Showing posts sorted by relevance for query participatory. Sort by date Show all posts
Showing posts sorted by relevance for query participatory. Sort by date Show all posts

Tuesday, April 07, 2009

Participatory Design Vs. Design for Participation: Exploring the Difference


Pop quiz! Which of these descriptions exemplifies participatory museum practice?

  1. Museum invites community members to participate in the development and creation of an exhibit. The exhibit opens. It looks like a traditional exhibit.
  2. Museum staff create an exhibit by a traditional internal design process, but the exhibit, once open, invites visitors to contribute their own stories and participation. The exhibit is dynamic and changes somewhat in response to visitors' actions.
The answer (for me) is both. But the difference between the two examples teases out a problem in differentiating "participatory design" from "design for participation." In the first case, you are making the design process participatory. In the second, you make the product participatory. My burning question is whether these should remain exclusive from each other. Is an exhibit participatory if no visitor sees a place for her own contribution? Is it participatory if the contributory experience was designed without her input?

Participatory Design means Innovating the Process

There are museums pursuing participatory design for a variety of reasons: to increase the diversity of voices represented in exhibits, to cast wider nets for great ideas on program topics, to engage particular partners in the exhibit design process. I once worked on a project where the main goal behind our community-based participatory model was to make our exhibit process faster and cheaper. Some projects engage a very small, well-defined segment of the community as partners in the process (such as the Wing Luke Asian Museum's well-documented community process), whereas others invite open participation (such as MN150, Tech Virtual, and Click! A Crowd-Curated Exhibition) from across the world.

But the visitor experience of these exhibits isn't necessarily altered by the innovative process that created it. For some museum professionals and projects, this is a good thing--it "proves" that participatory design can yield products that meet institutional standards. But if the goal is to change as many peoples' perception of the institutional relationship to community members as possible, then limiting yourself to a hidden participatory process is problematic.

The simplest way to demonstrate the participatory process is to expose it, to transparently show off the people and process involved. But that might not make for a better exhibit. Do people really care to learn the intricacies of how the exhibit was made? Does knowing that individuals from their neighborhoods were involved change their perspective of the institution?

Design for Participation means Innovating the Product

Transparency may tell the story, but it won't make drop-in visitors feel that the institution invites their participation. The less simple but more effective way is to create participatory experiences on the floor, to offer every drop-in visitor a legitimate way to contribute to the museum and see their contribution respected and responded to. This is incredibly hard, and very different than changing your exhibit design process. The Ontario Science Centre is doing some of this in their Weston Family Innovation Centre, where visitors every day make and augment physical and virtual objects that are displayed in the museum. The Innovation Centre is an entirely responsive space, designed for people to use each other's work as inspiration and generally to see themselves as co-creators of the space.

But the Innovation Centre is a struggle to manage. It's messy and it always changes. It consumes stuff. There are some people who'd prefer to just stop the action, put the participation-to-date on display, and call it "done." But it's never done. And that's a major monkey wrench in the standard models for how museums operate, staff, and fund their work.

Do you Need Participatory Design for Participatory Experiences?

One of the other unusual--and challenging--aspects of the Weston Family Innovation Centre is that it was designed by a lengthy, expensive participatory process that involved hundreds of prototypes and exploratory activities. It was co-designed by staff across the Ontario Science Centre, teen co-conspirators, and visitors via a series of ingenious brainstorming and making exercises developed by Julie Bowen and her brilliant team. Julie has commented that without this intense, exhaustive participatory process, they could not have designed such a successful, authentic-feeling participatory public space. Engaging in the participatory process also helped the staff transition to imagining their new roles in the eventual visitor experience.

But do you really need a participatory process to produce a platform for participation? Not always. There are fabulous participatory platforms--from community murals to StoryCorps to PostSecret--that are designed without a lick of user involvement. I've written often about the art of designing platforms for participation, and the extent to which designers need to constrain and control the experience to structure comfortable, successful venues for participation.

But an interesting problem arises when a participatory platform feels unresponsive, and users don't feel that their contributions are being respected or valued. Consider the user reactions (ranging from enthusiasm to uproar) to the evolving design of Facebook over time. Users, who see themselves as co-creators (if not owners) of the Facebook experience, reacted negatively and protested when they felt that their interests were not taken into account. From Facebook's perspective, the company was in control of the designed experience and had the right to roll out changes without consulting users. Users disagreed. Facebook is learning how to negotiate this relationship. They need to treat respect users as design collaborators (to some extent) if they want to keep them as contributors.

But how far does that go? Do true participatory platforms need participatory design processes behind them? Or do designers just need to be transparent about how the platform works and how users' contributions feed into the experience?

This question isn't rhetorical; it's something I'm really grappling with as I work with museums that are trying to be more "participatory" overall. To me, a participatory museum is one in which visitors perceive the institution as actively inviting and incorporating contributions from non-professionals. Does that require participatory design, design for participation, or both?

Monday, February 23, 2009

What Do You Need to Make the Argument for Participatory Design?

As many of you know, I’m writing a book about participatory design for museums. I’m using a wiki to do so, and a few intrepid generous folks have signed up to give feedback on the evolving draft. Over the last week, there’s been a lively discussion on the wiki about the key audiences and goal of the book, and I wanted to open that up to you (and you are, of course, welcome to join the wiki and help).

The book is intended to be a practical guide to participatory museum experiences focused on design strategies, case studies, and activities. I believe that demystifying participatory design and encouraging professionals to try it is the most important step towards its evolution as a museum practice. I presume most people who read the book will be practitioners who are already on some level interested in participatory design and are looking for useful design frameworks, techniques, and examples to develop and refine their practice.

However, I know that that leaves out the majority of museum professionals who are not aware of or sold on participatory design. The WHY of participatory design is really important. But I have two challenges dealing with it:
  1. I don’t want to bore readers who are already convinced and are ready for action. I want them to get good, meaty techniques, not just more inspirational talk. The more time spent on “sweeping institutional change,” the less energy is left to do the experiments that incrementally make that change happen.
  2. I’m not sure that those who are unconvinced would pick up the book, and if they did, what would convince them. I don’t think participatory design is THE way for every museum, but I hope it can become a way that many will consider.
And there’s a third reason. I’m nervous that I don’t know how to give you the arguments you need. I live in a bubble of people who are already interested in participatory design. They’re the ones who read this blog, hire me, and inspire me. The result is that I spend very little time fighting the battles and living with the related frustration, and I don’t know what you need to succeed and survive.

Unfortunately, I do know there’s no silver bullet on the WHY of participatory design. This work is experimental enough in museums that there aren’t many robust evaluations to use as the basis for argument. There are many good and useful translations of Web-based design patterns, but in the museum world, this is still an emerging practice. There are some self-described “success stories,” but most rest on anecdotal perception of success. And then there’s the problem of finding the right metrics for evaluation. Participatory design often opens up dramatically different opportunities, audiences, and activities for museums, and it’s hard to evaluate the value of those outcomes relative to standard museum making. If you’ve never successfully attracted teenagers before and now they are coming and participating, how much is that worth? How do you compare it to your traditional activities?

I’m going to try, in the process of writing this book, to learn more about and work on evaluative techniques for participatory design. In the meantime, here are the primary WHY arguments I feel confident making:
  1. Participatory design can help museums match the demands of an increasingly empowered culture in which people expect to spend less time consuming and more time creating and discussing. We’ve known for a long time that visitors “make their own meaning.” Participatory design gives us a way to support and integrate that meaning-making into the larger museum experience.
  2. Participatory design can help museums deliver on the oft-repeated but rarely demonstrated desire for museums to become essential civic spaces, social environments that encourage the democratic process. The “cultural town square” is more likely to come out of the models of the social Web than the city hall meetings you don’t attend.
  3. Participatory design can bring in new audiences from the “creative leisure class” of adults 18-40 without children. These are people who are highly engaged in cultural activities, but are doing so through non-museum venues like Maker Faire, Burning Man, blogs, activist groups, knitting circles, coffee shops, and online communities. Most of these venues are event- or Web-based and their users are in need of open, flexible locations in which to express and share their interests.
  4. Participatory design can convert "underserved" audiences who do not feel welcome in museums into passionate advocates and partners. This only happens when the participatory model involves deep connection with these audiences in an ongoing relationship, but it is notable and significant.
  5. Participatory design is supported by a new staff/business model in which the museum brokers ongoing relationships rather than supplying fixed experiences. While this new model may prove more expensive in operation, it is more flexible and low-cost on the experience development/capital side.
  6. In a sociological climate that values personal perspective and relativism, participatory design platforms can serve as an engine for intelligent, well-designed multi-vocal exhibits and programs. Note that institutional subject matter affects the extent to which perspective is valued; your opinion on the history of your tribe is more likely to be engaged than your opinion on the history of the universe.
Each of these arguments comes with robust museum-based and external case studies and design frameworks. Each has counter-arguments—that visitors want designed experiences, that museums should stick to what they know, that young adult audiences aren’t our core, that we shouldn't coddle people who don't come already, that new business models are risky, that relativism is BS. I think that’s a good thing. I don’t want to convince people that participatory design is the only way to go, just that if offers new options. And for a museum director who sees her institution's goals in the points above, it may be a design practice worth investigating.

But is that enough? Is it weak to rest on, “if your mission includes X, then you should consider participatory design as a way to achieve those goals?” I can’t offer anyone double-digit attendance or donation increases, but I’m not idealistic enough to suggest that we throw those metrics out the window. What would you want from an argument for participatory design in the context of a book like this? What do you need me to say, and what can you teach me to help me say it?

Monday, April 25, 2011

Answers to the Ten Questions I am Most Often Asked

Note: the title of this post pays homage to Elaine Heumann Gurian's excellent and quite different 1981 essay of the same title.
I've spent much of the past three years on the road giving workshops and talks about audience participation in museums. This post shares some of the most interesting questions I've heard throughout these experiences. I like to use half of any allotted time slot to talk and half for Q&A, so we usually have time to get into meaty discussions. Feel free to add your own questions and answers in the comments!

BROAD QUESTIONS ABOUT AUDIENCE PARTICIPATION

1. Have you seen attitudes in our field about visitor participation shifting over time?

Yes. Granted, I live in an increasingly narrow world of people who are exploring these topics and want me to work with them, but I still learn a lot from the questions and struggles I hear from colleagues and people who comment on the blog.

The Museum 2.0 blog has been going for almost five years now, and I've seen people's concerns and questions evolve over that time in the following way:
  • For the first couple of years--2006-2007--most of the questions were about the "why" of participation. Why should institutions engage with people in this way? How could staff members justify these approaches to their managers? I've seen this line of questioning almost completely disappear in the past two years due to many research studies and reports on the value and rise of participation, but in 2006-7, social media and participatory culture was still seen as nascent (and possibly a passing fad).
  • In 2008, the conversation started shifting to "how" and "what." In 2008 and 2009, there were many conference sessions and and documents presenting participatory case studies, most notably Wendy Pollock and Kathy McLean's book Visitor Voices in Museum Exhibitions. I wrote The Participatory Museum in response to this energy--to put together case studies in the context of a design framework so we could talk as a field about what works and why.
  • In the past year, I've seen the conversation shift to talking about impact and sustainability of these projects--how we evaluate audience participation and how we can shift from experimental pilots to more day-to-day implementation.

2. Are there certain kinds of institutions that are more well-suited for participatory techniques than others?

Yes and no. I honestly think the only kind of cultural institution that cannot support audience participation is one in which staff members don't respect visitors or what they have to contribute. I've never heard people say they don't care about visitors, but I've seen it in how they pay attention to visitors' needs and contributions. This anti-participatory behavior is also sometimes manifest within staffs where only certain employees' ideas are recognized and solicited, floor staff are ignored, etc.

But for institutions with a genuine interest and respect for visitors, participation is always possible. It looks different in different types of institutions. Small organizations are often best at forming long-term relationships with community members, whereas large organizations can rally lots of participants for a contributory project. Art museums are the least likely to empower their own staff to initiate participatory projects but the most likely to work with artists whose approach to participation might be quite extreme. For more on the differences among different types of museums (with examples), check out this post.


3. A lot of these projects are about getting people to be more social and active in museums. What about traditional visitors and supporters who may not want to participate?

In my experience, staff members are more sensitive to this issue than visitors and members are. I've met beautifully-coiffed ladies in their 70's who are hungry for conversation, and I've met pierced teenagers who prefer a contemplative experience. Most people who really love and support a museum want it to be loved and well-used by the larger community, and many of these folks are thrilled by techniques that engage new people with the organization.

That said, I think it's really important for all these engagement strategies to be "opt-in." It's common in many museums to offer cart-based activities that invite visitors (mostly families) to play a game, try an experiment, or make art. Just as those kinds of activities offer opt-in deeper engagement for some visitors, participatory techniques can offer opt-in social or active techniques for those who want them.

Sometimes, staff will claim that certain engagement techniques are so distracting for non-participants that they should not be offered even on an opt-in basis. I frankly think this is ridiculous. We know from research that people like to engage with content in different ways, and many museums tout the fact that they offer multi-faceted learning experiences. If we accept that sometimes people want to read the long label, sometimes people want to discuss things, sometimes people want to touch, and so on, then we have to offer a diversity of options. If we prescriptively decide you can only talk over here and you can only read the long label over there, we limit the quality and impact of the visitor experience.


4. Do you see any cultural differences in whether and how people like to participate around the world?

This is a really interesting question, and if I had any friends who were international social psychologists I would probably spend all my free time pestering them about this. My limited experience and research has led me to believe that people in every culture want to express themselves and connect with each other--the differences are how they prefer to do so.

Sometimes the difference comes down to preferred tools. In Taiwan, I noted that many more visitors and staff members were enthusiastic about taking and sharing photos than they were writing on a talkback board. In Denmark and Amsterdam, I experienced radical dialogue programs like Human Library, but also a strict formalism as to what happens in galleries.

Other times, the differences come down to social conventions. Some cultures value individual expression, whereas others prioritize the group. At the Vietnam Museum of Ethnology (search "Vietnam" here), staff have told me that participatory projects work best when a community of participants is engaged in a group process where they can come to consensus and defer to the group. In contrast, processes that engage individual participants as creators might work in a more individualistic culture like Australia or the US.

I'd love to hear more peoples' reflections on this. In every country I've visited, I've heard a version of this question that starts, "Maybe this works for Americans, but here in X..." After seeing so many varied and inspiring participatory projects from around the world, I can firmly state that this is not an American phenomenon, nor is participatory work even necessarily best-suited to U.S. culture. There are long histories of highly-engaged participatory governance and cultural work around the world, and in many ways, America's obsession with the individual may be more of a hindrance than a help to projects here.


QUESTIONS ABOUT RESISTANCE TO CHANGE

5. Where do you see the biggest resistance to incorporating participatory techniques? What's the biggest obstacle to more of these projects happening?

The first thing you have to tackle is fear of change. This isn't unique to audience participation; it's a reality that any new project or course of action stirs up all kinds of anxieties about organizational change.

Once you get past the fear of change to the specifics of audience participation, you have to separate people's expressed resistance from the actual obstacles. Resistance to audience participation is often expressed as fear of losing control. There's a worry, mostly on the part of content experts and brand managers, that their voices won't be as dominant as they once were when visitors are invited to participate. These fears are well-justified, but they're often predicated on the false conflation of control with expertise. You can be an expert and have a strong voice--a voice visitors want to hear--without being the only voice in the room. That's what it means to live in a democracy, and it's something we're comfortable with in news, politics, and other venues... why not museums?

And ultimately, loss of control is not the biggest obstacle to implementing participatory projects. I would suggest that the biggest challenge is the fact that they require fundamentally different ways of operating. If a traditional exhibition project is one in which a team "puts on a show," a participatory project is one in which a team "plants a garden" and then must tend and cultivate it over time. Participatory projects require sustained engagement between staff and community members, and that is not baked into our traditional job descriptions, staffing plans, and project budgets.


6. How do you evaluate participatory engagement strategies?

My simple answer is: evaluate these projects as you would evaluate any new technique or program. If your institution cares about numbers, count participants and impacted visitors. If your institution cares about deep engagement, measure dwell time and survey people about their experiences. If your institution cares about delivering on mission, measure indicators that reflect your core values. This sounds flip, but the reality as I've seen it is that every institution has its own criteria for what makes a project a success. If you evaluate your project by something other than those criteria, you won't be able to make a convincing argument about whether to continue with these efforts or not.

Many evaluations of participatory projects focus solely on the experience for participants. I have yet to see a participatory project in which the direct participants who co-designed an exhibition or contributed their own stories to a program did not have an incredible, often transformative, experience. The problem is that these participants are often tiny in number compared to your organization's overall audience. To effectively and completely evaluate the impact of a participatory project, you have to look at how it affects not only participants but also the broader audience... and staff.

This question of evaluation is still very open. I wrote a chapter in The Participatory Museum about it, but I continue to seek out really good examples of participatory project evaluation. I strongly believe it is through shared evaluations and documentation that we will advance as a field overall in these efforts.


7. What kind of changes do you think have to happen for museums to really be able to embrace and support audience participation, not just in one-off experiments, but for the long term?

This comes back to the idea that participation happens fundamentally in operating, not in designing or developing programs. After a phase of experimentation and pilot projects, I think any organization that is serious about audience participation has to examine how it recruits staff and what their tasks and roles are.

We also have to become more flexible about how we engage visitors as partners on an ongoing basis. For example, I recently learned about the Science Gallery's approach to involving community members. They have a pretty explicit engagement ladder in which someone starts as a visitor, becomes a member, then an "ambassador" who is empowered to put on some programs in collaboration with the institution, and finally a member of the "Leonardo Group" -- an advisory group that meets a few times a year to tackle upcoming creative challenges the organization faces. Rather than having standing advisory committees representing various constituencies, the Leonardo Group is a nimble, diverse crowd of engaged participants who contribute significantly to the Science Gallery's programming and resources through one-off events. This kind of engagement ladder provides a structured framework for participation without overly constraining how people get involved.


QUESTIONS ABOUT WORKING WITH COMMUNITIES

8. When you are creating programming explicitly to engage new communities, how do you still satisfy your base?

I wrote a blog post on this topic last year, but it's one that still comes up frequently in discussions with colleagues. I've come to feel that the "parallel to pipeline" strategy is a solid approach. You start by offering a custom, distinct program for new audiences and then find ways to integrate what works for them into your core offerings. The important part of making this work is acknowledging that you do have to make some real changes to the pipeline when you ask that new audience to transition into it. The parallel programs are not a "bait and switch" used to hook new audiences into your traditional offerings. They are a starting point, and a testing ground, from which you should be learning new ways of working that can be applied more broadly and fundamentally to how the organization operates.


9. If so much of this work is about creating personal relationships with visitors, how do we sustain it beyond individual staff members?

This question comes up most frequently when talking about social media. There's a fear that if an individual staff member becomes the voice of the organization on the Web, and then that person leaves, the relationships she built will disappear. Interestingly, I never hear colleagues express the same fear when it comes to individuals who run specific key programs for an organization (even though those membership managers, educators, volunteer coordinators, and others have very personal relationships with many important constituencies).

When it comes to online community engagement, I always turn to Shelley Bernstein and Beck Tench as my luminary teachers. Both of them are very clear about the need to be personal AND to distribute the relationships throughout staff as much as possible. Beck in particular has done an amazing job of working as a partner to other staff members at the Museum of Life and Science to help them develop social media projects that they can manage on their own with only light involvement from Beck. The animal keepers run their blog. The Butterfly House manager shares photos on Flickr. And so on. In this way, engaging with visitors through social media becomes something that many staff members are involved with based on their content and programmatic skills. This leads to diverse projects and relationships--and a better safety net for the institution overall.


10. When you build a relationship with a community for a project and then that project ends, how do you keep those people involved?

This is one of the toughest questions I've been grappling with lately, and I'd love to hear your reflections on it. It's a question that tends to come up only for organizations that have committed to audience participation over the long term. You invite a group of people to co-design an exhibit or co-produce a program, it happens, it's fabulous... and then what? In most cases, those partners were solicited for specific skills or attributes related to those specific projects, and it's not easy to naturally translate those same people to another participatory opportunity. In my experience, many of these people become a special class of members or volunteers, but that doesn't mean they're satisfied with a standard membership arrangement. These folks have had a taste of higher engagement and many of them want more. I'm not sure what the most sustainable way is to keep them actively involved as the organization shifts over time.

What are your answers to these questions? What are your questions that should be on this list?

Wednesday, September 18, 2013

Museum 2.0 Rerun: Answers to the Ten Questions I Am Most Commonly Asked

This August/September, I am "rerunning" popular Museum 2.0 blog posts from the past. I'm amazed at how well most of the answers in this post hold up two-plus years later (though I would revise my answer to #8 if I were writing this today). Originally posted in April of 2011, just before I hung up my consulting hat for my current job at the Santa Cruz Museum of Art & History.

Note: the title of this post pays homage to Elaine Heumann Gurian's excellent and quite different 1981 essay of the same title.


I've spent much of the past three years on the road giving workshops and talks about audience participation in museums. This post shares some of the most interesting questions I've heard throughout these experiences. I like to use half of any allotted time slot to talk and half for Q&A, so we usually have time to get into meaty discussions. Feel free to add your own questions and answers in the comments!

BROAD QUESTIONS ABOUT AUDIENCE PARTICIPATION

1. Have you seen attitudes in our field about visitor participation shifting over time?
Yes. Granted, I live in an increasingly narrow world of people who are exploring these topics and want me to work with them, but I still learn a lot from the questions and struggles I hear from colleagues and people who comment on the blog.

The Museum 2.0 blog has been going for almost five years now, and I've seen people's concerns and questions evolve over that time in the following way:
  • For the first couple of years--2006-2007--most of the questions were about the "why" of participation. Why should institutions engage with people in this way? How could staff members justify these approaches to their managers? I've seen this line of questioning almost completely disappear in the past two years due to many research studies and reports on the value and rise of participation, but in 2006-7, social media and participatory culture was still seen as nascent (and possibly a passing fad).
  • In 2008, the conversation started shifting to "how" and "what." In 2008 and 2009, there were many conference sessions and and documents presenting participatory case studies, most notably Wendy Pollock and Kathy McLean's book Visitor Voices in Museum Exhibitions. I wrote The Participatory Museum in response to this energy--to put together case studies in the context of a design framework so we could talk as a field about what works and why.
  • In the past year, I've seen the conversation shift to talking about impact and sustainability of these projects--how we evaluate audience participation and how we can shift from experimental pilots to more day-to-day implementation.


2. Are there certain kinds of institutions that are more well-suited for participatory techniques than others?

Yes and no. I honestly think the only kind of cultural institution that cannot support audience participation is one in which staff members don't respect visitors or what they have to contribute. I've never heard people say they don't care about visitors, but I've seen it in how they pay attention to visitors' needs and contributions. This anti-participatory behavior is also sometimes manifest within staffs where only certain employees' ideas are recognized and solicited, floor staff are ignored, etc.

But for institutions with a genuine interest and respect for visitors, participation is always possible. It looks different in different types of institutions. Small organizations are often best at forming long-term relationships with community members, whereas large organizations can rally lots of participants for a contributory project. Art museums are the least likely to empower their own staff to initiate participatory projects but the most likely to work with artists whose approach to participation might be quite extreme. For more on the differences among different types of museums (with examples), check out this post.


3. A lot of these projects are about getting people to be more social and active in museums. What about traditional visitors and supporters who may not want to participate?

In my experience, staff members are more sensitive to this issue than visitors and members are. I've met beautifully-coiffed ladies in their 70's who are hungry for conversation, and I've met pierced teenagers who prefer a contemplative experience. Most people who really love and support a museum want it to be loved and well-used by the larger community, and many of these folks are thrilled by techniques that engage new people with the organization.

That said, I think it's really important for all these engagement strategies to be "opt-in." It's common in many museums to offer cart-based activities that invite visitors (mostly families) to play a game, try an experiment, or make art. Just as those kinds of activities offer opt-in deeper engagement for some visitors, participatory techniques can offer opt-in social or active techniques for those who want them.

Sometimes, staff will claim that certain engagement techniques are so distracting for non-participants that they should not be offered even on an opt-in basis. I frankly think this is ridiculous. We know from research that people like to engage with content in different ways, and many museums tout the fact that they offer multi-faceted learning experiences. If we accept that sometimes people want to read the long label, sometimes people want to discuss things, sometimes people want to touch, and so on, then we have to offer a diversity of options. If we prescriptively decide you can only talk over here and you can only read the long label over there, we limit the quality and impact of the visitor experience.


4. Do you see any cultural differences in whether and how people like to participate around the world?

This is a really interesting question, and if I had any friends who were international social psychologists I would probably spend all my free time pestering them about this. My limited experience and research has led me to believe that people in every culture want to express themselves and connect with each other--the differences are how they prefer to do so.

Sometimes the difference comes down to preferred tools. In Taiwan, I noted that many more visitors and staff members were enthusiastic about taking and sharing photos than they were writing on a talkback board. In Denmark and Amsterdam, I experienced radical dialogue programs like Human Library, but also a strict formalism as to what happens in galleries.

Other times, the differences come down to social conventions. Some cultures value individual expression, whereas others prioritize the group. At the Vietnam Museum of Ethnology (search "Vietnam" here), staff have told me that participatory projects work best when a community of participants is engaged in a group process where they can come to consensus and defer to the group. In contrast, processes that engage individual participants as creators might work in a more individualistic culture like Australia or the US.

I'd love to hear more peoples' reflections on this. In every country I've visited, I've heard a version of this question that starts, "Maybe this works for Americans, but here in X..." After seeing so many varied and inspiring participatory projects from around the world, I can firmly state that this is not an American phenomenon, nor is participatory work even necessarily best-suited to U.S. culture. There are long histories of highly-engaged participatory governance and cultural work around the world, and in many ways, America's obsession with the individual may be more of a hindrance than a help to projects here.


QUESTIONS ABOUT RESISTANCE TO CHANGE

5. Where do you see the biggest resistance to incorporating participatory techniques? What's the biggest obstacle to more of these projects happening?

The first thing you have to tackle is fear of change. This isn't unique to audience participation; it's a reality that any new project or course of action stirs up all kinds of anxieties about organizational change.

Once you get past the fear of change to the specifics of audience participation, you have to separate people's expressed resistance from the actual obstacles. Resistance to audience participation is often expressed as fear of losing control. There's a worry, mostly on the part of content experts and brand managers, that their voices won't be as dominant as they once were when visitors are invited to participate. These fears are well-justified, but they're often predicated on the false conflation of control with expertise. You can be an expert and have a strong voice--a voice visitors want to hear--without being the only voice in the room. That's what it means to live in a democracy, and it's something we're comfortable with in news, politics, and other venues... why not museums?

And ultimately, loss of control is not the biggest obstacle to implementing participatory projects. I would suggest that the biggest challenge is the fact that they require fundamentally different ways of operating. If a traditional exhibition project is one in which a team "puts on a show," a participatory project is one in which a team "plants a garden" and then must tend and cultivate it over time. Participatory projects require sustained engagement between staff and community members, and that is not baked into our traditional job descriptions, staffing plans, and project budgets.


6. How do you evaluate participatory engagement strategies?
My simple answer is: evaluate these projects as you would evaluate any new technique or program. If your institution cares about numbers, count participants and impacted visitors. If your institution cares about deep engagement, measure dwell time and survey people about their experiences. If your institution cares about delivering on mission, measure indicators that reflect your core values. This sounds flip, but the reality as I've seen it is that every institution has its own criteria for what makes a project a success. If you evaluate your project by something other than those criteria, you won't be able to make a convincing argument about whether to continue with these efforts or not.

Many evaluations of participatory projects focus solely on the experience for participants. I have yet to see a participatory project in which the direct participants who co-designed an exhibition or contributed their own stories to a program did not have an incredible, often transformative, experience. The problem is that these participants are often tiny in number compared to your organization's overall audience. To effectively and completely evaluate the impact of a participatory project, you have to look at how it affects not only participants but also the broader audience... and staff.

This question of evaluation is still very open. I wrote a chapter in The Participatory Museum about it, but I continue to seek out really good examples of participatory project evaluation. I strongly believe it is through shared evaluations and documentation that we will advance as a field overall in these efforts.


7. What kind of changes do you think have to happen for museums to really be able to embrace and support audience participation, not just in one-off experiments, but for the long term?

This comes back to the idea that participation happens fundamentally in operating, not in designing or developing programs. After a phase of experimentation and pilot projects, I think any organization that is serious about audience participation has to examine how it recruits staff and what their tasks and roles are.

We also have to become more flexible about how we engage visitors as partners on an ongoing basis. For example, I recently learned about the Science Gallery's approach to involving community members. They have a pretty explicit engagement ladder in which someone starts as a visitor, becomes a member, then an "ambassador" who is empowered to put on some programs in collaboration with the institution, and finally a member of the "Leonardo Group" -- an advisory group that meets a few times a year to tackle upcoming creative challenges the organization faces. Rather than having standing advisory committees representing various constituencies, the Leonardo Group is a nimble, diverse crowd of engaged participants who contribute significantly to the Science Gallery's programming and resources through one-off events. This kind of engagement ladder provides a structured framework for participation without overly constraining how people get involved.


QUESTIONS ABOUT WORKING WITH COMMUNITIES

8. When you are creating programming explicitly to engage new communities, how do you still satisfy your base?

I wrote a blog post on this topic last year, but it's one that still comes up frequently in discussions with colleagues. I've come to feel that the "parallel to pipeline" strategy is a solid approach. You start by offering a custom, distinct program for new audiences and then find ways to integrate what works for them into your core offerings. The important part of making this work is acknowledging that you do have to make some real changes to the pipeline when you ask that new audience to transition into it. The parallel programs are not a "bait and switch" used to hook new audiences into your traditional offerings. They are a starting point, and a testing ground, from which you should be learning new ways of working that can be applied more broadly and fundamentally to how the organization operates.


9. If so much of this work is about creating personal relationships with visitors, how do we sustain it beyond individual staff members?

This question comes up most frequently when talking about social media. There's a fear that if an individual staff member becomes the voice of the organization on the Web, and then that person leaves, the relationships she built will disappear. Interestingly, I never hear colleagues express the same fear when it comes to individuals who run specific key programs for an organization (even though those membership managers, educators, volunteer coordinators, and others have very personal relationships with many important constituencies).

When it comes to online community engagement, I always turn to Shelley Bernstein and Beck Tench as my luminary teachers. Both of them are very clear about the need to be personal AND to distribute the relationships throughout staff as much as possible. Beck in particular has done an amazing job of working as a partner to other staff members at the Museum of Life and Science to help them develop social media projects that they can manage on their own with only light involvement from Beck. The animal keepers run their blog. The Butterfly House manager shares photos on Flickr. And so on. In this way, engaging with visitors through social media becomes something that many staff members are involved with based on their content and programmatic skills. This leads to diverse projects and relationships--and a better safety net for the institution overall.


10. When you build a relationship with a community for a project and then that project ends, how do you keep those people involved?

This is one of the toughest questions I've been grappling with lately, and I'd love to hear your reflections on it. It's a question that tends to come up only for organizations that have committed to audience participation over the long term. You invite a group of people to co-design an exhibit or co-produce a program, it happens, it's fabulous... and then what? In most cases, those partners were solicited for specific skills or attributes related to those specific projects, and it's not easy to naturally translate those same people to another participatory opportunity. In my experience, many of these people become a special class of members or volunteers, but that doesn't mean they're satisfied with a standard membership arrangement. These folks have had a taste of higher engagement and many of them want more. I'm not sure what the most sustainable way is to keep them actively involved as the organization shifts over time.

What are your answers to these questions? What are your questions that should be on this list?

Thursday, October 15, 2009

Why Are So Many Participatory Experiences Focused on Teens?

Over the past year, I've noticed a strange trend in the calls I receive about upcoming participatory museum projects: the majority of them are being planned for teen audiences. A large number of the collaborative projects of which I'm aware (in which staff partner with community members to co-develop exhibits or programs) are initiated with teens. Even the most traditional museums often manage educational programs in which teens develop their own exhibits, produce youth-focused museum events, or provide educational experiences for younger visitors. And while I enjoy working with youth and consuming their creations as a museum visitor, I'd like to call into question the idea that they are or should be the primary audience for participatory experiences.

Why are teens over-represented in participatory projects? I see four main reasons:
  1. Most participatory experimentation in museums starts in educational departments, and many educators primarily engage (and are funded to work with) students. Teens are a known (and somewhat controllable) entity.
  2. Teens are developmentally focused on social identity-building and may feel more compelled to share their voices and express themselves than others than other visitors.
  3. Teens are perceived as more interested in technology-mediated experiences and more familiar with social technologies in particular than their adult counterparts.
  4. Teens are perceived as an audience that is particularly disaffected and hard to reach, and institutions are continually seeking new techniques that might connect them to core content experiences.
The first of these reasons is practical. The other three are cultural, and I'm not sure how accurate they are. Teens are certainly not the only people who like to express themselves and engage socially through technology. There are plenty of people who don't feel compelled to visit museums, but teens' disinterest may be more immediately evident because droves of students are forced to visit museums on field trips (whereas adult non-visitors are invisible). The challenge of engaging disaffected visitors is not teen-specific, and the potential for participatory techniques to address this challenge need not be limited to this audience.

Here are four reasons I think that cultural institutions should look more broadly at potential audiences for participatory experiences:
  1. While teens are heavy social media users, they may not be the right audience for content-focused social experiences. Teens more commonly use the Web to stay in touch with their pre-existing social groups than to join new communities based on content affinities or interests. As researcher Danah Boyd has pointed out, teens spend time on Facebook, MySpace, and other social networks because that's where their friends are. This means that teens are not necessarily more savvy or more interested than other groups in engaging in communities of practice around content experiences. Users active in online social environments based on social objects like Flickr (photography), Ravelry (knitting), and Wikipedia (information) often trend older. Presumably, cultural institutions are more interested in providing opportunities for people to participate with and around content than providing venues for pre-existing friend groups to hang out, and this suggests reaching out to a broader audience.
  2. If your activity is compelling because it involves gimmicky new technology, it's not a good activity. In several instances, I've heard about new gadgets and handhelds that are targeted at teens because of their novelty. While some youth (and adults) may be seduced by sexy technology, is that really the reason you want people to engage with your content experiences? I'm working on one cellphone-based game project that was originally conceived as being focused towards teens because, the thinking goes, teens like using their cellphones. In the end, we've developed a program that uses phones in such a simple way that the client is now talking excitedly about how much fun seniors are going to have playing the game. Complex technology integration may appeal more to some audiences than others, but it's denigrating to suggest that teens will engage just because an experience involves something shiny that beeps.
  3. Teens are already frequently engaged as active participants in museums, and while they are a good starting point, focusing on them may have less significant institutional returns than expanding to other audiences. I suspect that one reason teens are often a core audience is that museums are already comfortable providing participatory experiences to youth in the form of camps, internships, and classes. It's potentially easier and more in-line with standard institutional practice to add a new special kind of internship or camp that focuses on teens contributing or collaborating on production of new content under the guise of youth outreach. For example, the National Building Museum offers an excellent summer program called Investigating Where We Live (IWWL), in which thirty local teens work with museum staff for four weeks to create a temporary exhibition of photographs and creative writing about a neighborhood of D.C. The program is coordinated and directed by staff, who select the neighborhood for the season, provide photography and writing instruction, and generally shepherd the project to completion. The program operates like a camp that is co-led by the teens involved. While this program is wonderful, it's very enclosed within the "youth education outreach" activities of the museum, and doesn't necessarily push other staff members in design or curatorial to consider integrating community members into their exhibit development processes. Also, from the teen perspective, while IWWL is a unique and valuable experience, participants may not differentiate it from any other ways they engage with the museum. This means that it may have less impact on their perception of and relationship to the institution overall, as compared to the potential impact on audiences with whom there are no pre-existing collaborative relationships. Imagine if instead of working with teens at the museum, IWWL was conducted as a collaborative project with mixed-age residents of the neighborhoods to be exhibited. IWWL would undoubtably get more complicated (and potentially harder to fund), but it might connect the National Building Museum with a much broader community of locals who care deeply about their neighborhoods and have more varied prior relationships with the museum.
  4. Teens are not the only people with stories to tell. Teens may be particularly drawn to self-expression, but that doesn't mean that their contributions are any better than those of others. Because of their comfort with expressive technologies, teens are low-hanging fruit when it comes to participatory projects, but again, the impact of participatory experiences on them (and on other museum audiences) may be lower than that on participants with less access or ability to share their stories, skills, and memories. I'd like to see more multi-generational participatory projects in which young people are employed as staff or volunteers to help older audiences contribute their own content. Museums are not in the business of giving anyone who wants one a soapbox. Cultural institutions should be deliberate about setting up opportunities for communities of interest to participate, whether those be artists or amateur astronomers, veterans or housekeepers, gardeners or genealogists. The more thoughtfully we design participatory platforms, the broader our opportunities to use them to work with the visitors and audiences who matter most to us.
What do you think? Is it a problem or a great starting point to focus on participatory experiences with teens?

Wednesday, March 03, 2010

Book Announcement: The Participatory Museum is now available!


Hey kid! Want to buy a book?

As many of you know, I've been working for the past year+ on a book about visitor participation in museums, libraries, science centers, and art galleries. Now, after long last, the book is here!

The Participatory Museum is a practical guide to visitor participation. It's been described as "essential reading" by Elaine Heumann Gurian and Sebastian Chan, and Kathleen McLean calls it "an extraordinary resource" (more reviews here).

Why did I write this book? Over the past four years, there's been lots of discussion about the "why" of visitor participation, but in my opinion, we've been lacking a good resource on the "how." The Participatory Museum is an attempt at providing such a resource. I hope it opens up a broader conversation about the nuts and bolts of successful participatory projects.

The book is split into two parts, providing what Leslie Bedford calls "a convincing marriage of theory and practice." The first half focuses on principles of design for participation, drawing on examples from the Web, retail, and restaurants as well as cultural institutions for lessons on how to help visitors confidently and enthusiastically contribute in ways that help achieve institutional goals. The second half focuses on participation in practice, looking in detail at ways that institutions can involve visitors while staying true to their mission and staff culture.

While the book draws heavily from the Museum 2.0 blog, many case studies and design principles in the book will be new to even the most devoted blog followers. There are projects from Vietnam to Australia to the Netherlands to the US, from libraries, museums, science centers, zoos, state parks, and art centers. At 388 pages, there's a lot to explore and to help you refine your thinking and participatory project planning. It's available internationally in paperback ($25) and as PDF/ebook ($18), and I'm finishing the free online version this month.

As many of you know, this book was created via a participatory process that involved many individuals. Over 100 volunteers helped steer and refine the content, copy-edit the draft, choose the title, and write the blurb for the back. Over the next month, I'll be posting a four-part series about the participatory book development and self-publishing process. If you participated in the creation of The Participatory Museum--even if you just answered a simple question on Twitter or visited the wiki site during its creation--please consider filling out this survey to help inform these upcoming posts.

I'm also trying to make the website for the book a participatory place for continued discussion and debate about these topics. The site is still in early days, and if you have any ideas about its design, please feel free to share them either as a comment on this post or in the discussion section of the book website.

If you would like to help promote the book, please share the website with your friends and colleagues. You can write a review of the book (once you've read it, please). Blog about it. Tweet about it. I'm particularly hopeful that you might be able to help this book reach people slightly outside the museum field, like librarians, state park interpreters, and community arts organizers. If you have a favorite magazine, journal, or site that should review it, let me know. If you think I should talk about it at a particular conference, let me know. If there's a bookstore or book seller you think should offer it, well, you get the idea. I'm also trying to schedule book events around the world over the next several months - if you want me to come to your city, please fill out this form and we'll start figuring it out.

And... yay!

Wednesday, April 02, 2014

What I Learned from Beck (the rock star) about Participatory Arts


In December of 2012, the rock musician Beck released his latest album, Song Reader. Song Reader didn't come as a CD, or an LP, or a bunch of digital audio files. It is what it sounds like: a book of original sheet music, beautifully designed and complemented with artwork and text. There are twenty songs in Song Reader. But if you want to hear them, you have to play them yourself--or check out hundreds of interpretations shared by musicians on the Song Reader website.

There are many artistic projects that offer a template for participation, whether a printed play, an orchestral score, or a visual artwork that involves an instructional set (from community murals to Sol LeWitt). Beck's project is unusual because he deliberately resurrected a mostly-defunct participatory platform: sheet music for popular songs. In his thoughtful preface to this project, I reconnected with five lessons I've learned from participatory projects in museums and cultural sites.

1. Constrain the input, free the output.

In my experience, the best participatory experiences are as constrained and clear as possible in the invitation offered, and as open-ended as possible in the outcome generated. Sheet music is a beautiful analogy for this.

The fact that there is no original recording by Beck of the Song Reader songs, no model upon which "covers" would be based, frees the reader to imagine the songs in any number of ways. As Beck put it:
The opening up of the music, the possibility of letting people work with these songs in different ways, and of allowing them a different accessibility than what’s offered by all the many forms of music available today, is ultimately what this collection aims for. These arrangements are starting-off points; they don’t originate from any definitive recording or performance. 

2. Level the playing field for participants of diverse backgrounds.

One of the things I always focus on in participatory exhibit design is ensuring that everyone has the same tools to work with. When community contributions are presented as second-class content, that negatively affects both the quality of the contributions and the perception of the product. If there are museum objects and visitors' objects on display together, all should be afforded the same level of exhibit design, labels, etc. If there's a talkback area in an exhibition where people can make drawings, visitors should have access to the same kind of paper and colored pencils that was used to generate seed content.

These kinds of participatory projects can actually de-motivate because participants can't possibly measure up to the display model. If Beck is in a fancy studio and you're in your garage with your ukelele, why bother?

Beck talks about this in the context of learning to play music as a young artist. The music he listened to on the radio "got its power" from studio techniques. He described it this way:
When I started out on guitar, I gravitated toward folk and country blues; they seemed to work well with the limited means I had to make music of my own. The popular songs, by contrast, didn’t really translate to my Gibson flat-top acoustic. There was an unspoken division between the music you heard on the radio and the music you were able to play with your own hands. By then, recorded music was no longer just the document of a performance—it was a composite of style, hooks, and production techniques, an extension of a popular personality’s image within a current sound.
Of course, Beck notes the irony that sheet music is not exactly accessible to everyone, especially at a time when many people are making music digitally in all kinds of ways that don't start with standardized notation. But when it comes to building from a template, sheet music has simple power. As Beck puts it:
I think there’s something human in sheet music, something that doesn’t depend on technology to facilitate it—it’s a way of opening music up to what someone else is able to bring to it.

3. Everything old is new again.

Sheet music is not a new technology. Beck was inspired to launch this project by the popularity of sheet music and songbooks in the early 1900s. In the 1930s, a popular hit could sell tens of millions of copies of the sheet music, which translated to tens of millions of people playing and singing the songs in their own homes.

Thinking about this, I was struck by the resonance with conversations swirling in the arts field about "little a" art: art that happens in the home, in churches, in parks. There seems to be a hunger these days to document, research, and celebrate the diverse places and ways that people make and share art outside of formal, recognized institutions.

While any family theoretically can start a home singalong or a neighborhood play-reading group, it often takes a tradition, a formal structure, or a template to prompt this kind of activity. Song Reader looks back and encourages reengaging in a tradition that fosters participation. Similarly, when a theater adopts a talking circle practice, or a museum starts a knitting group, the institution is reconnecting with traditional templates for participatory engagement.

4. Participatory processes often (and sometimes unintentionally) restructure the product.

When you are developing a participatory project with non-professionals, it usually involves changing the process from the norm. That's expected. What's less expected is that the product itself is often restructured to meet the particular needs and assets of the participants involved. For example, a history museum might traditionally develop exhibitions internally, with one curator writing the labels in third person (even if drawing from primary sources). That same curator, when developing an exhibition in partnership with community members, may take the opportunity to produce labels in multiple first-person voices of the participants. Their involvement creates an opportunity to create a slightly different product.

Similarly, Beck found himself writing songs differently when writing for the songbook instead of the studio. He noted:
I started to think about what kind of songs have a quality that allows others to inhabit them and to make them their own. What is it about a song that lets you sing it around a campfire, or play it at a wedding? Is it the simplicity of the sentiment? A memorable melody? What makes certain songs able to persist through any era, and adapt themselves? ... 
The songs I would write for one of my own records began to seem less appropriate than songs written in a broader style. At times, I struggled against my own writing instincts—where was the line between the simplistic and the universal, the cliché and the enduring? Classic songs can transcend and transform a cliché, magnifying a well-trodden phrase or sentiment and making it into something elemental. But often that approach descends into banality and platitudes. My appreciation for the ability of songwriters to avoid those pitfalls drove a lot of the writing here; still, I have little idea whether any of these songs managed to find that line. In the right hands, maybe they’ll be able to come a little closer to it.
This gets a bit at the confounding question of how to measure "quality" in a participatory project. Is quality sheet music the same as a quality pop song? No. They are designed to do different things.

5. It's complicated.

Song Reader brings up several familiar questions about participatory arts:
  • What happens when an artist creates a participatory process instead of a traditional art product?
  • Who owns the products created by that process? Who owns them in a legal sense, but also who is perceived as the owner/originator/creator of the products?
  • Are the products created via such a process of worse, better, or equivalent quality as traditional art products?
These questions were particularly present as I scanned the Song Reader website, which feels partly commercial, partly community-based. The content and quality of the songs shared varies widely. But that's part of the point - that the same song can be played reggae or country, by a string quartet or a girl in her bedroom. It can be the basis for a contest, a giant concert, or an evening at home. It can be the spark a personal art practice or a community gathering. It can be a big mess, or a quiet surprise.

As Beck puts it: "That instability is what ultimately drew me to this project."

Tuesday, September 22, 2009

Frameworks and Lessons from the Public Participation in Science Research Report


What does the word "participatory" mean to you? This isn't just a rhetorical question. The various definitions of participatory projects can lead to confusion and misunderstandings. A participant who writes her reaction to an object on an index card is very different from one who donates her own personal effects to be part of an institutional collection, and both of these people are different from one who helps develop a new program from scratch. How do we define and talk about these different kinds of participation? Fortunately, science has a (partial) answer.

Earlier this year, a group of informal science researchers, led by Rick Bonney of the Cornell Lab of Ornithology, published an extremely useful report on public participation in science research (PPSR). In this report, the authors describe three specific models for public participation: contribution, collaboration, and co-creation. They provide detailed case studies of projects in each area, including project descriptions, informal science education goals, participant training techniques, and evaluation outcomes. While the evaluation component of the report is focused on the extent to which these various projects promote science learning and behavior change among participants, the rubric of participatory models introduces a language that can be useful to many kinds of institutions and projects.

Models for Participation

Here are the three PPSR models (plus one more I've added):
  • In the contributory model, visitors are solicited to provide limited and specified objects, actions, or ideas to an institutionally-controlled process.
  • In the collaborative model, visitors are invited to serve as active partners in the creation of an institutional project which is originated and ultimately controlled by the institution.
  • In the co-creation model, visitors and the institution work together from the beginning to define the project's goals and to generate the program or exhibit based on community interests.
  • I would add a fourth model, tentatively called co-option. In the co-option model, the institution turns over a portion of its facilities and resources to support programs developed and implemented by external public groups.

Participation in science research is a good basis on which to develop a framework for participatory models because it is based on a consistent scientific process with many steps. Scientists state a problem, make a hypothesis, develop a test regimen to test the hypothesis, gather data, analyze the results, and make conclusions, which may include stating new problems or hypotheses. This table from the report shows how the different models correlate with participation in different steps of the process.

In citizen science projects, the public is invited to participate in "real science" by working with scientists on projects that benefit from mass participation around the world. But most citizen science projects are contributory; participants collect data based on specifications determined by scientists, to help answer questions posed by scientists. The scientists control the process, steer the data collection, and analyze the results. Unsurprisingly, studies have shown that these kinds of citizen science projects are enormously successful at engaging the public with science but are not successful at exposing participants to the entire scientific process.

For this reason, some citizen science projects are now moving towards collaborative and co-creative models. As in the contributory model, in the collaborative model of citizen science, the scientists still determine the research question and the overall data collection and analysis methodology. However, the public is actively involved in multiple steps of the research process, including collecting data, analyzing results, and drawing conclusions. The scientists and the public participants become partners in the implementation and dissemination of the scientific research, though the research is still led by the scientists.

In the co-creative model for citizen science, the public comes up with a question or issue and then works with scientists to answer the question and suggest solutions. These projects include equal partnership between scientists and participants in all stages of the scientific process, including developing new research questions and regimens for data collection and analysis. In many cases, these projects are initiated based on some community concern, such as issues around local sources of pollution, invasive species, or unsafe consumer products. The community-stated need drives the development, implementation, and dissemination of research activities.

I've added a fourth model to this citizen science typology, one may be more appropriate to facilities like museums than to scientific organizations: co-option. In this model, the public uses institutional facilities or resources to develop and manage projects of their own devising. In some cases, the use of institutional content or facilities is known to the institution; for example, when a museum allows a community group to hold meetings on the premises or develop their own exhibits. But in other cases, people may use institutional resources without the institution's knowledge. For example, programmers may use museum collection database information as the basis for their own software, or game enthusiasts may use the grounds of an institution as a giant playing board for imaginative play. Visitors co-opt institutional facilities every day for their own agendas, whether to impress a date, bond with family, or work on their photography skills. But there are policies that museums control--from open hours to photography rules to digital access--that significantly impact the kinds of co-option that are possible or institutionally supported.

Contribution, collaboration, co-creation, and co-option. In the scientific sphere, these models are progressive since they are based on the number of steps of the scientific process in which participants are involved. Because most PPSR projects are currently contributory, the authors encourage more project leaders to integrate collaborative and co-creative components to increase overall scientific process learning and impact for participants. Wisely, they recommend adding higher-intensity components to existing projects rather than initiating new entirely collaborative or co-creative projects. They point to successful hybrid models of "peripheral participation," in which there is a core group of highly involved participants who work collaboratively with staff to develop new research questions and methodologies and a secondary group of participants who contribute on a more basic level.

In the case of The Tech Virtual, as in some collaborative and co-creative science research projects, the core group of super-participants was self-defined based on personal inclination, which made them more effective than a group pre-selected by staff may have been. However, in at least one collaborative science research project related to forest harvesting, the scientists explicitly recruited a group of non-inclined core participants (harvesters) so that they could connect to a largely inaccessible community of interest. The project had fundamentally different outcomes for these participants, for whom impact ranged from science learning to increased social capital. When projects effectively address pressing community needs, scientists can work effectively with new audiences who may not previously have seen themselves as participants in science.

Applying the Models to Cultural Institutions

When we move to participation with cultural institutions from science research, these four participatory models can no longer be seen as progressive towards a model of "maximal participation." Consider, for example, the difference between a project in which a museum sources exhibit material from visitors (contributory) and one in which the museum works with a small group of outsiders to develop an exhibit (collaborative). If the first project results in an exhibit made entirely of visitors' creations and voices, and the second results in an exhibit that looks more like a "typical" exhibit, which project is more participatory? There are many contributory projects, such as the World Beach Project, that produce entirely user-determined outputs, and some professionals might consider this kind of project to be "more" participatory than a collaborative program like The Tech Virtual, in which users' roles were broader but the outputs more institutionally-defined. And when it comes to co-option, the connection to the institution can often be so light that it is hard to determine whether the participants are engaging "with" the institution at all. For example, in the case of the YouTube meetup at the Ontario Science Centre in 2008, Kevin Von Appen commented that "I'm still wrestling with how the interactions of participants - mainly drinking, dancing, gossiping and shooting video of same squares up with our mission to engage people directly with science and technology..."

What's more participatory, making art or doing research? Developing exhibits or using them to make new media products? Working with the museum or using the museum as a platform to do your own thing? There is no "best" level of participation for museums and cultural institutions overall. Instead, I'm interested in the question of how to understand the diversity of options and determine which models and levels of engagement will be most valuable for different projects, at different institutions, at different times. The PPSR rubric is a great starting point for this conversation.

One last thought on evaluation. The PPSR report is focused on the participant experience and the extent to which participating in science research changes people's understanding of and attitudes towards science. From a museum perspective, I'm more interested in evaluations of the audience experience of participation. I think we are all fairly comfortable with the idea that direct participation enhances participants' connection to institutions, content, and builds skills. The real question is how participatory projects' outcomes impact the broader visitor/consumer experience of the content. In the scientific world, the coherence and quality of participatory outcomes is essential, since most of these projects are based on the premise that participants can contribute data or work of a quality that can be included in professional scientific projects and publications. But in museums, we have no such standard for participatory outcomes, whether for professionals or for wider audiences.

We often get overly focused on the experience of participants, but these people represent a tiny minority of the people whom participatory projects impact. If you work with a community group to co-create an exhibit, that exhibit will be experienced by all of your visitors, not just those who were part of the co-design process. It is not enough to design robust structures to support participants; you must also ensure that the outcome of participation is enjoyable and useful for your greater community as well. I hope we will soon see more institutions evaluating the extent to which participatory projects create outcomes that are valuable, educational, and possibly, differentiable, to broad audiences of visitors.

Wednesday, March 04, 2015

The Participatory Museum, Five Years Later

This week marks five years since the book The Participatory Museum was first released.

I wrote The Participatory Museum for two reasons:
  1. to explore the "how" of participatory design in museums, cultural centers, libraries, and science centers
  2. to create a version of this blog that was more "shareable" with organizational leaders and trustees 
By many measures, the book has been a success. Over 20,000 copies have been sold around the world. Over 150,000 people have accessed the free online version. I've given talks and workshops about it all over the world. Weekly, I hear from someone who is putting ideas from the book into action. 

Across the museum field, the questions about visitor participation have gone from "what?" and "why?" to "how?". I feel lucky to be a small part of that change. 

That said, there are a couple big things I got wrong in the book - or at least, that I've changed my perspective on since writing it. 

1. HUMANS ARE THE BEST AGENTS OF PARTICIPATION

When I wrote the book, I was coming from the perspective of an exhibit designer. I thought the pinnacle of participatory practice was an exhibit that could inspire collective visitor action without facilitation. A black box with people crowded around, talking and sharing and making and doing.

Now, I look back on the book and the biggest thing I see missing are the people inside that box. 

If participation was my mantra from 2007-2011, community has been my mantra since then. Over the past four years, I've been running a small regional art and history museum in Santa Cruz, CA. Our museum is highly participatory: plenty of opportunities for visitors to contribute, for artists to collaborate, for community members to co-create. But almost ALL of those opportunities are facilitated by people. Those people are driven not by the design precept of participation. They are driven by the human precept of inclusion and involvement. 

I no longer feel like the "best" forms of participation are unfacilitated. Like many engineers, I think I was overly presumptuous about what design could do on its own. Since 2010 I have seen, again and again and again, how valuable human facilitation is to the participatory process. Humans empower each other. Make space for each other. Invite each other in. Cheer for each other. Build community.

Five years ago, I was fixated on unfacilitated participation because I thought it was much easier to scale than facilitated participation. It is. But I've learned that humans can be agents of scale too. Every time we encourage a volunteer to launch her own collections research, or empower teens to launch their own program series, or invite new partners into our projects, we invite them to participate. That participation is powerful and scalable. We just have to think differently about how we craft job positions and expectations. We tell all our new colleagues: you will not be judged on what you do but how you empower others to do. We need employees who focus less on creating experiences directly for visitors and more on creating platforms for visitors to share with each other. Then, participation can be scalable--and human, too. 

2. PARTICIPATION IS POLITICAL

When I wrote The Participatory Museum, I wrote about participation as a design tool--a wrench that could be turned to reach certain goals in a cultural setting. As a designer, I wanted to present participation as "value-neutral," or, as I wrote, another technique "for the cultural professional's toolbox." I acknowledged that participatory projects best support goals like relevance, dynamism, personalization, socialization, and creativity--but I avoided much argument about why those goals might be more more important than others. 

This choice was strategic. I didn't think the field needed another argument for "why" participation. I wanted to dive into the "how" instead. But this choice also belied my background as an engineer and designer--someone trained to think of tools as apolitical.

Over the past few years, I've learned that participation can be highly political. When you seriously value the diverse experience and knowledge of community members, you challenge the traditional assignment of knowledge authority. I always knew this cognitively, but over the past few years, I've experienced it directly and viscerally. 

Our greatest champions and our loudest critics agree: our museum has become an inclusive community gathering place. Whether you think that's incredible or a disaster depends on your point of view. 

Terms like "inclusive," which have become commonplace in the field, are still highly contested when put into action. I know we're doing something right when community members are arguing about it. Over the past year, our board and staff have leaned into the political nature of what we do, developing a theory of change with community impact at its heart. I've gotten more comfortable and more confident with the idea of the museum as political body that advocates for empowerment and social bridging. When we really live our mission, that's where it takes us. 

But that's just our institution--not everyone's. I still feel strongly that there is no universal reason to encourage visitor participation. What is participation for? Is it intended to increase learning? Empowerment? Social bridging? I don't care what your reason is... as long as you have one. 

The reason, the mission, the underlying goal--that's what fuels me now. I don't identify as a designer/engineer the way I used to. I identify as a community activist. And if I ever write another book, it will probably be about that.

I'm curious to know: has The Participatory Museum played a role in your work? What do you think has changed around these issues in the past five years?


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Tuesday, November 11, 2008

Lessons in Participatory Design from SFMOMA's Exhibition on (you guessed) The Art of Participation

Here are two pictures. The first one is me. The second one is George. George is a stranger I met last week at SFMOMA’s new show, The Art of Participation:1950 to Now. We didn’t need a staff member or a program to meet each other. We weren’t trying to pick each other up. We engaged in an exhibit together, making "one minute sculptures" and taking photos of each other. We talked afterwards. We connected virtually later. We were strangers, and now we are not, and we have SFMOMA to thank for it.

The Art of Participation provides a retrospective on participatory art as well as presenting opportunities for visitors to engage in contemporary (“now”) works. As the museum's website puts it, "this exhibition examines how artists have engaged members of the public as essential collaborators in the art-making process." While many of the artifacts of historical art pieces are arresting, the pieces of “now” form an exciting testbed for gallery-based participatory engagement, albeit in a meta way around the topic of participation. The participatory art pieces are physical, social objects that mediate visitor-to-visitor engagement, and the exhibition suggests a set of dos and don’ts that are transferable to any museum or institution seeking to support visitor-to-visitor social experiences.

DO message clearly. SFMOMA uses a variety of methods to make visitors aware of the opportunity to engage physically with the art. At the front of the exhibition is this simple sign (shown at right) explaining that labels written in orange are opportunities to “do, take, or touch something.” This label set up a casual game for me: look for orange, do the thing. Even if you don’t see this label on the way in, the use of a different color allows visitors to become familiar with the use of the color orange as they see it across many labels in the gallery. If the participatory instructions were integrated into the standard black labels, visitors would not be as aware of the commonalities across the interactive art pieces. The repetition of the orange may also encourage some reluctant visitors to engage, as it suggests multiple opportunities for participation.

DO train your floor staff.
Staff play a major role in setting expectations about what visitors can and can not do-especially in art museums. There were several guards and gallery guides in the museum when I attended, and they seemed to serve contradictory roles. The guards interpreted the labels in strict ways and intervened anytime visitors deviated from the prescribed activities. The guides had a much more open approach, encouraging visitors to play. I was involved in one situation where a guide and a guard argued about whether a plastic orange could be placed inside a prop fridge. This kind of confusion among staff translates negatively to visitors, who lose confidence in participating for fear of being chastised.

DON’T make the participatory activity too narrow or difficult. There were a couple of exhibits that had complicated instruction sets, and participating felt more like an unpleasant IKEA flashback than an opportunity to explore art. This doesn’t mean that there isn’t a place for challenging exhibits, but the starting point for entry into a participatory experience should always be gentle and friendly. Also, the more open-ended pieces, in which visitors could express some of our own creativity, allowed me to feel more like a participant and less like an unpaid art lackey.

DO think about visitor flow when situating participatory experiences. The Art of Participation has elements throughout the SFMOMA building, and while some are well-placed, others feel ill-suited to their environment. The quiet, less-trafficked education center is a perfect place for contemplative, individual exhibits like the 1000 Journals project, in which visitors can flip through and contribute to a set of journals launched into the world by artist Brian Singer. But a set of DIY foldable furniture, which is performative, social, and challenging to use, felt out of place in the otherwise empty education space. Similarly, the one minute sculptures, where I spent the most time and interacted with many strangers, was successful because it was positioned in an open part of the gallery that generated lots of traffic and sightlines—two key elements for drawing people in.

DON’T make the social ask too uncomfortable. There was a set of eyeglasses in the exhibition meant for two people to wear (see left, the glasses are linked so the viewers face each other). While some people traveling in groups may feel comfortable using a device to stand inches from each other, many strangers (and familiars) do not. In contrast, the exhibit in which I met George—one minute sculptures—requires a simple and non-threatening social action: taking a photo of someone else. It’s minimal enough to feel safe asking a stranger for help but leads easily to deeper interaction.

DO delineate the space, but design easy ways to disengage.
George and my experience in the one-minute sculpture activity was also facilitated by the space provided. We were standing on a low platform in the middle of a large gallery. It was clear where to participate (on the platform), which enhanced the performative quality of the experience. People could watch what was happening and join in. People on the platform could turn in multiple directions to entice newcomers into the action. But it was also easy to step off the platform and out of the activity. Too often, we design participatory experiences into their own rooms, thinking we should create a dedicated space for the noise and activity. But openness is safe. I would feel less comfortable playing with strangers in a room shut off from the rest of the museum.

DO provide examples and create a valued context.
This is the most obvious way that The Art of Participation succeeds. For every opportunity to engage creatively, there are many examples of how other artists have interpreted participation. This happens on a small scale (for example, the one minute sculpture platform was flanked by photos documenting sculptures created by artist Lygia Clark) as well as throughout the gallery. There is no question in my mind that the art around us encouraged me and other participants to take more risks, and to think of ourselves as making art. We were on display at a huge and powerful museum, a part of the exhibition rather than consumers of an interactive element. And that felt important. It was a feeling that was harder to access in the education center, where participation felt less transgressive and more like a “designed learning moment.”

Some of these dos and don'ts may seem generic. But without all of them, the participatory experience is diminished—and that was readily apparent as I wandered the highly active to not-at-all active exhibits. Context and framing are unbelievably important. Think of what happened to George and me: we had an opportunity to take pictures of people doing silly things with broom handles, plastic fruit, and a dorm fridge with a hole in it. That description does not scream "amazing participatory experience." And yet the setup—the platform, the gallery location, the examples, the encouragement, the low barrier to entry—made it extraordinary. It created a situation where a perfect stranger paused, looked at me, and said, “I think I’m going to take off my shirt.” It created an opportunity for each of us to do things that were individually comfortable but socially extraordinary.

It didn’t take exhaustive resources to create the one minute sculpture platform. I'd argue that it didn't even take unprecedented genius on the part of the artist and curators. But it did take a serious interest in connecting with visitors, valuing their participation, and putting their work front and center in a contextualized museum experience.