This is a post that has been sitting in my drafts for a few weeks, but Seb Chan’s newest post on teaching a class broadly titled “Museums and the Network: Caravaggio in the age of Dan Flavin lights” inspired me to pull it up, when he mentioned that the students in the course had used Tumblr as their collection management system and exhibition catalogue.
During the last semester, I taught into an art theory course at the University of Newcastle. The focus of the last lecture of the semester was on art and digital technology, and was intended to buttress right up against the present, so when writing the lecture, I decided to explore some of the ways that artists have been using social media as a space for art, like Twitter-based performance pieces, and The World’s First Tumblr Art Symposium.
The more I played around the ideas that were emerging, like ‘post-art’, or art that takes the form of posts, the more I wanted to get away from the usual Powerpoint presentation, so I decided I should match the concept and content of the lecture to its container, and use Tumblr as a presentation platform. Apart from the (not insignificant) downside that I needed to decide in advance exactly what order I wanted my posts to be in (the format being inflexible to last minute additions and changes), the platform seemed to provide an interesting way to create something visual with more possibility for interactivity. And it turns out that it was great.
Since the topic of this lecture was related to digital technology, every work of art or artist that I wanted to talk about was available in some way or some where online. Because of Tumblr’s format, it was easy to include quotes, images, video, links, and all within a single framework, without feeling a need to constrain the content to that framework or location. Rather than assigning specific readings, I was able to pull in images and quotes from the Web, and then push the students back out to the original context in which those works were found, in order that they could see them within context (particularly useful with pull-quotes from articles, or websites that artists had created).
What this made possible was deeper dives into content for students who chose to follow the links, in a way that might enable the students to get lost in discovery, which still having a central site to come back to afterwards. Using Tumblr in this way also seemed to create a useful contextual learning environment, into which external resources could be easily woven, whilst simultaneously maintaining the story arc of the lecture. It felt like the first time I’d given a presentation that fully interlaced the usefulness of the Internet in parallel with the live dynamics of lecturing.
Because this was a stand-alone lecture, I didn’t really exploit some of the platform’s other features, like the “Ask Me Anything” button, the opportunities for comments and questions, or the capacity to allow other people (the students, other teaching staff) to post to the site. However, I’d be interested in how these features could be exploited or played with over a longer time period. Could the “ask me anything” feature be used to encourage students to seek clarification about things they weren’t sure about? Might it be possible to ask students to seek out their own resources on a topic, and bring them back to the class to encourage conversations about different issues, and also about using online sources critically?
I could also imagine other benefits of taking to Tumblr for teaching an entire course, like the accumulation of a full semester’s worth of resources into a single location, which could help students understand the metanarrative for the course, as well as the individual subjects covered therein. In his post, Seb mentions the flexibility of Tumblr’s ‘archive’ view, which ‘provides a great way of visually browsing the objects and other media assets, whilst the standard view gives a more linear look’, and these two are features that could be useful for students seeking an overview of a subject covered in a lecture or across a whole course. By taking a ‘post’-based approach to teaching that cumulates in a single ‘document’ or site, it could be possible to create a significant single resource that tells the story of the course or lecture over an entire delivery period.
Ultimately, what I loved about this experiment was that it provided a way of integrating and weaving the web into the lecture, and it made possible new ways for creating an active and potentially conversational space for students to engage with the content of the lecture in a fairly direct way. Taking this approach immediately made me wonder about how museums could utilise a similar format of treating objects as posts in an exhibition context, giving every object its own post in a Tumblr-like site, which is exactly what Seb and Aaron’s students have done. Rad.
I’d love to hear your thoughts. What do you think about this approach? How else could we exploit the affordances of Tumblr (and platforms like it) for collections management, exhibition catalogues, or even teaching?
I just happened to stick my head up from the books for a moment to catch a wild discussion taking place on Twitter about whether 3D mash-ups of masterpieces are ‘sacrilege’ or merely ‘winking irreverence’. Arts journalist Lee Rosenbaum Tweets that the ‘@MetMuseum‘s digerati should serve the curators, not the other way around’, and is clearly troubled by moves within the museum to enable artists and others to create new types of art from the digital bodies of old ones.
The trouble with tech: You get tempted to do some seductive but counterproductive things, just because you can. @carisem@sree#NYTFineArts
A stake are mashups like this version of Leda and the Swan hacked together with Marsyas, by Jon Monaghan (which I have to confess that I love, and am terrified by).
I am so glad Rosenbaum has raised these questions, because to me they are actually about very core issues at the heart of contemporary museology, and no doubt speak to bigger issues than one short Twitter conversation. Is the museum’s core role and responsibility to protect sacred cows from those who question them (even though questioning can equally be an act of exaltation as irreverence)? Or is it to enable humankind to draw on those ideas and objects from the past considered worthy of recognition, protection, and value, in order to create something new, and to come up with new ways of asking questions and seeing the world? Are museums about now, and responses to a changing world, or an attempt to freeze in time as much as possible those things which are from a world that has already shapeshifted away? Is it more disrespectful to a work of art (and the artist who once created it) to enable these kinds of digital mash-ups that bring the work into a contemporary context and conversation, or to prevent them? And does a 3D mash-up of multiple works of art actually lesson the relevance or importance of the original work? Is Leda and the Swan now less magnificent for the fact that it has been reimagined through a new technology, and with a new face?
To create a 3D model of the object, the visitor must photograph it from every angle, requiring a close examination and consideration of the object’s form. To create a really good 3D scan without massive distortion, the photographer must look carefully at the artwork, think about angles, consider shadows, and capture all physical details. This is just the kind of thought and ”close looking” we want to encourage in the museum. When a photogrammetric model is unsuccessful, even this failure can initiate a point of dialogue. What caused this failure? Was it a missed angle? Are areas lost in shadow? Is the shape too amorphous? The failed model may provide a surprising launch pad from which to celebrate a derivative “glitch” creation. Glitches and other unintended transformations are prevalent because the freely available 3D creation tools are young and evolving.
This perspective would position the fun of 3D absolutely in support of the original object, even if later results aren’t faithful to its prototypical intentions.
In some ways, I think that the technology question here is a bluff; a distraction. Haven’t artists always questioned the work of other artists, simultaneously nodding at their importance and interrogating it? Isn’t this, in fact, part of what makes art such an interesting (and often insidery) game; these long-running conversations about materiality and culture, that utilise the same objects and symbols from one generation to the next; that pull apart the ideas of one another in a critique? Is not art, after all, as much about a response to its own history as to the conditions that surround it?
Sherrie Levine, Fountain (after Marcel Duchamp: A. P.) (1991) Walker Art Center, 1999
Or is the problem the fact that it isn’t just artists making these works; that it might be a museum technologist who asks questions of the work, just as much as another artist? Or a programmer with no traditional artistic background or impulse? I am perhaps as concerned about the notion that a museum’s ‘digerati’ should serve the curators, not the other way around as I am about the privileging the masterpiece over new creation. Firstly, it imagines that somehow a 3D mashup of a work of art necesssarily does not serve the curators (or artist). But it also creates a false dichotomy through which to think through the relationship between the curator and digital technologies.
Digital technologies are becoming more and more knit into not just how we operate online, but how we perceive and experience in the world far more broadly. I met an artist last year who photographs her paintings every time she works on them, not as a way to track their progress, but so that she can see what they look like when viewed digitally via a screen, since that will primarily be the way her works are experienced. Her artistic processes are driven and changed in response to the digital context through which art and ideas are communicated. This is the circumstance in which culture now exists. And just like artists, curators themselves do and must serve digital demands as much as physical ones. The relationship is not hierarchical.
And I wonder if this isn’t at the crux of this whole discussion; about the shift in the balance of power as traditional artforms and positions are interrogated. I’ve been writing a lecture this morning on art and digital technology, which led me to revisit Will Wiles’ 2012 piece on The New Aesthetic. In it, he speaks of how the intent of The New Aesthetic was to draw attention to the fluctuations in power relationships, in response to ‘the riotous spread of new technologies of seeing.’ He includes a quote from James Bridle, that seems pertinent here (though you should go and read it in context too):
‘The programmers have a huge amount of agency in the world, because they can deconstruct, reverse engineer and write and construct and create these systems. People who can’t, don’t, and they have less power in the world because of it.’
I wonder whether what’s at stake is not so much the interrogation of the art object, but the agency of those who do and don’t have the power to participate in these discourses?
What do you think? Is the concern about irreverent mashups of important works of art simply a response to shifts in power, and reduced agency, or does it speak to a genuine problem about the sacredness of art? What am I missing in thinking through this issue? I’d love your thoughts.
Note: Koven beat me to this discussion with his own short piece. Check it out here.
On 27 August, the Cooper-Hewitt made public news of an interesting acquisition: its first piece of code. If you haven’t yet heard about the acquisition, let me fill you in with the briefest of details: Planetary is an iPad app. The Museum has acquired the app itself, and its source code. In itself, this feels important; an attempt made to combat the rushing waters of time that seek to drive apart software and the hardware that once supported it by holding onto at least the record of what was; the thought processes behind it. But that’s just the beginning…
Where things get compelling for me is what the Cooper-Hewitt has done with that code. They’ve made it public, releasing the source code on GitHub under an open source license, and putting the graphical assets online under a Creative Commons (non-commercial) license. In so doing, the Museum is treating the acquisition as a kind of ‘living object’. As Clive Thompson puts it:
Geeks worldwide can then download and modify it—visualizing collections of books, perhaps, or a constellation of genomes. Public-minded nerds years from now will be able to create “emulators”—software that runs on modern computers but emulates today’s iPad, so people eons from now can see how Planetary appeared in 2013.
Why has Cooper-Hewitt taken this approach? To preserve it. As Seb Chan and Aaron Cope describe in their post about the acquisition, the Museum hopes that making Planetary‘s source code open, it will encourage developers, scholars and enthusiasts to help develop new versions of the app, which can work on different operating systems.
Open sourcing the code is akin to a panda breeding program. If there is enough interest then we believe that Planetary’s DNA will live on in other skin on other platforms. Of course we will preserve the original, but it will be ‘experienced’ through its offspring.
This move, and the associated language used by Chan and Cope to describe it, makes me wonder whether this is the first example in a museum context (beyond zoos, acquaria or other natural living collections) of ‘cooperative conservation’? In an environmental context (which seems appropriate, given the panda metaphor employed by Chan and Cope), cooperative conservation has been defined (by George Bush in a 2004 Executive Order) as:
actions that relate to use, enhancement, and enjoyment of natural resources, protection of the environment, or both, and that involve collaborative activity among Federal, State, local, and tribal governments, private for-profit and nonprofit institutions, other nongovernmental entities and individuals.
Cooperative conservation, then, is a form of collaborative action taken by various entities and individuals with the aim of conserving a species. A cooperative conservation program is:
a breeding and/or management program that aims to conserve a species (in the wild or in captivity, or both) and applies best practice to the management of husbandry, genetics, biology and behavioural needs of the species. The program’s objectives must be based on the conservation status and needs of the species, and the program must not be detrimental to the survival of the species in the wild.
This language feels almost applicable to the Cooper-Hewitt’s decision to conserve Planetary as a physical object (a copy of the source code is also preserved in a machine-readable font on archival paper), and their tag-and-release program, which has seen the code re-enter the wild. The institution has taken the approach to tackle the needs of the species as a living object. Ideally, this will mean that the code can be adapted to suit different purposes and environments, preserving Planetary not simply as app, but as ‘an interaction design that found its ‘then-best manifestation’ in the iPad.’
This raises a few questions, including who exactly is going to be responsible for participating in this cooperative venture, and under what conditions. How will individuals be recruited to invest their time and energy in this kind of cooperative conservation project, and what will compel them to remain part of the Museum’s efforts to preserve Planetary and future projects of this kind?
This morning, I’ve been reading Mathieu O’Neil’s Cyberchiefs: Autonomy and Authority in Online Tribes, in which O’Neil describes the relationship between authority on the Internet and autonomy. In a section on distributed or cooperative production in free-software projects, O’Neil notes (p44) that:
The availability of source code makes it possible for an unlimited number of individuals to collaborate in its development. This, in itself, it not enough to guarantee that it will be developed: the possibility must be realised by a community of people willing to invest their time and energy. The capacity of project leaders to successfully attract and retain participants and integrate their contributions is crucial for the survival of the project.
Similarly, there is an interesting piece in the Frontiers in Ecology and the Environment journal, on The Promise and Challenge of Cooperative Conservation, which has relevance here. Terrie Klinger and Virginia Dale observe that cooperative conservation has some inherent difficulties in its application, due to the challenges in moving from a system dominated by top-down, regulatory processes to one motivated by shared goals and accomplished through cooperative action. They write:
Efforts will be idiosyncratic, and likely will be motivated by the desire to conserve iconic species, restore special landscape features, or avoid federal regulation. Successes will be patchy in time and space, and there will be mismatches in scale between conservation action and ecological process.
Successful action will depend on the leadership of a few strong actors; consequently, outcomes could be driven by special interests, and the predictability and repeatability of successful action could be low. Durability of successful outcomes will depend on the sustained engagement of interested parties.
Effective vertical integration will be difficult to achieve.
Scientific and technical expertise will often be limiting in projects that rely on volunteers or community groups.
Coalition building and cooperative action will take time and the temporal scale required for cooperation may not match the scale of the threat.
Global climate change will add a new and difficult dimension to all efforts and may overwhelm or undo short-term successes.
Cooperative action will not eliminate conflict, but will change the manner in which conflicts are resolved. Unresolved conflicts will delay action and could accelerate loss or degradation of the resource of interest.
Take out the words ‘ecological’ and ‘climate’ here, and substitute in ‘technological’, and I think these challenges may be similar to the ones that the Cooper-Hewitt and other institutions that take this kind of approach to conserving born digital objects might face. This is not to suggest I don’t think this project will work. Conversely, I think that sites such as Wikipedia demonstrate, there is indeed a hunger for these kinds of participatory projects, and this makes Cooper-Hewitt’s willingness to experiment in this area all the more exciting. However, there is a much higher bar for participation in a project that requires people to hack source code than for someone to make a correction on Wikipedia, or to add a tag to a museum collection, so I wonder whether museums tackling these kinds of acquisitions will need members of staff to take on deliberate roles as online project leaders or focal points for such cooperative ventures.
A few weeks before Cooper-Hewitt made this acquisition public, I wrote a post on museums curating the digital world. In the comments, Nicole Cama and Penelope Hyde from the Australian National Maritime Museum drew attention to the fact that curators working in a digital space might have to negotiate roles including Digital Exhibition, Engagement Curation, and Digital Content Curation, while Koven Smith suggested that in a context where objects are essentially nonrivalrous ‘the curator role [might actually be] a collectivist role (as the ‘editor’ role essentially is with Wikipedia), rather than a specialized one contained within a single person’. Maybe what these kinds of acquisitions and community conservation projects might require is not a curator per se (with the top-down knowledge connotations that come along), but an enabler and engager?
Regardless of these questions, I’m really, really excited by this move by the Cooper-Hewitt. As Seb and Aaron write in their post:
Museums like ours are used to collecting exemplary achievements made manifest in physical form; or at least things whose decay we believe we can combat and slow. To that end we employ highly trained conservators who have learned their craft often over decades of training, to preserve what would often be forgotten and more quickly turn to dust.
But preserving large, complex and interdependent systems whose component pieces are often simply flirting with each other rather than holding hands is uncharted territory. Trying to preserve large, complex and interdependent systems whose only manifestation is conceptual – interaction design say or service design – is harder still.
It’s wonderful that the museum is tackling this question head on. This is a project to watch.
There’s still much to be unpacked here (and in my dissertation!), but I’d be really interested in hearing your reflections on Cooper-Hewitt’s acquisition, and this idea of ‘cooperative conservation’. Do you think that born digital acquisitions can be conserved cooperatively? Is this an apt metaphor? And if so, what do you think might be necessary to make such projects successful?
Adapting to a new technology is like a love affair, said Ellen Ullman, a software engineer and a writer of essays and novels about the human element of computing. The devices, apps and tools seduce us, she said, and any doubts or fears we had melt away.
…But we cannot rely on the makers of new technology to think about the moral and privacy implications, she said. “There is not a lot of internal searching among engineers,” she said. “They are not encouraged to say, ‘What does that mean for society?’ That job is left for others. And the law and social norms trail in dealing with the pace of technical changes right now.”
Like the best articles, this one made me start to ask some questions. Like what are the ethical and moral implications of different emergent technologies in or from museums, such as various mobile apps or new kinds of data-gathering membership programs? There are obvious ones about concerns of violating privacy, but what about the less obvious ones? Does the display of high-res scanned works of art bring us too close to the art, as art theorist James Elkins proposes? Does digitisation of collections create new problems of inequity of representation, when particular objects are prioritised over others for digitisation? Is it more ethical to open content as the Getty has just done (yeah!) or to protect it as much as possible? (I think you can guess where I sit on this one.)
And then there are whole questions about collecting and curating (elements of) the Internet, and what happens if museums do, or don’t. Aaron Straup Cope, in his usual perceptive way, recently posted notes from a panel on innovative approaches to digital stewardship which included this little thought bomb:
…sometime around 2008 the then-and-current head of the NSA asked, reasonably enough it should be added, “Why can’t we collect all the signals all the time?” and so now we have among many others like it the Utah Data Center located just across the field from the Thanksgiving Point Butterfly Garden and Golf Club in Bluffdale Utah. This is, we’re told, where all the signals will live.
I mention this because it exposes a fairly uncomfortable new reality for those of us in the cultural heritage “business”. That we are starting to share more in common with agencies like the NSA than anyone quite knows how to conceptualize.
New technologies do prompt new kinds of ethical quandries. One of the most memorable snippets of conversation I’ve had in the last year or so was with a member of a museum’s senior executive who mentioned how important it was to have someone with a strong ethical compass in the leadership role, since almost all decisions about the museum needed to consider the long term ethical impacts of action. But that makes me wonder about whether it is just leaders who are or should be thinking about this stuff. Are those who work in museum technology roles responsible for trying to consider and anticipate the ethical and moral implications of their work/creations in advance, or does that just create unnecessary hesitation for things that will resolve themselves in time? Is this something you see as being part of your job, or is it something that others in the museum (such as executive or curatorial staff) are responsible for?
In her most recent post, MIa Ridge reminds us of the intellectual contributions that technologists (being those who have a domain knowledge of technology) make, even though they aren’t always encouraged to write about their work in the same way that scholars are. What I’m curious about is the ethical contributions that those working with new technologies make, and how much they play a role in guiding their institution’s approaches to such questions. Do these conversations, which are taking place cross-sector, permeate into individual institutions? And do they even need to, or is it enough that someone is talking about them?
What do you think? What ethical questions do new technologies in the museum context prompt for you? And whose responsibility is it to think about these questions?
I often hear people comment that one thing that museums should do as educators in the digital age is teach people how to critically assess the information they encounter on the Internet. Superficially, this sounds pretty smart. But if I’m honest, I don’t think I know for sure how to judge the validity or otherwise of information I come across online. There have been many times when I’ve believed something that wasn’t true, but sounded like it could be. There is enough amazing/crazy/surprising stuff in the world, how can I know which particular example is not – especially when it falls outside an area in which I have a certain level of domain knowledge. I’m sure I’m not the only one who has erred in judgement.
So this is what I want to know: How do you decide what to trust on the Internet? And how much faith do you have in your own capacity to judge veracity and legitimacy?
One of the coolest ideas that I picked up at Museums and the Web this year was the Imperial War Museums‘ Computer Club; an “informal club for all staff that aims to provide a hands-on experience with technology.” It was so cool, in fact, that I’ve asked Carolyn Royston, Head of Digital Media at the IWM, to tell us a bit more about it.
Carolyn Royston, IWM
Carolyn, first up, can you tell me what Computer Club is and how it all works?
Computer Club is a new museum-wide initiative that we launched in May. The Digital Media department runs informal monthly lunchtime sessions that aim to develop digital awareness and skills across the museum. It’s open to everyone and we run the club across all of our five sites. We want to introduce staff to new digital things in a very practical hands-on way, perhaps try something they normally wouldn’t get an opportunity to do in their job and hopefully just get excited about digital. We have specifically made it informal and non-museum focussed so that people will come along and just have fun in a relaxed and friendly environment.
The initial sessions you’re running cover topics like Twitter, Facebook, Xbox and gesture control, and movie making on an iPad. How did you decide what topics to cover in the first instance? Were these choices a response to particular institutional needs, or were the subjects chosen for another reason?
My team came up with a list of initial ideas based on what we felt would be of most interest and use to staff. In the first instance, we thought that most people would know about Twitter and Facebook but not necessarily have accounts, or know how they work, or not necessarily know how to get the best from them. So for the Twitter session, we give people the opportunity to set up their own account, show them how to follow organisations or people they are interested in and everyone sends a tweet. It’s just a taster really but it gives people the chance to have a go and see what it’s all about. We have a long list of ideas but have only suggested six so far as we want to ask staff what sessions they would like us to run. We want Computer Club to be as user-focussed as possible.
Have you held your first session yet? How did it go?
Yes we ran our first session on how to use Twitter at our London site last month. We had a great response – fifty people from across different departments (including two directors) signed up. We want the sessions to be totally hands-on and we provide the equipment. We had to run the session three times so each person could have their own tablet and ensure the group was small enough for the team to provide help and support. There was a mixture of experience from people who already use Twitter and wanted to learn more about it to someone who had never held a tablet before and didn’t even really know what it was.
We also learnt an awful lot about the practicalities from the first session like dealing with wifi issues, trying to support sixteen people signing up for a Twitter account at the same time and just running out of time to get through everything we wanted to cover. A session is only an hour long and it’s surprising how quickly the time goes so we have learnt very quickly to limit the number of people per session to a max of 16 and keep the content very simple so there’s more time to play and experiment. We realised that we could always run a more ‘advanced’ session later on if people wanted to learn more.
We have just run the first of our second sessions on making a movie trailer on an iPad using iMovie. This is very different to the Twitter session as we ask people to work in small groups, give them a genre for a trailer, and let them go off for twenty minutes to make a trailer using iMovie. A member of the Computer Club team goes along to help them. They then get to do a very limited amount of editing and we upload the trailer to YouTube and watch each group’s trailer together. It’s a fun session that gets people collaborating, introduces them to the video camera on an iPad and shows them how easy it is to make a film and put it on YouTube. Hopefully, they will be encouraged to go off and try making a movie for themselves. Again, we’re thinking of running a more advanced session later in the year that focuses more on iMovie editing and shows what’s possible for those people that might want more than just a taster.
One of the things I love about the program is that you actually recognise people’s achievements with stickers and rewards of different kinds. Do you think this kind of recognition is important for other units seeking to run internal training sessions?
Firstly, I should say that every single person that has come to Computer Club has wanted a sticker at the end. I think the stickers are a really important part of the Club. Everyone, no matter what age, loves a sticker! – It’s recognition that a person has come along to Computer Club in their lunch hour to have a go at something digital. We have designed several different stickers and we give out a different one depending on the content of the session. It would be great if in the future we could build in rewards and other badging ideas perhaps when we have a more established programme. We got some nice tweets from staff after the first session and I have started to see stickers proudly displayed on people’s computers and staff badges. It’s great to see people really engaging with Computer Club and the stickers definitely help with that.
I really think there is scope to think about recognising people’s achievements in this way in other areas of staff development. For some reason as we get older, learning and development seems to become more and more boring and predictable in its delivery. It’s hard for me to think of one really interesting training course that I have been on since I entered the museum sector. I think Computer Club has caught people’s imagination partly because its different to anything else that staff have been offered before at the museum and also that it’s not tied to more formal training. It’s light touch sessions that people come along to because they’re interested and want to learn more about an area that perhaps they don’t feel very confident about. You come for a fun taster session that lasts an hour, get a sticker to say you’ve attended and then go back to work. Why can’t that approach be adopted for other areas of skills development? Ultimately, my aspiration is that Computer Club stickers are recognised by managers as a form of achievement. The more stickers a person gets, the more it shows their interest in digital. If this is recognised, then perhaps it can lead to people taking on digital leadership in their area of work and provide further opportunities for people to develop their digital interest and skills. This has to be of benefit to the organisation.
Computer Club stickers
In the piece you wrote for Sarah Hromack and John Stack’s Institutional Strategy Digest, you mention that that IWM’s digital strategy has “at its heart an aspiration – to develop the confidence, initiative and digital capabilities of staff at all levels, so that they embed digital media instinctively in their work.” I think this is the sort of aspirational ideal that digital staff at most institutions would love to see in their own museums. How do you intend to build this sort of digital confidence and competence into your institution? What role do you expect Computer Club to play in this process?
This relates to my answer above. I firmly believe that in order for the museum to transform into a modern digital organisation we must raise the digital skills of staff. Computer Club is just one part of this strategy and is firmly about reaching the widest number of people and introducing them to digital possibilities. However, there are three other key strands to this strategy that support that approach and are designed to increase the confidence and digital capability of staff in a more sustained way:
One is identifying ‘transformational’ projects that have a strong digital component and will move the museum to where it needs to be more quickly. These projects are classed as ‘priority projects’ and provide an opportunity to work in ways more suited to digital development, illustrate good practice as a model for others, and enable us to demonstrate the difference and value that this approach brings if investment is made in this area.
Secondly, to support working in this way, the role of the Digital Media department will need to evolve into more than just providing digital project delivery. We need to mentor and coach project teams working on transformational projects, giving them the confidence and support to ‘own’ their projects, better embed them into their overall programme of work and show initiative when thinking about future development and planning in this area. This requires the Digital Media team to develop their skills in coaching and facilitation.
Finally we are introducing a new set of digital competences and digital leadership roles across the museum. These are applicable to Directors, Heads of Departments and all staff members. The digital competences will be applied to job descriptions, annual job plans and appraisals as well as newly advertised roles. The introduction of these new competences sends a very clear message about the importance of digital skills, about the need for on-going development and training in this area and raises expectations about what is required and expected from all staff in terms of digital skills and knowledge in their areas of work.
My goal is that through this strategy we will start to see a more digitally capable museum. This could be expressed in a number of different ways:
Staff are excited about all things digital and displaying an appetite for doing more and taking initiative in this area
Staff feel more confident in using digital tools in everyday work
Staff are more skilled in managing public participation projects and using social media
Computer Club continues to grow and staff are actively involved in choosing topics
Digital competences are implemented and digital leadership from staff at all levels starts to emerge across the museum
What do you think the challenges will be in running Computer Club?
There are definitely logistical and capacity issues trying to run Computer Club across our five different sites. Successful delivery relies on everyone in my department being involved in some way – from brainstorming session ideas to designing sessions, to leading and supporting their delivery. This obviously becomes a big challenge for the department from a capacity point of view as at the moment we are doing this in addition to our normal workload. The team have been brilliant in taking this idea on and making it happen and I hope that once we have a developed programme of sessions it will become easier to manage. However next year, if Computer Club is successful, then I want to ensure that it is built it into our overall programme of delivery and not seen as an add-on.
You’ve committed to run the program for a year initially, to have time for evaluation. What will Computer Club success look like for you? What would you love to achieve with the program?
I think there are a number of success criteria including the number of people that we’ve reached across the organisation over the year – looking at how many attended multiple sessions, range of departments and types of work they do. We also want to run some surveys over the year to get some qualitative feedback as a measure, and also find out which sessions were the most popular and useful. I think we need to look at the how the Club develops over the year; we have changed things after just one session so I imagine that they will continue to evolve and improve as the year goes on. There are also practical operational considerations – is it sustainable for the Digital Media department to run the sessions across five sites?
I will also evaluate how Computer Club has contributed to the success of the digital strategy along with the other activity we are doing. Are there signs that we are raising digital capability in the organisation? Is digital leadership emerging, perhaps in surprising areas? Are we starting to see staff embedding digital media more instinctively in their work? Have our expectations changed around the digital skills and knowledge that we are expecting our staff to have?
The IWM is a pretty large institution, set over a number of locations. Do you think that a program like Computer Club can scale to suit institutions of different sizes and types?
Why not? There are lots of ways you can champion digital in your organisation. This could be anything from running a Club like we’re doing, to simply sharing links and ideas of things you’ve have seen and are excited by, to just talking enthusiastically about digital with colleagues. For me, it’s all about displaying digital leadership and positioning yourself (and your department) as the digital champion in your organisation – whatever the size. You just need to work out what’s right for your organisation, what skills and knowledge the staff need to have to make the organisation more digitally capable, how you can contribute to raising the digital agenda so its seen as important, and who in the organisation can help you to achieve this. Start small with like-minded colleagues and aim for some quick wins!
Is there anything else you’d like to tell us about Computer Club?
Just that I’ve had a really positive response from the museum community since I announced Computer Club at Museums and the Web. I’m really interested to see if, in the future, it’s a model that can be replicated or adapted in other organisations.
Carolyn Royston is Head of Digital Media at Imperial War Museums and is responsible for the strategic development, delivery and provision of all public-facing digital outputs across the museum’s five branches: IWM London, Churchill War Rooms, HMS Belfast, IWM Duxford and IWM North. Carolyn’s work spans web, in-gallery multimedia, mobile and social media. She has transformed the museum’s approach to digital engagement so that it is now central to organisational thinking and planning. She is a skilled digital project leader and manager with over 15 years of experience working in the cultural and education sectors. Prior to joining the museum in 2009, Carolyn was project director of the National Museums Online Learning Project where she was responsible for co-ordinating and managing the needs of the nine national museums and galleries to create a range of educational resources. Prior to this, she was Head of eLearning at Atticmedia, a top 25 UK digital agency, where she led several large web projects in the education and cultural sectors. Before moving into digital media, Carolyn was a primary school teacher.
Thank you so much Carolyn! Now I’d love to know what you think. Does your museum have anything like Computer Club for internal staff development? Could you see an approach like this working in your institution?
Does a repeat visitor to your museum have more value than a unique visitor? How often does someone have to visit your museum to be considered loyal or ‘repeat’? How do you know whether people are engaged with your museum? These are questions I’ve been thinking about since visiting Dallas back in April (this year is flying), and learning more about DMA Friends, the Dallas Museum of Art’s newly-launched free membership program. The program – which everyone who comes to the museum is invited to join – launched in January, coinciding with the DMA’s move to free entry.
Once signed up to the program, Friends start accruing points and badges in the museum by logging their activities – which galleries they visit, which programming they participate in – via SMS or at dedicated logging stations. Once acquired, the points can be redeemed for rewards like free parking, discounts in the shop or even (at the higher levels) qualifying to spend a night in the museum. In Nina Simon’s 2008 post on modelling repeat visitation, she talks about the importance of rewarding repeat business and letting people know you appreciate them, which is precisely what DMA Friends does. You can learn a bit more about it in the video below.
In exchange for giving away membership, the DMA gets something super valuable… information. The Friends program offers the DMA the capacity to learn more about existing visitors, identify potential new audiences, and make stronger connections with niche and micro-communities (like those who always come for particular types of events). As more and more people opt into the program, the DMA will have opportunities for understanding their visitors and the ways in which they engage with the museum at a scale that seems unprecedented for museum visitor research (please correct me if I’m wrong on that last point). And knowing this kind of detailed information about visitors and their visiting habits opens new windows for thinking about destination loyalty and the sustainability of the museum’s offerings.
What we’re ultimately talking about is engagement analytics
Consider the bank of information that the DMA will have on its visitors over the course of several years. How closely does repeat visitation tie to demographic proximity to the museum? How do you define a repeat visitor? Is someone who visits every year – but only once a year – a repeat visitor? What is the value of their engagement with the museum? How might you get them to increase their visits to twice a year? These visitors who are regular-but-not-frequent visitors might be an interesting place to start when thinking about trying to increase visitation, even though it will take some time to gather the initial data and establish those visitation patterns.
DMA Friends also makes it possible for the DMA to think about individual visitor behaviour and lifetime visitor behaviour. What happens when we start judging success as being about lifetime engagement rather than just numbers in the door? The scale and possible granularity of that measurement is staggering. In DMA Director Maxwell Anderson’s important 2004 paper on The Metrics of Success in Art Museums (PDF), Anderson writes that the first metric of success that museums should be pursuing is measuring the quality of the visitor’s experience.
A museum’s responsibilities to its public are many, and its success in fulfilling them is notoriously hard to quantify. The correspondence of visitor demographics with the demographics of the local population would be useful in pursuing a more representative result. One could continue not with the number of members but with the average number of visits by its members. As opposed to attendance, it would be useful to know the number of visitors who paid full or discounted admission to the permanent collection or special exhibitions. If the museum has no admission charge, then the number of visitors to the galleries (as opposed to the lobby, restaurant, gift shop, or party spaces) would be revelatory. The average length of a museum Website visit and the number of hours that galleries are open to the public are also indicators of success in the quality of the experience offered.
Running through this criteria, it strikes me that DMA Friends offers precisely the opportunities that Anderson was looking for when proposing these metrics almost a decade ago. The program will enable the Museum to see the correspondence between visitor and population demographics; to understand average visitation rather than just total visitation; to see how many visitors go into the galleries and which galleries they visit; and maybe even indications of how long a visitor spends on campus.
As visitors engage, new patterns quickly emerge showing how visitors use the museum and what sorts of programs are most valued. Ultimately, this pattern of data collection will allow more spontaneous types of programming, almost akin to a game of pick-up basketball: for example, a spur-of-the-moment docent tour around a critical mass of self-identified enthusiasts appearing in the same place at the same time.
Awesome right?!
But we’re not quite there, yet… For all this potential awesomeness, there are a few things in the current execution of DMA Friends that prevent it from realising some of these longer term ambitions just yet. The first is that, as an international visitor with only limited phone use whilst in the States, I was never going to use the SMS codes to log my Friends points. That’s not a problem in and of itself. I could (and did) use the logging stations. But I only did this at the end of my visit. This meant a couple of things. The first was that I had to record the SMS codes as I passed them to ensure I remembered them all. Not a major pain, but a little one. It also meant that all the numbers I was plugging into the station came at once, so the Museum doesn’t really have a sense of my movements through the museum, like when I moved into each space and how long I took. It also means that, if other visitors are like me, then the idea of running a spontaneous tour for DMA Friends could actually be more irritating than awesome, if I was contacted minutes after I’d left the DMA, rather than in the minutes after I’d arrived. None of these are critical issues. They are just opportunities for further developing the concept in future iterations.
The badging system, which Elizabeth Merritt has touched on, also offers a lot of potential that isn’t being fully realised yet. Because the badges aren’t tied to earning particular rewards (although they do garner the visitor additional points) and there is no social component or way to share and show how many badges someone has earned – or compete against others for rare badges – I don’t think the badges are all that compelling right now. I do see opportunities with the badging program along the social dimension once they are sharable on social media, particularly if there is a competitive element – can someone be the Mayor of the European Art Gallery if they attend it more than anyone else? Would there be those who might compete for the honour of being at the Museum the most?
What I do love about the badges in their current state is the way Maxwell Anderson ties them to self-identification by visitors, in this interview. He says:
The one feature that I’m equally interested in is that people change. Their motivations change in the course of their lives or even their visit. So I think that it’s important to be flexible in presuming why somebody showed up and what they’re expecting to happen when they get here. That’s why [DMA Deputy Director] Rob Stein’s premise of badges has you self-identifying in as many ways as you want: a “sleuth,” you know, a “creative cat,” all these phrases that are tongue-in-cheek. And they’re meant to give people license to self-identify in a constellation of ways. And it’s playful, but it’s also, it gives us some clarity about why people are here.
The idea that visitors change over their visit, and particularly over their lifetime – and that it might be possible to track and tailor experiences to those visitors over that long period – fascinates me. Moves like this one by the DMA should prompt museums to think further about how they can measure and understand those changes, and use those measurements to provide more meaningful experiences for participants throughout their lives. What happens when we start thinking about the engagement visitors could have with our institutions as being (measurably) lifelong engagement?
What do you think about this kind of approach to membership and engagement? How might understanding the way your visitors engage with your museum over the course of their lifetime change the way you think about your work?
One of my favourite moments at Museums and the Web 2013 was the closing plenary. Being invited to talk about museums and immersive theatre (well, really about Sleep No More) with Seb Chan, Ed Rodley and Diane Borger, producer of Sleep No More was kind of incredible. As a group, Seb, Ed and I had been trying to have a conversation about that topic for months (we had squeezed in a Google hangout previously), so to get the opportunity to delve more deeply into the issues was golden. It was also a fairly significant moment to be a part of; when a closing plenary of a museum conference that is ostensibly about the web has very little to do with technology or the Internet at all.
I’ve long been more interested in the implications of technology – in what it actually allows you to do, or how it allows you to rethink and solve problems in new ways – than in the technology itself. It’s one reason why I really interested in the DMA Friends program that Rob Stein and Bruce Wyman gave a paper on whilst at MW2013. DMA Friends is a new kind of membership program for the Dallas Museum of Art that let’s anyone sign on to become a member or Friend of the museum for free. It’s inception coincided with a move towards making admission to the Museum free as well, and has been accompanied by other changes at the Museum, like ensuring that floor staff act more like guides than guards (more on this in coming posts).
As Friends sign up or move around the Museum, they have the opportunity to collect and log codes for places they’ve been, activities they’ve done, or events they’ve attended, earning points that grant them access to specific rewards. So the visitors get a gift back from the museum for their visit (like free parking or a discount in the museum shop). It also means that the DMA is collecting quite granular information about specific guests; about what they are interested in, where they come from, and how often they attend the museum. This offers great potential for understanding your museum’s audience profile, particularly when you start to link it to programs and interests.
But it’s also interesting in terms of the possibilities for personalising communications and even programs to particular individuals who are regular – or irregular – guests of the museum. As Rob and Bruce note in their paper (emphasis added):
visitors can claim a variety of rewards created by the DMA to say “thank you” for participating with the museum. These rewards include traditional membership benefits, such as free parking and special exhibition tickets, as well as special and boutique rewards like behind-the-scenes access to staff and areas of the museum not generally seen by the public. One of the underlying goals of the program is to create long-term relationships with visitors while offering them value and benefits tailored to their experience and engagement with the museum. This long-term connection and repeat participation is seen as key to establishing the hoped-for relevance of the museum in the lives of visitors.
So what does this have to do with Sleep No More and immersive theatre? Well, I’m in New York for a few days this week, and so I’m going back to see/experience SNM for the second time. Two days ago, the day after I booked my ticket, I received this email communicae:
DEAREST-
AS FATE WOULD HAVE IT, I AM HOSTING A DINNER PARTY ON THE NIGHT
OF YOUR STAY AT THE MCKITTRICK HOTEL, AND I WOULD BE HONOURED TO HAVE THE
PLEASURE OF YOUR COMPANY. WE ARE CELEBRATING THE ARRIVAL OF A VERY
SPECIAL GUEST WHOM I WOULD LIKE YOU TO MEET.
THIS WILL BE AN INTIMATE AFFAIR - VERY FEW GUESTS WILL BE GUARANTEED A
SEAT AT THE TABLE.
Now I don’t know whether every guest who had registered to see Sleep No More tonight received this email, or whether a little flag went up in the SNM database next to my name/email address that noted that I had been to the performance before and therefore would be a likely candidate for this kind of upselling experience. But either way, it suckered me in (let’s call my attendance “research”), and I don’t think it would have had I not already engaged with the performance. I don’t think it would have mattered to me that I would get to go to an “intimate gathering in an undisclosed area of the hotel that a majority of guests will not have the opportunity to experience” if I had not already explored the hotel; if I didn’t already have stories of the event to share that I would enjoy adding to.
And this is one of the things that I think is hugely interesting about DMA Friends, and this approach to membership. Information is power. Getting to know your guests, to learn their attendance patterns and what they like, and then being able to offer them something special based on those preferences, offers some unique possibilities about how you can engage with your most engaged. About turning fans into superfans.
I spent last week at the DMA, so I have much more to write on this topic. But when we think about what museums can learn from immersive theatre, one simple thing might be that theatrical performances generally require bookings, and that gives you a little opportunity to learn something about your audience, and that creates opportunities of its own. It’s interesting to think of ways in which museums can do the same.
This was supposed to be the first of my post-MW2013 posts, wrapping up the conference and starting to pull together the underlying themes and ideas that emerged for me during the week in Portland. And then I arrived in Texas, and Google brought me God in the form of a thousand search results; an unexpected kind of creeping normalcy that painted the world a different colour to the way I usually see it. So I thought I’d detour from plan and spend a couple of minutes thinking about some of the immediate questions that this raised for me.
When I search on almost any issue back in Australia, I don’t get a lot of religion in my results. I don’t know whether it’s because we are a largely secular country, or because the profile of people whom otherwise “look” like me to Google (ie, using a Mac, female) in Australia aren’t very religious. Therefore, to look into the Google mirror and find the results reflected back at me so distorted from their usual bent, and from my sense of self, was somewhat jarring. In The Filter Bubble Eli Pariser comments that “from within the bubble, it’s nearly impossible to see how biased it is.” (10) What I think I’ve experienced here in Texas is my first real opportunity to look at the search results presented to me from beyond my normal cocooned perspective. The sensation grates.
It also raises interesting questions for me about the idea of a canon of knowledge, because these kinds of personalised results surely make it much harder to form an agreed-upon body of ideas or frame of reference for history, much less the present. (This is something that Danny Birchall and I touched lightly on in our Museums and the Web paper about curating the digital world.)
I am not even close to making sense of what these kinds of distorting lenses mean for us in museums, but here are some first thoughts. We are all now at the mercy of these kinds of algorithms, because they are in some ways a necessary strategy for coping with the scale of non-hierarchical online information; whether we work in museums or not. The information we have access to, then, is rarely going to be everything we might need or want. This is ok, I think. It’s surely always been the case that with so much information in the world only some has been esteemed over others.
But the perniciousness of algorithmic invisibility, that it is next to impossible to understand how and where those non-neutral search engine biases comes from, seems to present museums with both a challenge and an opportunity. By declaring where our own knowledge is drawn from as it relates to the collection or otherwise, or acknowledging when it is missing or known to be incomplete, we gain the opportunity to act as a different voice within the digital space, with different interests and values. In addition, utilising such an approach could enable those who use our resources to both provide other perspectives by knowing where our conclusions were drawn from.
What do you think? Is this an issue that museums need to tackle, and if so, how should it affect their approach to knowledge sharing and gathering?
In politics, the idea of a process story – the inside story about how policy is made – doesn’t always sit well. It’s “too inside baseball.” The focus on what is happening behind the scenes, on the machinations that impact policy outcomes is often perceived to be a distraction from the political outcomes themselves. But I’m a sucker for stories that unpack how something happens rather than simply focussing on the end result or product. I like knowing why particular choices were made and by whom; it helps me understand the flows of power and influence that shape the world.
This emphasis on process instead of only the final product is an idea that I can see in a few different places in our sector too, and I’m really excited by it. Dan Spock recently Tweeted a link to imPERFECT CITY – a fascinating sounding project from Delaware Center for the Contemporary Arts (DCCA), which is “a conversation-based exhibition that evolves from an open call for proposals to conceptualize a utopian city within the DCCA’s gallery spaces.” Although the project has many layers and phases, what I am most interested in is the open processes the project purports to follow, which treats the creation of the exhibition as the exhibition. As the proposal by Maiza Hixson describes, “The exhibition “opens” during the planning phase to allow citizens to interface with DCCA curatorial staff who are present to answer questions visitors may have about curatorial process.” In other words, the exhibition is the process of the exhibition; it is not just the end result. imPERFECT CITY takes its form as a living process story. In addition, the whole project makes use of documentation (blogging, videos) as a means for exploring the issues raised by the exhibition, and creating parallel digital and in-gallery experiences.
I love this. There is something really compelling about the humanness of process that is visible in this kind of approach. The edges of the exhibition become permeable and uncertain; it is impossible to know exactly when it starts or ends. How reminiscent is this of so many digital interactions, which are themselves endless and linked to so many other things? The Internet is perpetually unfinished. It is about process because it is itself a process rather than a product; a constantly-shifting performative environment which demands that those who want use it must interact with it in order to experience it. Unlike most museum exhibits, which have a definite and pre-determined start and end date and typically exist within strictly defined borders, the Internet does not privilege time and space in quite the same way. This gives us a lot of space for publicly exploring and explaining how we do what we do.
Social media and digital publishing platforms open up a lot of potential for institutions that want to create compelling content and stories about their exhibitions that aren’t so strictly bounded by the dates and spaces of the gallery. The Museum of Contemporary Art, Australia has made inroads in this area with their recent ePublication for Anish Kapoor, which was treated as a “living catalogue” and evolved over the course of the exhibition to include a Preview Edition, an Installation Edition, and a Reflection Edition. Rather than creating interpretive content prior to opening and never revisiting it, this catalogue continues to grow during and after the exhibition. The Installation Edition includes information about how one of the sculptures was installed in the space, opening up the mystery of the institution to the public and adding depth to the discussion about the exhibition.
The Dallas Museum of Art’s recently-announced plans for a conservation studio also offer an interesting take upon the emphasis of process in the physical space of the museum, since the studio will effectively turn conservation into an ongoing living exhibition. As Jerome Weeks describes:
[Director Max Anderson is] going to turn conservation into a public exhibit. Other museums hold the occasional tour through their work rooms. But this is different. Consistent with Anderson’s other efforts in making the DMA more accessible online, he will be, more or less, turning this internal museum function inside-out and putting a spotlight on it. Imagine a hedge fund putting the accountants on display.
Wild, right? There is a certain voyeuristic fascination we have with getting behind-the-scenes in someone’s life, in learning what goes on behind the closed doors. Opening up of parts of the institution to public view plays right into these feelings, and develops a very human understanding of what the institution does.
But this approach also shifts the focus away from the objects and exhibitions onto the human forces that impact them. Could this prove to be a distraction? This is how Australia political strategist Mark Textor describes the political process story:
One of the consequences of an increasingly expansive financial and political media field is the need for content to fill it. Some content is important. Most is borderline trivial, certainly irrelevant. But that has never discouraged the commentators. This search for content to feed the hungry commentariat has led to the rise and rise of the ”process story”. The ”process story” is about campaign mechanics, whether it be a political campaign or a big market offer, not about the issues of the campaign.
Could openly documenting the process of creating an exhibition or of an acquisition take the focus away from the exhibition itself? And is a focus on process worth the effort, or does it just promise to add to workloads whilst providing only trivial or irrelevant content? Would museum audiences be interested in gaining insight into what we do and why, or is this just be extra effort for little reward?
What do you think? Do process stories interest you? Could you see this kind of approach working in your institution?