Showing posts with label storytelling. Show all posts
Showing posts with label storytelling. Show all posts

Thursday, December 07, 2017

Guest Post by Jasper Visser: Storytelling for Social Cohesion at Story House Belvédère

I first read about Story House Belvédère on Jasper Visser’s excellent blog, The Museum of the Future. This small, startup cultural project in Rotterdam works directly and intimately with community members to share their stories. It is a platform for social bridging and cultural exchange. Jasper enhanced his original post to share with you here. I hope you’ll be as charmed and inspired by Story House Belvédère as I am.

Story House Belvédère in Rotterdam, the Netherlands, is a magical place. On a beautiful location in a former jazz-era night club, a committed team works on storytelling activities to bring different communities in the city together, and contribute to a happier, more engaged city. They do so by making the stories of individuals and communities visible, and encouraging new encounters. In its short existence (it opened in 2013), the place has made a name for itself as a successful community-driven, innovative cultural initiative.

I visited Story House Belvédère as part of the new Intangible Cultural Heritage and Museum Projects I am involved in. I had heard a lot about Belvédère before my visit, so my expectations were high. The place surpassed them. I spoke with some of the people working there, especially founder Linda Malherbe.

What makes Story House Belvédère so special?

It is rooted in its diverse neighborhood and the people who live there.

Story House Belvédère is in Katendrecht, in southern Rotterdam. Katendrecht is a part of town that for over 125 years has been a home for migrants and newcomers to the city. The neighborhood is a mix of people and communities by design and has a rich social history. Currently, the neighborhood is being gentrified and its development, which tells a wider story about the city, is ongoing. The team found the current home of Belvédère almost by chance when they were looking for a temporary working space. But the location proved perfect. According to Linda, the project could not have been imagined and developed anywhere else in the city. A diversity of people and stories is the reason it exists.

It started as a community project rooted in relationship-building.

Before there was a house, the team behind Belvédère organised a community-focused social photography exhibition outdoors on one of the quais in the south of Rotterdam. It was an exhibition of group portraits of the many communities in the area. City officials doubted the idea of an exhibition in the public space in a part of town they considered dangerous. They said, "you will get shot at, and in two weeks everything will be destroyed." But they were wrong. The exhibition was up for a year and a half. When it ended, the portrayed communities took their portraits home, starting relationships with Belvédère which in some cases still persist.

After the photography show, the team was encouraged to continue their work. They focused on one of the key events in Rotterdam history: the bombing of the city at the beginning of the Second World War. Inspired by Story Corps, they toured the neighborhood with a mobile recording studio and captured memories of the bombing. They created storytelling events and shows, which prompted other communities to start telling their own stories. As Linda says, “Every story inspires a new story.”

The success of the storytelling events encouraged the team to look for a permanent location. They found it in the old jazz club/boxing gym/neighborhood museum Belvédère, a building which dates back to 1894. Together with the communities they had worked with before, they are now renovating the building. In 2018 it will officially reopen. But currently you can visit when the door is unlocked - which is almost daily. After the formal reopening, they still expect to evolve. As Linda says, the process will never be finished, as people will always continue to add and make changes to the building to reflect new stories and ideas.

The community values of the team permeate the space and their projects.

Already you can feel Story House Belvédère is a special place. You feel it the moment you step into their warm and welcoming space. It feels like a living room, where everybody can be a friend. Even the coffee cups and the cookies are in style. The magic, of course, goes beyond aesthetics and is deeply embedded in the organization.

A small team is the driving force behind all projects. It is a committed, dynamic group of freelancers who care about the mission and magic of the place. The place they created is warm and welcoming, and yet it is their energy and enthusiasm that stuck with me most after my visit. I asked Linda to describe what defines the team, and received over a dozen characteristics:
  • A shared love for people 
  • They are good listeners 
  • Positively curious, and always asking new questions 
  • Actively looking for (a diversity of) people 
  • Etc. etc.
The approach the team takes to connect with communities and then connecting communities is straightforward. In projects, they build a profound relationship with one specific community, such as the Chinese, Bulgarians, or football hooligans. This relationship is based on a genuine interest and includes a long-term commitment to stay involved with each other. When I visited, a community member had made our delicious Bulgarian lunch. Such profound ties make it possible that when a new project focuses on another community, the team can personally invite people from other communities to join. In that way, they build bridges between communities. Everything starts with listening and being curious about the other, and then inviting people, as guests, to take part.

This approach permeates all activities of Story House Belvédère. If you rent the place for a private event such as a wedding, some spots at the event are reserved for people from other communities. So, if you’re interested in joining a Syrian wedding or Jewish Bar Mitzvah, you can. The reason this works is because of the personal ties between the team and the communities. The aim of Linda and her team is to create relationships with people that are everlasting.


Monday, November 16, 2015

OdysseyWorks: An Empathy-Based Approach to Making Art

135/365:Heart of the Labyrinth.The quest for relevance begins with knowing your audience. Who are the people with whom you want to connect? What are their dreams, their impressions, their turn-offs, their fears?

Ultimately, any approach to answering these questions is limited at some point by the size of the audience involved. When you are dealing with an audience of hundreds or thousands of people, you have to make assumptions. You have to generalize. 

But what if you only had an audience of one?

OdysseyWorks is a collective that makes immersive art experiences for one person at a time. They select their audience--by application or commission--and then they spend months getting to know that person. They spend time with them. They call references. They try to understand not just the surface of the individual's personality but the fundamental way that person sees the world. And then, based on their research, they remake the world for a weekend, twisting the person's environment with sensory experiences that explore and challenge their deepest inclinations.

When I first heard about OdysseyWorks, I thought their projects were indulgent novelties. But the more I learned, the more I appreciated their thoughtful slanted window into audience engagement.

OdysseyWorks' projects get to the heart of the fiercest debates in the arts today. Does "starting from the audience" mean pandering to narcissism and dumbing down work? Is it elitist to present art that may be dislocating or foreign? How do we honor the audience's starting point and take them somewhere new?

As artistic director Abe Burickson described their work to me, I imagined Theseus walking deeper into the labyrinth towards the Minotaur. Theseus entered the labyrinth with a string tying him to what he already knew. And then he followed that string into darkness, danger, and ultimately, triumph.

I asked Abe about how he sees the tension between the desire to start with the audience and the desire to move the audience somewhere new. He spoke of the audience as providing a challenge, a challenge like any other artistic constraint. The audience provides an offering of a certain way of looking, a challenge to see the world differently and get inside that perspective with their artwork. OdysseyWorks locates that starting point, hands the audience the string, and draws them further and deeper into mystery.

Abe told me about a performance OdysseyWorks created for a woman named Christina. Christina loved all things symmetrical and tonal. Loved baroque and rococo. Hated Jackson Pollock and John Cage. The OdysseyWorks team is not that way - they like messy and atonal - so it was an interesting challenge. Could they create a space of comfort, a world of her own, and then move her to a space of dischord where the things OdysseyWorks thought were beautiful might become beautiful to her?

Here's how Abe described the project to me:
We started the weekend in Christina's comfort zone. We started with Clair de Lune by Debussy, which she loves, and a few other structured things that worked that way. Over time, she encountered the music in multiple locations--in a symmetrical architectural space, with family. 
As the day went on, she relaxed--which is key to the process. When you engage with something, especially something new, you are often on guard, physically, socially, intellectually. You just don’t trust right away. 
When you no longer feel that people are judging you, you become much more open to new things. It's really quite amazing how much of a shift can happen. 
Once those reservations and judgments faded, we started playing other version of Clair de Lune. There are hundreds of really messed up versions of Clair de Lune. We played them just to shake it up. At one point after seven hours, and about 500 miles of travel, Christina got picked up by a train and was driven to a scene. It was about an hour drive. And in that hour, she just listened to this Clair de Lune version we composed, this 80-minute deconstruction, a slow deterioration, that started classical and ended sounding like people chewing on string. It was beautiful noise. It was the exact opposite of what she liked, and yet by that point, she found it beautiful.  
The whole experience was kind of a deconstruction of form. The experience was powerful for her. Later she said it pried her open.  
The goal was not that Christina should like John Cage. Nor is it about creating a moment of pleasure. The goal was to create work that is moving for her and a compelling artistic challenge for us. It's about creating a different engagement with life. 
To me, the biggest aha this story is the middle--the enormous role that the perception of "being judged" plays in narrowing our experience and our openness to new things. When we trust, we open up. But how often does an arts institution start working with an audience by building a trusting relationship (versus bombarding them with content)? What could we gain by starting with empathy instead of presentation?

OdysseyWorks is doing a crowd-funding campaign right now to fund a book project documenting their process. I'm learning from them, so I'm supporting them. Check out their work and consider whether they might help you through the labyrinths in your world.


If you'd like to weigh in, please leave a comment below. If you are reading this via email and wish to respond, you can join the conversation here.

Wednesday, October 08, 2014

Is it Real? Artwork, Authenticity... and Cognitive Science

A farmer says he has had the same ax his whole life--he only changed the handle three times and head two times. Does he have the same ax?

This question launches Howard Mansfield's fascinating book about historic restoration, The Same Ax, Twice. Mansfield explores the sanctity and lineage of historic sites, from Japanese Shinto shrines (completely rebuilt 61 times in 1300 years), to igloos (rebuilt annually, oldest documented human dwelling), to the USS Constitution (80-90% rebuilt since it first sailed). 

He argues that these relics are stronger because of their reconstruction. As he puts it: 
So, does that farmer have the same ax? Yes. His ax is an igloo, and a Shinto shrine. He possesses the same ax even more than a neighboring farmer who may have never repaired his own ax. To remake a thing correctly is to discover its essence.
How does this question play out in museums? At the 2013 American Alliance of Museums annual conference, a group of exhibition designers explored authenticity in a session called Is it Real? Who Cares? They explored a huge range of museum objects and grey areas of "realness." They arbitrated replicas, reproductions, models, and props... and the context that enhances or detracts from the perception of authenticity.

While many of their examples came from history and natural science, one of my favorite examples is from art. There are three portraits of George Washington shown at the top of this post: the famous painting by Gilbert Stuart, a copy of it also painted by Gilbert Stuart, and a copy of it painted by his daughter Jane. 

Many artists work with assistants and reproducing processes. Are the reproductions less real than the original? If done by the same hand? If done by another hand? If done by a machine?

Turns out, science has something to say on the topic. 

Cognitive scientists at Yale and University of Chicago researched how people perceive "identity continuity" of an artwork when reproduced. They conducted a simple experiment:
  • People read a story about a painting called "Dawn" created by an artist. There were different versions of the story. In some, the artist produced the original painting. In others, he instructed one of his assistants to paint it.
  • In all versions of the story, the painting was irrevocably damaged by mold. Gallerists hired another artist to reproduce it. 
When asked whether the new work was still "Dawn," about 30% of people said yes--if the artist had made the original with his own hand. If an assistant has painted it, the percentage climbed to 40%+. It was as high as 50% if the original work was commissioned for a commercial (hotel) setting. 

The researchers posit that the "personal touch" of the artist plays a key role in people's perception of an artwork's authenticity and value. By this notion, in the George Washington portrait example, Gilbert Stuart could make many copies of his own work at equal value, but his daughter's involvement dilutes its realness. That is, of course, unless you also factor in the "personal touch" of George Washington being in the room live during the portrait's creation--in which case Gilbert Stuart's own copies have diminished value as well. 

Whose soul is stamped on a work of art? On a tool? On a scientific specimen? What does it mean if we conflate realness with human essence?

If you care about authenticity, this research is pretty troubling. Sure, it shows that people value the original artist's hand in his/her work. But more than that, it shows that value is positively correlated with a perception of human touch. That perception can be faked--to both positive and negative ends. Artists embue anonymous objects with fictional narratives to increase their value. Companies buy up long-lived brands to add a human story to their wares. Spiritualists contact the dead. 

In museums, we care about both perceived authenticity and real authenticity. We want the power of the story--and the facts to back it up. This can come off as contradictory. We want visitors to come experience "the real thing" or "the real site," appealing to the spiritual notion that the personhood in the original artifact connotes a special value. At the same time, we don't always tell folks that what they are looking at is a replica, a simulation, or a similar object to the thing they think they are seeing. 

Some of the museum exhibitions that feel the most real are composite reconstructions of reality--true stories told well, with fake bits supporting the narrative. Some museum experiences can be more powerful because of the freedom that replicas afford. And when it comes to art, a forced focus on "the real thing" can mean less access to cultural artifacts. Were those plaster cast collections of the 1800s really hurting people?  

In the Is It Real? conference session, participants ranked a series of case studies of ambiguous museum artifacts from "real" to "fake," from "works" to "doesn't work." 

We live in a world where the commercialization of "fake" and "works" leads to some deceiving ends. The combination of "real" and "doesn't work" isn't a viable alternative. How do we get to "real" and "works" in the strongest way possible?

In other words: how do we remake the ax, tell the story of its reproduction, and honor its value every step of the way?

Wednesday, October 01, 2014

Museum 2.0 Rerun: Inside the Design of an Amazing Museum Project to Capture People's Stories

Recently, we've been talking at our museum about techniques for capturing compelling audio/video content with visitors. It made me dig up this 2011 interview with Tina Olsen (then at the Portland Art Museum) about their extraordinary Object Stories project. They designed a participatory project that delivers a compelling end product for onsite and online visitors… and they learned some unexpected lessons along the way. Lots of inspiring and practical tips below - enjoy!



How and why did Object Stories come to be?

The project arose from a grant announcement from MetLife Foundation around community engagement and outreach. I knew I didn’t want to do something temporary—a program that would last a year or two and then go away.

In the education department, we have some key values around slowing down, conversation and participation around art, and deep looking. And so this concept of asking visitors to spend some focused time thinking about their relationships with objects and artworks really made sense to me.

Also, on a personal level, I had this really powerful experience with my mother in a Storycorps booth in Grand Central years ago that had a profound impact on me. She had revealed things I’d never known, and I kept coming back to it.

What did you end up with and how did you get there?

Our first notion was all about something mobile, something that would go out to the community. We imagined an cart at the farmer’s markets where people could record stories. But we couldn’t figure out how we were going to sustain that with our staff.

We ended up with a gallery in the museum instead. It’s in a good location, but it’s also kind of a pass-through space to other galleries. It has a recording booth that you sign up in advance to use, and you go in and tell a story about an object that is meaningful to you. The other parts of the gallery are for experiencing the stories, and for connecting with the Museum collection. We have cases with museum objects that people told stories about, with large images of those storytellers adjacent to the object, and in the middle of the gallery is a long rectangular table with touchscreens where people can access all the stories that have been recorded.

Your recording booth asks participants for audio stories plus photos of themselves with their objects. Why did you choose this format instead of video?

We had planned on having it be video. The proposal to Metlife was all video. Then we started working with our local design and technology firms—Ziba Design and Fashionbuddha—and in the prototyping, it became clear we had to go another way.

We partnered with the Northwest Film Center to conduct workshops with community organizations around personal object storytelling. These really informed the project, and helped get the word out about the gallery. We rigged up a video recording booth in Fashionbuddha’s studios.

We found people would go in, do their story, come out, say it was so powerful and cathartic, but then the videos would be really bad—boring, too long, unstructured. They were often visually uncomfortable to watch. And some participants were turned off by the video recording—they found it too scary, and being on camera distracted them from telling their story – especially older people.

We had this moment where we were going to sign off on design and move to fabrication, and I was really worried. We had participants who loved the experience, but the watchers were really lukewarm about the results. And we realized of course that the majority audience would be watchers, not storytellers. We invited a cross-section of artists, filmmakers, and advertisers to join us for a think tank. We all sat down and looked at the content and we said, “this is not good enough, this is not watchable enough.”

So what did you do next?

We came up with a system that was much more structured and is based on audio, not video. In the current setup, you walk into the booth, all soundproofed and carpeted, and then you sit down on a cozy bench. You can come alone or with up to three people. You face a screen, and the screen is close enough to reach out and touch without getting up. The screen prompts you, with audio and with words, and it’s in both English and Spanish, because we really wanted to reach out to the Spanish-speaking community in Portland.

First, the screen asks if you want to watch an example story. If not, it says “let’s get started.”

There are five prompts that follow, and for each, you get 45 seconds to record a response. Each of the prompts was really carefully written and tested to scaffold people to tell a great story. People don’t necessarily walk in the booth knowing how to do that. For example, the first prompt, which is about discovery, asks, “When and how did you first receive, discover, or encounter your object? What was your first feeling or impression of it? Who was there?” This prompt really gets people sharing specifics, sharing details—the things that make a story successful.

Another good example is the final question: “If you had to give it to someone, who would it be and what would you say to them?” This question really makes people focus on the meat of what’s important about their object, and it’s a natural summarizer… but in an interesting, personal way.

After you record your audio, you get to take the photos and give your story a six-word title.

We experimented with when in the process to take the photos, and it’s nice at the end—it’s a kind of reward. The recording is often very intense—people cry, it takes something out of them. Photos are fun. We prompt participants to hold the object in different ways: close to camera, pose with the object in your lap, hold your object as close to your face as possible, hold it in profile.

How do you edit the stories?

Fashionbuddha built a backend content management system where you can choose audio segments, reorder them, and choose photos. This is made to be sustainable with current staffing– while we have the ability to edit within a 45 second chunk, 99% of the time we don’t do it—we just pick the segments and photos we want to use and put them in order.

The gallery also features objects from the museum’s collection with people’s stories about them. Who are the people who record stories about museum objects?

That is more curated. The first testing we did there was very much the same as Object Stories – anyone could sign up and get involved, pick an object in the museum and tell a story about it. Those stories were, frankly, often very banal. There was an imbalance between stories with people’s own objects, with which they have profound relationships, versus museum objects that they might come see once or twice and like, but not really have a deep connection with.

So we realized we had to have an equivalence–the museum stories had to be profound too. And it couldn’t all be curators, but these storytellers had to be people who had profound relationships with museum objects. We have four stories up now: from a guard, a curator, a longtime museum lover, and an artist. In the future, I’m thinking of really mining our membership, putting out a call to them, building some programs that might help us seed and support the museum stories.

The website for the stories is beautiful. You also got some prime physical real estate for this project. How did you get the gallery?

That was really hard-won. At first, it was going to be a little booth tucked away somewhere. As the project progressed, our prototyping showed us we didn’t want a shallow experience--a photo booth where you could just drop in and do it. We wanted something where people could spend the time and focus deeply on the experience at hand. That required more space.

And it was really important to the director and to me that Object Stories connected to our mission and to our collection. That led me to feel strongly that we needed to have museum objects in the space. It couldn’t be an educational space with no works of art in it. I wanted to integrate this experience into what you do in the rest of the museum. We ended up with a very multi-departmental team, and that helped too.

The big goal is to activate your connection with objects in the rest of the museum, that Object Stories models the idea of having deep relationships with objects for any visitor who comes in.

What do you know so far about the non-participating visitors to the gallery?

I only know anecdotally. People are really entranced with the stories, browsing them on the touchscreens, and with the museum objects as well. They even spend a long time looking at this big case we put up that just features 8x10 cards with photos of people with their objects.

I was surprised at how long many visitors will spend at this case. It’s just graphics. Why would people look at that? I think it may be because people are visually included in the space, and that’s rare in an art museum. They’re very interested and maybe even moved by it.

Wednesday, February 27, 2013

Into the Deep End: What's Keeping Museums from Telling Meaty, In-Depth Stories?

I just finished listening to This American Life's incredible two-part series about gun violence at Harper High School in Chicago. It does everything a great documentary story can do: it takes you into another world, introduces you to unforgettable people, defies expectations, and delivers tough realities instead of fairy tales.
 
I've been consuming a lot of documentary stories recently, primarily through Longform.org, my new favorite go-to nighttime reading source. Longform curates superlative non-fiction from a variety of sites and magazines. It has introduced me to corrupt university fundraisers, the true history of Tom Dooley, and the world's oldest marathon runner... and that's just in the last week.

All this delightful non-fiction makes me wonder: why aren't museums great at telling these same kinds of deep, intense stories? Why are exhibitions, which have huge potential as immersive, multi-platform narrative devices, so rarely used to that effect?

Yes, I know that every platform is different, and that the captive attention we afford to radio, TV, and written material doesn't map perfectly to a free-choice wander through an exhibition. But exhibitions have the potential to use all those narrative tools PLUS objects, immersive design, and interactive experiences to tell stories.

Strangely, exhibitions have become incredibly successful at creating immersive environments that tell broad conceptual stories--but not so good at telling tight, focused stories. I've experienced many excellent thematic exhibitions that gave me an overall sense of a story, but few that really dove into a particular object or incident. This seems strange given that museums are organized around objects. Think about how common it is to see an exhibition on a time period, an artistic genre, or a broad scientific discipline that uses a variety of objects and narrative devices as guideposts along a diffuse journey, and how rare it is to see an in-depth experience around just one object or set of objects, as in Peter Greenaway's extraordinary (and fictionalized) delving into Rembrandt's Night Watch at the Rijksmuseum, or Anne Frank's intimate attic hideout.

Too often we pull our punches by using the weakest storytelling techniques--broad generalizations on 50 word labels, an immersive wading pool of narrative bits. We avoid the incredible power that comes from a deep dive into one object, one story, one moment. Social object theory tells us that the most compelling stories exist around individual objects, but we weaken those stories by throwing too much in the same pot. We justify the tradeoff by arguing that we have to tell the broader story, offer more context, integrate more objects.

But tight doesn't have to mean limited. When we experience intense depth, as in the Minnesota History Center's Open House, which explores the stories of residents of one St. Paul home over time, or the Boston Museum of Science's beautiful theater experience about Nikola Tesla, or an incredible single artist show, it stands out. It's unforgettable. The individuals, the nuance, the specificity--the story tattoos itself on your memory in a way that a generalized exhibition cannot. It leads to more interesting conclusions and motivates further exploration. While the story is tighter, the impact is less prescribed, and more powerful.

One of the most surprising versions of this I have ever experienced was in a very small museum in Texas, the Brazos Valley African American Museum. They had a very simple exhibit of single-page laminated stories, transcribed from oral interviews with elders in the community. I was captivated by these first-person accounts because of their clarity and specificity. They led me to places I never would have gone otherwise. The narrative device was almost nil, and yet the content experience was better than I've had in most exhibitions.

Specificity trumps generality when it comes to creating a powerful documentary story. It's easy to imagine a hard-hitting exhibition on teens and gun violence that might tell a "broader story" than that on This American Life--more statistics, more diverse images and voices from throughout the country, more opportunities to reflect and connect. And yet it wouldn't be as powerful as an exhibition on just one story of one high school. It wouldn't be as deep. It wouldn't be as real. And ultimately (and ironically), it wouldn't have the power to expose the bigger issues in the nuanced way that a tight focus can.

When have you experienced this kind of deep dive in an exhibition? What do you think makes it possible, and what do you think makes it so rare?

Wednesday, January 09, 2013

Should Museum Exhibitions Be More Linear? Exploring the Power of the Forced March in Digital and Physical Environments

When I was a teenager, I was enthralled by interactive fiction. I loved the idea of the web as an infinite landscape, with stories and poems spiraling out in nonlinear directions.

Fifteen years later, the web has evolved tremendously... but hypertext-based interactive art and fiction is  still a nerdy sideline at best. A cult of linearity has dominated content on the web, with implications about how we think about effective storytelling both online and in museums.

One of the loveliest recent examples of linear multimedia storytelling is the Avalanche at Tunnel Creek story produced by the New York Times. Spend a bit of time exploring it, and you'll notice:
  • Incredible pacing brings you into and out of media components to the story just when you want them. The photos, videos, and maps are not distractions; they are embedded wisely in terms of size, frequency, and length.
  • It's a linear story, told top to bottom, with pagination for "chapters" of the story. You scroll down, you read, you watch, you continue on.
There are real positives to linearity in storytelling, even in an online environment freed from the page. Consider this lovely little story about past and present colliding in a Portland basement. It's a simple linear progression of text and images. The back and forth between the images and text creates a kind of dramatic tension that builds suspense and encourages a slower, more contemplative read. Slight introductions of movement, as in this Pitchfork feature on Natasha Khan, help you connect the words on the screen with the ideas they intend to animate.

And yet it surprises me that we have come this far, and linear storytelling - mostly top-to-bottom, occasionally left-to-right - is the still the best option for most content. It would have been so easy--and appealing--to read the Tunnel Creek story laid out on a giant map of the mountain, with different pockets of the story emerging in the different areas where things happened. 

The cult of linearity online isn't limited to storytelling. Continuous scroll is now a dominant design pattern across the web. Whether you are browsing through Facebook posts or Pinterest pins, you scroll from top to bottom through a never-ending march of content. Why wouldn't it be preferable to see pins in clusters based on similarity? Or to see Facebook posts grouped by geography, or proximity to me on the social graph, instead of in a long, chronological list?

My reluctant conclusion is that for now, simplicity trumps possibility when it comes to online navigation. It would take time and energy to familiarize users with new modes of navigation, and that could cause people to opt out. Ergo, Jorge Luis Borges and I will have to wait for the garden of forking paths to become a reality.

This makes me wonder: does this preference for linearity impact people when visiting museums? Are people overwhelmed or confused by the "infinite paths" that we offer through galleries, collections, and exhibitions? 

I used to work at the International Spy Museum in Washington DC, a "fixed march" museum that sends all visitors on the same linear path through the permanent exhibition. This format became increasingly popular in the 1990s and early 2000s, particularly in history museums, where you could reasonably dictate the "right" path through chronological content. In some museums, like the US Holocaust Memorial Museum, the fixed march itself serves as a symbol of the content, whereas in others, it's a convenient way to manage visitor flow.

I grew to disdain the fixed march approach to exhibitions as too controlling and directed, leading to less interesting arrangements of objects than are possible in a more varied, free-choice approach. But maybe my disdain is based on the diverse and long experience I've had in museums. Maybe it is actually more comforting for visitors, more grounding, to experience most museums as linear stories. That's not to say you can't skip certain bits or linger in others--just that some expert is subtly telling you that you are on the right path, progressing through the story as it was intended to be shared. Maybe we fight our own purposes when we deliberately eschew the powerful dramatic tools available in the linear storytelling format. 

I'd love to see research on how open and closed exhibition layouts impact visitor dwell time, satisfaction, and engagement. What have you observed? 

Perhaps open floor plan museums are my dream opportunity to nerd out on forking pathways. Are museums pioneering renegades for their free-choice approach to visitor navigation and exploration of content? Or are we fools to ignore the preponderance of linearity in other forms of media?

Monday, March 14, 2011

Welcome to Pine Point: A Multimedia Exploration of Nostalgia, History, and What it Means to be Human


In 1990, educator and cultural critic Neil Postman described a museum as "an answer to a fundamental question: what does it mean to be a human being?"

I must admit that I've never found this definition very helpful. While I understand Postman's argument that every museum portrays a perspective on the nature of humanity, in most cases, I find that portrayal so abstract, so stripped of personhood, that it's hard to see the human in the institution. Without an explicit "I" voice, the museum's perspective on humanity is oblique to say the least.

But I came back to Postman's quote when viewing Welcome to Pine Point, a multimedia documentary about a small mining town in the Northwest Territories. Pine Point was a single-industry town, and when the mine closed in 1988, the town closed along with it. Welcome to Pine Point is a kind of virtual museum exhibition about the town, told from the perspective of Michael Simons, an artist who grew up in the nearby town of Yellowknife and visited Pine Point as a boy.

Welcome to Pine Point is not a museum project. It is an incredible narrative work that incorporates text, music, videos, and images into a lightly interactive, utterly engrossing digital story. (When you check it out, make sure to put your browser on fullscreen mode.) It is, in short, the best multimedia history project I've ever seen, and I wish more museums were pursuing projects like it.

What makes Welcome to Pine Point so amazing?
  • It's nostalgic in the best sense of the word. In 2009, Dan Spock wrote a beautiful essay, In Defense of Nostalgia, arguing that history museums should embrace the emotional power of loss, memory, and personal connection that comes with nostalgia. By interweaving images, artifacts, sounds, and the human stories of the town, Welcome to Pine Point invites people with no prior connection to the Northwest Territories to care deeply about its story.
  • It uses multimedia beautifully. I was really impressed by the diversity of artifacts in Welcome to Pine Point--from yearbook photos to VFW badges to video and photos from the 1980s and today. The variance and effective use of different media types reminded me of any great exhibition design, and it also highlighted how rarely museum professionals apply creative, surprising design techniques in online or media-based exhibits.
  • It tells layered personal stories. The subjective "I" voice of Michael drives the whole story. Because he cares about Pine Point, you care, or at least you're up for the adventure. Michael's strong narrative voice makes jumps in location or story manageable (even if I did spend some time confused about the connection between Cosmos 954 and Pine Point). Michael also interviews former Pine Pointers, and the highly personal "then and now" features on Kim Feodoroff and Richard Cloutier are highlights of the whole project.
  • It makes you contemplate your own connection to history. The first-person narration allows the project to directly address the audience with deep questions without sounding unnatural. When Michael wonders what it would be like to have your hometown disappear, he doesn't sound pretentious. He's a real person trying to figure it out, and that makes you as a viewer want to join him in figuring it out too. Some of the artifacts--government documents explaining that Pine Point will be taken off the map, videos from the final week of the town's existence--are devastating. It's impossible to watch people toasting the end of their town and not think about how you would feel in the same situation.
  • It makes you think about what it means to be human. Coming back to Neil Postman's quote, and Postman's related concerns about people blindly allowing themselves to be controlled by technology, Welcome to Pine Point is an arresting exploration of the conflicts between technological progress and humanity. If a mine makes a town exist, is that good? If a mine closes and it makes the town cease to exist, is that bad? What happens to the people? How do we make these decisions, individually and collectively? These are big juicy questions that few exhibitions really force me to grapple with the way I did as I watched Welcome to Pine Point.
Welcome to Pine Point has a lot to teach all of us who strive to design exhibitions and experiences that explore history in a meaningful way. It also, in my opinion, has something to learn from the museum model. The one negative reaction I had to Welcome to Pine Point was its insistence on a linear presentation of the story. While I appreciate the benefits of a straight narrative, in this case, I think the content could have been just as powerfully presented in a hub and spoke model with freer user navigation. The "chapters" of the project were loose, and I didn't necessarily feel I needed to see them in order. Some I wanted to return to, and some I wanted to skip. I would love to see an exhibition version of Welcome to Pine Point, in a gallery where I can flit in and out of various alcoves of memory... and then talk about it with others in the cafe. This is a project that begs conversation.

I hope we can start that conversation here. Experience the project, share a comment, and let's talk.

Thursday, May 13, 2010

Adventures in Participatory Journalism: An Interview with Sarah Rich about 48 Hour Magazine


A few weeks ago, a group of San Francisco-based writers had a crazy idea: they would make a magazine in 48 hours. And not just any magazine—they wanted to produce something of high quality, in keeping with their day jobs with Wired, Dwell, and other journalistic outfits. Oh, and they wanted it to be participatory. They put out a worldwide call for submissions on a Friday, and put the magazine to bed on Sunday.

That Sunday was this past Sunday, May 9, and by May 10, the magazine was available for sale. It looks great—60 pages on the theme of “hustle” culled from 1502 submissions (all of which were created, received, selected, edited, and laid out in 48 hours). I talked with Sarah Rich, one of the project’s instigators and staff members, to learn more about 48 Hour Magazine and its implications for other participatory media projects.

You had a huge response to this project. People were talking about it all over Twitter, and I was amazed to see how many submissions you received. What generated all the buzz?

The momentum was almost exclusively Twitter-based. None of us is a huge celebrity, but between the six of us who ran the project we have several thousand Twitter followers. We also have contacts with a lot of nodes in the Twitter network who have really big reach. It was almost entirely the reason this happened the way it did – we’re all pretty involved in the new media space.

We launched the Twitter feed and the website on April 29, and a little under 8000 people signed up to get an alert when the theme was announced. And then we had 1502 submissions when we finally announced the theme and the clock started.

That’s a lot of submissions. How did you read them and cull down the list in the time you had?

We had a really great custom content management system (CMS) built for us by one of our teammates, Dylan Fareed. He set up an infrastructure for people to evaluate submissions by giving it a yes, no, or maybe, with comments. We called upon our personal networks of trusted San Francisco-based editors to come in and read onsite during the weekend (with everyone working on their own laptops using the CMS). The CMS tabulated how many times each submission was read. We made sure everything was read three to five times. We didn’t have explicit criteria for selection—it came down to whether a piece was outstanding and reflected the theme.

What did you do when people disagreed—when you got a yes, a no, and a maybe on the same piece?

The three primary editors read all the contentious ones and all the ones that got more than two yes votes. Even after starting from ones with two yeses, we still had way more than we could use, and our core editorial team of three made the decisions about what would be included.

Once we figured out a final approval, we gave each piece to an editor for a more intense edit. There wasn’t any time to go back to the contributors for an okay, but that was part of the deal we outlined at the start. There were a couple instances when we cut something so dramatically (for example, from a 1,500 word essay to a two-line quote) that we did send an email to someone explaining the plan and we got their blessing to include it in the reduced form.

How did you work out the narrative flow of the final magazine?

That’s one of the phases for which we had the least amount of time, and something we’d like to give more hours to in the next issue. When each piece was edited, it went to Derek Powazek, who was doing layout and design, and he made the executive decision about where to put everything for the most part. The narrative arc of the whole magazine could probably have been more calculated but it actually came together well considering the speed.


How did you choose the theme of the magazine—hustle?

We talked about debt as a theme but
it wasn’t perfect. Then one night we were talking about our own careers and lives and how we had to hustle to make money as journalists. We liked that it wasn’t too prescriptive a theme—there’s the swindle side, the speed side—lots of ways to look at it.

Were the submissions really variable? Did you get some stuff that was just a mess?

The content was all over the map. We got something from a 9 year old blogger about Justin Bieber which was probably the most surprising. We got a lot of fiction and poetry, people in the literary magazine vein, people who write for themselves personally. Because the magazine theme was “hustle”, we received lots of personal narrative about sex and drugs. That represented a bulk of things we didn’t put in.

Beyond the excitement and buzz factor, what’s the value of doing this project so fast?

Magazines don’t have money to pay anyone anymore. A lot of people are expected to invest a lot of time to get published but then don’t get paid very much for their efforts. This was a way for us to get super-talented writers and only ask for a morning of their time. And it was a sort of question in our heads: do you have a higher probability of getting great creative work from people because we made it fun and not burdensome? There was a “let’s make it happen” attitude that I think was really appealing.

We were intentionally vague about the idea that the contributions had to be entirely conceived and created during the 24-hour submission period. And that vagueness definitely did enhance the overall content. For example, we received a photo essay that featured images taken months ago in French Guyana. The photos were old but the text was new. We couldn’t have had that piece if we were super strict about the timeframe.

This project appears to have been an incredible success. In lots of situations like this, I see well-intentioned people or institutions launch something like this and it bombs—the participation is not strong enough. You clearly had a lot going for you as a team, but do you think this kind of participation is replicable for people who are less tech-focused and connected than you?

I think there’s some truth to the fact that we’re in San Francisco, we’re media people, we can have great editors because we know them, we know great programmers – those are results of our specific circumstances. But I think this is definitely doable on a local level. The Internet is obviously a key tool for organizing. And then it’s about getting the people together and energized and ready to go.

You made contribution to the magazine participatory. Could you imagine making the editorial experience more participatory as well—crowd-sourcing the curation of the final magazine?

In terms of my vision, internal curation by trusted editors is a key piece. I really wanted it to be a refined and curated product in the end. We will work with different sets of editors on the next issue, and I’m excited about having a new group of staff members, but it really helps that they are professionals.

We considered putting up every single submission on the website and we decided not to in the end. It would have created a weird separation between the people in the community who were selected and those who weren’t. What I’m really excited about is that a lot of people who didn’t get in are posting their work on their own blogs, etc.

For the most part, the vast majority of the feedback from people whose work wasn’t selected was “I’m so excited I got to be creative this weekend, it was really great to do this thing.” And then there’s a smaller faction who said, “Why did you make all these people waste their time?” which to me is not the point at all. There’s some value in doing creative work, whether it’s included in the magazine or not.

What do you want people to say when they see the magazine? Sometimes participatory projects are seen as creating inferior products—projects that are “nice for the community” but not as high-quality as professionally-produced work.

I hope that people look at the magazine as a great magazine with great content and art. I don’t want people to say, “this is great for something they did in 48 hours.” I hope that they just think it’s great.

***

I haven’t received my copy yet, but it looks great online. I bought two; if you’d like me to mail my second one to you, leave a brilliant comment and I’ll pick a winner at random (US only for this one).

Tuesday, February 23, 2010

Thoughts on 3six5, a Successful Participatory Project

Yesterday, I had the delightful opportunity to participate in the 3six5 project, a yearlong participatory project in which 365 people write 365 journal entries for every day of 2010. The posts are short (365 words or less) and are intended to give a personal snapshot of that individual's day. Participants signed up in advance, and the projects' co-managers shepherd contributions through with a set of clear author guidelines and well-coordinated email correspondence.

3six5 has all the hallmarks of a good participatory project:
  • It offers an enjoyable activity that is scaffolded by simple specifications without prescribing any particular result. Participants can share their days however they please, as long as they write 365 words or less and include a picture.
  • The reward for participants of having your contribution displayed is fairly and clearly structured. Participants only get 24 hours of fame, but they know exactly when they are. It's also easy for participants to promote their posts by sharing them on social networks and via email.
  • It showcases diverse voices. I love the differences among the posts from this past week, which covered Mardi Gras, unemployment, network science, attempts to get pregnant, and technology addiction. Granted, the posts so far have been somewhat tech-heavy, but I think that will diversify more as the year goes on. (Techies knew about the project first and were most likely to sign up for early dates on the calendar.)
  • It combines personal stories with a sense of being part of something bigger. The project's originators call it "a crowdsourced journal of 2010." The story we tell together may not be profound or historically significant, but it's intriguing for its diversity of style and content. I think of 3six5 as a coffee table book that is being written one day at a time.
  • Participants sign up in advance, but then have time to consider their contribution. This separates the desire to participate from the actual generation creative output. Of course, it also causes some stress for the project managers (two Chicagoans named Daniel and Len), who have to track down contributors each day to remind them about their upcoming contributions.
  • The project is easy to set up but complex to administer. In advance, Daniel and Len had only to promote the concept, set up the website, and start soliciting and slotting in contributors. But now, they have to continue to market the project, while also getting a post out the door every day. They run a virtual newspaper written by a reporter they've never met, who is replaced every single day.
Participating in this made me wonder: could a museum or library run a project like 3six5? The reasons to do so are many, particularly for a history-focused institution. Such a project would connect community members to the institution, promote the idea that history is being made everyday by regular people, and showcase local, contemporary stories.

From my perspective, there are two primary barriers that would prevent a museum from running a project like this:
  1. Perception of lack of significance. Even as museum staff try to convince visitors that personal journals from the 1800s are thrilling, staff may not think it worthwhile to help visitors write about their own lives.
  2. Complexities of project management. The 3six5 requires maintenance and communication with contributors every single day of the year, including weekends. Museums and traditional institutions are not typically set up to manage participatory projects at such a high level of detail. These institutions are highly capable of managing the complexities of building maintenance and security on a daily basis, but few other functions of the institution are handled this way.
Both of these barriers are easily overcome, not with dollars or equipment, but with a change in attitude. Could your institution make the change?

I'd love to hear your thoughts on whether projects like 3six5 make sense for cultural institutions, and if so, what you think it would take to make them happen. And you might want to check out my 3six5 post about waking up in the woods on Feb 22. I promise a very different window into my life.

Wednesday, November 25, 2009

Preservation in Action: Ambition and Excitement at Zealandia

This week at the National Digital Forum in New Zealand, a librarian stood up and said, “one of the great challenges of this sector is to make preservation sexy.” People laughed with incredulity; no matter how CSI-like the pitch, it’s hard to capture public attention with preservation projects. And yet earlier in the week, at the Zealandia nature sanctuary in Wellington, I’d seen some hints of how to do just that.

Zealandia is a nature preserve with a big hairy audacious goal: to restore a neglected valley into a haven for native birds, plants, and a few special ancient species. Their signage is upfront and specific about this plan; the large sign at the entry says, “It will take 500 years to reach our goal.” Miles of public trails are littered with evidence of the ongoing efforts: volunteers at work, temporary feeders and enclosures, experiments ongoing and hibernating.

Zealandia provides visitors with a beautiful, peaceful experience in nature. There are interpretative trails and helpful staff to aid visitors in tuning in to the bird sounds and identifying the native animals now thriving in the preserve. But the thing that stood out most was the sense that Zealandia is a place of action, where projects are actively underway. Many of the projects—like a huge, specially designed fence to separate birds from lizards until the populations of each stabilize—were both impressive in scale and were communicated well as short-term steps on a long path to a thriving natural habitat. As a visitor, I repeatedly ran into objects, staff, and signs explaining the specific science at work on the preserve and how the project was evolving. The interpretation was frequent, clear, and adult in tone and content. I felt respected as someone who could understand science and might be interested in more than just a nice walk in the park.

This sense of action, coupled with Zealandia’s ambitious goal, gave me a feeling that I was visiting something Important. Some of the signage pointed out “firsts” happening at the preserve—new techniques for introducing species into new habitats, creating a completely mammal pest-free environment, and inviting people to visit the project while underway. I felt like the sanctuary staff and their 400 volunteers were welcoming me into their vision for a future version of human coexistence with nature. This feeling was reinforced by inclusive signage that used the lovely construction “visitors like you,” as in “Seven years after taking control of the land, the Sanctuary was ready to receive visitors like you, seven days a week” which made me feel specially engaged as an individual.

As a side note, my positive feelings about the onsite Zealandia experience were somewhat undermined by their branding as a "conservation attraction" on their website and on billboards around Wellington. I presume that this branding will help them appeal to a potentially large audience of those seeking exciting experiences in nature, but to me, this veiled the truly exciting work at the physical site. Online, you can access some evidence of their powerful work, such as this clear and impressive timeline of key achievements, but these messages are not front and center as they are at the preserve. Zealandia isn't more than just a nice place to go see animals in natural habitats, and I think it's a disservice to market it that way.

But let's get back to the good stuff. Reflecting on the impact of my Zealandia visit later at the National Digital Forum, I realized how rare it is that cultural professionals communicate with the public about the exciting ongoing nature of preservation projects. As at Zealandia, cultural preservationists often pursue incredibly ambitious goals—to digitize huge collections of records, or to save centuries-old objects. Zealandia’s signage opened with an unambiguous image: a black and white photo of the valley pre-nature preserve—barren, clear-cut, devoid of natural life. Standing there looking at the photo, and then taking in the rich diversity of plants and bird sounds around me, I was instantly compelled by the sense that the work going on at Zealandia was valuable, and that it was going in the right direction.

How can cultural preservationists communicate the largeness of their dreams, the dire state of the unpreserved landscape, and the potential richness of successful projects? By communicating the need, making the process public, and inviting “visitors like you” to enjoy the richness of the expanding cultural assets made available by the effort. I hope that I will one day walk into an archive or history museum and feel the same sense of urgency, purpose, and progress that I felt at Zealandia.

Monday, September 29, 2008

Passionate Experts and the Museums that Avoid Them

I'm not a fan of Olympic gymnastics; I don't really know enough about the sport to be blown away by the action. This summer, however, one little video clip changed that. I was surfing the NBC Olympics site when I stumbled on Bela Karolyi, watching Nastia Liukin's floor routine (unfortunately, this video is only available in the US). It's a 2 minute revelation.

For those of you who can't or choose not to watch the video, Bela was sitting in NBC's New York studio with Bob Costas, reacting energetically and effusively to Nastia's routine. He pounded his fist, clapped his hands and repeatedly exclaimed, "yes, yes!" and "she is an Olympic champion"--and I felt it. Watching him watch her didn't teach me more about gymnastics, but it exposed me to a world of passion about it. It taught me how to care about gymnastics. And that got me thinking about how bad museums are at doing the same thing--using passion to promote visitor engagement in new content.

Museums shy away from presenting passionate views. It's ironic that we expect visitors to fall in love with our artifacts and exhibitions without ever presenting Bela-like models for that kind of passion. I think there are many visitors who wander into museums the same way they'd wander into a foreign sporting event--they don't know what's going on, why people care, and most importantly, why they should care. At a sporting event, there are little Belas everywhere yelling at refs and hooting with glee. By following the cheering, newcomers can start to understand what parts of the game are most valued, and get a window into the deep love some fans show for the sport.

Museums don't have a cheering section. As visitors walk through galleries, it's easy to wonder: where does this stuff come from? Why is it here? Who cares? Museums do a decent job addressing the first two questions, but we rarely tackle the third. The use of an "objective" authoritative voice makes it hard for visitors to assign value or significance to items with which they don't already have a connection. Most museums train their docents to maintain an objective, neutral tone, so they aren't conveying their passion either.

This passion avoidance affects more than just how visitors perceive museums--it affects the kind of content we can convincingly convey. I was recently in a meeting at a museum with a wonderful natural history collection, discussing how we might use their collection to convey urgency about global warming, deforestation, and other natural resource issues. One of the participants commented that scientists are often passionate, even spiritual, about their work when you get them alone--but they never show that face to the world. The fear of professional stigma and the desire to appear objective silences their passion. The love that drives these scientists is off-limits to exhibit designers, even if that love is the key to unlocking related appreciation on the part of visitors.

One astute participant pointed out that "you have to love nature to want to save it." Everyone nodded in assent... and then continued to grapple without how we could inspire visitors' love without presenting love of our own.

It's not going to work. Sure, some people are passionately inspired by museum exhibits--but those are probably people who are already fans of the content or the institution. There are many more visitors walking in without context, without comprehension. They may leave with some facts, but that's not enough to teach them to love the game. This relates to this post from last year about the Creation Museum--when Paul Orselli commented:
The Creation Museum has gathered the "holy trinity" (sorry!) of storytelling in passion, people, and purpose.

Each aspect of their "three ps" is clear and unapologetic. Director Ham has a missionary zeal in getting his simple message across ("everything in the Bible is literally true AND science supports it.)

By contrast, who, most often, delivers the message of science museums? Marketing and Development departments by and large. By the time the "marketing package" is developed for an exhibition much of the original purpose and passion are wrung dry.
Let's not leave passion to the NBCs and Creation Museums of this world. We need to let out our inner fans, the Belas that got us into this business in the first place, and give ourselves permission to tell the deep, passionate stories. We need to tell the funny stories, show our anger, gasps in delight, and help visitors do the same. If we can "co-anchor" our standard content with some passion, we can start help visitors tackle the "why" of exhibitions along with the "what."

And then maybe someone who didn't get it before will learn how to care.

Monday, September 08, 2008

An ARG at the Smithsonian: Games, Collections, and Ghosts

Today, the Luce Center at the Smithsonian American Art Museum (SAAM) is launching what they claim is the first ever alternate reality game (ARG) in a museum. Why would an art museum create an ARG? To expand their audiences. To tap into maker culture. To take a new twist on the role of narrative (especially fictional narrative) in the interpretation of artifacts. To experiment with the web as a medium for extension of onsite experiences. And yes, to collect lots of photographs of peoples' eyes.

But the eyes were just the beginning of a major theatrical and experimental project called Ghosts of a Chance. I spoke with Georgina Bath, manager of interpretive programs for the Luce Center, and John Maccabee, game designer from City Mystery, to learn more about SAAM's plans for the next six weeks.

A New Kind of ARG


Like most ARGs, the Luce Center's Ghosts of a Chance is an interactive narrative that rolls out over several weeks. There are no rules or explicit ways to "win"--instead, players hunt down clues, discuss the possibilities, and take actions they think may lead to fruitful new experiences and information. In this case, the setup involves two young curators soliciting contributions for a new exhibition and attempting to cleanse the museum of "spectral interlopers," which are, as we all know, an unacknowledged hazard in modern collecting institutions.

Ghosts of a Chance is in the emerging sub-field of non-commercial ARGs that are directed to a general rather than niche audience. While other major non-commercial ARGs (for example, World Without Oil and the forthcoming Superstruct) are focused on saving the world, Ghosts of a Chance is perhaps the first ARG to use material culture and interpretation as the basis for the experience. And while SAAM is steering the content, Ghosts of a Chance is being produced by City Mystery and the Playtime Anti-Boredom Society, some of the same fine folks who brought you SF0.

Reaching Non-Gamer Audiences


ARGs can be confusing. They thrive on secret websites, mysterious codes, and bizarre incidents. All motivation to play comes from the players themselves, since it's not clear where the game is going or what the point is. Ghosts of a Chance is trying to break down some of the exclusivity of traditional ARGs to appeal both gamers and non-gamers. The initial "ask" on the website is specific: create a necklace and mail it to the Luce Center. Sure, it's the necklace of the subaltern betrayer (who doesn't have one of those hanging around?) and it's being requested by a haunted 23-year-old curator who uses his MySpace page as a professional homebase, but heck, who isn't up for a little ghoulish informality in the world of staff disclosure?

The point is that the City Mystery team is trying to give non-gamers a gentle introduction into the wild world of ARGs.
The game website is clear. The initial rules of engagement are spelled out. And the "stuff" of the game is real stuff, artifacts created by players and sent to the museum. There will be several live events in DC throughout the course of the game, culminating with a five-hour extravaganza on October 25 in which drop-in players of all kinds (families, non-gamers, etc.) can experience the game in full without prior participation. Finally, the game will be packaged as a scaled-down, repeatable 90-minute programmatic experience that the Luce Center can deliver at any time in the future.

That's not to say that Ghosts of a Chance won't also appeal to ARG enthusiasts. While today is the official launch, Ghosts of a Chance had its "trailhead" (ARG-speak for a first entry point or teaser) at July's ARGFest in Boston, when a heavily-hennaed clue (see image) crashed the conference and gave a whole new meaning to the term "marketing exposure" as applied to the Smithsonian. For the last two months, excited gamers have been debating the potential meaning of game-related minutae, including the fact that the Kennedy Center, which is administered by the Smithsonian, opened exactly 27 years to the day before the launch of Ghosts of a Chance. Coincidence? I think so. But comments on the gamers' forum like:
An internet collaborative [sic] art display in a national museum?
Is it me, or is this very frigging cool!
are frigging cool indeed. Ghosts of a Chance is a great example of the museum leveraging a niche community (ARG-ers) to energize and provide seed content for participants who are new to participatory gaming. In the same way that the Bellevue sculptural travel bugs project tapped into the geocaching community to energize new audiences around public art, Ghosts of a Chance brings gamers into the museum as creators of highly interpretative, narrative-laden content.

In most cases, when a museum requests submissions of content created by visitors, whether text, video, or artifacts, the participation level is lower than expected. But the world of ARGs thrives on participation for its own sake, and people on online forums are already planning their subaltern necklace designs. Georgina Bath, the manager of interpretative programs at the Luce Center, has cleared her office to make room for the deluge of packages she expects to receive. In the eight weeks leading up to October 25, Ghosts of a Chance may primarily attract hardcore gamers, but those gamers will in turn create the meat of the experience for more casual participants on October 25 and in the 90-minute program package.

The extended timeline, multiple audiences, and varied points of entry for Ghosts of a Chance has made SAAM reframe what it means for a program to be a success. As Georgina put it:
This museum often focuses primarily on attendance as a yardstick. I was concerned that there would be so much focus on the live event on oct 25 – what the weather would be like, etc. that the attendance on that day would be a real reflection of how the game went. But I think everyone understands now that it’s not about the live event—it’s about the online buzz. The whole game as a package is going to be considered.

The Behind-the-Scenes Process

I was astounded, while talking to Georgina a week before game launch, at how often she said, "I don't know," when I asked how some facet of the game would work. Yes, the Luce Center and City Mystery are seeding the narrative, but they expect the gamers to steer the game. This takes huge trust on the part of the museum. They don't know what they are going to get, and they want it that way. Georgina described the ARG as a natural extension of the Luce Center's focus on open-ended discovery--but it's a long way from one-page scavenger hunts to the necklace of the subaltern betrayer.

And while the contract negotiations sounded hellish, the internal support for the game was surprisingly easy to come by. Staff responded positively to "what if?" questions as in "What if we wanted to accession these artifacts?" or "What if we want to go behind the scenes of the Congressional cemetery?" Georgina told me their original plan was to put the user-submitted art out on coffee tables in the informal Luce Center lounge for visitors to inspect and manipulate. Registrars, however, reacted against this, arguing that it would set a bad precedent for behavior in the rest of the museum if visitors were allowed to touch what looked like artifacts in the Luce Center. Instead, the registrars requested that the game artifacts be officially entered into the collection database and stored (and accessed) the way other artifacts are--via appointment, white gloves, that sort of thing. In this way, the secret rules of museums become new hoops for the gamers to jump through--hoops that will likely add a level of delight as they expose the inner workings of the museum.

ARGs and Museums: Opportunities and Challenges

I'm curious to see how well Ghosts of a Chance accommodates people new to the world of ARGs. If executed well, ARGs can be a powerful interpretative tool for museums, which thrive on obtuse stories and objects, each an opportunity for discovery and relational narrative. As librarian Aaron Schmidt once commented, libraries are also ideal places for ARGs. They have multiple locations throughout municipalities, and their shelves are full of codes. By tapping into familiar tropes of these places--whether art collections for the Luce Center or the Dewey decimal system for libraries--ARGs can hook people more deeply into institutions and their exhibits.

But ARGs require narrative consistency that museums may feel uncomfortable adhering to. Are you ready to construct fictional, alternative narratives about your collection? Are you willing to give visitors intentional misdirection? There are consistency problems on the Ghosts of a Chance website that hurt its fiction: some of the language seems to bounce between meta-explanation and game interior. Why is Ghosts of a Chance called a "Creative Initiative"? Is the initiative the exhibition or the game? Why do they refer to "the Ghosts of a Chance reality" as if it were different from real reality? I have trouble with the use of the words "game" and "initiative" when the narrative context is curators putting out a call for submissions to an exhibition. Is the fiction real, or is it fake?


Hopefully, it's real enough to get lots of people (even you!) participating. To start playing, check out the website, send Georgina a necklace, or contact the Soap Man. And if you want more on the meta-concept behind Ghosts of a Chance and ARGs in general, read this extensive coverage last month from ABC.

Tuesday, June 10, 2008

Relativism, Multiculturalism, and Myth: New Stories about Modern Museums

What if witty cultural commentators reviewed museums the way they do music and restaurants? If Anthony Lane turned his cutting tongue from movies to museums? If Stephen Colbert "reported" on museums at times other than during the TV writer's strike?

We're not used to being analyzed label by label, artifact by artifact, the way plays, meals, and other cultural items are. It's painful. And instructive. And revelatory. And painful.

Political satirist PJ O'Rourke has written a maddeningly fascinating article on the Field Museum's new exhibition on Ancient Americas in the conservative publication The Weekly Standard. It's a long, funny piece with a disturbing conclusion, namely, that we have washed out, dumbed down, and stripped the dignity from classic exhibitions by embracing multiculturalism and avoiding presenting anything potentially offensive. O'Rourke wants us to return to the old. Instead, I see his words as part of the challenge museums face adapting to a new world with a distributed sense of authority.

O'Rourke takes the most umbrage at the curatorial stance that ancient Americans were "just like us." As he puts it,
At the Field Museum, the bygone aboriginal inhabitants of our hemisphere are shown to be regular folks, the same as you and me, although usually more naked and always more noble. Ancient Americans have attained the honored, illustrious status of chumps and fall guys. Never mind that they were here for 12,000 or 13,000 years before the rest of us showed up with our pistols and pox, so most of their getting shafted was, perforce, a do-it-yourself thing.
He points out that human sacrifice is given an "everybody's doing it" soft touch whereas the invasion of Western colonialists is depicted in its own "pity parlor:"
You enter a hushed and funereal room with tombstone lettering on black walls.

WHEN WORLDS COLLIDE

In 1492, the first European explorers arrived in the Americas, triggering a
devastating loss of life almost inconceivable to us today.

Mao Zedong, please go to the white courtesy phone.

The article is full of these funny, frustrating vignettes that cast the exhibition content as overly politically correct, lacking in information above the 4th grade level, poorly organized, poorly inspired.

More than anything, O'Rourke laments the dissolution of the mythic role of the museum in our cultural landscape. He waxes poetic on the time he spent at the Field Museum as a child visiting with his grandmother, awed and overwhelmed by the savage dioramas, unwrapped mummies, and general aura of mystery and knowledge. This is pure sentimentality, and to me, a weak argument. The myth O'Rourke prefers, that of museum as reverential temple, is no less problematic than that of the multicultural happy family. The same can be said about his preference for presentation of content on the Ancient Americas. Here's his concluding argument:
The ancient Americans weren't regular folks. They lived strange, spectacular lives on strange, spectacular continents untrod by man and more remote for them than Mars--or the world of museum curation--is for us. The ancient Americans were tough as hell. They did their share of nasty stuff. But even the Aztec don't deserve to be patronized, demeaned, and insulted by what is--or is supposed to be, or once was--one of the white man's great institutions of learning.
This is just another myth, one more palatable to O'Rourke than the "they were just like us" myth. On the Field Museum website about the rationale for this exhibition redesign, staff comment directly on the changing focus of research anthropologists, stating:
The notion of “cultural progression”—meaning that the most “successful” cultures are those that are the most “socially complex”—has proven to be untrue. Today, scientists understand that people change cultural practices to respond to changing conditions. Change is complicated and not necessarily in a straight line towards “progress.”

Research has shown that there is no best or model culture; all cultures have advantages and disadvantages and these can only be assessed in the appropriate social and environmental context. All cultures are equally valid to the individuals living in them. And all people question their culture’s rules or norms at times. This new understanding dramatically affects our interpretation of cultural development across the ancient Americas.
Additionally, the Field site points out that many of O'Rourke's favorite displays, which he characterizes as "curled and yellowing but unchanged: respectful, factual, precise" are laden with inaccuracies and stereotypes.

You could stop here and cast off O'Rourke. Times have changed. He's out of touch (and often off-putting). But that's not the whole story.

Because the Field Museum is trying to do something new, they have to work hard to overcome O'Rourke's (and everyone else's) preconceived notions. It seems that the Field doesn't do a great job clearly or consistently conveying this new anthropological world order. It's harder to understand an exhibition organized by "challenges" than one arranged by geography or time. The Western colonialists who are portrayed as invaders inflicting suffering via disease and religious conversion do not appear to be portrayed as "equally valid" to the cultures of the native peoples. And O'Rourke's frustration with the use of language like "anthropologists don't fully know" in label text is understandable. From O'Rourke's vantage point, the museum has increased its finger-wagging while decreasing its knowledge. As he puts it:
At the portal of the "Ancient Americas" exhibit is the first of many, many wall inscriptions telling you what you should be thinking, if you happen to do any of that.

The Ancient Americas is a story of diversity and change--not progress.

Were this a criticism of pre-Columbian societies, you'd be in for an interesting experience. It isn't. You aren't.

The above lines tell me that (from O'Rourke's angle) the museum has retained an authoritarian posture while dropping the authoritative content. How annoying! Are we authorities or aren't we?

We're still working out how to distribute authority, to share it, to acknowledge situations where we don't have it. It's hard to tell this new cultural story without being cast by conservatives as relativist, wishy-washy know-nothings. It's equally hard to please those on the opposite side of the spectrum; O'Rourke's article
reminded me of the cultural wrenching at NMAI, and Jacki Rand's thoughtful indictment of that institution as ceding too little authority to native voices. It also recalled the Creation Museum, and its ability to tell a compelling (authoritative) story, appealing to some, abhorrent to others.

O'Rourke is wrong. We don't have to go backwards to go forwards. Instead, we need to relearn how to tell stories skillfully in this new context of flexible, distributed authority. O'Rourke's article is one of many challenges that motivates me to seek out new models for compelling, powerful experiences in a new authority order. Otherwise, we find ourselves castigated, learning (and cringing) from people who remember simpler, more exotic tales--and think we have nothing better to offer.

Friday, April 25, 2008

We Tell Stories: Thinking Inside New Boxes


On Tuesday, I'll be chairing a session at the AAM (American Association of Museums) conference called Eye on Design: Inspiration from Outside the Museum, in which we will feature creative and intriguing design elements from worlds away from museums--guitar stores, baseball stadiums, and more. Today, a teaser--an recent design project that didn't make the cut for the session but offers unique insights into innovative practice.

It's easy for people in any industry to get siloed in our own knowledge prejudices, even though research has shown that innovation happens when we strike out and try something outside of our comfort or knowledge zone. As Janet Rae-Dupree, author of this NY Times article puts it:
IT’S a pickle of a paradox: As our knowledge and expertise increase, our creativity and ability to innovate tend to taper off. Why? Because the walls of the proverbial box in which we think are thickening along with our experience.
We often talk about overcoming these barriers by thinking outside the box. But today, we look at a project that innovates not by thinking outside the box, but by defining a very strange set of small boxes in which to operate.

We Tell Stories is a digital fiction project sponsored by Penguin Books that explores the idea that "there are at least six different ways to tell a story." Penguin commissioned authors to create stories in unique, often interactive forms. One is a garden of forking paths. One winds along a google map. One unfolds word by word in real-time. One is distributed across blogs and twitter feeds. One lets you put yourself into the tale. And one is composed entirely of infographics.

Reading the stories, I flashed back to the writing exercises I used to give students in poetry classes. Few contemporary poets publish sonnets, sestinas, and other form poetry, but these devices are still used to stretch creative abilities. Can I express this concept in verse? Can I shift the mood while using the same words?

When you put yourself under strict and novel constraints, you struggle against them, and that struggle often creates something new. We've seen that happen with The Tech Virtual Museum Workshop. Being forced to design inside the bizarre physics of the Second Life design environment has taken us places we wouldn't have gone with traditional exhibit design tools.

Because this is the REAL paradox of "out of the box" thinking: it's overwhelmingly, stultifyingly open. When we want to do "something new," we cast our eyes everywhere, looking for the most compelling design, the wildest technology, the most intriguing label copy. But creativity isn't about hitting the global buffet. It's about training our minds to go down unfamiliar paths--to put ourselves in new, weird, snug boxes and see what comes out. It's not always pleasant. It should be hard. And that's one of the reasons we avoid it.

But the other reason we avoid these little boxes is suspicion about the quality of the result. Are the products of We Tell Stories great art? Would the stories have been "better" if written in a standard narrative form? That's a question of personal taste. But testing out different forms is useful as an early design exercise even if the products never make it to primetime. If any part of our process needs diversification, it's the beginning. The ways we initiate and prototype projects are the processes that are most likely to cement our thinking into well-worn paths.

Getting into new boxes also can bring teams together. By setting up stringent, strange rules for expression, people who come to the table with very different expectations and predilections are forced onto "the same page." I often have problems in meetings understanding what people really mean. I rarely have that problem when playing a game with set rules.

I think this can be a particularly powerful tool if several forms are tested in parallel for the same project. What are some novel "exhibit forms" that we can use to rethink the way we tell stories in museums? Let's go to the very beginning--the definition of an exhibition and its goals. Some starter ideas for new ways to attack that...
  • Write the exhibition goals and big idea as a story. Does it have a surprise ending? Is there a main character to root for? Too many exhibitions lack a strong narrative, and some of the ones that do it most convincingly tell stories we'd rather not hear.
  • Write them as a conversation between two visitors as they leave. If visitors make their own experience, what experience do you want that to be?
  • Write them as positive and negative reviews on a community website. What will people love and hate? Who will love and hate what?
  • Show them as photographs taken by imaginary visitors. What will they remember? What will they ooh and ahh over?
  • Write them as a series of "I wish" statements. We all have desires about what the exhibit will do, and when we personalize and voice them they become less generic (and highlight differences in the group).
None of these ideas require tools more complex then pen and paper. They do require some bravery and honesty--to confront the fact that some visitors may walk out saying, "Eh. What's for lunch?" But the benefit is an opening up of conversation, of what ifs, and, hopefully, new smart directions for the final result.

What sneaky boxes do you put yourself in to move your brain in new directions?