Wednesday, January 07, 2015
What I Learned about Strangers from Jane Jacobs on my Winter Vacation
One of my vacation goals was to think big picture about public space. I'm entrenched in a project to build a creative town square in Santa Cruz connected to my museum. I wanted to reconnect with the philosophical goals of the project.
So I decided to read Jane Jacobs' classic, The Death and Life of Great American Cities. It's a masterful work: witty, story-ful, righteously indignant, and wise. (I also received many other book recommendations and look forward to reading and writing more about urban planning and public space in the months to come.)
My favorite part of The Death and Life of Great American Cities was Jane Jacobs' treatment of strangers in public space. It challenged my pre-conceptions and made me think twice about "good" design for social bridging.
STRANGERS IN ORBIT
Jane Jacobs writes beautifully about the anonymity of big cities. Lively public space creates opportunities for social contact without commitment. Share a smile. Pay for someone's coffee. Flip someone off. You'll never see them again.
No friction, no repetition, no expectation. These anonymous collisions may seem trivial, but they aren't. They are continual reminders that we are all human. They often reinforce civility and empathy. They allow us to be kind, and generous, a bit wild even, without consequence.
In places where there is healthy social contact among strangers, people help each other out. They intervene when a stranger is in trouble. They hold open a door. They care--because they only have to care for a minute.
If social life ranges from "being alone" to "being together," public social contact exists in the middle. When we lose the public space that facilitates it--active sidewalks and thoroughfares--we lose the simplicity of anonymous collisions.
Suddenly, the stakes get too high. Now we can't just nod at each other--we have to get to know each other, exchange numbers, have a conversation. Social contact becomes work, and that work pays uncertain dividends: Friend for life? Bore? Injury?
"Being alone" and "being together" are both useful ways to be. But they are extremes. When we don't feel safe in public space with strangers, we're stuck with these extremes. Either we're having a coffee date or completely ignoring each other. There's no in-between.
Many of us live in towns where we rarely have the opportunity for this kind of anonymous, safe, positive social contact. This is a problem. It means we smile less at strangers. We take care of each other less. We fear it opens up a social contract for too much more.
DESIGN FOR STRANGERS
I am obsessed with designing opportunities for strangers to interact meaningfully with each other. I've always had a bias that building community means people moving from "alone" to "together." But Jane Jacobs showed me there are lots of different ways to experience togetherness. More "together" isn't always better. Sometimes it's a stressor to be avoided.
My museum's mission is to "ignite shared experiences and unexpected connections." Reading Jane Jacobs, I felt glad that we're doing work to enhance low-expectation social contact. We do this in simple ways, like always putting out multiple chairs at an activity station. But I also worry that we sometimes set unrealistic expectations for the intensity and duration of interaction among strangers at the museum. Is it really necessary for visitors to share their life stories with each other? Is it OK for them to just share a pair of scissors?
We're in the process of developing more consistent evaluation tools at our museum, and one of the things we track is how often strangers interact in the museum. I think we have a bias (I know I do) that deeper interaction--a longer conversation, an interaction with followup--is "better" than brief encounters. We've actually had internal debates about whether it "counts" if someone self-reports "talking to a stranger" or if they have to actually "have a meaningful interaction with a stranger."
Maybe it's time to reconsider what kinds of stranger interactions are most important for us to cultivate at our museum. Maybe it's just as important to be a place that reinforces the joy of anonymous interactions as one that encourages the work of building relationships.
How much do you work on supporting people "being alone?"
How much do you work on supporting people "being together?"
How much do you work on the social contact in-between?
If you are reading this via email and would like to share a comment, click here.
Wednesday, January 16, 2013
Reflections on a Weekend with Ze Frank and His Online Community
A few things I learned/observed/was impressed by:
- Ze was amazing. He gently acknowledged the fundamental weirdness of meeting people in real-life, in confronting their "fleshiness," giving voice to anyone else's concerns about over-stimulation in the space. Ze was really hands-on with everyone, giving hugs, taking photos, jumping in to do activities with participants. Even though for many of the participants, Ze is a celebrity of epic proportions, he did everything he could to make the event about them and their engagement and not about him.
- The activities had a really low barrier to entry. We collaborated with Ze to develop activities throughout the weekend that were lightweight, fun, and encouraged low-key social interaction--exactly the kinds of activities that we have found encourage social bridging with strangers. When people walked in, they received a program and a sheet to collect finishing stamps (unique marks created by participants at one activity station) from other participants. The sheet gave people a lightweight tool to use in social interaction, to trade and share stamps. And the program helped people feel like they knew what was going on. Again and again, we tried to balance the wackiness and spontaneity of the event with the surety that people were in the right place, that we could help them, etc.
- Our volunteers and staff--and the participants!--rocked. Our regular museum volunteers partnered with new volunteers drawn from Ze Frank's online community, which created a nice bridge between people who knew the museum and people who knew the community and its spirit. Participants who felt more confident modeled generous behavior and engaged others. I was so proud to see how our overall ethos of participation and social bridging was manifest in making the experience really wonderful for everyone.
- Make sure to develop prompts or projects that are both interesting to DO and to experience as an audience. This is something I strongly subscribe to--a huge percentage of any audience is more likely to spectate than to contribute. But on the web, it's even more important than in a museum. In a museum, if something is appealing to watch, a person might share it by taking a photo or talking about it with a friend. Online, if something is appealing, a person can share it in a million ways via social media. Ze talked about having a personal filter on project ideas that really focuses on ensuring that the activity AND the resulting content is appealing to share.
- To get lots of participation, always celebrate the human quality of the work. Ze pointed out that many participatory projects that operate as contests end up focusing on a narrow set of "best" work that can exclude broad participation. When Ze described his Young Me Now Me project, in which people replicated photos of themselves as children, he explained that he really encouraged people not to focus on getting the props or costume right but instead to focus on getting the expressions right. By focusing on that human element of self-expression, people felt that the activity was open to them regardless of their ability to set up a scene or take a great photograph. This point is a really interesting extension of my focus on personalization and using individual experiences as a starting point for community participation. Broad participation is not the goal of every project, but I found Ze's framing here a useful salve to the frequently espoused and flawed idea that "to get lots of participation, make the activity stupidly easy."
Wednesday, November 30, 2011
A Radical, Simple Formula for Pop-Up Museums
- a short-term institution existing in a temporary space.
- a way to catalyze conversations among diverse people, mediated by their objects.
- Michelle partners with an organization, institution, or group. They come up with a theme, a date, and invite people to come.
- On the prescribed date and time, people show up with personal objects on the theme. There is paper and pens to write labels. The objects and labels are laid out on tables.
- People walk around, look at objects, and talk about them.
- The experience is event-based. Michelle noted after early experiments that short timeframes work best for participants. These are museums that last not for a day or weekend or month but for two hours. The experience is the museum, and the objects are exciting because the people are there to share them. There's no forced sense that the objects should remain or be relevant beyond the event.
- The goal is promoting conversations. Michelle has an explicit mission to "create conversations between people of all ages and walks of life." It's not fundamentally about the theme or the objects but the conversations that happen around them. (She also has an interesting take on the deliberate choice of "conversation" instead of "dialogue" as the goal.)
- The design is humble--and radical. Look at photos of Michelle's pop-up museums, and you'll see a bunch of plastic tables with objects lined up on them. Because the experience is the key focus (and because of the highly temporary nature of the experience), the design costs are nil. There's no focused lighting or casework or beautiful labels. This is the natural extension of what some innovative exhibit designers--especially Kathleen McLean--have been advocating for: simple, flexible formats that put primacy on ideas and visitor contribution. It tracks almost exactly with Kathleen's Manifesto for the (r)evolution of Museum Exhibitions, all the way down to the snacks. And it looks totally unlike a standard museum.
- The format focuses on intimate experiences. Michelle's pop-ups reach twenty or so people each time, and that's ok. Particularly for small museums, which deal in magnitudes of tens instead of thousands, this format can provide the kind of unusual deep experience that can only happen at this scale. Smaller is not worse. It is different. This is a format that works for small.
Tuesday, July 20, 2010
Teenagers and Social Participation
Wednesday, May 19, 2010
Complicity, Intimacy, Community
- Help visitors understand clearly and in a friendly way what is and isn't allowed. When visitors feel confident about their roles and opportunities, they are more likely to feel able to extend their experience in a social direction. In the best of these situations, visitors are naturally inclined to spontaneously teach others how to use exhibits or share what they see--happily taking on a complicit role of friend and helpmate.
- Where possible, staff should act as friends, partners, and helpers instead of enforcers. I wouldn't be surprised if there is an direct relationship between the tone of security guards in a museum and the amount of complicity felt by visitors. When people feel that they are being watched and monitored for potential transgressions, they start to worry--"Maybe other people aren't following the rules! Maybe I'm not following the rules! Maybe I'm going to get in trouble!" All of these concerns lead to fear and away from community experiences.
- Design galleries and spaces to be used comfortably by large numbers of visitors. When visitors see each other as distracting or preventing them from accessing an exhibit, they are unlikely to see each other as partners in experience. When exhibits support group play, are numerous enough for no one to feel anxiety about "missing out," and accommodate many visitors easily, people are more likely to feel positively inclined toward each other.
- Design exhibits that attract a crowd and invite group play. I've written before about the fact that large, active objects are often natural social objects. When families crowd around to watch a model train traverse its course or a fountain dance in the wind, they often end up pointing things out to strangers, sharing a smile and a special moment. When designers consider sight lines across exhibitions or performance spaces, there are opportunities to promote complicity among visitors who are at a "safe" distance from each other as strangers. Zoos and aquaria are wonderful at this, with many exhibits designed to naturally invite visitors to point things out across distances to each other.
Monday, March 08, 2010
Chatroulette: Giving Stranger Interactions a Bad Name
- a guy on the phone, lounging in front of his computer
- a guy taking a photo of me while ignoring simple questions
- a guy who used a mirror effect to look like an alien
- a penis
Chatroulette is an online service that allows you to videochat with random strangers. It pairs you up automatically with other users to talk, and you can click "Next" at any time to jump to someone else (as I did to penis-guy, and as all three of the other users did to me). It's in the same vein as Omegle (a text-based "talk to strangers" system), and it's attracting a lot of media attention and tens of thousands of concurrent users.
Chatroulette frustrates me. It drives me nuts that it's being called "groundbreaking" in the realm of human-to-human interactions. Chatroulette is not groundbreaking, nor is it threatening to the social fabric of society. It's a novelty, and a mostly depressing one at that. Chatroulette exacerbates the perception that stranger interactions are uncomfortable, weird, and often sexual in nature. It encourages people to see each other as entertainment instead of as human beings. And because users use the "Next" button so liberally--to escape gross users, to find someone interesting--the fundamental activity on Chatroulette is not chatting or connecting with strangers. It's evaluating people. In most cases, within two seconds, you or the person with whom you are videochatting decides that the other person is not worth their time. And that means you reject or are rejected by others, multiple times each minute. What an unpleasant feeling. As New York reporter Sam Anderson put it:
I got off the ChatRoulette wheel determined never to get back on. I hadn’t felt this socially trampled since I was an overweight 12-year-old struggling to get through recess without having my shoes mocked. It was total e-visceration. If this was the future of the Internet, then the future of the Internet obviously didn’t include me.Chatroulette strips away all of the social conventions and scaffolding we use to relate to strangers in public. The interactions are private, which means there's no external social pressure to conform. The interactions are anonymous, which means there's no need to be accountable for your actions. And the interactions are fleeting, which promotes shock value and immediate, dramatic actions. These three characteristics make Chatroulette just about the worst environment possible for interacting with and potentially relating to strangers. It may be a fun plaything for people who like to provoke and be provoked. Occasionally it's a place for a surprising cross-cultural encounter. But it's rarely a place for building relationships--even the simplest kinds--among strangers.
Chatroulette frustrates me most because it doesn't live up to its potential. I blame that deficiency on lack of scaffolding of the social interactions. I can't help but think how much better it would be if the system provided an external prompt--a challenge or a topic to discuss. I could imagine having a great time on videochat debating the merits of a piece of art with a stranger, trying to solve a puzzle together, talking about a news event, or sharing stories. Each time I've tried to initiate this kind of interaction on Chatroulette, my partner in videochat has disconnected from me, leaving me feeling rejected and dejected. While I've heard stories of people dancing with strangers on Chatroulette and generally sharing surprising experiences, the first three attempts/five minutes of use didn't make me want to soldier on in search of positive encounters.
I've had some fabulous interactions with strangers in comparably open-ended environments that offered just a bit more designed structure. Think of the Internet Arm Wrestling exhibit, which allows people to virtually arm wrestle with strangers in science centers around the US. When you sit down to use it, you grasp a metal arm (meant to simulate your competitor’s arm) and are connected to another visitor at an identical kiosk. This visitor may be a few feet from you in the same science center or hundreds of miles away at another science center. You receive a “go” signal, and then you start pushing. The metal arm exerts a force on your arm equal to the force exerted by your remote partner on his own metal arm. Eventually, one competitor overpowers the other, and the game is over.
The Internet Arm Wrestling exhibit, like Chatroulette, connects strangers via webcams in short-term, shared encounters. But because the exhibit experience is focused on a third thing--the arm wrestling competition--visitors are generally playful and positive with each other and walk away from the experience having enjoyed a unique connection with a stranger.
Bringing a "third thing" into the Chatroulette ecosystem would help people interact in a civil manner. It would also help them interact, period. Many times on Chatroulette, I've been connected to someone and we stare at each other, uncertain of how to start a conversation in such a decontextualized environment. And so, out of embarrassment or discomfort or uncertainty, one or both of us click "Next." I've learned that holding up signs or puppets, or playing a musical instrument, helps lengthen chat time. These are all social objects that help get the conversation going.
I could imagine a delightful application on a museum website that would allow me to chat with a stranger about a featured artifact or artwork. The object and the context of the museum website would both provide framing and structure that would likely make for a positive encounter. I could imagine a game in which people were paired up and asked to construct a vision of a better future. I could imagine virtual advice booths, with strangers helping each other solve their problems. Instead, we got Chatroulette--another nail in the coffin for those who believe that peaceful, positive, useful interactions among strangers, especially on the internet, are unlikely.
Now let's go out and design something better to prove them wrong.
Thursday, February 18, 2010
When in Your Life Were You Most Afraid to Talk to Strangers?
Before we got started, I asked them how they felt about talking to strangers. They exploded, speaking all in one voice: "I don't even like ordering food in a restaurant." "I ask my little brother to call for appointments so I don't have to." "I like it when people--even weird people--talk to me, but I never ever will be the one to approach a stranger." These girls made it clear that while most of them enjoy social encounters, they almost always want someone else to start them. And there were a few girls who wanted nothing to do with strangers at all.
Needless to say, this led to an interesting workshop. They were nervous but ready for the challenge, and when I explained the idea of social objects (external objects that can be the basis for conversation) they got pretty engaged in the activity. One pair of girls did a survey in a grocery store about whether "the grass is always greener on the other side." One pair started out with a "chicken and the egg" question, but then moved to something more interesting and subversive (a sign outside a pharmacy that recently was bought by CVS asking people which business they preferred). As one girl said, "when we had a mission and a sign, it was easier to talk to people."
After this was all over, we talked about the experience. While they had mostly developed performative approaches to the task, by the end, they were more interested in developing listening approaches - for example, constructing a "tell me a story" booth. And while most of them aren't likely to jump at the opportunity to talk to strangers in the near future, several commented that they'd like to try more "social engineering" experiments in their lives.
For me, the experience changed my perspective on what teens want from social environments and encounters. Frequently, when cultural professionals talk about making museums and libraries more open to young people, we focus on social events and on the idea that these are people who would really LIKE to interact with others in the cultural space. It's easy to forget that teens are most comfortable being social with those they already know, not people who are unknown to them. Online, see Danah Boyd's research for more on how teens use social networks as an extension of pre-existing relationships as opposed to using online environments to meet new folks.
But the experience also reminded me that with a game, a mission, or an external prompt, the same fearful kids can become engaged with strangers in enjoyable ways. And in this way, they're no different from many adults.
Or are they? When I talked with (adult) friends about the experience, some wondered if kids today are acculturated to be more afraid of strangers than kids were in generations past. I'm not so sure this is true. Until I was about ten, I was scared to ask for directions or talk to strangers in public. I don't think I was afraid of the strangers--I was afraid of exposing and embarrassing myself.
I can imagine two arguments for young people being more afraid of strangers than adults:
- This is a developmental thing. As you get older, you get more comfortable talking to strangers.
- This is a cultural thing. These girls grew up in the US in a post-9/11 world, in a culture of fear that is more powerful than the one I grew up in.
Tuesday, August 25, 2009
Designing Talkback Platforms for Different Dialogic Goals
"Where were you last night?"
If someone asked you that question, how would you answer? Answers will differ depending on who's asking, but they are also influenced by the designed environment in which questions are asked. People answer questions differently in harshly lit interrogation rooms than they do in welcoming therapists' offices or in the privacy of their own computer terminals. We have different conversations on the phone than we do in person or in internet chat rooms. The outcome of our conversations is dependent on the diversity of designed environments in which they occur.
If you want to design opportunities for visitors or users to respond to questions or engage in conversation, you need to think not only about what you want to ask visitors but how you will design conditions that are conducive to the types of answers that interest you. I'm not talking about guiding content; I'm talking about guiding form. If someone asks you a question on Twitter, you can only respond with 140 characters. We don't have the same limitations when designing talkback stations and other physical platforms for conversation, but that doesn't mean we shouldn't intentionally design the conversational tools offered. Many institutions do this unintentionally--by providing post-its or comment books, pens or crayons. Each design choice impacts the amount of thought and efforts visitors will put into their responses and the extent to which they will stay on-topic or proactively build on other visitors' arguments.
Here are a few design rules I use to think about what kinds of designed dialogue environments are right for different experience goals. I encourage you to share your own rules and thoughts on this in the comments.
If your goal is to encourage visitors to perceive themselves as partners in the content co-creation experience, make room for their thoughts sooner rather than later.
You don't need an entire gallery to frame a social question, but you do need to think about how the question or questions will be designed into the experience for maximum impact. The most common placement for questions is at the end of content labels and the end of exhibitions, but this location is by no means the most effective. Positioning questions at the end of labels accentuates the perception that they are rhetorical, or worse, afterthoughts. Similarly, making the only space for dialogue at the end of an exhibition ignores the thoughts that visitors brought with them into the experience or had along the way. If you are hoping for visitors to discuss their responses to questions with each other, or to share their answers with the institution, you can't end with the question; you need to provide several opportunities for questions and responses.
If your goal is to encourage visitors to share complex, personal responses to questions, consider offering private booths and progressive questions for visitor responses.
This technique was used in the Slavery in New York exhibition at the New-York Historical Society and continues in the popular StoryCorps project. When you want visitors to spend a long time reflecting and sharing their thoughts, you need to design spaces for response that are comfortable and minimize distractions. In the case of Slavery in New York, the end of the exhibition featured a story-capture station at which visitors could record video responses to a series of four questions about their reactions to the exhibition. The story capture experience averaged ten minutes, with visitors being given four minutes to respond to each personal, relatively imprecise question about how the exhibition affected the them. Richard Rabinowitz, curator of exhibition, noted that the progressive nature of the questions yielded increasingly complex responses, and that "it was typically in response to the third or fourth question that visitors, now warmed up, typically began relating the exhibition to their previous knowledge and experience." A lone "What do you think?" question station is not necessarily enough to elicit the rich personal reactions visitors might have to exhibitions. Rabinowitz commented that "as a 40-year veteran of history museum interpretation, I can say that I never learned so much from and about visitors." It was the lengthy progressive response process that turned what is often a series of brief and banal comments into a rich archive of visitor experience.
If you feel that your audience needs monitoring or social support, position the talkback stations in open settings.
This is the opposite situation of the previous design goal, one typical in science and children's museums. Placing feedback stations in the open lowers the probability of socially inappropriate behavior, and it also allows parents and teachers to help struggling visitors answer the questions at hand. There was a wonderful example at the Ontario Science Center in their Hot Zone area, which features several voting and commenting kiosks popular with teens. There was one kiosk in particular that was drawing several inappropriate comments, until it was moved from a corner into an open space close to the entrance to the women's bathroom. In its new location, under the watchful eyes of moms and other visitors, the inappropriate behavior diminished.
If your goal is to motivate dialogue between visitors and objects, questions and answer stations should be as proximate to the objects of interest as possible.
Visitors can speak more comfortably and richly about objects that they are looking at than objects they saw 30 minutes earlier in the exhibition. In many cases, visitors encounter talkback opportunities so infrequently throughout a visit that they seize on those opportunities to share many off-topic thoughts about their overall experience. This can frustrate museum staff, who wonder why the visitors are straying so far from the question posed. The more frequent explicit talkback opportunities are, and the more tightly and consistently connected to specific exhibits, the more visitors will focus on the experience at hand.
If you want to invite a wide range of visitors to respond to questions, it is best to design them into a context where visitor responses are of comparable aesthetics to the "official" museum content in the exhibition.
If a label is printed beautifully on plexiglass and visitors are expected to write responses in crayon on post-its, visitors may feel that their contributions are not valued or respected, and may respond accordingly. One of the things that makes the visitor stories contributed in the Denver Art Museum's Side Trip exhibition so compelling and on-topic is a design approach that elevates visitors' responses to comparable footing with the predesigned content. The vast majority of the signage in Side Trip was handwritten in pen on ripped cardboard, which meant that visitors' contributions (pen on paper) looked consistent in the context of the exhibition. The image at the top of this post is from one of their simple visitor feedback interactives which was built into a familiar, casual rolodex. By simplifying and personalizing the design technique used for the institutional voice, visitors felt like they were part of a natural conversation with the institution.
If you want visitors to answer questions collaboratively, whether in real-time or in a distributed manner, make sure your question and answer structure clearly supports visitors building on each other's ideas.
Unfortunately, most talk back walls don't support the grouping of visitor contributions or attempt to encourage conversational threads to develop. The Signtific game does this virtually by encouraging players to respond to each other by "following up" on other players' entries. But you could easily imagine doing something similar in physical space, either by using different color paper or pens for different types of questions and responses, or by explicitly encouraging visitors to comment on each other's responses or group their thoughts with like-minded (or opposing) visitor contributions.
If you want visitors to consume and enter in dialogue each other's responses, make sure that the visitors' answers are displayed in locations that makes them most useful to others.
A colleague recently called me to discuss an idea for a low-tech recommendation engine in which visitors could mark places on paper museum maps that might be of interest to other visitors like them. We talked about the fact that while visitors were most likely to be able to generate their maps of recommended spots as they walked through the institution, the completed maps would be of most value to subsequent visitors on their way into the museum rather than the way out. In this case, we talked about placing a large physical map of recommendations in the lobby rather than at the "end" of the experience, where visitor feedback often lives. This may sound obvious, but I think we often think about the creators and consumers of visitors' content as being the same people, whereas they are often visitors at different stages of their experiences with different needs.
What design techniques do you use to create successful visitor dialogue experiences? What have you seen work well, and what have you seen fail?
Thursday, August 13, 2009
"It Is What It Is," and the Challenges of Dialogue-Focused Exhibits
Earlier this year, the New Museum and Creative Time commissioned a traveling piece by artist Jeremy Deller called "It Is What It Is: Conversations About Iraq." The piece features two guests, an Iraqi translator and a US Army reservists, who hang out in a conversational space, flanked by maps of the US and Iraq and a powerful artifact--a car that was destroyed in a suicide bomb attack in Baghdad. The goal is to support "messy, open-ended discussion," and the draw is the idea that you can go to the museum and talk about Iraq with someone who has actually been there during the war. It Is What It Is was first shown in NYC at the New Museum and has traveled across the country, stopping at various public sites on its way to a longer engagement at the Hammer Museum in LA.
I saw It Is What It Is twice at the Hammer Museum. Both times, the central square in which it was situated was well-trafficked with people enjoying art, hanging out with friends, and working. I saw many people check out the car, but I never saw anyone engage in dialogue with the program participants. Even with a couple of comfortable couches, a provocative object, and a sign that said, "Talk to Esam from 3-5," the barriers to participation were high. Even for me, the barriers were too high. Why would I want to talk about Iraq on a visit to an art museum? Why would I want to talk about it with a stranger? Why would I want to sit on a couch and engage in an open-ended, messy conversation with a stranger?
It Is What It Is highlights how difficult it is to invite people into dialogue--not just on tough topics like the Iraq War, but any topic. From my perspective, It Is What It Is was not designed with sufficient structure to robustly and consistently support dialogue. It doesn't clearly welcome people in or bridge the social barriers that keep us from naturally talking to strangers. It doesn't set expectations for what will happen (which was intentional) and that makes people wary and also less interested, since they can't look forward to a "successful" outcome.
I know it may sound like I'm asking for something overly structured, but compare It Is What It Is with another dialogue project, the Living Library. In the Living Library, there is a concrete entrypoint to challenging discussions. Visitors check out "books," which are people who embody certain stereotypes, for forty-minute one-on-one conversations. The Living Library has guest experts (the books), but it also has facilitators in the form of the "librarians" who help you sign up for a library card, browse the catalog, and select a book for discussion. I'm not suggesting that the Living Library is the only way to have dialogue about tough issues (far from it!) but that it is a much more structured platform than that provided by It Is What It Is. Living Library events consistently draw visitors and are packed with people having intense, messy conversations about culture, politics, and human relations.
Deller says the "conversation is the most important part" of It Is What It Is but I believe he over-estimated the ability of simple objects and live "guest experts" to get people talking. It Is What It Is and other unstructured platforms just plunk down the people and hope for dialogue. Occasionally, some really interesting and surprising things may happen. But they are a lot less likely than in designed settings like the Living Library.
A volunteer manager at a major US history museum once told me about a failed dialogue program in which older volunteers would sit in rocking chairs on an exhibit component themed to look like a front porch. The idea was that visitors would come up and hang out on the front porch, listening to the elders' stories of the past. This is a nice conceptual structure that had some visual reinforcement in the physical space, but it failed miserably. No one approached the volunteers. They had stories to tell and were happy to talk, but the social barriers to participation were too great to make it happen.
Unlike the front porch program, which was silently discontinued, It Is What It Is received a lot of press as a revolutionary art piece indicative of artists moving towards focusing on social experiences rather than objects. But I haven't found any press or blogs from people who actually went to the exhibit and had a discussion; the press seems to focus on the interestingness of the idea rather than the impact of its implementation. If you experienced the exhibit (or find someone who did) and engaged in dialogue, please share your story--I don't want to unfairly castigate this exhibit based on two personal experiences.
And there's another reason I don't want to criticize it. When I dug deeper into the exhibit's website, I found a series of lovely, short videos recorded along the exhibit's across the country. Watch this amazing video of an older Sioux man reacting to the blown-out car and recalling Vietnam. Or this one of the team touring a farm in Tennessee and discussing the differences between American and Iraqi burial rituals. I got lost in these videos, and I started to question my expectations about what makes an exhibit like this successful. Is it about the number of conversations had or the quality of those discussions? Is it about drawing people in who may not have walked up with an interest in the topic, or is it about engaging those who have a deep and immediate desire to talk without prompting? Is it about what happens in the museums or on the streets in-between?
Considering these questions, I come to three uncertain conclusions.
First, it appears from the project documentation that It Is What It Is was more powerful when dropped into everyday street scenes and college campuses than when situated in contemporary art museums. Maybe there was less pretension, maybe the space felt more owned by the individuals approaching (and therefore, maybe the visitors felt more comfortable engaging). I say "maybe" because I'm only seeing curated clips, and for all I know there were just as many wild interactions in the New Museum and the Hammer as there were on the streets of New Mexico. But if this observation is valid, then it speaks to the additional social barriers museums introduce that we have to be aware of when designing for dialogue.
Second, because this was an art project, I doubt that Jeremy had explicit goals for how many people would engage and in what ways. He said as much in his introduction, commenting that he "hopes" there will be dialogue but he really isn't sure what will happen. When working on dialogue projects, I try to get beyond guessing and hoping and really consider--who do we want to engage with this? How will we design the experience to encourage participation by those people? What are the evaluative measures by which we will consider the dialogue experience successful? I'm not sure It Is What It Is had such measures, and members of their team shared their tension about this issue. Along the drive west, It Is What It Is team member Nato Thompson commented in the road diary:
What can be gained by ephemeral interactions in public space that briefly exist in YouTube videos and on a blog? With such an ambivalent, open-ended tone, what prevents people from leaving these conversations without a single view challenged or sense of self altered?There are good questions, and in an art project, it's often acceptable to use the piece as a vehicle to expose and explore the questions rather than answer them. But museum staff rarely have this luxury. They are always accountable for the impact of their work, and it's important (and doable!) to design dialogue platforms to specific impact goals just as you would a didactic content experience.
And so finally, with regard to impact, I believe It Is What It Is is more valuable to a broad audience as a cultural multimedia story than as an exhibit. Seeing the exhibit, I was ready to cast this off with a joke about two guys and a car walking into a museum. It was not made "for me," a visitor who didn't know what to expect. It wasn't designed to bring mass audiences into an uncomfortable experience, or if it was, it failed to do so. Jeremy Deller admitted in his artist statement that this piece was motivated by his own very personal interest in Iraq. As he put it:
In a sense I am selfishly doing this for my own benefit simply to plug the many gaps that exist in my knowledge and to satisfy the arguments that have been going on in my head for the best part of this century.So in a sense, this piece is a performance in which Jeremy spends time with his guests, learning and traveling together. And it was the representation of this performance, not the opportunity for dialogue, that captivated me. I both enjoyed and learned from the road videos, the diaries, and the interactions among the travelers.
Watching the videos, I reconceived the exhibit as a transparent "making of" for an unstructured documentary rather than an end into itself. And this challenges my long-held passion for involving visitors in the behind-the-scenes and the process. Visiting It Is What It Is, the exhibit, was dull and off-putting. I had a bad experience. But I loved watching the curated cultural products of the exhibit. Does this mean that I didn't want to see the process and only the product? Or am I just frustrated that they sold the exhibit as a dialogue product, an experience unto itself, when the real product was a performance?
Monday, August 10, 2009
Pointing at Exhibits, Part 2: No-Tech Social Networks
I've spent the last two weeks working on the third chapter of my book about network effects of social participation. This can be an incredibly technical topic, as it focuses on the ways that platforms (online, exhibits, museums) can harness the individual activities of many visitors and create meaningful experiential outputs that connect people to each other. And it's brought me back to a blog post I wrote a year ago about the Science Museum of Minnesota's Race: Are We So Different? exhibition.
Race is a remarkably social exhibit; visitors spend a lot of time pointing things out to each other and talking about them. Paul Martin, VP of Exhibits at SMM, took several photos of people in the exhibition over its run, and he noted something strange: there was an incredibly high percentage of photos in which someone was pointing at an exhibit label, artifact, or component. In many cases people were pointing at things that were simple in design and form--quotes, statistics, facts and figures. But the content was so remarkable that visitors felt the need to just to consume it but to point it out to others.
When I wrote about this in 2008, I focused on the question of how to design exhibits to be optimized for "pointiness." But now, I'm looking at the story of visitors pointing in Race in a different way: as a low-tech example of a socially networked platform.
The Complexities of Socially Networked Museum Platforms
How do you design physical infrastructure that ties individuals together in meaningful ways? Designing exhibitions, or whole institutions, that operate on socially networked principles is incredibly difficult. It requires that each individual have a personalized profile that evolves with her growing relationship with the institution. It requires that the profiles of each visitor be networked in some common system with rules for how different profile items interrelate. And then it requires an output mechanism that helps visitors physically connect to the people and experiences with which they have network affinity. Throw in the real-time nature of a museum visit, visitors' reticence to participate socially in the museum, and archaic data systems, and this may sound downright impossible.
But designing an entire museum that functions this way probably isn't your goal. The goal is more likely to promote social learning, participation by visitors, and interpersonal exchange around museum content. And with these goals in mind, there are low-tech ways to perform or simulate every component of a socially networked platform, many of which are more effective than their high-tech counterparts.
Consider the example of people being able to save their favorite exhibits and share them with others. We can all imagine complex ways to do this with mobile devices (and many museums and private companies are experimenting with such systems). A visitor could register her phone with the museum, so that her number is uniquely associated with her personal profile. As she moves through the museum, she uses a web-based application to tag her favorite exhibits, or perhaps she texts a rating for each exhibit to SMS short codes posted at the bottom of each label. She can choose to "send" her favorites to individuals, or to broadcast them to the whole network of people using the system. As a higher-tech alternative, you could imagine a system in which visitors' motions are tracked, and standing in front of an exhibit for an abnormally long period of time would trigger an entry marking that exhibit as "compelling" whereas exhibits that occupy just a few seconds might be marked "dull" or "skipped." Again, the technology today may be unsavory or clunky, but these possibilities are on the horizon and there are some institutions experimenting in this domain.
The Simplicity of Pointing
And this brings us back to Race. As Paul commented, "you don't point at things when you're alone." Pointing is a no-tech version of the favoriting system. When you point at something, you are effectively suggesting to the people around you, "look at that." Visitors see things that intrigue them, point at them, and other visitor look. The Race exhibit served as a facilitation of potential dialogue based on a very simple finger-based exchange.
Pointing is a social behavior that works best in physically proximate, real-time situations. Past incidences of pointing in Race or any exhibit are not saved and networked for future use; you can't look at the exhibit label and see that "57 people pointed at this in the last week." Nor would that information necessarily be compelling to most visitors. The thing that makes pointing compelling is the fact that it is an interpersonal interaction. If you are a stranger, and you point something out to me, you are taking a risk. You are effectively saying, "this thing I am pointing at is so important, so cool or special or surprising, that despite the fact that I know next to nothing about you, I think you should see it." It makes the pointee feel special to be singled out (even if only selected for physical proximity to the pointer), and both people enjoy the intimacy of a shared experience.
This intimacy and specialness is lost if you move to a more generalized "57 people pointed at this" networked system. That statement has very little meaning to most people because it is entirely decontextualized. What do I care what 57 random visitors thought? I only care what a stranger points at if they are pointing it out to me. It's the personal, immediate nature of the experience that makes it compelling.
Of course, the riskiness of the exchange also makes stranger-to-stranger pointing quite rare. You are more likely to point something out to a friend or companion. The better you know someone, the more you can tailor the things you point out to them in a variety of settings. When talking about the social network of people whose profiles are known to us, we are able to meaningfully abstract the pointing experience. That's where it becomes useful to send certain tidbits of information to particular people, or groups of people. The news I want to share with my rock-climbing friends is different from that I want to share with my museum friends. When I'm with them, I point out different things.
Online, people have been pushing the boundaries of both the personal and urgent nature of the pointing experience. I comfortably "point things out" to different people remotely by clipping articles, sending links, and flagging online content. I also point things out to a mass audience when I post ideas to Twitter or Facebook. While these situations appear to erode the personal, urgent requirements discussed above, the most effectively "pointed" content online is still personal and urgent. You are more likely to look at a link I send directly to you, or to a small group of people with a shared affinity including you, than one I send out to my entire network. From the urgency perspective, on Twitter (which is a kind of virtual museum we are all slowly walking through), you only have a few minutes from the time that you post something for it to be noticed before your comment is lost in the sea of others. The more the agency to act on a shared link is placed on the pointee rather than the pointer, the less likely he or she is to follow through. When you make a direct, personal, immediate appeal, you can get anyone--even a stranger's--attention.
Design Implications
The "pointiness" of an exhibit is a metric that reflects the extent to which the content motivates visitors to share things with strangers and friends alike. What affects how likely a visitor is to point things out in an exhibit? The content certainly matters but so does the extent to which visitors feel that they are pointing things out to friends or associates rather than strangers. The better individuals can express their unique interests and orientations, the more easily they can form affinity networks with other visitors, and the more likely they are to perceive those people as less strange. To me, this exploration boils down to two design questions:
- How do we let people personalize their identity in the museum such that they feel less like strangers and more like potential associates?
- How do we design spaces that support sharing and intimacy among associated visitors?
These questions take us away from the design of nonsensical "pointing data networks" and towards something more essential: supporting interpersonal connections. If we think about network effects not in terms of data collection but in terms of a useful outcome for visitors and institutions, we can design platforms that reflect our participatory values. For some institutions or exhibits, promoting dialogue may be a value, in which case the "pointiness" of an exhibit is a useful goal to work into the design process. In other cases, other values, like creativity, authentic sharing, group collaboration, or reflection on others' experiences might be primary, in which case different platforms (and related metrics and mechanisms) would be more appropriate.
What "no-tech" visitor actions or interrelations reflect your participatory goals? How can you identify metrics for success that are not based on how many people have bought a ticket or left a comment? Design for participation in museums still struggles on the evaluative side--we don't have well-documented ways to measure how many people connect with a stranger or learn something from another visitor. "Pointiness" may be the first of many new metrics we use to understand how visitors relate to each other through museum content. What others should we consider?
Monday, June 15, 2009
Advice: An Exhibition about Talking to Strangers
Last month, student Nicole Robert wrote about the concept for Advice: Give it, Get it, Flip it, Fuck it. Now, the exhibit is closed and we're throwing open the doors on what was created. You can explore the project wiki where we coordinated the exhibit, including the project overview, our six-week plan to get it all done, and individual sections for development of concept, content, interaction, graphics, marketing, fabrication, installation, and evaluation. There is also a final evaluation report available for download, which offers lots of great quantitative and qualitative content about what visitors did in the exhibit. It also includes reflections from the exhibit team on the project.
I recommend you check out the wiki and evaluation report to dig deeply into the content. Below are three things I learned from the Advice exhibit and will take with me into future work.
Facilitated/Unfacilitated Blend
When we started this course, I really pushed the students to think about ways to induce unfacilitated interactions among strangers. I love facilitated experiences, but I worry that they aren't scalable to every visitor. In the end, the Advice exhibit offered four main experiences--two that were facilitated, and two that were unfacilitated. The facilitated experiences were an advice booth, at which you could receive real-time advice from children, money managers, tattoo artists, and more, and a button-making station, where a gallery attendant would help you play a simple game to make a custom button featuring your own advice "madlib" composed of your own nouns and verbs rolled into classic advice phrases. The unfacilitated experiences (discussed in more detail below) involved visitors writing their own pieces of advice on post-its and walls and answering each other's questions asynchronously.
At any time, there were two facilitators in the exhibit--one for the advice booth, and the other for the buttons. This might make Advice sound more like an educational program than an exhibit, or like a failure on the unfacilitated front. But the exhibit team did something novel. First, they replaced staff with volunteers--some entirely spontaneous--at the advice booth. Like the Living Library project, the advice booth was a platform that connected strangers with strangers--not just staff with strangers. One eight year-old enjoyed the advice-giving experience so much that he came back the following day for another shift in the booth!
Maybe more importantly, the facilitators were not the center of the Advice experience. They were roped to very specific locations and activities. Because they were a part of the experience rather than the focal point, they could impart an air of friendliness and participation without making people feel that they had to participate. They reminded me of street vendors or great science museum cart educators, imparting an energy to the space without overwhelming it. I know that floor staff are expensive, but they really make a space come alive (see this post). And in Advice, the activities for staff were interesting and specific enough that a really eclectic mix of volunteers could perform them successfully.
In Praise of the Post-It
There's lots of post-it-powered art on the web these days (like this and this). I'd like to add my ardor to the pack and suggest that you really can make a compelling, content-rich interactive exhibit experience with a bunch of post-its. In Advice, the setup was simple: the exhibit team came up with a few seed questions, like "How do you heal a broken heart?," and put them up on signs behind glass. Then, they offered different shapes and colors of post-its, as well as pens and markers, for people to write responses.
The engagement in this part of the exhibit was very high. Random passers-by got hooked and spent twenty minutes carefully reading each post-it, writing responses, creating chains of conversation and spin-off questions and pieces of advice. It's worth noting that the exhibit space was not exactly optimal--it was a hallway separating the lobby of the student center from a dining hall. The previous exhibit in this space was a very provocative art exhibit about sexual violence, and yet in our brief site survey in April we saw almost no one stop to look at the art. Not so for the post-its. The Advice exhibit hooked maintenance staff, students, athletes, men, women--it really seemed to span the range of people passing through.
There were 230 responses to the nine staff-created seed questions, and in a more free-form area, visitors submitted 28 of their own questions which yielded 147 responses. Some of the advice was incredibly specific; for example, one person wrote a post-it that asked, "should my 17 year old who is going to college in the fall have a curfew this summer?" That post-it received 9 follow-up post-its, including a response from another parent in the same situation. Others stood and copied pieces of advice (especially classes to take and books to read) carefully into their personal notebooks.
It might seem surprising that people would take the time to write up questions on post-its when there is no guarantee that someone will respond, and very low likeliness that someone will respond while you are still in the gallery. The exhibit experienced low traffic overall in an odd area of the UW student center. But the impulse to participate was high and the threshold for doing so was very, very low. The post-its and pens were right there. The whole exhibit modeled the potential for someone to respond to your query, and as it grew, the sense that you would be responded to and validated grew as well. We saw many people come back again and again to look at the post-its, point out new developments, laugh, and add their own advice.
People felt very comfortable not only adding their own advice but also critiquing others'. We saw many instances when someone would write "lol" or "love this" directly onto a previously posted post-it. People also asked follow-up questions. For example, one person recommended "grappa and Bessie Smith records" as a cure for a broken heart, to which another responded, "Who's Bessie Smith?" The query was answered by yet a third person, who wrote, "Uh, only the greatest singer of the 20's 'I need a little sugar in my bowl.'"
Do I know if the second person ever came back to find out who Bessie Smith is? No. But I know that the resultant conversation provided information to many subsequent visitors to the space. It's like following blog comments. Not everyone comes back to read the evolving comment stream, but the aggregate is always valuable to the next visitor.
Many Ways to Talk Back
When the student team inserted a "bathroom wall" component into the exhibit plan, I didn't really understand it. If visitors could write on post-its anywhere in the exhibit, why did they also need a place to scrawl with marker on an actual wall?
But the bathroom wall turned out to be a brilliant exhibit element. It was a release valve that let people write crude things and draw silly pictures. The bathroom wall was "anything goes" by design. And while the content on it was not as directed and compelling as that on the post-its, it served a valuable purpose. There was not a SINGLE off-topic or inappropriate submission on the post-it walls. They were totally focused on the questions and answers at hand. I think the bathroom wall made this possible by being an alternative for those who wanted to be a little less focused and just have fun with sharpies.
The Advice team also offered a guest comment book (sparsely used) for people to offer comments about the whole exhibit. There were also multiple ways to follow up or submit content online or by phone. All of these ways together constructed a landscape of visitor participation that supported a large number of people participating in ways that felt most appropriate for them.
This is a good lesson for museum talk-back design. If you only offer one place where visitors can contribute their thoughts to an exhibition, they are likely to use that opportunity to share their thoughts on all kinds of things. I've visited many exhibitions that ask focused questions at the end, and visitors respond with more general thoughts about the entire exhibition or museum. These contributions are valuable, but they erode the focus of the topic at hand.
In Advice, there were many forms of talk-back: the post-its, the bathroom wall, the book, the phone, the website. Each of these took pressure off the others as a visitor participation outlet, and the overall result was a coherent, diverse mix of on-topic visitor contributions.
What advice do you have for ways we might advance the practice of exhibit design for social interaction?
Thursday, May 21, 2009
Wanted: Your Advice (Guest Post)
This guest post was written by Nicole Robert, a graduate student in the course I’m teaching at the University of Washington on social technology. Nicole and her classmates are building a rapid-fire, user-generated online and physical exhibit which will be open June 6-8 in Seattle. This post shares some of the development story, and most importantly, issues a call to action to add your two cents to the exhibit. Designing an exhibit, the first questions are usually: “what is this about? What’s the content? What’s the message?” As a graduate student in a museum studies program, I have learned how to develop an exhibit based on a collection of objects or a specific story. Now, I and thirteen other students are creating an exhibit designed not around content goals but social action goals. Instead of asking, “What is this exhibit about?” we are asking, “What do we want visitors to do in our exhibit?”
The University of Washington Museology Graduate Program invited Nina up to Seattle to teach a course on using social technologies in museums. Nina challenged us to create an exhibit in 6 weeks that would get strangers to talk to each other. So, instead of figuring out what collection to feature, we brainstormed themes that would guide interactions. We knew that the exhibit would run in the UW student center during the week leading up to graduation, so we wanted to develop something that would be relevant to students at the end of the year without being cheesy. The result is an exhibit about advice. Our “big idea” is:
Advice: give it, get it, flip it, fuck it.The idea around advice is that we all experience it—some people like to give it, some get it, others pass it on and we all have occasionally gotten advice that we chose to forget. Advice necessarily involves a transfer of knowledge from one person to another—an interpersonal interaction—so both the format and the ubiquity of advice make it a great structuring concept for our goals.
In this design experiment, we are inviting individuals far and wide to give us advice. Visit our website to find out how you can contribute video, photos, voice recordings or written advice. We're taking a multi-platform approach: you can call in advice from your phone, add advice images to our Flickr pool, email advice to us, or even send advice via Twitter. And tell your friends! Your advice will literally shape the physical exhibit, which will be displayed on the University of Washington campus in the Husky Union Building from Sat. June 6 to Mon. June 8, 9 am to 6 pm.
In addition to the content collected online, the physical installation will feature an advice-giving booth where “expert” advice-givers will volunteer to share their knowledge. You might be able to ask a single mom or a physicist for a gem of advice. Then take what they tell you and pass it on in other interactives, or leave your own contribution on the “Questions of the Ages” board. Good or bad, your advice—and the interactions that advice creates—takes center stage in this exhibit.
Other interactive exhibit components include:
- ADVICE-LIBS: Visitors will create advice Mad-Lib style, by vetting requested sentence components (noun, verb, adjective) and then having these placing these into well-known adages (i.e. "always ______ before you _______" or "a ________ in the hand is worth two in the _________.") These wacky 'remixed' adages would then be pressed into buttons for visitors to wear/take home.
- THE BATHROOM WALL: Visitors will write advice to the masses onto either a real or contrived "bathroom wall." They will be encouraged by signage to share great/horrible advice and to cross-off, comment upon and remix others statements-- just about what people do on normal bathroom walls.
- QUESTIONS OF THE AGES: Visitors will write advice on glass cases in which we have posted pre-selected questions that would be relevant to a wide population including: "What should you do for a broken heart?" "How do you break the ice when talking to a stranger?" "How do you tell a friend something that might hurt their feelings?" etc.
- GIVE ME SOMETHING TO GO ON: Visitors will be able to post questions that they want responses to in available free spaces on glass cases and other visitors will be able to cluster responses around these questions. Exhibit attendants will be the only ones allowed to remove/delete questions, and this should happen once room to respond runs out. Attendants will also photo-capture images of these displays for the website. Signage should encourage people to leave questions in the free spaces and respond.
Nina has asked our class to create a project that “will help move forward museum research on developing exhibitions that serve as platforms for social engagement.” An exciting challenge! But in order to meet it, we need your help. We want your advice. Advice you love, advice you hate, the strangest advice that you ever heard—whatever you choose, tell us about it.
Tuesday, April 28, 2009
Design Techniques for Developing Questions for Visitor Participation
How do we find the RIGHT questions for visitor participation?I love this question. It's a two-parter I've been puzzling over for a long time. First, what do the right questions look like? And second, what techniques can help us find more?
Part 1: What does the right question look like?
Last year, I wrote this post which offered some broad suggestions for what the "right" questions look like. Here's my current list of useful characteristics:
- questions that trigger an immediate response
- questions that induce grappling
- questions that motivate authentic expression
- questions that draw from personal experience, not abstraction
- open to anyone (minimize cultural bias)
- speculative (what if? instead of what is?)
- questions which produce answers that are interesting to consume and respond to
- What is the girl in the painting doing? (too teacherly)
- What does freedom mean to you? (too abstract)
- How would you define nanotechnology? (too impersonal)
- What's the best song you've ever heard? (avoid superlatives - they make some people anxious)
- What do you think? (too general)
Part 2: How do you develop the right questions?
Last year, I didn't have a great answer for this one. But I've been experimenting with visitor dialogue over several recent projects and have developed a few simple design strategies to hone in on good questions. Each of these exercises takes about five minutes, assuming you have access to a group of people who in some way approximate your target audience (colleagues, friends, visitors).
- Develop a "question of interest" that relates to your content. Make sure that the question is one that any person can answer and one for which you ACTUALLY CARE TO HEAR THE ANSWER. Ask the question to several people. Ask yourself. Listen to or read their answers. If you find yourself dreading asking the tenth person that same question, you have the wrong question. Go back and write a new one.
- Show the question to a group of people and ask them to raise their hands if they have an immediate answer to that question. Then, ask if they would be interested in perusing others' responses to the question. It's OK to have an imbalance here, as long as there are more interested spectators than interested creators.
- Gather up a bunch of answers to the question and look at them. These answers are your "exhibit." Identify how many of them are interesting. Identify how many of them motivate you to ask a followup question.
- Ask the question several different ways to different groups of people. Vary your specificity, your personal intrusiveness, your wording. Compare the responses you get. Ask people to rate how hard it was to answer different questions and whether there were some that were easier to jump into than others.
Examples
Here are some questions that I've seen work marvelously well.
Institution-to-visitor:
- The Ontario Science Centre's Facing Mars exhibition opens with a simple question: "Would you go to Mars?" Visitors are forced to enter through one of two gates marked YES and NO. Their answers are tracked via a display that tallies the total number of YESes and NOs registered to date. This question is right because it is easy to answer yet induces grappling. It's personal but not consequential. It frames and personalizes the exhibit experience. And looking at other people's responses (via the number displays) is quick, easy, informative, and somewhat surprising.
- The Denver Art Museum's Side Trip poses many specific questions about visitors' experiences with psychedelic rock music, concerts, and drugs. The questions can be quite personal, and the responses--which include stories of visitors' "first trips" and "Jimi experiences"--are detailed and pretty fascinating to read. This question set is right because there are several specific questions, enough so that anyone can find one appropriate to her experience. These questions also use "first" memories rather than "best" memories, which are easier to recall and share.
- My local public library does an annual summer book recommendation wall, on which patrons can post their mini-reviews of books they've read and enjoyed. The question is, "would you recommend this book to someone?" This question is right because it is highly functional--patrons understand how it will be useful to others. It is somewhat personal but doesn't ask the respondent to be an authority in describing the book, just in sharing why he would recommend it. There's an implied interpersonal transaction in the offering of this information, which makes the experience feel valuable and personal without pushing face-to-face interaction on anyone.
What kind of dialogue are you looking to spark? What kinds of questions do you seek, and what techniques do you use to find them?
I'm genuinely interested in your answer. That's why I asked.

