Thursday, November 05, 2009

More Delightful Secrets: How Much Space Would You Give to an Exclusive Subset of your Audience?

A month ago, I wrote about the pleasure of secret, exclusive places in cultural venues, and many of you wrote in with stories of your own. Last week in Denmark, I experienced two more delightful hidden treasures, and they led me to this simple question: how much space and money would you devote to providing an exclusive experience within your institution?

Let me explain. I visited two museums in which resources were devoted to experiences that only a tiny fraction of the visiting public would consume. In both cases, these exclusive experiences were wonderful surprises. Were these underutilized wastes of space or special places for the special visitors?

My first experience was at the Experimentarium, a science center just north of Copenhagen. The Experimentarium offers an impressive mobile phone-based activity called Ego Trap which transforms a two-hour visit into a narrative, social game. Ego Trap uses voice and text messages to immerse visitors in a research study carried out by mysterious hosts, who entreat them to use certain exhibits, answer questions, and perform multi-person challenges as part of the elusive study. Eventually (spoiler!), players realize that a hacker has gotten into the system, and they must choose whether to side with the scientists behind the study or the hacker. Visitors who choose the hacker approach a secret door, marked STAFF ONLY. They input a code into their phones and the door unlocks to reveal the headquarters of the science research study: a dark lair filled with electronic equipment and... rats' nests. The scientists running the study were in fact rats out to enslave humans and turn them into lab animals! The rats' HQ challenges visitors to tackle a final game to escape successfully from the rats' lair.

This game, and the secret room that hosts it, is only available to the tiny fraction of people who play Ego Trap and make it all the way to the conclusion of the game (which takes about 2 hours). I was only able to access it because a staff member was touring us through and gave us the behind-the-scenes look. As my husband said, that secret room with its mousy trappings was "the coolest part of the whole museum." Is this an example of a powerful reward for highly engaged visitors, or a missed opportunity for more visitors to see the Experimentarium as full of secrets and mystery?

As a second example, we later sojourned north to the Louisiana Museum of Modern Art, a lovely art museum surrounded by incredible grounds on the seashore. At one point, we strolled out a non-descript door from the cafe to examine an outdoor sculpture. Beyond the sculpture, we noticed a path, and then a gate. Uncertain whether we were leaving the museum's grounds, we wandered through the gate and into a magical enclave that included a mist-covered pond, a wavy slide, and several art installations--whimsical huts of all kinds. While the museum and the main grounds were packed, this large and beautiful outdoor area was virtually deserted--not surprising given how hard it was to find.

In both of these museums, our favorite experiences came when we stumbled onto or were let into these secret, exclusive places. We felt a special kind of ownership of these spaces that we had discovered. We were like the early explorers, delighting in our own cleverness, ignoring evidence that these places had been previously discovered by other worthy trekkers (and of course, created by their designers).

It's very hard for a museum to justify dedicating space and resources to something that will remain unmarked and unadverstised. Especially in the case of Louisiana, which was packed with people, we were shocked that such a beautiful part of the grounds were kept "private" when it could have been occupied by many happy visitors. But these were also the most memorable parts of our visits, the aspects I felt compelled to share with friends and family--and with people like you.

Could your institution include an intentional set of hidden surprises, a secret "extra level," or just a hidden door to a small experience? Would you be willing to exclude the majority to give a small group a sense of specialness that might not be otherwise attainable? What's the business argument for doing so, and how much space and money might be usefully employed in such a manner?

Thursday, October 29, 2009

Quick Poll: Progress on the Book and a One-Question Poll

Hi folks. This is just a quick post to update you on the status of my book on design for participation in cultural institutions. Three items worth noting:
  1. I completed the entire draft manuscript. I'm currently slowly uploading the new text to the wiki, and it will all be there for you to review, edit, and explore by the end of this week.
  2. I've retained Jennifer Rae Atkins, superlative graphic lady, to create the cover art and illustrations for the book.
  3. The current schedule is to complete content development by the end of the year, copy-edit and layout in January, and go into final layout and production in February. You should be able to hold a book in your hand in March 2010.
I promise this blog will not be overly book-oriented in the coming months; in fact, I hope to get back to a more regular blogging schedule now that the creative work on the book is mostly completed.

But for now, I have one simple task I hope you can help me with: naming the book. Please fill out the one-question poll below to share your thoughts on the most effective title. And thanks!



Reflections on MuseumNext and Facilitating Brainstorming

Last week, Jim Richardson and I hosted MuseumNext, a 24-hour workshop for museum professionals focused on bringing new, wild museum projects into the world. It was held in Newcastle in the north of England, and about 70 folks from around the world (but mostly Europe) came to play, learn, make stuff, and help each other work out challenges inherent in trying to make risky ideas happen. Thank you to everyone who came and helped co-create an exciting experimental event in a beautiful city.

MuseumNext had four main sections:
  1. Interactive activities, including an opening workshop with a group of designers associated with an extremely wonderful exhibition called Doing it for the Kids featuring sustainable toy designs. Participants sewed sock aliens, injection-molded army men, constructed robots, and drew animals. We also ended the entire event with one of my favorite exercises, the Exquisite Corpse game, in which participants co-created comics of their craziest museum dreams.
  2. "Wild idea" sessions, featuring six dream projects, some already in motion, others firmly ensconsed in their creators' heads. Folks from the Utah Museum of Natural History, Worcester City Museum, Manchester Art Gallery, Centre for Life, Netherlands Architecture Institute, and the Knowledge Media Research Center (Germany) brought projects they wanted to make happen, and each worked with a group of about 10 other participants for about four hours over the course of the two days to work out plans and ideas to move the projects along. The projects ranged from activating a dead collection to developing a mystery game around a strange artifact to developing a hackerspace to planning for massive changes to institutions new and old. Click any link above to see the video from the initial pitch and final report from each group.
  3. Unconference sessions, featuring topics as diverse as "playing an ARG" (with real labyrinth adventures), "engaging visitors who were dragged to the museum," and "measuring and defining success in participatory projects." We only did two rounds of these, but they were very active and I think a lot of people were surprised to find them so useful even though they were organized on the spot.
  4. Facilitator bits. I gave an hour-long talk about participatory design practices (video here), and Jim gave a small tour of an exhibition he had organized nearby. We also had quite an extensive reporting-out session at the end with the Wild Idea session leaders sharing what they had learned and where they would go next. I was thrilled to frequently hear, "I started out thinking X, but my group convinced me Y."
To me, the greatest value of MuseumNext was the Wild Idea sessions, but they were also the component that I would most revise in a future incarnation of this kind of event. On the positive side, the Wild Idea sessions allowed people to do something that is usually very expensive: get outside perspectives and support on their projects. I was very interested in the way an event like this can effectively flip the standard model for brainstorming with outsiders; rather than each project leader paying individuals to come help work on their project, everyone paid to come and help each other. While the program still involved money and travel, to my eyes, it was much more efficient to bring together a large group of smart people, let them pick the projects they thought they could both contribute to and learn from, and then let them go at it. I'd like to see larger conferences incorporating an element like this--a structured opportunity for people to brainstorm with those who are outside their own personal networks.

That said, the phrase "structured opportunity" is where MuseumNext suffered most. While Jim and I explained clearly to Wild Idea proposers what they needed to do to submit their project for consideration before MuseumNext, we didn't give them enough support in actually facilitating their group brainstorming at the event. The groupwork was not easy; few participants knew each other or the institutions in question before showing up the first night. I realized too late that brainstorming with strangers is something I'm used to, but it's not inherent in the job descriptions of most museum collections managers, educators, and researchers who were leading the groups. Everyone worked hard and did do a fabulous job, but we had the typical problems with unbalanced participation, people getting confused or frustrated, and overall project time management.

And so I would like to offer a public apology for this, and to share with you some of the lessons of facilitating brainstorming that I have learned over many years of successful and not so successful workshops. I tried to help workshop leaders work some of these in on the fly, but that put unreasonable stress on them. I'm sorry. You did great.

To remedy this error, here are four things I've learned about facilitating brainstorming sessions. They sound obvious, but several took me years to figure out.
  1. Vary the activities. I like to incorporate talking, writing, and doing/making into workshops. This both breaks up the time and supports participants who feel most comfortable expressing themselves in different ways. By varying activities, you can involve everyone without putting quieter participants on the spot--instead, you find the activity where they shine. This started for me when I worked with a group that included some very vocal and very quiet folks - we used worksheets to balance out the skills and avoid always favoring the big talkers. And I'm a really active person, itchy if sitting too long, so I like to add in some physical exercises to get people moving (and, where reasonable, engaging with visitors). If you need a source for good activities, there's a world of training methodologies on the web.
  2. Give a schedule and list of target goals, even if you don't entirely stick to it. People like to feel that they are making progress, and if you can "check things off the list" as a group, it helps everyone stay focused and motivated.
  3. If you are working for several hours, slot it over two days. In my experience, one-day brainstorming sessions for new projects leave some people a bit uneasy because it moves so quickly. They feel like things are getting "decided" before they can really think things through. Sleeping on it often brings people back on day two focused, confident, and ready to work. At MuseumNext, we used this model, and while many people left on the first night in some form of despair, they were amazed at how everything came together on day two. I've seen this bear out in many kick-off meetings for projects, and that's why if you call me about a one-day workshop, I'll probably ask for two.
  4. Always start and end with something creative. This may reflect my bias towards doing, but I find that if you get people doing something a bit silly, they get out of normal patterns and hangups and are more willing to think broadly. Also, how people feel at the beginning and end of a workshop significantly impacts how they feel about the overall event. At MuseumNext, these creative bits were the design workshop and the Exquisite Corpse activity, but I've done everything from social games to zombie yoga (seriously).
What do you find helpful in facilitating brainstorming on new projects with diverse group members? If you were at MuseumNext, what else can you share about the event to help others understand what you got out of it?

Monday, October 26, 2009

Please Don't Send Me to My Personal Webpage


Yesterday, I visited the Experimentarium, a science center just north of Copenhagen in Denmark. There were many intriguing exhibits and a novel cellphone game (more on that in another post), but I was particularly interested in their new special exhibition on the brain. This exhibition uses RFID tags to allow visitors to save their work throughout the space--something that many institutions have been experimenting with for almost ten years now. And while the Brain exhibition has some qualities that were significantly improved over other RFID-enabled exhibitions (better scanning of the tags, more content-rich personalized welcome screens, effective timeouts if you walked away, a semi-useful group option to accommodate families), it offered an output mechanism that is dated and downright frustrating: the personal webpage.

Many institutions that are pursuing online/onsite experience connections have lighted on the personal webpage as THE way to deliver post-visit experiences. Here's the basic idea: while you are at the museum, you save digitizable content--either content you make (photos of yourself) or content you collect (museum-supplied text or media of interest). When you get home, you type a long code into a web browser or receive an email with a link. Go to that link, and you will find a custom webpage featuring all of the assets you saved or made onsite.

The personal webpage has many adherents, and some institutions, like The Tech Museum in San Jose, have been offering them for almost a decade. There are some obvious positives to this strategy. It provides visitors with a "special place" for their content, which is both highly customized to their experience and out of view from other visitors to the museum's website. But these positives are outweighed by a glaring negative: these personal webpages are (usually) an experiential dead end. They provide the bare bones of what you've created in a totally decontextualized way, outside the infrastructure of other institutional digital content and outside the social context of other visitors. These pages often look barren. They don't live in an ecosystem of other experiences. They display the assets you've created and beyond that, nothing but a link to the institution's main website.

This makes for a very low-engagement post-visit experience. For example, check out this personal webpage I produced with my partner, Sibley, at the Experimentarium yesterday. We swiped our RFID tags all over the Brain exhibition to save our actions, scores, and preferences. We spent time on a digital profile-building activity that required us to enter many fields, including name, age, gender, and four screens of subjective questions about how we think (so much that our friend Nynne didn't do it because it was taking so long). Given all of the time commitment we were asked to put into the tag system onsite, I assumed that when we got home, we'd get some kind of personal profile that showed what we'd done, how it mapped to our profiles and our behavior relative to each other or other visitors to date.

Instead, we each got a basic set of text recommendations to cultivate our brains, against a psychedelic background that provides links to the exhibition's webpage but no substantial ties between our experience and the exhibition content, or even with each other. In some cases, we were provided with the same results we saw onsite (Sibley's time in a learning curve activity... not sure what happened to mine), but onsite, we were able to explore that data relative to other visitors to date, whereas the webpage just provides a static image. At the bottom of the page, there's an option to "remove my personal data" (please don't click this) - and I found myself staring at it semi-incredulous that this impersonal website had anything to do with the data I had generated onsite.

I will not be using this webpage to dig deeper. I will not be coming back to it for more in the future. While it has generated a single click from an email to the web (and many more clicks if you check it out), it has not sent me down the road towards a deeper relationship with the content, the exhibition, or the institution. It didn't even let Sibley and I laugh at how we compared to each other! It's an outpost for some cheap content, and that's immediately obvious to me when I get there.

The Tech's system is barely better in what is provided, offering a glimpse into the actual exhibits you visited and the content (mostly photos) you took onsite. But again, this content is not connected either to more content nor to other visitors. I'd love to see my thermal camera shot in a gallery of many thermal camera shots, and learn from how other visitors used the camera to generate strange images. Instead, I just get my narcissistic output, which may be a reasonable souvenir but is little else.

How can museums improve on this personal webpage strategy?
Contextualize the output with more content. There are some museums which, instead of giving you your content on a bare webpage, create an "account" for you on a more dynamic and content-rich site. The US Holocaust Memorial Museum's Take Action website does this. Associated with a small exhibition on genocide in which visitors can make personal pledges (extensive coverage here) that are digitally tracked, the website allows visitors to "log in" with their pledge number to access custom content--but that content is layered into the multi-media site rather than living in a barren online outpost. This means that visitors are encouraged to keep exploring the rich content on the site related to genocide, rather than checking out their creations and then closing the page.

Contextualize the output socially. It's perhaps even better (and cheaper) to wrap visitors' digital creations in a social enviroment than to do so with authoritative content. You don't even need your own platform to do this. Exhibits that produce content that goes to social websites like YouTube or Flickr are automatically presented in relation to other visitors' productions. When you make a video in the Mattress Factory's iConfess booth, it shows up on the iConfess YouTube channel. When you augment a photo in the Chicago History Museum's Get Lincolnized! system, your image becomes part of a Flickr stream. This allows each visitor to see her actions in the context of what others have done, and to become part of a light "community" of participants.

The Holocaust Museum's Take Action website incorporates this social context with a digital display allowing online and onsite visitors to browse pledges made and see their own words amongst those of others. Particularly for activities that emphasize the collective power of many individuals working toward the same goal, showing how each visitor's action is connected to the larger effort is essential.

Finally, if visitors are saving their activities in competitive environments like games, being able to see your score relative to others--either in your party or overall--is incredibly engaging. Imagine the return visit potential if the institution could automatically send visitors online alerts that someone else has bumped their top score off the chart, or if it challenged dad to try a comeback game against mom next month.

Motivate further active engagement. Remember, the people who chose to produce content onsite--to track themselves, to play games, to make pledges, to mess with their photos--were drawn specifically to active participatory experiences. They may not be the same people who are driven to read or consume lots of authoritative content on a topic. And so while some may appreciate deeper content experiences based on their initial entries, more may seek further ways to actively engage with the institution. If visitors make stop-motion animations at the museum and come back to the web to view them, why not provide a tool or links to places where you can make really complex animation products (which can also then be shared with the visitor community)? If visitors make pledges to reduce waste or stop genocide, why not provide more activities for them to do and ways to track them? I worked with the Boston Children's Museum on a project called Our Green Trail (check it out!) that encourages visitors who play games at the museum related to green behaviors to keep doing those behaviors and playing associated games online in a social virtual world. In this way, Our Green Trail tries to keep people motivated and focused on the activities that initially attracted them while opening up more and more content and social experiences to fuel continued action, in their own lives and on museum visits.


What online/onsite connections have you seen that work particularly well or poorly? What do you want from the digital component to your next cultural experience?

Monday, October 19, 2009

Great Conversationalists: Reflections on Being a Dial-a-Stranger

The afternoon of September 24 was hectic. I called in to participate in a radio show in Seattle, then zoomed downtown for meetings, after which I headed home to cook for a dinner party. I had everything timed to the minute, and was just getting into the chopping zone when my partner yelled that I had a call. I ran in and picked up the phone, fully intending to quickly dispatch whoever was on the line and get back to my tight cooking schedule.

What followed, instead, was a 20 minute phone call that changed my day and has had a powerful impression on me since. The call was from Mercedes Martinez and Zachary Kent, the people behind an internet radio show called Dial-A-Stranger.

Dial-A-Stranger is what it sounds like. People sign up to be called by submitting a phone number to be added to a database. Other people submit questions they'd like to have answered by strangers. Mercedes and Zachary pick people randomly out of the database, call them, and ask a contributed question. They edit the conversations into radio shows, which are then made available as a podcast (you can listen to episode featuring me, #89: Museum Secrets, here).

But it's more complicated than that. I've known about Dial-A-Stranger for awhile, but I haven't written about it before because as a listener I don't find the show that compelling. The conversations are often long--20 minutes or more--and Mercedes and Zachary only get to the question at the end of a meandering conversation with the guest. As a listener, I get frustrated that the show isn't more tightly edited, and I wonder who really cares to hear the conversations Mercedes and Zachary have with perfect strangers.

Now that I have been a Dial-A-Stranger, my perspective on this has changed. I still get fidgety listening to the podcast, but now I see it as an artifact of a supremely conducted participatory project rather the sole product of the process. Dial-A-Stranger was one of the best participant experiences I've ever had. It improved my immediate mood and made me feel special in a lasting way. Mercedes and Zachary did all the work with no apparent effort, carrying the conversation in a friendly, positive, interested and interesting way. And they made me appreciate them as superb facilitators as a particular kind of participatory experience: conversation with strangers.

What made Mercedes and Zach such great conversationalists?

They really cared about me. I've written before about how, when designing questions for use with visitors, staff should make sure they genuinely care to hear the answer. Mercedes and Zachary don't even ask their own questions, and yet they demonstrated unbelievable interest in me and my experiences during our conversation. I even made some gaffes--for example, confusing the University of Texas natural history museum with the Utah natural history museum (the "UT" slipped me up)--but they took it in stride, continuing the conversation without embarrassing me. They made me feel comfortable enough to make some dumb jokes and brag a bit--things I'd probably be reticent to do with strangers in most situations.

They started with a good question. Mercedes and Zachary have a formula to the beginning of their calls. They call in the evening, announce themselves, and then ask, "how was your day?" This is a great question because it is comfortable and open-ended. Everyone has answer to this question, and in the context of a show like Dial-A-Stranger, few people give a one-word answer like "fine." They want to explain themselves, to assert some aspect of their identity (consciously or unconsciously) that then drives the conversation. When I answered their question with a response about work, we spent the rest of the call talking museums, but I suspect if I had talked about moving the woodpile, we would have just as easily continued on that vein.

They listened, responded, and shared. Mercedes and Zach aren't just interrogators; they also shared their own reflections and stories throughout our conversation. We never would have talked about taxidermy (and the basement I shared with dead animals at the Boston Museum of Science) if they hadn't started talking about their local natural history museum. They never steered the conversation in a direction that was jarring or expressed a disinterest in what I was saying; instead, they kept building on a shared experience, validating and querying and scheming, which made me feel like we were in cahoots together rather than having a typical interviewer/interviewee relationship. By the time they got to the actual question at the end of the conversation, I was ready to share personal stories with them and did so enthusiastically.


Of course, all of this greatness is still coupled by the problematic feeling that the product of the conversation--the podcast--is not (for me) a great audience experience. But now I wonder if I was too literal in seeing the only product as the stranger's stories. I've learned to listen in a more nuanced way and to appreciate the skill with which Mercedes and Zachary draw out their guests, who are after all perfect strangers. And there are other products as well: the database, the conversations, the questions and the people behind them. The podcast is take it or leave it, and there are probably people out there who love hearing the relationships Mercedes and Zach build with strangers in a short time over a phone line. I know I hear them differently now that I engaged in one, sort of like how you see art differently if you make it.

When I asked Zachary why they don't edit the shows more tightly to focus on the questions and answers, he explained that they sometimes do edited shows, or shows borne from conversations at live events, or shows that focus on voicemails received on their line. I listened to a couple of voicemail shows and found them more quirky but less satisfying in terms of their depth, and I can see why from Mercedes and Zachary's perspective it might be most valuable to engage in longer conversations with people. He commented that, "When we started this it was an experiment to see what would happen so we thought up a lot of ways that Dial A Stranger might work and we've been trying them. As the show grows and changes we grow and change how we do it and make different kinds of shows along the way."

And so I wonder--in which direction can and should Dial-A-Stranger grow? Should Mercedes and Zachary train others as hosts, to support more conversations and provide more people with transformative experiences as participants? Should they experiment audially with ways to produce an audience-facing podcast that better conveys that transformation? What would you do with this kind of project?

And even if you don't have an answer to that question, I encourage you to sign up with Mercedes and Zachary, be a stranger, and let us know what you think.

Thursday, October 15, 2009

Why Are So Many Participatory Experiences Focused on Teens?

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

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

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

Wednesday, October 07, 2009

Avoiding the Community Manager Superstar

Every time a colleague tells me her museum has just hired a "community person," a part of me cringes. I whole-heartedly support the goals that motivate the hire--to connect with visitors online and onsite in more meaningful relationships--but I worry about focusing such a broad mandate into the tiny point of a single individual.

When community managers are the sole masters of their own dominions, two problems arise. First, their efforts are not fully integrated into the overall work and focus of other staff, which can lead to conflicts between institutional and community needs. And second, the communities they manage often become unhealthily centered on the managers' personalities and abilities, causing problems if those community managers ever choose to leave.

I've been this community manager and know these problems first-hand. When I was at The Tech Museum developing and leading the Tech Virtual community, I tried to involve a wide range of staff members in the online exhibit development community, so that we could spread out the interactions and relationships built between amateurs and experts. But The Tech's management decided that spending time in the online community space was a "waste of time" for staff whose role was not explicitly focused on that community, and the engineers and fabricators who had enthusiastically engaged early on were forbidden to continue. Left on my own, I put on my best cheerleader face and cultivated a couple volunteers to help manage a growing community of amateur exhibit designers. The project was a chaotic experiment in several ways, and because things kept changing, the community had to keep relying on me as their sole source of information about how things would move forward. We started to form unhealthy relationships in which I was the cheerleader, coach, and point person to all community members. While my energy and enthusiasm as a community leader held the group together, once I left at the end of my project, the community fell apart. While subsequent museum staff have kept the project going, the community had connected with me as the focal point, and there has not been a new person who has been able to comparably rally the community to high levels of activity.

I don't tell this story with pride; I tell it with shame. It was partially my fault that the Tech Virtual community did not thrive beyond my tenure. I was a good community manager, but the system we set up to perform that management and cultivate the community was ill-considered. It's a warning sign when community members make comments like, "it was only boundless encouragement from Avi (Nina's Second Life avatar) that prevented me from giving up more than once." This is a person who was one community manager away from leaving the group. It may be easiest to quickly rally a community around one dynamic or charismatic person, but that doesn't make for a healthy, sustaining project.

Why does this happen in the first place? There are two good reasons that organizations tend to focus community activities around a single individual: it consolidates resources spent on a particular strategy, and it simplifies the interaction for community members. Let's look at each of these briefly.

Institutions are accustomed to associating individual staff members with specific projects and associated resources. But community managers, like floor staff managers, are responsible for interacting with a vast and varied group of people who engage with the institution. In one way, they are like development officers who cultivate small, targeted sets of individuals via personal relationships. But they are more importantly the face and voice of the institution to everyone online, a floor staff army of one. This is a problem. If you only had one person who worked the floor of your museum, and he was incredibly charismatic and quirky, you'd appreciate that his personality puts a unique and specific stamp on the onsite experience, one that attracts some visitors and repels others. The same is true for online communities. The more voices there are in the mix, the more the community management team can effectively welcome community members of all kinds. The Science Buzz blog, which is managed by a team of exhibit developers, science writers, and floor staff at the Science Museum of Minnesota, is a good example of diversified community management that models the inclusion of a range of voices and opinions. The Buzz staff even argue with each other in blog comments, modeling a kind of healthy scientific debate that would be impossible for a single community manager to hold (unless she is schizophrenic, which is not a recommended solution to this problem).

But this leads to the concern that diffusing the community "voice" among multiple staff members can generate confusion and frustration for visitors. This is a valid concern, especially on social sites that are not tightly aggregated. On Buzz, for example, every author is part of the same overall blog, so it is not hard to conceptually manage the idea of multiple institutional authors. But on Twitter or Flickr or across multiple blogs, it can be very hard for visitors to understand who exactly they are connecting with. Many museums are attacking this problem by hosting a central "community" or "social" page on their websites (see COSI's or the Brooklyn Museum's) that aggregates all of the Web 2.0 activities managed by museum staff so that visitors can understand at a glance what is available and who directs it.

Many organizations focus on a single individual as the point person for community engagement for clarity. If you do this, make sure that this individual is devoted to the institutional mission and not their own empire-building. If your community is focused around one person, you must plan for succession and think about what will happen if that individual leaves. Even the most well-intentioned community managers may not be able to transfer their unique personality and style to new staff. Imagine the most popular person in a friend group moving away and anointing a new, unknown person to take her place in the social network--it's nearly impossible.

The best community managers are people who effectively manage networks, not celebrity. They help other staff members understand opportunities for connecting with communities of interest, and they provide support and training so that many individuals across the institution can work with their communities in ways that are sensitive to staff abilities and resources. One of the community managers I most admire is Beck Tench at the Museum of Life and Science. During her tenure as director of web experience, Beck has helped staff across the museum start their own projects on several social websites. With the horticulture team, she set up the Flickr Plant Project, in which the scientists upload a single image of a flower with some information per week and then encourage communities of flower-lovers to share their own photos, stories, and questions about the same plant. The animal keepers run their own blog about the crazy hijinks of their furry team. Online social engagement is also intelligently tied into the efforts of the membership, marketing, and exhibit design teams, without Beck having to be the face of each project to the intended audience. Beck even organizes weekly happy hours for staff to promote community internally. And while she tracks and supports all of these projects, Beck's not the queen of any of them from the visitor perspective.

The ideal community manager is more like a matchmaker than a ringmaster. He points visitors to the networks of greatest interest to them and helps staff connect with communities that they want to serve. She is energetic and passionate about serving the needs of the institution's community. It's fine to have a community manager who is the "go to" person, the face of all of the projects, as long as that person is ultimately pointing visitors to other venues for engagement. After all, you don't want everyone who visits your institution to have a relationship with just one person. You want visitors to connect with the stories, experiences, and staff that are most resonant to them. A good community manager can make that happen.

Wednesday, September 30, 2009

Please Help Make My Book Incredible

Dear Museum 2.0 readers,

I'm almost done with the first draft of The Participatory Museum: A Practical Guide, a book that explores the theory, practice, and design techniques for involving visitors and community members in the creation and sharing of cultural content. Many of you have offered encouragement and great ideas through the writing process on the development wiki for the book and in the blog posts that are excerpted from the draft. Now I'm reaching out again to all of you to ask for your explicit help.

I am currently writing the first draft of the final chapter of the book, after which I will begin editing and reworking the text. By the end of October, I expect to have a rough edit completed, and that's where you come in. I am looking for assistance with editing, content review, artwork, and formatting. If you are interested in helping in any way, please fill out this form.

Specifically, there are five fun and exciting ways to help with this effort:
  • Want to spend a little time but don't want to make a big commitment? Go to the wiki, read a bit, and add your comments and suggestions for improvement.
  • Want to help substantively with the content of the book? Consider filling out this form and signing up as a technical reviewer (more on this below).
  • Have great illustration or layout skills to share? Doodle on this form and share some of your work.
  • Are you a crack recreational copy-editor? Offer your help and I will sing your well-punctuated praises!
  • Are you not ready to help now, but interested in marketing/evangelizing the book when it is available? Sign up now, and I'll contact you in the new year.
Technical Review? What am I getting myself into?

Technical review is not an easy task. Technical reviewers are folks who commit to read the whole draft in November, add lots of comments, questions, and exclamation points, and generally help me improve the content. I expect this to take about 2.5x the amount of time it would take you to just read the draft (which is about 400 pages if it was a typical paperback size).

I'm looking for people who are current, previous, or aspiring practitioners of audience engagement in museums, libraries, zoos, parks, alternative education facilities, and cultural institutions. I'm interested in reviewers from a diversity of institutional types and sizes, and ideally, a diversity of perspectives on the value and utility of participatory projects. I want skeptics and dreamers, freelance hipsters and company lifers. I will select a small group of technical reviewers based mostly on diversity of backgrounds and approaches. You don't have to be someone I know personally to do this, but you do have to explain who you are and why you want to help.

Technical reviewers will receive a copy of the draft manuscript (digital or physical, your choice) to mark up by November 1. I am not focusing on copy-editing at this time, though I won't complain if you want to litter the text with punctuation red marks. Reviewers will be expected to read and critique the entire draft and return their markup to me by December 15 (the earlier, the better). We may have asynchronous dialogue throughout November if you want to engage with me on a particular point or question. I will integrate your comments, redevelop the content, and generally move forward based on your recommendations.

I know this is a big ask, and you should not feel obligated to sign up. In fact, I hope you will only sign up if you feel you have the genuine interest and time to do a full review (or do whatever it is you are offering). Thank you so much for your continued support.

Tuesday, September 29, 2009

Another Exclusivity Paradox: Secret Gardens, Hidden Museums

A few weeks ago, I gathered a group of creative folks in San Francisco and asked them, "what makes a social venue feel welcoming and friendly to you?" To my surprise, secrecy and exclusivity were at the top of the list. One effused about the bar Bourbon and Branch, where you need a secret code word to gain entry. A woman gushed about Wild Side West's hidden backyard garden area, which includes eclectic statues and cozy corners to curl into. And then there's the Berkeley Ace hardware store, which has a basement lair devoted to model trains.

I had specifically asked about places that feel welcoming, and the responses were about exclusive experiences. What's going on here?

Exclusive places reinforce our identities powerfully. Despite the fact that we often think of welcoming places as being designed "for everybody," the places where we actually feel most welcomed and comfortable are often designed not for everyone but instead feel like they are made just for us. When you find a bar with your favorite song on the jukebox, or a museum room that feels like your grandmother's living room, you suddenly feel a strong affinity and are able to see yourself reflected in the space. In his identity work, John Falk determined that people use cultural institutions to reflect their personal self-concept as learners, social leaders, spiritual pilgrims, hobbyists, and experience seekers. The extent to which an institution can fulfill that self-concept is directly related to how specific and personal the visitor experience is. You never say, "this place is so me" when talking about a generic public space. You say and feel that in spaces that are unusual, distinctive, and in their own way, tailored to your preferences.

Secret places are a pleasure to discover and share. My friends all commented that they love bringing new friends to their favorite secret places; it makes them feel cool and magnaminous at the same time. I know I feel that way about the Museum of Jurassic Technology in Los Angeles; I feel a bit of pride every time I usher a skeptical friend through the non-descript storefront and into a world of strange wonder. Not only do I get to experience the fun of opening the door to something mystical, I get to play porter and grant my friends access as well. Additionally, because I feel like the Museum of Jurassic Technology reflects my self-identity well, I feel like I am letting my friends in on a secret about me as well as a secret gem of Los Angeles. While it sounds paradoxical, I'm more likely to talk about and bring friends to a place I perceive as exclusive than one that is transparent, because I feel like I'm more likely to offer them value by sharing the secret experience.

Secrecy introduces novelty to the visit experience. Entering a secret place has an emotional weight to it that affects the way that visitors approach and use these spaces. Sometimes, as at Bourbon and Branch, the secrecy is ritualized into a simple challenge that allows entering visitors to see themselves as "in the know" and having "earned" entrance into a special place. In other cases, just walking through the dingy, dark hallways that you know lead to your favorite secret spot can give you a feeling of accomplishment, specialness, and anticipation. You earned your private reading tree or library back corner, and each visit continues to confirm your value as a special and clever person.

In a world of over-advertised experiences, understatement can go a long way. Taking pleasure in hidden things increases when you live in an environment where everything is available and highly documented. I'm not surprised that this group, who live in an urban culture where everyone knows the cool new spots, gravitate towards experiences that they perceive as less exposed and perhaps more authentic. Secrecy operates on a scarcity model; if everyone knows about it, it's not as appealing. As knowledge shifts away from a scarcity model and towards one in which information is freely and instantaneously available, experiences are continue to be valued for their exclusivity. In fact, I'd argue that the value of exclusive experiences is increasing and diversifying. While wealthy people have always had access to exclusive experiences (country clubs, art openings), more and more people of other socio-economic classes are clamoring for personalized and exclusive experiences as an alternative to the mass-market, one-size-fits-all model.


Of course, the problem with all of this is that it sounds crazy from a business perspective. It may be great for a natural refuge to remain hidden, but that sounds like a disaster for a restaurant or museum. If your institution has a killer roof garden, why wouldn't you promote it? If there's a fabulous mosaic in a dusty third floor reading room, why would you let it sit there unadmired by the masses? And if you make design choices that intentionally keep your experiences secret, aren't you doing a disservice to institutional goals to serve broad audiences?

I think one answer to these questions (not a business answer), and the final reason we love secret places, is that they are a little crazy. They don't fit our expectations. We're used to things that are packaged, lit, and presented in a certain way, and we don't expect trap doors or weird dingy entrances or secret web pages. In 2007, I interviewed digital artist Jason Nelson about his work creating strange games and he talked at length about the beauty of working with hidden things and creating intentional "weirdness." As he put it, "I also think people connect with my stuff because it flirts with failure. How do you make something that’s messy, that isn't polished, that seems almost kind of broken? A lot of the content on the net is so polished. And I think there’s something ingrained in us that wants error."

It's a pleasure to discover an aberration in the system--a secret garden in the city, a hidden museum by a gas station, a cave in the hillside. Designers call these elements "Easter eggs" because they are little gifts that you have to find hidden in the system. Easter eggs are never practical to design, but they bring pleasure both to their designers and to the small percentage of audience who find and are rewarded by them. I hope that we will all continue to design a little more secrecy and weirdness into our work, both for ourselves and for those who love to discover wander the secret garden.

What Easter eggs have you designed into your own work, and what secret places bring you pleasure? Do you feel like secrecy is a problematic design or business proposition, or is the affinity it breeds is worth the exclusive approach?

Tuesday, September 22, 2009

Frameworks and Lessons from the Public Participation in Science Research Report


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

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

Models for Participation

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

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

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

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

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

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

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

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

Applying the Models to Cultural Institutions

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

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

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

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