Transforming audiences, transforming museums

Digital transformation is really about something else that often isn’t openly talked about – transforming audiences.
Seb Chan

What does it mean to transform an audience? Is it a shift in the make-up of an audience, how that audience is conceived, how an audience behaves and interacts with an institution, or all three? I’ve been trying to unpack this idea a little over the last few weeks, since Seb Chan included a short discussion on the topic in his recent post rounding up 2015. Is audience development the same as audience transformation, or does it miss some critical aspect of change within the audience, and their interactions with an institution?

Philip M. Napoli’s work on audience evolution within the media sector articulates some useful perspectives. In his 2008 paper, Napoli proposed that the evolution of media technologies over time has enabled greater measurement and rationalisation of audiences, which in turn leads to changes in how an audience is perceived, measured, and responded to. As technologies change, the dynamics of consumption change, and previously unmeasurable aspects of the audience behaviour become more quantifiable and more visible. In response, the “invisible fictions” that exist about an audience and their behavioural patterns shift, and new conceptualisations of the institutionalised audience come into existence. Audience evolution, therefore, is as much about a perception of change as truly alternative dynamics of behaviour.

The relationship between digital and audience transformation, then, is as likely related to the increased capacity to measure and perceive audiences and their behaviours as it is to shifts in the dynamics of those behaviours enabled by digital technologies. It makes sense, then, that some of the most innovative museum projects we’ve seen in recent years combine audience experiences with data-collection and analysis. By seeking to make visible the behaviours of museum audiences, the fluid construct of “the audience” can destablise enough to allow alternative conceptualisations of the audience to emerge. This process of re-imagining the audience is important because, as Ian Ang notes, institutions “depend on the actual existence of the audience in very material terms.”

Napoli proposes that traditional approaches to audience measurement, such as how many people were potentially exposed to a media product (and its advertising), have been undermined by the contemporary media environment. He suggests that the shift towards engagement within the media sector is a response to improved measurement technologies, in which it became possible to question whether mere exposure to content equals effectiveness. Similarly, measuring and demonstrating engagement within the museum environment can be understood as a crucial element in demonstrating value, which has become increasingly important in context of competition for funding dollars and attention. As Rob Stein argues in his 2014 CODE | WORDS essay:

Our impassioned arguments about how museums can change lives and bring communities closer together are all well-and-good, but they mean very little to a data-driven philanthropist if we cannot bring supporting evidence with us to prove our point.

He continues:

Now that museums are beginning to have the tools and expertise at their disposal to monitor, track, record, and analyze all the various ways that the public benefits from their work, the real task begins to redesign the process and program of museums and to embed impact-driven data collection into every aspect of our efforts.

I think that this is at the crux of this digital transformation/audience transformation question. As we can measure our audiences in new ways, we expect to be able to measure how we impact and affect them, in order to respond to them differently. But this is a controversial process. Core to Napoli’s conceptualization of audience transformation is the notion that there will be stakeholder resistance and negotiation–that audience transformation is a necessarily contentious process. This will come as little surprise to any institution that has faced the question of whether to seek new audiences, which means coming up with new offerings, or to continue to invest in familiar, existing stakeholder audiences. As Seb notes:

In the US ‘transforming audiences’ is especially tricky as the culture of private funding means that for most privately funded museums the ‘actual audience’ is a handful of board members and ‘significant donors’ (foundations and corporations), not those who actually attend or use the museum and its collections as visitors. The desired outcomes of different board members of the same institution may vary widely, and at times may even be in conflict with each other – pity the poor Director who is squeezed in the middle!

Seeking new audiences, or to transform audiences, can be highly destabilising for institutions that rely on the concepts of the audience that they are invested in. This problem was at the crux of a discussion at MCN2015 on Museum Business Models and New Revenue Streams in the Digital EconomyThe premise of the session was that museums are “overly dependent on the largess of a dying breed of individual philanthropists and unable to demonstrate their impact and social value to younger, civic-minded audiences…” The mystery meat seems to be in the gap between the known audience and its alternatives.

Last year,  argued that the museum visitor has undergone “a subtle transformation into an autonomous consumer” in response to cultural policy (in the UK), the new museology, the onset of an experience economy, and the rise of marketing and branding as the primary methods for visitor engagement and audience development. In response, engagement in museums is now understood as a mechanism for providing meaningful–and personal–experiences. Aimee Chang, Director of Engagement, UC Berkeley Art Museum and Pacific Film Archive, proposes that audience engagement, as it relates to museums, is “a philosophical shift throughout institutions—a deep consideration of varied audiences when thinking about what museums are and do.” Of course, seeking to engage museum audiences in our work isn’t new. Museums have sought to re-envision and revolutionise their relationships with visitors for generations. But what do you do when the audiences you have and the audiences you’re seeking look different, and want different things? And how do museums allow their audiences to evolve, and evolve their own offerings in response?

I’d love to hear your thoughts about audience transformation, and the role digital plays in that process. How critical is the transformation of the museum’s own internal audiences and stakeholders within that process? And how have your own conceptions of “audience” shifted over time?

PS – If you’re interested in further unpacking ideas related to digital transformation, I’d recommended MCN’s Digital Transformations and Strategy SIG.

Cooperative conservation? On Cooper-Hewitt’s acquisition of a ‘living object’

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?

#drinkingaboutmuseums – Sydney – 4 September 2013

Today Seb Chan and Aaron Cope dropped news of one of the coolest things I’ve heard in musetech circles in some time. The Cooper-Hewitt has acquired Planetary – it’s first piece of code – to be preserved as a living object. This is such an interesting idea, and one that fits right into my own ideas about what museums need to be doing and confronting in an era of networked knowledge. I am going to spend a few days sitting with their post and thinking through its implications further before I respond fully, but this is a perfect excuse for plugging next week’s #drinkingaboutmuseums in Sydney, because Seb himself is going to be in appearance. This also means that if you haven’t been to a #drinkingaboutmuseums in a while, it will be a really great one to attend.

So, if you’re a museum/art gallery/culture professional – or student – located in or near Sydney, you should come along. If you haven’t been to a #DAM event before, get in contact with me and I’ll send you my phone number so you can locate us. Or you can follow the #drinkingaboutmuseums hashtag on Twitter for updates in the lead-up to the event.

#drinkingaboutmuseums
When: Wednesday, 4 September 2013
Time: From 5.30pm
Where: Down the Rabbit Hole (a totally appropriate choice following Seb’s most recent immersive theatre experience.)
Who: You!!

The Cooper-Hewitt’s decision to acquire their first piece of code is a really important one, and bound to spark a significant amount of conversation in the sector. This is a great opportunity to talk about it. It’s also a chance to build stronger internal networks within the museum community here in Australia, which is so important.

Earlier tonight I attended the Sydney Open Research meeting and launch of the Open Knowledge Foundation Network Australia – a really important organisation doing great work to open up knowledge. I’ll talk more on this later, but being in the room tonight with a group of passionate, interested people all working on great projects left me really inspired, and renewed my appreciation for the value of informal connections and networks. It’s one of the reasons I’m so excited about the fact that #drinkingaboutmuseums has becomes something of a regular thing. So do come along.

And as always, a quick note about the nomenclature… Despite it’s somewhat US-centric name, #drinkingaboutmuseums is not just about object-based museums. It definitely includes art people, or anyone interested in the GLAM and cultural sectors. Hope to see you there!

Rethinking why immersive theatre is compelling. It might not be the immersion after all.

On Wednesday night, I went to Sleep No More again. It was the second time I had been to the immersive theatre piece which has inspired so much conversation within the sector, and revisiting it prompted a shift in my thinking. Much like Ed Rodley, I’m pretty sure I’ve been focussing on the wrong aspects of immersive theatre this whole time. I’ve been thinking about the immersion, but I’m not sure that’s the bit that is most interesting.

Every time I meet someone who has been to SNM, I talk to them about it. I want to know if they had a one-on-one experience with an actor (a transformative, intimate experience in which an audience member is pulled into a secret room and participates in a scene alone with one of the SNM characters); I want to know which rooms they saw that I didn’t. I want to hear about which characters they connected with; whether they tasted the lollies in the candy store; what moments they saw and experienced and how they compared to my own moments. What was shared? What wasn’t?

These conversations serve as cultural touchpoints; moments of connection. “Were you there? What was your experience like? Was it like mine?” And with this discussion – which I’ve been having for six months now – I’m beginning to suspect that the reason SNM is so successful may be less that the experience is immersive but the fact that it is complex, compelling, and difficult to understand or complete alone. With 17 hours of content, of which only three can be experienced in a single performance, and more than 90 different rooms in which the action takes place, SNM is a social experience because it needs to be; because the performance cannot make sense without the offered experiences of other people. The story is necessarily incomplete without the pieces that other people can share. And it matters that the story is incomplete.

You see, not only does the play have a plot and a story, but everyone who attends it does too. Everyone who goes to SNM leaves with a narrative of their own experience, whether good or bad. They leave with a story to tell; a reason for a conversation and connection; a piece of cultural currency. And so when I’ve been trying to make sense of the story, I’m simultaneously trying to make sense of my own.

With this, Sleep No More manages to be at once very personal, and highly social. My experiences, my one-on-ones (…of which I have now had four), they felt unique to me. But I can go online and read about how others have been through the same things, and look for small differences or similarities. I can seek out more knowledge about different characters or the set. I can offer up my experiences and find out about yours, and we both gain from the experience of doing so. The disorientation of the play is shared and it is set up to encourage reactions – both reasons why people may feel confident interrogating it further after they leave. I have never had an experience like that in a museum.

When we discussed museums and immersive theatre at Museums and the Web 2013, Seb Chan asked Diane Borger (plenary speaker and producer of the show) about the show’s superfans and how it became possible for the show to remain mysterious and interesting once people were posting every detail of every encounter online. But I’m starting to wonder if those obsessive superfans and their online and offline discussions aren’t kind of the whole point.

In a piece on Sleep No More as an Internet-based augmented reality game, Drew Grant writes:

Yes, this play is an ARG, although it doesn’t have to be; it can start and end with your experience during a performance. But the show does have bonus material that will lead you to real-life encounters with the characters outside of McKittrick Hotel, provided you can figure out how to unlock Punchdrunk’s coded website. There have been location-based clues at Grand Central and IRL meet-ups for those who are as obsessed with solving the seemingly endless mysteries of “Sleep No More.”

The discussion around SNM grows as its NYC season extends; its world extends far beyond the walls of the McKittrick Hotel as stories of the performance and its secrets are shared and dissected by those who have attended it. And yet it hasn’t stopped being interesting. So can museums create this same sense of urgency to know more, to figure out or ‘solve’ a show or a story within the museum? Do we need to create disorienting experiences, experiences full of gaps to do so? Would that even be desirable in a museum context? And if so, can we make the story the visitor tells of their experience as compelling as the stories within the exhibit itself.

What do you think?

MW2013 reflections on emerging and collapsing museum roles

Well I’ve been hanging out in America for the last week with a mind full of thoughts in the aftermath of Museums and the Web 2013… and computer problems. It’s been frustrating, but it also provided the perfect excuse to upgrade my laptop after years of slow technology. Hooray! Truly, a new computer is a pleasure.

Now that I’m back online, I thought I’d start a series of quick posts on the issues that really caught my attention during the conference (a kind of belated version of what Koven Smith was doing in his live-blogging from Portland). In the meantime, if you’re feeling less patient and just want an overall summary of the themes and discussions that came out of the conference, check out the great reads by Danny Birchall, Susan Edwards and Ed Rodley.

So, theme no. 1: the fluctuation of museum jobs, and the impact that has upon the sector
On Day 2 of the conference, Rob Stein and Rich Cherry presented a plenary session that asked what is a museum technologist anyway? During the questions that followed, Liz Neely asked how many people in the room had made up their own job at some point in their career. I was surprised to see  the number of hands waved in response. It was probably close to half the room, all of whom had created a job for themselves.

As someone who has never known where I would fit within existing career paths in this sector, I was pretty excited by this. But then I started thinking further on the implications. When a job is created for someone, rather than created to fill a particular pre-identified need or purpose, then that job will be necessarily built around their individual strengths and weaknesses, maybe even more than the institution’s actual needs. So what happens when that person leaves the organisation? Does the museum then look to fill that position, or to craft another one in concert with the person who comes next into the role? I know I’ve created at least one job for myself in this sector, and it’s now something my museum will always need to have someone doing… but the opportunity came up because I identified the gap, not because they did. How often does this happen?

Sitting next to Michael Parry in one session, I had a discussion about the frequency with which museums should revisit their digital structure and strategy. Given how quickly the technological and work context change, should a museum rewrite its digital strategy and organisational chart regularly? And what are the benefits of doing so very regularly (maybe every three years) versus waiting longer; of making foundational instead incremental change? Two critical issues here become the value of adaptability vs stability, and the potential loss of corporate knowledge (not to mention staff morale… do people want to work in an environment where they position is always up to be questioned?). But it is something worth considering in the frequent discussions we have about writing a digital strategy; getting beyond the how and looking at the when.

These were just some of a series of questions that started to come up about the fluctuation of museum roles. In the session on digital curation that Danny Birchall and I were a part of, Danny looked at different curators who have influenced the sector to show just how diverse the notion of a “curator” is, even in the museum sector in order to demonstrate what museums could teach those who now seek to curate the digital world (one of these being Iris Barry, founder of the film department of the Museum of Modern Art, who herself created her own job based on her own skills and interests), while I looked at what museums could learn from some different types of curators of the digital world. In response to this session, Koven got to the heart of the matter and asked whether the discussion was indicative of the need for a new kind of role within the museum; that of the curator of the digital. Are we witnessing the birth of a new museum profession in these discussions? Do we now need someone who curates the digital world for stories and information as they relate to the collection and/or mission of the museum, in addition to more established curatorial roles?

In the unconference session that followed, Seb Chan pointed out that many museum, archive and library roles were beginning to collapse onto themselves as the differences that defined one from the next became less distinct in the digital realm. All of which makes me start to wonder just which roles within the museum will stand up as they currently are, and which other roles (like digital conservators) will begin to emerge as more and more critical in the coming years? Just how fluid is the museum’s institutional and organisational structure, anyway?

And, finally, what happens if you design yourself out of a job? There is a tension between wanting to create efficiencies and do things better, and wanting to maintain your job and an organisation’s need to employ you. Given that the positions needed in and by this sector appear to fluctuate more than I had previously imagined, I’m interested in how this tension plays out in career paths, and whether institutions can or do support those whose once-essential skills are now only peripherally useful.

This is where my relative newness to the sector starts to really get in the way, because I cannot look back at institutions and their history to know how these kinds of questions play out. But I am sure some of you can.

I’d love to hear more about your experiences and what you’ve seen in your own careers. Do the roles that museums need filled fluctuate significantly over the course of years? And what impact does that have on the museum? How often should a museum actively revisit its structure and strategy to ensure a fit for purpose?

Worlds within worlds: Immersion and museums

There has been significant discussion in recent months about immersive experiences in museums. Seb Chan and Ed Rodley have both written on the subject in response to the site-specific performance Sleep No MoreElizabeth Merritt has asked what museums can learn from Derren Brown: Apocalypse, a two-part television series that immersed a single protagonist in a surreal ‘other world’; and Nina Simon wants to know “why aren’t museums great at telling… deep, intense stories? Why are exhibitions, which have huge potential as immersive, multi-platform narrative devices, so rarely used to that effect?” Clearly immersion is on our collective minds.

But what makes an experience or environment immersive? And why should museums care about using immersive techniques in their exhibitions? Perhaps the simplest explanation comes from Simon herself: immersion “takes you into another world.” It’s a concept associated with video games, virtual reality, and fiction, and is tied closely to the idea of flow; a form of completely focussed motivation. And, as Yellowlees Douglas and Andrew Hargadon note, it can be related to pleasure as well, which can come from “interactive narratives that build on both agency and complex, yet familiar, narrative schemas.” Immersion, then, offers museums a tool for providing challenging yet pleasurable experiences.

According to Jamie Madigan’s 2010 post on the psychology of immersion in video games, immersion can occur in a rich gaming story environment that has “multiple channels of sensory information”, “completeness of sensory information”, “cognitively demanding environments”, and “a strong and interesting narrative, plot, or story.” However, per Douglas and Hargadon, the environment cannot be completely chaotic without opportunity for the individual to gain his or her bearings, nor entirely familiar, offering nothing new to surprise or challenge. Instead, the schema at work in creating the storyworld (whether fictional or otherwise) must be authentic and consistent, but also allow for wonder.

This rings true to my own most recent experience of immersion, which took place at the Australian National Maritime Museum on Sunday. It was my first visit to the museum, and I skipped straight past the galleries to the ships. It was on board the Onslow, a submarine built in 1968, that things got interesting for me…

Immediately upon entering the submarine, I started feeling light-headed. My heart rate went up, and I began having difficulty breathing. Even though I’ve never been susceptible to claustrophobia, being trapped in the narrow, tinny aisle of the submarine, unable to go backwards or control the pace at which I progressed forwards (stuck as I was between other visitors), my body reacted. Mentally, I knew I was safe. But my body was firing off entirely different signals.

Why did it react so? Why did my body believe it was in danger, when logic told me all was well? The submarine flooded my senses. It had a smell of ageing metals and dust; like an old hospital. The skinny corridors curtailed my natural movement. A soundtrack played through the speakers that – I’m fairly sure – included a siren to indicate that we were soon to dive. From the moment of entry, when I had to climb backwards down the angular metal steps into the sub, my whole body was tricked into believing that this world within my world was real – and a threat.

I was transported; caught in the universe of the submariners. It was one of the most affective experiences I’ve had in a museum context.

The immersion came from more than just engagement in their story however. When my body reacted so strongly to the submarine, it was in part because it felt transported from my usual safe (and sunlit) world into a universe of metal, war, and submersion. It was disengaged – separated – from the everyday, from the context of real life.

In November, when I wrote about Sleep No More, I observed that the audience was “funnelled down a long, dark corridor to enter the McKittrick Hotel; consistently being primed for the evening at hand, even whilst in the act of transportation from one place to the next.” I was thinking about behavioural priming; what a museum does to prepare the visitor for the museum experience. But I failed to truly note the significance of this tunnelled entryway. It was not a mere passage from place to place; it was also a device that transported me from the ‘real’ world into the richly detailed storyworld. The neutral zone of the tunnel forced a fission between my life outside Sleep No More, and the internal universe with its own rules and practices. With this distance, I could give in more fully to the possibilities and drama of the McKittrick Hotel and its occupants.

This is quite different from my average museum visit, where there is only limited demarcation between the story inside the museum and that outside; or in the spaces between exhibitions. Yet consider how a similar trope is utilised at Disneyland to set the audience up for their experience in ‘the happiest place on Earth.’ In a paper on Walt Disney’s use of ’emotional environments’, Josef Chytry writes* that Disney carefully calibrated the Disneyland storyworld to engage the guest in a total experience (emphasis mine):

For his emotional environment proper, Disney ensured that entry to the park would be substantively separated from outside reality. This passage was intended to induce in ‘guests’ the appropriate mood, so that once these ‘guests’ came into ‘Main Street, USA’ – another invention of Disney’s – they were ready for ‘happiness’.

The entire visit was choreographed to be affective; an emotional environment designed from the start to invoke a sense of wonder. (I know many museum types professionally disdain the Disneyfication of culture, but surely there are worse things.) Similarly, at Tasmania’s MONA, the visitor does not merely arrive at the museum from the street. From Ed Rodley’s description of his visit to MONA last year:

The oft-repeated marketing catchphrase is that MONA is “a subversive adult Disneyland” which like a lot of PR fluff, captures some of the emotional appeal, but not much else. MONA isn’t a theme park. It is also not a temple to secular culture the way writers like Alain de Botton have claimed museums have become. It certainly has some of those otherworldly associations; it is a destination if you approach via water ferry; the long climb up, and the descent into the hillside MONA is carved into. If MONA is any kind of temple, it’s more an oracular cave than an edifice of orthodoxy.

To which museum owner David Walsh responds:

 it’s a pleasure to see your reference to an ‘oracular cave’. The effort required from a visitor by ferry, to rise and descend, was intended to make one mindful of exactly that notion. You are, apparently, the first to see what to me was a transparent gesture.

Entering another world – a storyworld – requires that we unshackle ourselves from the real world, if only for a short time. The world of MONA is severed from that of the everyday by boat, and an oracular entryway. Even more than that, it is separated from mainland Australia, necessitating a significant journey to get there for all but locals; a journey frequently undertaken for the sole purpose of visiting the museum. (Maybe it’s more like Disneyland than Rodley gives it credit for…) Immersion also requires multiple channels of sensory engagement, cognitively rich environments, and strong and interesting narratives. Is such an approach always of value for museums? I don’t know that it is. But given that immersion can lead to flow, wonder and engagement, it certainly seems like something worth examining further. I certainly won’t forget my visit to the Onslow any time soon.

What do you think?

*unfortunately behind a paywall

How do you learn to tell stories worth experiencing?

Today I just have a single question: how do people who work in museums learn to tell good stories?

Below is an excerpt from Seb Chan’s breathtaking interview with Mike Jones (if you haven’t yet read it yet, you should – and also check out Jasper Visser’s latest post on digital storytelling). Mike says:

A story is not just a collection of things or a sequence of events. In this I think breaking down some distinctions between Story, Plot and Narration is very useful.

The framework I like to use, borrowed form numerous scholars in the field over centuries, is that Plot is a sequence of Events, Narration is how those events are Told and Story is what the Viewer experiences through the combination of the Plot being Told in a certain way… or in other words Plot + Narration = a Story Experience in the mind of the Audience.

Once we engage with this idea we can get away from the vacuous notion that ‘everything is a story’ and actually focus on bringing to bear the mechanics and craft to generate an engaging story experience – dramatic questions, a cause and effect chain, a distinct voice in the ‘telling’ of the story, clear point-of-view, characters who are flawed and have desires and obstacles – a story that’s worth experiencing.

How do people who work in museums (curators, exhibit designers, marketers, digital content creators, everyone) learn to tell good stories? Where do they learn that art? Is it taught in school? If you took museum studies, was there a course on story development like a filmmaker or writer might take? Or is the craft handed down, curator to curator? If it isn’t taught formally, should it be?

What do you think? Where do museum story-tellers learn the mechanics and craft of story-telling to tell worthwhile and compelling stories in museums?

What happens when geeks design museums?

I’ve started to notice a couple of interesting patterns or trends in the digital museum dialogue over the last couple of weeks and months. Just taking a quick flick around the blogs and looking at some of my favourite museum thinkers, we have Koven speaking at MuseumNext about the Kinetic Museum, and asking What if a museum’s overall practice were built outwards from its technology efforts, rather than the other way around?. Ed’s making a museum from scratch series is moving towards imagining a radically transparent museum – one in which labels might include information about who wrote them, objects might have whole histories available, or information that leads visitors back outside the walls of the museum to continue their journey beyond the physical space. And Seb has proposed that “the exhibition as a form needs to adapt. Radically. And I don’t mean into a series of public programs or events.” His great post from last week, too, considered new ways of designing exhibitions as immersive events with digital parallels.

There are two things that I find fascinating about this. The first is that this dialogue is forming a kind of dispersed ‘Koinonia’, or  collaborative thinking. Although each of us is physically removed from one another (in my case, across oceans, and for the others, at least a few hours of travel between), we are all bouncing off, and building upon, the ideas, questions and inspirations being shared by the others.

But the second reason this is interesting to me is that in each case, they we are all starting to reimagine or redesign physical museum experiences with ideas drawn from digital experiences. The museum technology conversation seems to be shifting from merely how does technology impact the business of the museum practice to how should it impact the museum building or the design of museums physically. Of course, there is precedence for these conversations with Nina Simon’s approach to exhibition design, which draws upon Web2.0 philosophies. But these new discussions seem to further explore the concept of creating the physical space of the museum upon the principles and values of the Internet.

So what are these values, and how could they apply to museum/exhibition design?

For me, the immediate ones that come to mind include transparency and openness, agility and responsiveness, customisable and personal experiences, and sharable, social and participatory interactions. Many of these ideas are ones that I’ve spoken about previously on this blog, but I’ve always focussed on how they might/should apply to museum online efforts.

Ed’s concept of radical transparency in the museum is provocative. In Too Big To Know, David Weinberger proffers that one of the basic elements of the Net experience is that “[t]he Net is a vast public space within which the exclusion of visitors or content is the exception.” (174.) He also points out the abundance of the Internet, where “there is more available to us than we ever imagined back in the days of television and physical libraries.” Taking these ideas into the physical museum space could see the size and complexity of working collection made visible and public as default, whilst still being able to distil ideas through the use of selected objects chosen for formal exhibition/display. This approach also puts a contemporary spin on the idea of curation, where the curator draws attention to the things worth seeing within the abundant content available. As I commented, the recently opened MAS | Museum Aan de Stroom in Antwerp has a visible storage area that houses about 180,000 artefacts from the collection. Imagine being able to see the entirety of a collection, as well as its details. What kind of public value might such an approach have?
(Of course, such an approach would likely have implications for cost, security etc. – there are many as-yet-unresolved issues here.)

What else? I think one of the most enduringly appealing things about the Internet is that it is highly personal and customisable. My experience online is likely very different from yours. You and I, we will read different things, and be drawn to different sites. We will even visit the same sites, but on different browsers and devices, or at different times of day. So how could a museum make an experience that put emphasis on “immersive exploration rather than a linear narrative“, as Seb has been asking? What kind of approach to exhibition design is needed to give individuals ownership over their experiences and yet still maintain connective narrative tissues to make sense of the core concepts and ideas at play?

Digital experiences are sharable, and frequently participatory. But they are also agile, kinetic, and scalable from global to local, and back again. Our conversations and interactions online are not limited to our physical proximity, but they are often related to it. I chat to people all over the world on Twitter, but also make a point of meeting up with them in person when circumstances allow. There is an overlap between my digital and physical experiences, a parallelism (as Seb recently observed). So how could these parallel experiences be incorporated into museum setting? Could the museum tap into and contribute to global themes and conversations before and after the visit (online or offline), and then focus on the local and particular in the actual space? Would that be the right approach?

Matt Popke, in the comments on Seb’s mixtape post, joins in.

I just think the bar has been raised a bit in the “historical narrative” part of the equation. People live in a google age now. If you encounter something you are not familiar with you simply google it and find out whatever you want to know (or maybe you think you find it, that’s another issue entirely). People are accustomed now to having mountains of information available to them at a whim. Tiny tombstone labels on collection items or informational plaques near an exhibit just don’t satisfy like they used to.

The challenge is finding a way to incorporate *all* of the rich history and context of an item in the display of that item, or otherwise finding a way to deliver more in an exhibition than we’re used to, more context, more data, more story. We need to deliver this information in a way that feels explorative, like the audience is taking their own path through our collection and discovering their own version of the narrative. Hypertext, as a medium, is perfect for this kind of intellectual exploration when dealing with an individual. How do we create a hypertext-like experience in a physical space that multiple people can enjoy simultaneously?

There are lots of ideas here, and most of them are entirely unresolved. Still, this trend in the conversation seems to bend more and more to be broaching the divide between the physical and virtual and trying to rethink or disrupt current approaches to museum or exhibition design. Why this is happening now, I’m not sure. (And does it have implications for museum careers? Will your next exhibit designer be someone with an interest/background in tech?) But it is an interesting line of questioning to pursue.

What happens when museums begin to bring the values and ideas that are normally associated with the Internet into the physical design of the museum?

I’d love your thoughts.

For museums to make the ‘digital shift’, does the art/artefact market itself have to change?

Seb Chan has just written a great post positing the idea that museums will not truly begin to incorporate the digital into their core operations and institutional DNA until they have significant born digital collections. He writes:

Born-digital no longer requires ‘buildings’ and that’s when things becomes interesting.

He’s right – it is interesting. However, I think it is only scratching the surface of the question, because in order for most museums to view born-digital as being significant for collection, the very art/artefact market likely needs to change. (Note: I am mostly thinking through this issue with the art market in mind.)

Somaya, a commenter on Seb’s post, writes:

Born digital suffers from both impermanence and the ability to be everywhere all at once. Either there is only one copy (which is lost easily) or millions that are everywhere and likely to turn up in collections multiple times (not a good approach of every organisation is spending their resources preserving the same thing).

Until there is a basic shift in fully embracing digital collecting plus preservation, management and provision of access – through policies and strategic directions of these organisations – digital will slip to the side of other more traditional collecting workflows.

Her point, that the born-digital artefact is both impermanent and able to be everywhere at once, seems to run completely counter to the way art markets create value, with their emphasis on rarity, longevity and physicality (and therefore, good prospects for return on investment). A 2008 article from the NYTimes on the sale of a version of the Magna Carta exemplifies this sentiment.

Just when digital reproduction makes it possible to create a “Rembrandt” good enough to fool the eye, the “real” Rembrandt becomes more expensive than ever. Why? Because the same free flow that makes information cheap and reproducible helps us treasure the sight of information that is not. A story gains power from its attachment, however tenuous, to a physical object. The object gains power from the story. The abstract version may flash by on a screen, but the worn parchment and the fading ink make us pause. The extreme of scarcity is intensified by the extreme of ubiquity.

The object, thus, potentially could become more valuable for museums in the short term, and in fact until museums begin to build the digital into core operations and value. There could be both a backlash against the potentially ubiquitous nature of born-digital art/design/architecture etc, and an urge to cling on to what museums have that is different from that which is available everywhere else online, particularly because there is a known and quantifiable value that can be placed on objects in a way that has not yet (to my knowledge) been defined for born-digital artefacts.

Beyond this however, museum collections are undoubtedly influenced by the art market and the interests of private collectors, whose willingness to spend money on acquiring works of art by particular artists will often drive the reputations and careers of those artists (and therefore make them valuable for museums, too, to collect). Such a system is thus a kind of informalised method for vetting those works or artists that a museum should seek to acquire, because those objects (should) have a more likely ROI.

This article explaining the art market by James Panero captures this idea:

The art market has a unique talent for promoting art about the market. Since exhibition history enhances value, the collectors of what we might call “market art” have a vested interest in seeing their work take up space in traditional public collections. They often have the financial leverage to make it happen. In this way, the hedge-fund collector Steven A. Cohen could place Damien Hirst’s shark tank on temporary loan at the Metropolitan Museum. The oversized trinkets of Jeff Koons start appearing at the same time in the museum’s rooftop gallery.

Curators defend such expensive contemporary work as relevant to the commercialism of the age: the market gives meaning to the art.

A quote from Leo Steinberg in the article is also useful.

Art is not, after all, what we thought it was; in the broadest sense it is hard cash. The whole of art, its growing tip included, is assimilated to familiar values. Another decade, and we shall have mutual funds based on securities in the form of pictures held in bank vaults.

What we don’t yet have, then, is the way for equating born-digital art/artefacts with hard cash, and a proven sale/resale history to demonstrate ROI.

In some ways, I am sure this cannot be far away. In the Internet age, information is becoming valuable in ways that were previously unimaginable. The Real Time Report recently reported that estimates put the market value of a Facebook user at between $89-$118. Here, the seemingly intangible has tangible or real value. What the art market, and museums, haven’t yet done is find ways to assess/communicate the intrinsic value of born-digital materials. We don’t yet know what the ROI is, either for private collectors or institutional ones.

And there’s the rub. While Seb is probably right, and it’s not until institutions hold substantial born-digital collections that they are likely to build digital into core museum practice, it might not be until the art/artefact markets begin to intrinsically value born-digital artefacts that they will become a collecting priority.

What do you think?

geek speak with Erika Taylor

This month’s culturegeek is museumgeek’s first curator and first Australian. Erika Taylor is the Curator of Science, Technology and Industry at the Powerhouse Museum, and she is one of a whole collection (boom tish) of passionate museum tech people who work at the institution. Before I met Erika, I kept seeing her name pop up on Twitter – and always in interesting conversations – so I thought I would try to find out just how a science curator ended up so interested in the digital world. As always in geek speak, I’ve asked Erika to write a post responding to the question “How on earth did you end up here?” Enjoy her story.


Erika Taylor - Curator of Science, Technology and Industry at the PHM - being awesome.

First and foremost I guess I am a science nerd. I grew up wanting to know how stuff works, I went to uni and found out how much I could drink stuff works, and I discovered a love of teaching other people about how stuff works (except magnets).

After I finished my science degree, I wandered the world for a while working in backpackers hostels, drinking, eating, and visiting museums, until I returned to home to look for a prestigious, well paid, and stable job in science. Shockingly that didn’t work out.

So what could I do with my love of science, learning, teaching, and museums? Masters in Museums Studies fit the bill, so off I went to learn about the history of museums, how to do paperwork, how to dodge bureaucracy and red tape, and that you must wear gloves when touching old things. The best part of the course was the opportunity to do two internships. My first internship was project managing a website build for a special interest group of Museums Australia. My supervisor was none other than the wonderful Ms Lynda Kelly at the Australian Museum. My second was at the Powerhouse Museum, which eventually led to them hiring me as a science curator.

I did what “curators do”. I researched, published, interpreted material culture, put on exhibitions, and gave talks and presentations. This was at a time when museums were just starting to discover social media, and experimenting with its uses, it was also a time when the Museum’s 300,000+ collection had been digitised. I started to become interested in curators and the digital world, and concerned at the growing gap between the two.

I found mentorship under two of the most influential people thus far in my professional life, Seb Chan, and Paula Bray, and began working in that gap between curatorial and digital practice. I wrote a paper about the current state of play between curators and social media and presented it at Museums and the Web 2010, in Denver. I was inspired by some of the most amazing digital and web people from all over the world, learnt that Dutch really is the language of the future, and became Chief Curator in Charge of the Spinny Bar Historical Society.

I was the only curator there. Why? Why were museums doing such cutting edge and amazing things on the web, yet curators were so disconnected from it all?

Since then I have been working at getting curators involved in everything from blogging, basic web editing, using social media for things other than posting photos of yourself drunk on the weekend, making iPhone and iPad apps, and everything in-between.

So that’s me. I work in the gap. I am passionate about finding creative ways to use digital mediums to tell stories and interpret collections. I am specifically interested in how the future will shape museum curators, and plan to be an active participant in its evolution.

Erika Taylor is the Curator of Science Technology and Industry at the Powerhouse Museum. When not developing exhibitions on climate change, historical plastics, or strange medical implements, you can find her teaching someone to write blog posts, making iPad games, or user testing mobile walking tours.