John Murray's enterprise. The typewriter was central to both Snoopy and Jack Kerouac's stories. These visitor response stations were natural to the stories being told, and they were designed thoughtfully using the same kinds of tools as those that produced artifacts on display. The response stations allowed visitors to stay within the emotional space of the exhibits rather than wresting them out into a generic comment board or book.
What do you think? Is this letter-writing thing a fluke, or is there really something there? Have you seen examples of this working elsewhere?

Monday, January 04, 2010

Is Wikipedia Loves Art Getting "Better"?

It's rare that a participatory museum project is more than a one-shot affair. But next month, Britain Loves Wikipedia will commence--the third instance of a strange and fascinating collaborative project between museums and the Wikipedia community (Wikimedians). The project's implementation keeps changing, and I can't decide whether it is getting better or just different. I hope you'll share your thoughts in the comments.

Wikipedia Loves Art, Take One

The first version of Wikipedia Loves Art first took place in February 2009. It started with a request from a group of New York Wikimedians to the Brooklyn Museum. The Wikimedians asked if the museum would coordinate a project in which people could photograph artworks in cultural institutions to illustrate Wikipedia articles. The museum agreed and brought fifteen institutions from the US and UK on board to participate.

The museums asked to Wikimedians to provide the institutions with lists of thematic topics that required illustration. Museums used these thematic lists to develop scavenger hunt lists to distribute to participants so that they might find art objects to illustrate Wikipedia topics like "Roman architecture" or "mask." Participants were asked to photograph objects and their accession numbers so staff could identify and describe the objects properly. The museums developed careful rules about what could and couldn't be shot, and how participants could upload their images to Flickr for use by the project.

The event succeeded in donating thousands of images to Wikipedia, but it was plagued by challenges that frustrated museum staff, Wikimedians, and photographers.

Some of these challenges were about mission fit. The Wikimedians’ and museums’ goals were not as aligned as they originally thought. Museums saw this project as an opportunity to engage local photographers to think creatively about how artworks might represent different topics. In contrast, the Wikimedians were focused on making cultural content digitally available online using as open a licensing structure as possible. The museums cared about participants connecting with artworks and identifying them properly, whereas the Wikimedians cared more about participants sharing images under open legal licenses.

Other challenges derived from the complicated and shifting setup (see, for example, this discussion about clarifications to the rules). From the institutional perspective, the best way to deliver good participant experiences was to constrain contributions through the Flickr uploading system. Staff were concerned about losing control of images of their collections, and they wanted to make sure the images were linked to the correct information about each object. But there were many Wikimedians who were confused or frustrated by what they perceived as arbitrary institutional constraints in the submission format. Some people found their own rogue ways to upload museum images outside of the project framework, much to the consternation of museum representatives, who saw these actions as causing confusion and potentially violating intellectual property agreements.

The project's setup also created more work for participants and museum staff than anticipated. Over 13,000 photographs were submitted by 102 photographers at the fifteen different institutions, documenting about 6,200 pieces of art. While these participants had done the hard work of capturing the images, it was up to the institutions to validate, tag, caption, and prepare them for Wikipedia's use. Image verification was a Herculean effort. Using accession numbers to identify the objects was not successful; it was complicated for participants, and staff were not able to verify many images. Some images were disqualified for copyright reasons, others because they could not be identified. Eventually, all of the work was completed and 6,195 photographs were donated to Wikipedia. But when the dust settled, the overall effort for institutions involved in Wikipedia Loves Art was so great that many saw it as an unsustainable collaboration.


Wikipedia Loves Art, Take Two

In June of 2009, Dutch Wikimedians tried again. They partnered with 46 institutions in the Netherlands to produce Wikipedia Loves Art / NL, which took a different approach to the project. Rather than starting with a list of themes provided by Wikimedians and inviting visitors to shoot the objects that they felt fit the topics, the Dutch Wikimedians asked the museums to provide a list of specific objects that participants could photograph. This compromise achieved three things:
  1. The museums knew exactly what would be photographed and could more tightly control the experience. At some institutions, staff members set up specific dates for photography and escorted photographers through the galleries.
  2. The Wikimedians knew that all of the images would be legal for use from a copyright perspective. There was no concern about museums needing to verify that an object on the list was in fact legal for use.
  3. The participants received a numbered list of objects to photograph and could tag their images with these id numbers instead of with accession numbers. This significantly reduced the number of object identification errors and reduced the staff time required to review the images submitted.
Wikipedia Loves Art / NL also included some other changes, most notably a centralized website that coordinated all of the events and information. It ended June 30 with 292 participants contributing 5,447 photographs. There were still validation errors; for example, the "winning" photograph from the project was discovered to have been taken at least a year prior to the event. But in general, the project went smoothly. The images were uploaded more quickly with fewer staff hours than in the original version, and the institutions and Wikimedians considered it a success.


So is it better?


From my outside perspective, Wikipedia Loves Art / NL more successfully served the needs of the museums and the Wikimedians than the original event. But it was also fundamentally different for participating photographers. It offered participating photographers less creative agency and less responsibility... and less attendant confusion.

Did Wikipedia Loves Art get better? The answer to that question depends on your values. It got better at meeting the partners' needs, but worse at allowing individual participants to determine the outcome. I also wonder whether the changes impacted the extent to which participants felt connected to the institutions as opposed to seeing the museums as venues for a project. Ann Beaulieu, a researcher associated with the Tropenmuseum reflected on discussion in the Wikipedia Loves Art / NL Flickr groups, commenting:
the goal is to get photos of the museums’ collections onto Wikipedia. Interestingly, this does not seem to be obvious to some photographers who see photo-making as the ‘end’ or goal of their practice, and consider getting objects in museums photographed and into Wikipedia as secondary.
To me, the newer version of Wikipedia Loves Art seems less suited as an onsite audience engagement program for photographers, but more suited to provide Wikimedia with useful data. This may make it a better project (more useful) or a worse project (less engaging for participants).

I realize, however, that this perspective reflects my own value judgment that local community engagement is a more important part of museum missions than providing digital access to content. There is a large community of people who will use the digital images in their new home on Wikimedia Commons, and who am I to say they are not equally important?

I also am biased in thinking that giving participants creative agency is "better" than giving them a list of photographs to shoot. You could just as easily argue that the project got better by making participation simpler, and that the redesign DID serve the participants who are part of the Wikimedia community.

What do you think?

Tuesday, December 29, 2009

What Could Kill an Elegant, High-Value Participatory Project?

For the past year, I've been ending many of my talks with this image. It's my "artistic rendering" of one of the most inspirational participatory projects I know of--the Bibliotheek Haarlem Oost book drops.

Haarlem Oost is a branch library in the Netherlands that wanted to encourage visitors to add tags (descriptive keywords) to the books they read. These tags would be added to the books in the catalog to build a kind of recommendation system. To do this, the library didn't create a complicated computer system or send people online. Instead, they installed more book drops and return shelves, labeled with different descriptors like "boring," "great for kids," "funny," etc. This brilliant design allowed patrons to create new knowledge about the books in the library while only slightly adjusting their book-returning behavior. Read the original post on this project for more info.

This design inspires me because it creates new value out of what visitors already do. Too often, cultural institutions design participatory projects that require visitors to learn new tools or make sacrifices to contribute. The Haarlem Oost tagging return system wasn't one of these.

Or, so I thought. Two weeks ago, I decided I wanted a photo of the book drops and shelves in action for my forthcoming book. A Dutch friend volunteered to go snap the library. And then I received this email (bold mine):
I am afraid I have got bad news for you... This afternoon I went to the library in Haarlem Oost to take your pictures. When I arrived there, I noticed that they used 'normal' returning shelves instead of the tagging system. I asked one of the employees and it turned out that they quit using the system some time ago. Of course I asked her why. She explained that it more or less was a victim of its own success. First of all, particular shelves were overloaded in a short period of time (to be frank, I don't see the problem here, but to her it was a big problem, so I guess it influenced their working processes and confused them a lot)

Next to that, people were using the system so seriously that it took them a lot of time per book to decide where to place it. That caused some logistic problems in the (small) building, especially as they have some peak times. That meant that people often had to wait for other people to return their books - and then themselves again needed time to think where to place their books. There was an alternative system next to the tagging system to improve the flow, but people did not want to be rude and waited patiently on their turn- so the alternative did not work.

The woman I spoke to regrets that they do not use the tagging system anymore. She said that it gave them a good understanding on what the people in the neighbourhood like to read. She said that they are determined to introduce the system again when they have a good solution on the logistic problem, but unfortunately she could not give me a concrete term for that.
After I got over my shock (and the urge to delete the email), I realized that this depressing coda is a great illustration of the challenges of sustaining participatory projects.

As it turned out, the Haarlem Oost tagging system DID change visitors' behavior--but arguably, it changed their behavior for the better. Visitors liked the activity, and it helped staff learn more about the usage of the collection.

The problem was not that the system was buggy or hard to use, but that it disrupted staff expectations and behavior. It introduced new challenges for staff--to manage return shelves differently, and to deal with queues. Rather than adapt to these challenges, they removed the system.

This is both incredibly shocking and unsurprising. Librarians--and all cultural professionals--address challenges creatively every day. But the challenges they solve are known ones, emerging from the services they traditionally provide. No librarian would get rid of all the Harry Potter books because they are "too popular." No museum would stop offering an educational program that was "too successful." These are familiar challenges that come with the job and are seen to have benefit. But if tagging creates a line or people spend too much time giving you feedback? Staff at Haarlem Oost likely felt comfortable removing the tagging shelves because they didn't see the tagging as a patron requirement, nor the maintenance of the shelves as part of their job.

These front-line staff also probably weren't involved when the outside architect designed the tagging system. If you want participatory projects to thrive at your institution, you must bring staff along with you in their development and listen to their concerns in the design phase. You have to make it clear that sustaining and stewarding these initiatives is as much "part of the job" as traditional functions. Just as you try to design for minimum guest sacrifice, you have to be conscious of potential staff sacrifice. You can't innovate by capital projects and brilliant ideas alone.

Do you have a story to share of a project that got derailed post-launch in this way? Share your thoughts in the comments on what makes these projects fail (and hopefully, rise again).

Monday, December 21, 2009

Be Explicit if You Want Visitors to Work Together

One of the surprise pleasures of my recent trip to Brisbane, Australia, was the exhibition of the Asia Pacific Triennial of Contemporary Art at the Queensland Art Gallery. It was the most impressive multi-artist contemporary art exhibition I've ever seen. The vast majority of the artworks were exciting, accessible, and visually stunning. I expected a quick in-and-out visit, but found myself immersed in the aesthetic and cultural world of the art for hours.

But there was one exhibit that highlighted a particular frustration of mine. It was a multi-person exhibit that fell just short of inviting strangers to work together. With one simple tweak of the label text, it could have gone from good to great.

The artwork is called I, you, we and was created by Wit Pimkanchanapong. The title is highly descriptive of the piece, which is a little booth where two people can mix photos of their faces into a new image of a face that incorporates bits from each person. You sit down with a partner, make a collaborative image, and then email the composite home to yourself or someone else.

I looked on as many visitors enjoyed this exhibit, which created silly and surprising results. But as a solo visitor, I couldn't find a way in. Here's the label:
This label suggests that the artist is particularly interested in visitors engaging with those who are different from them. And yet there is no invitation for visitors to use the booth with strangers. It's ideally set up for a stranger interaction: the booths are in a public space and are open on both sides, so it doesn't feel like you are being asked to enter an intimate space with someone unknown. The interaction is quick, discrete, and doesn't require sharing anything more personal than your face.

This exhibit is missing just one thing: a statement on the label that says, "Invite a stranger to make a portrait with you." The staff could easily append the cute label shown at the top of this post with this sentence. It would give visitors like me a way into the experience and an opportunity to perform in keeping with the artist's desires. And even for people visiting in groups, it might present the opportunity for a fun interaction with someone new.

If you want to invite people to use your space socially, you have to give them explicit permission to do so. Letting visitors know that an exhibit is a two-person activity is useful information, but it's not enough to help people overcome their fears and approach strangers to help them.

Monday, December 14, 2009

Six Steps to Making Risky Projects Possible


Last month, I gave the closing keynote at the National Digital Forum in New Zealand. The end of a conference is often a time of great enthusiasm quickly followed by a gaping maw of inability to act on that enthusiasm back at work. For this reason, I spoke specifically about how to make dream projects possible at real institutions. You can see or download my slides and you can watch the video of the talk. Or you can read this condensed version of the talk.

***

Elaine Gurian once told me there are two ways for institutions to innovate: they can be so small that no one notices them, or they can have a director who is willing to put his/her neck on the line for the innovation. It’s nice to have both. Unsurprisingly, some of my favorite museums are small, funky places run by iconoclasts—but that’s not useful to most professionals who work for organizations in which they have little control over size or leadership matters.

So if you’re not at one of those weird little institutions, how do you make innovation happen? How do you overcome institutional resistance to change and uncertainty to do something wild and hopeful?

It takes six steps.

First, you have to connect your idea to the institutional mission. I’ve written about this before, and it’s particularly relevant if your idea falls outside the traditional products or services of your organization. Pick apart your mission statement, and look for the words and phrases you can connect your project to. Ask leaders to be accountable to the mission. I used the example of the Yerba Buena Center for the Arts, which has a mission statement that includes unusual words like “bold” and “fearless.” If your institution says it is bold and fearless, how do your programs support that? What new projects might allow you to better reflect those aspirations? When you speak in the language of the institutional mission, executives will understand you better and be attentive to the new connections you draw from the mission to proposed projects.

Second, you need to find the right tool to implement your idea. Especially when working with technology, leading with tools instead of mission-driven projects is a mistake. If you say, “we need a blog,” others in your organization won’t know how to contextualize that within the programs and mission of the institution. If you say, “being transparent is part of our mission, so we need a way to share more of the behind-the-scenes everyday work we do here, and since people here are comfortable writing and taking pictures, the best way to do that is via a blog,” then people will come onboard.

Third, you need to align your idea with institutional culture. There are some ideas that will never fly where you work. Maybe the director is obsessed with “company secrets” and you’ll never be able to share behind-the-scenes work. Or maybe education staff are not willing to engage real-time visitors in dialogue around controversial issues. That’s fine. If your idea is mission-relevant, you will be able to find a way to make it palatable within the context of your institution. I used the example of two very different exhibitions that solicited visitor-contributed content: Playing with Science at the London Science Museum, and MN150 at the Minnesota History Center. The London Science Museum team designed an entire exhibition and then left a few open vitrines at the end for visitors to contribute their own toys during the run of the exhibition. The Minnesota History Center team solicited visitor nominations for exhibition topics and then built an exhibition out of those contributions. Both resulting exhibitions featured visitor-submitted content, but each institution did so in a way that felt comfortable to their work processes and abilities.

This may sound obvious and natural, but it’s easy to underestimate the power of institutional culture. Sometimes staff are unaware of their own cultural biases and requirements even as they manage new projects. I worked on one project in which the client institution thought they wanted unfettered teen expression. When they saw the results of that expression, they struggled with the content and eventually integrated it into their project in a way that diminished the teens’ involvement and hard work. In the end, this generated a substandard product for the client, and disappointment for the teens.

Fourth, you need to find a way to evaluate what visitors do – and more importantly, to evaluate using criteria that are understood and appreciated by everyone in your institution. It’s not helpful to just measure outputs (number of visitor comments, length of stay) if those don’t translate to something that staff understand as useful outcomes. There are several good resources on evaluating participation. There is a preponderance of reports about the value of new media literacies towards educating productive citizens of the 21st century. Assessment tools like the Museums, Libraries, and 21st Century Skills report can help you couch both your goals and evaluation in contexts that are well-understood by funders and executives alike. Another source of resources comes from the growing body of social media evaluation tools. I’m particularly enamored of this simple diagnostic used at the Museum of Life and Science in North Carolina to articulate the types of institutional goals they are trying to achieve with forays into participation. They use these explicit goals as measuring sticks for the projects and experiments they pursue.

Fifth and most challengingly, you need to reserve resources (dollars and staff) for project operation. Unlike most traditional cultural products, projects that encourage visitor participation require staff to “tend the garden” of contributions long after the launch date. I consider this the greatest obstacle to the inclusion of participatory practice in cultural institutions because it fundamentally changes the way organizations staff and fund projects. Many museums are making this shift as they hire “community managers” who communicate with users on an ongoing basis. But institutions that incorporate dynamic content and participatory engagement throughout struggle to prove every day that they need to continue providing consumable materials and floor staff to sustain engagement.

Sixth, you need other people to help you. Pushing forward new projects in your own institution can be a tiring and thankless task. If you have friends and colleagues—whether internal or external—who can help you get to the next step or just commiserate and cheer with you, you’ll feel less lonely in your endeavor. I believe you need to find specific people—not just social networks—who can help you in this effort. When you meet someone who can help you, ask her. When you meet someone you can help, make an offer. These transactions will make change possible.

***

To help jumpstart these relationships, we did one of my favorite activities. People took out two business cards. On the back of one, they wrote something they need. On the back of the other, they wrote something they could offer someone else professionally. We unveiled a giant gong in the front of the room. If you found a "match" - someone you could help or could help you - you got to come up and hit the gong. People bonded over all kinds of skills, from helping digitize collections to performing outcome assessments to strategizing about new programs. And despite the exhaustion of the end of a long conference, everyone got up and moving in their quest to hit the gong (as evidenced by photos like this one).

As a brief design digression, I'd like to suggest that the gong is essential to this activity working. It's a motivator that has no intrinsic value - certainly less value than the outcome of the activity of finding a helpmeet in your work. But it helps focus WHY people will participate in something a bit silly by coupling it with a silly win condition. It invites people to play. It's another example of how scaffolding participation with design objects can make interpersonal exchange more desirable.

Sunday, December 06, 2009

Guest Post: The Denver Community Museum


This post was written by Jaime Kopke, the founder/director of the Denver Community Museum, a pop-up community-generated institution that ran from Oct 2008-April 2009. This post shares her reflections on the project, its design, and its impact.

The Denver Community Museum (DCM) was a grassroots operation in almost every sense. There was no budget, no staff, no permanent location, no Board of Directors and no collection. It was me, a handful of occasional volunteers, some very kind local business partners and a city full of participants.

The DCM was a temporary, pop-up museum which ran from October 2008 - April 2009 in an unused storefront in downtown Denver. From the beginning, the museum stated that it would exist for less than year in a well-trafficked area of the city (possibly in multiple locations). It was, in effect, an institution with an expiration date.

There was no agenda or angle in setting up the DCM, the idea was simply to create an awesome place for the community to share their stories. I was inspired by pop-up shops I had seen in NY along with a community museum there called the City Reliquary. Over a year I began to wonder how to combine the two ideas and the DCM was the result. The DCM was a place that was part science experiment. It aimed to challenge the traditional notions of a museum: permanent vs. temporary, past vs. present and fact vs. fiction.

The contents for each month-long exhibition were entirely community generated. A series of projects were announced, serving as calls for participation, which were open to all Denver area residents. These challenges posed a creative test, which individuals could interpret and solve as they pleased. Every month a new challenge was issued and the previous challenges’ results were displayed within the museum. As a result, each month a new community collection was created to be put on display.

While each challenge had a specific question/theme, the form of the artifacts were left up to the individual participants. Whether it was a homemade object, written story, audio clip or drawing, everything was accepted - unless it was was horribly offensive (which never occurred). It was free to participate in and to visit. It did not matter if the memories/stories represented were real or imaginary. There were no size limits, age limits or skill level required and nothing was for sale. This open process may have overwhelmed some, but many, many more found it liberating. Visitors would see a globe painted by a five-year old next to a professional artist’s embroidery and be inspired to create their own item. By far the most important elements though were the stories people shared. Each participant wrote their own text describing the process, meaning or anything else they liked. Unlike many museums that just ask for comments or set a fun little “activity corner,” the DCM gave over complete control and that’s part of the reason it worked.

But not to be led astray, relying solely on specifically-made artifacts to fill your museum is not easy path. Challenges were only announced one month in advance and there was less than a week between shows. Participants would drop off/pick up their items on the last Friday/Saturday of the month, giving me approximately four days to type/print the exhibition text, mount info cards, lay out displays, move shelving etc., set up any participatory elements and organize the opening, which occurred the following Friday or Saturday. I never knew what my contents were until it was time to create the display.

When I imagined the museum before I began, I had fantastic visions of walls filled from floor to ceiling with beautiful handmade artifacts, each sharing a special story. While beautiful handmade objects did come in, sometimes what I got was a big brown ball of soap. A ball of soap dropped off “by a friend” in a paper sack with no information other than a name. When you open the doors to everything, you have to stick with it, but there is no doubt more submissions would have been helpful. If I were to do this project again, the biggest adjustment would be to marketing and outreach. I needed a lot more of it. A lot.

That being said, each show (luckily) had about 30-40 artifacts/participants - though some were done in groups as well (mostly schools). While each challenge always brought in new participants, there were also several very dedicated repeat submitters. Though I usually had enough artifacts to make an interesting exhibition, the size and form of these artifacts was constantly varying. To help fill in the blanks, I often added participatory pieces which allowed the visitors to take an active role. As a project that was based on community sharing, turning the museum into an open platform was essential. There was never an exhibit where the visitor simply viewed and read. The shows always included something that you could touch, take...or most importantly leave behind.

These elements varied from doodled on post-it notes to wishes stuffed in bottles. One of the most successful of these installations happened during the ’29’ exhibition. The challenge asked participants to create an artifact related to them at age 29 (whether that be future or past). In addition to the pieces submitted we set-up an extensive timeline wrapping around the room, weaving in and out of the displays. A typewriter was set-up in the middle of the room with a stack of index cards, asking people to share what they were/will be doing at age 29. The response was amazing. Almost every visitor typed up a card and added it to the wall. Not only did people genuinely enjoy thinking about the question and sifting through their memories, on several occasions complete strangers ended up reminiscing together. A group of three friends realized they were all 29 the year which September 11th took place; their talking aloud brought two other visitors into the conversation and the five of them ended up sitting down and sharing their memories of that year. I was shocked...and very happy.

The magic however, did not always occur naturally. I often had to introduce the participatory elements to get visitors to join in. This wasn’t really out of place since I greeted almost everyone who came in to tell them about the museum. I usually just left it with, “and there are parts where you can do/add things so be sure to look around.” That usually did it. I am a firm believer in people’s desire to explore and be surprised. If someone asked I was more than happy to give them more information, but mostly I left people to discover things on their own. Some participated, others did not.

One interesting outcome was that as time went on, some participants started designing more and more interactive artifacts all on their own. They had either submitted before, or visited and experienced the nature of the space firsthand. By the end, I had participants giving me directions on how to display their pieces and what people could do with them. In terms of visitors, I never really counted (maybe I should have), but I would have to guess that each show roughly 150-200 people stopped by, with most of the activity centered around the openings.

I think the reason the DCM worked was because it was informal and honest. We have all seen museums that try a little too hard with their interactive elements, jazzing them up with highly polished graphics and fancy displays. The DCM was approachable and had no expectations. Things did not have to fit a pre-conceived space, they weren’t confined to a bulletin board and nothing was forced. There wasn’t a separate area for “community submissions”. I also had to let the little things go. Some people never submitted the story to go along with their artifact, no matter how many harassing emails I sent. Some people dropped items off the DAY OF the opening. Many more surprised me with the most enchanting and heartfelt objects/stories - far beyond what I could ever have dreamed. The DCM was grassroots, but it may not have worked otherwise. Everyone played a part and that part was equal for everyone.

Jaime would like to open up the comments to any questions you may have, please feel free to fire away. Also, Jaime will be speaking at the next AAM conference in May 2010 during a panel titled “On the Road: Nomadic, Pop-up and Ephemeral Museum Experiences.” You can reach her directly via denvercommunitymuseum @ gmail . com