Thus far we’ve not had much luck with museum datasets.
Sure, some of us have made our own internal lives easier by developing APIs for our collection datasets, or generated some good PR by releasing them without restrictions. In a few cases enthusiasts have made mobile apps for us, or made some quirky web mashups. These are fine and good.
But the truth is that our data sucks. And by ‘our’ I mean the whole sector.
Earlier in the year when Cooper-Hewitt released their collection data on Github under a Creative Commons Zero license, we were the first in the Smithsonian family to do so. But as PhD researcher Mia Ridge found after spending a week in our offices trying to wrangle it, the data itself was not very good.
Philosophically, too, the public release of collection metadata asserts, clearly, that such metadata is the raw material on which interpretation through exhibitions, catalogues, public programmes, and experiences are built. On its own, unrefined, it is of minimal ‘value’ except as a tool for discovery. It also helps remind us that collection metadata is not the collection itself.
One of the reasons for releasing the metadata was simply to get past the idea that it was somehow magically ‘valuable’ in its own right. Curators and researchers know this already – they’d never ‘just rely on metadata’, they always insist on ‘seeing the real thing’.
Last week Jasper Visser pointed to one of the recent SIGGRAPH 2012 presentations which had developed an algorithm to look at similarities in millions of Google Street View images to determine ‘what architectural elements of a city made it unique’. I and many others (see Suse Cairns) loved the idea and immediately started to think about how this might work with museum collections – surely something must be hidden amongst those enormous collections that might be revealed with mass digitisation and documentation?
I was interested a little more than most because one of our curators at Cooper-Hewitt had just blogged about a piece of balcony grille in the collection from Paris. In the blogpost the curator wrote about the grille but, as one commenter quickly pointed out, didn’t provide a photo of the piece in its original location. Funnily enough, a quick Google search for the street address in Paris from which the grille had been obtained quickly revealed not only Google Street View of the building but also a number of photos on Flickr of the building specifically discussing the same architectural features that our curator had written about. Whilst Cooper-Hewitt had the ‘object’ and the ‘metadata’, the ‘amateur web’ held all the most interesting context (and discussion).
So then I began thinking about the possibilities for matching all the architectural features from our collections to those in the Google Street View corpus . . .
But the problem with museum collections is that they aren’t comprehensive – even if their data quality was better and everything was digitised.
As far as ‘memory institutions’ go, they are certainly no match for library holdings or archival collections. Museums don’t try to be comprehensive, and at least historically they haven’t been able to even consider being so. Or, as I’ve remarked before, it is telling that the memory institution that ‘acquired’ the Twitter archive was the Library of Congress and not a social history museum.
We realized from this discussion that we have a huge missed opportunity when people are leaving the museum. On their way in, they are excited, curious, ready to engage. They are not ready to hear about membership or take a newsletter about what’s coming up next time. They bolt right past those tables to the “good stuff.” But at the end, they’ve had a great time, and they want a takeaway from the experience. They WANT to join the email list. If we’re smart, we should be developing a takeaway that both memorializes the visit and leads them to another. In other words, we should be giving them a string for their new pearl.
This reminded me a lot of the efforts we’d go to back in the early 90s putting on all night parties. Before this was a task given to ‘street teams’ (no one had commercialised enough to hire people to do the least exciting tasks), you’d take a stack of flyers to parties at the very end of the night just as the dawn anthems were blasting through the bassbins and start giving them out as people exited. Others would go and plaster the windscreens of parked cars to similar effect. No one would ever give out flyers early on in the party – they’d get forgotten, sweaty, destroyed, or just ‘repurposed’. It was all about ‘exit marketing’ – and it was an important part of building bonds within the subculture. Flyers for the next month’s worth of warehouse parties made for a strong encouragement to ‘stay involved’ – especially as most people would be returning to their ‘ordinary lives’ during the week, saving their living for the weekends. It gave newcomers a sense that this wasn’t just a fleeting ‘temporary autonomous zone‘ but something they could regularly return to, and for the hardcore flyers and their effective distribution became core ‘subcultural media’. I’d argue that they were more effective than the more scattergun street press advertising, and definitely more successful than ‘record shop drops’.
Now museums rarely ignite the sort of passion that subcultures do. Perhaps they should, but that’s unlikely to happen given the age demographics. But there’s plenty to be had in Nina’s idea – the farewelling experience is likely to be the only opportunity to remind visitors that museum visits need not be a ‘one-off occurrence’ or a ‘once a year’ activity, but an essential part of their cultural calendars.
And of course, ‘farewelling’ behaviours are exactly the sort of things that you’d be hoping the staff in your ‘well placed gift shop‘ are doing as just good business.
The best mixtape is made with love and care.
The best mixtape requires deep knowledge and skill to make.
The messages contained in a mixtape are simultaneously opaque and clear.
A mixtape is an invitation.
A mixtape is not a compilation.
I’ve been thinking a lot about exhibitions recently. They are expensive beasts and tend to still be produced with the same models of high risk cultural production as cinema.
As the museum educator has risen in prominence and institutional power over the last three decades, exhibitions have been challenged by the ‘event-driven museum’. So much that exhibitions, themselves, have become ‘events’ – in the most contentious and problematic form of ‘blockbusters’.
At the same time we’ve seen the spread of the verb ‘curate’, and the noun ‘curator’. Some people even want appropriate credit for their online ‘curatorial’ skills.
Researching and then assembling a narrative told by music selections to communicate messages of love, hate, ambivalence, or just to assert your superior (sub)cultural capital – that’s what making a mixtape was all about. Exhibitions, in their most primal form, are not that different.
The mixtape is dead.
The mixtape died with MP3.
The mixtape died with iTunes.
The mixtape died when it became an ‘unconstrained’ playlist.
So where is the new model for exhibitions in a world where mixtapes have been replaced by iTunes and now Spotify?
This isn’t entirely new – as some Japanese museums have been, unsurprisingly, experimenting with this for over a decade. One of my fondest science museum memories was stumbling upon a ‘bipedal robotics conference’ inside the Miraikan in Tokyo sometime in the early 2000s.
But this is slightly different and combines the potential of the ‘Roomba-Curator’ (hat tip to Aaron Straup-Cope for that phrase) with the growing trend for ‘school incursions‘ (rather than ‘school excursions’) but delivered over high speed broadband.
The robot is in preliminary design but expected to be the height of an average adult, have a motorised base with wheels and a “head” that is a 360-degree, panoramic camera.
It will find its way around the museum and avoid bumping into visitors and objects using sensors and a sort of global positioning system.
The robot is initially for the use of school students, who will each control the robot’s camera head using computers as if in a video conference.
The camera can transmit many views of an object simultaneously – from above or the sides and zooming in and out – so each user can control what they see.
I like that this lets multiple students control their view and zoom on objects of their own choosing.
But I’d really like this if it was deployed to the collection stores – the behind the scenes areas where museums keep all vast numbers of the objects they don’t have on exhibition.
Imagine an informational overlay using a collection API to pull up data on shelves and shelves of objects.
If you’ve run into me in New York City since I moved here six months ago I’ve probably badgered you about Sleep No More.
It was something I saw in my first weeks after moving here after two aborted attempts on previous trips to New York. Best described as an immersive theatrical experience, it has deeply affected the way I think about theatre, theme parks, exhibitions and museum experiences in general. And, coupled with my experiences at the Museum of Old & New Art before I left Australia, it has challenged my thinking around ‘participation’ and ‘openness’.
Loosely based on Macbeth, inspired by film noir, and transforming 100,000 square feet of a 5 storey warehouse in Chelsea, Sleep No More is about immersive exploration rather than a linear narrative. Everything is touchable, openable, operable. It is a world of cinematic detail – shelves, drawers and cabinets are full of papers and objects that are purposefully selected and layered with information from and about the story world – and sound and smell are turned up to 11. With the audience masked, silent, and anonymised, the experience becomes highly individualised and for three hours you explore, following performers if they take your fancy, or chancing upon happenings and scenes.
Apart from the choreography of the performers themselves, there is a sense of the audience being choreographed as they spread out and move loosely through the space, yet always managed to be ‘nudged’ subtly to climactic moments in the larger congregational spaces. Friends have remarked how game-like it is in the way it does this nudging – and on my first viewing I made connections to the ways in which good 3D sandbox games manage to maintain a core narrative whilst encouraging players to ‘freely explore’.
Despite this subtle nudging your experience will be different to mine. Couples are advised to purposefully split up for the duration of the adventure to have a more individualised experience (and a lot more to talk about afterwards).
If you haven’t been and you are visiting New York in the next little while, then I do urge you to go. And try not to read to much about it beforehand.
So tonight at Storycode – a periodic transmedia & storytelling meetup – I was excited to hear Pete Higgin and Colin Nightingale from Punchdrunk talk about the development of Sleep No More in its current incarnation and their approach to storytelling. (You can watch the video of the whole talk on Livestream).
Punchdrunk have been working with MIT Media Lab to explore ways in which a complementary experience of the environment could work online. Last week, in some trials, several audience members were selected to wear special masks with sensors and cameras and joined their fellow patrons in the regular Sleep No More performance. Connected to them were selected online participants who experienced a version of the performance through an interface that recalled the classic text adventure, but with ambient sound and some intermittent vision.
The selected audience members were drawn to specific parts of the set where a communications portal between the online and onsite opened so that they could communicate with each other – mediated by actors in a control room. This is going on in realtime in the same physical environment as the regular performance – so it is a strange kind of ‘third story’ in the same world. These ‘portals’ were subtly disguised in the fabric of the set so as to be unnoticeable by others.
Obviously there were some issues – the additional layers of the 3rd story secret world were not obvious – but that’s not necessarily a bad thing. And the locational technology (Bluetooth) and content delivery/transmission over wifi didn;t always work satisfactorily. There’s a New York Times piece on the experiment from the point of view of an participant that is worth a read.
What really impressed me was the deep consideration that had gone into making the online experience for the remote participant as immersive as possible by using sound and the limitations of text descriptors rather than relying on inadequate video or worse, the uncanny valley of 3D simulations.
The online experience wasn’t meant to be a ‘replica’ of the Sleep No More experience, but a parallel to it.
This parallelism is something I’d love to see museums do more with. Online/digital as a parallel experience. This is what so much discussion in the museum (Rodley) blogosphere (Cairns) has recently been about.
Take a look at Punchdrunk’s recent outreach and literacy program ‘Under The Eiderdown’.
Hit play. Watch the seven minutes. Then come back. It is worth it.
Wow.
Towards the close of their talk Pete Higgin had a nice line – “explanation is the killer of wonderment”.
It reminded me of a recent article from Salon on the effect of YouTube on the traditions and social practices of magicians.
“The biggest problem with DVD and YouTube exposure is that it has damaged the skill of learning through asking, and it has created the mistaken assumption, perhaps, that all knowledge and all wisdom is available to buy,” [magician Jamy Ian Swiss] said. “And there’s so much difference between those two acts, because asking involves a human experience, while buying is just sitting in your couch and passively absorbing countless secrets that you think constitute magic.”
Magic, like theatre, isn’t about the technicalities of the tricks – it is about performance and the moment.
Higgin told an anecdote about a run-in with a overzealous ‘fan’ who had created an article deconstructing the timings of scenes in Sleep No More – under the strange assumption that by giving the ‘factual information’ would actually be useful. It is a tension that plays out in all media now – the plot summaries and spoilers that are immediately posted to Wikipedia for popular TV series after an episode airs – but for immersive, purposefully opaque narrative experiences the stakes might just be higher.
Museums, especially those of the scientific and historical persuasion, have been hesitant to embrace theatricality – “there be charlatans”, or worse “there be theme parks” – yet all good storytelling is all about performance. (Something public librarians at Reading Time know all too well).
Yet consider the mass popularity of the early commercial museums in the late 19th century when scientific phenomena were akin to magic and Coney Island had premature babies in cribs showing the ‘miracles of modern medicine’ and freak shows, and electricity! Wonderment!
These are not things we generally think of as desirable in a modern museum – however there may still be much to learn about their appeal that still applies today.
—
What if we designed exhibitions to have the same ‘dense, cinematic detail’ that Punch Drunk’s productions have? (And trusted visitors to respect and engage with them appropriately through scaffolding the entry experience?)
What if we designed our exhibitions to hold things back from some visitors? And to purposefully make some elements of an exhibition ‘in-accessible’ to all? (The Studio Ghibli Museum in Tokyo is wonderfully designed with some spaces and passages that are only accessible by small children that lead to experiences that only children can have separate from their parents.)
What if we made ‘wonderment’ our Key Performance Indicator?
I’m mid-way through writing a number of articles that explore the challenges for museums in pulling ‘digital’ into their core operations. As a result I’ve started to formulate this idea –
museums will not be able to properly understand and integrate ‘digital’ into their organisational DNA until they have substantial born-digital collections.
Libraries have had a significant head start, I’m beginning to think, because of their ever increasing digital holdings. Not to mention the acceleration of their shift to being ‘service-oriented’ which had its seeds in the 1980s.
Discuss.
(Regular readers will know that I’ve discussed digital experiences, augmenting physical objects, visitor engagement etc, as well as the organisational change aspects at length before. This idea is additive to those pre-existing conversations. If you are new to this then have a read of my summative post from Web Directions a few months ago).
Today I was sitting at WebWise 2012 listening to Rob Stein talk about TAP/TourML and he started talking about games and stories referencing Marc Reidl’s work.
It reminded me a lot of the world of interactive fiction and it got me thinking about whether it would be possible to use TourML to generate text adventures.
And then, whether long established interactive fiction authoring tools like Inform7 (used as the system behind PlayFic) could be used to author gallery tours.
Being of a generation that has fond memories of playing Infocom adventures (I vividly remember my dad buying Zork II for our Commodore 64) – there’s definitely a lot to learn about how this narrative genre works that could equally be applied to the creation and support of visitor narratives.
The story headline is "Adventures at WebWise".
The story description is "A quick journey into interactive fiction inspired by Rob Stein's introduction to TAP presentation and his referencing of Marc Reidl. It raised, in my mind, that there are already robust frameworks for quickly generating interactive fiction of the sort that makes the foundation of a mobile tour - so, could TAP use the Inform7 language for advanced authoring?"
The Main Conference Room is a room. "Rows of tables, each with their own powerstrip stretch endlessly toward the speaker podium. Two projection screens show the wifi login details whilst unfashionably out of date pop music plays softly over the speaker system.
On the table nearest you is a conference pack and an abandoned Samsung Galaxy.
The foyer is to the South."
Projection screens are scenery in the Main Conference Room. Speaker system is scenery in the Main Conference Room.
Samsing Galaxy is a thing. The Samsung Galaxy is in the Main Conference Room. The description is "The Samsung Galaxy is turned off. You cannot figure out how to turn it on, and, turning it over, you realise that the battery has been removed. Helpful isn't it?"
Conference Pack is a thing. Conference pack is in the Main Conference Room. The description is "The conference pack, like all conference packs, is looking for the recycling bin. You notice that the conference schedule has already been removed, leaving only the wad of promotional materials."
South of the Main Conference Room is the Foyer.
The Foyer is a room."The foyer is empty.
Lukewarm coffee drips from a boiler but there are no cups nearby. The crumbs of food that used to be here litter the floor. Obviously these places don't pay their venue staff very well. A faint waft of perfume comes from the East."
East of the Foyer is the Lifts.
Lifts is a room. "As you enter the lift lobby you notice the furthest-most door has just closed.
The whirring of motors comes from behind closed lift doors.
Strangely, there are no lift buttons and the concierge must have gone on a break."
That doesn’t look like source code does it?
Doesn’t it look exactly like the sort of language that museum educators and curators coud quickly learn and write?
Last week I wrote about collection data being ‘cultural source code’ in the context of the upload of the Cooper-Hewitt collection to GitHub.
As I wrote over there,
Philosophically, too, the public release of collection metadata asserts, clearly, that such metadata is the raw material on which interpretation through exhibitions, catalogues, public programmes, and experiences are built. On its own, unrefined, it is of minimal ‘value’ except as a tool for discovery. It also helps remind us that collection metadata is not the collection itself.
If you look at the software development world, you’ll see plenty of examples of tools for ‘collaborative coding’ and some very robust platforms for supporting communities of practice like Stack Overflow.
Yet where are their equivalents in collection management? Or in our exhibition and publishing management systems?
(I’ll be cross-posting a few ideas over the next little while as I try to figure out ‘what goes where’. But if you haven’t already signed up to the Cooper-Hewitt Labs blog, here’s another reminder to do so).
And if you’ve been keeping an eye on the Cooper-Hewitt Labs blog you’ll know that email marketing and event ticketing has been overhauled, we’ve optimised our hosting platforms, a new monthly newsletter has been started, and last week we released our collection dataset to the public domain on Github under a Creative Commons Zero dedication.
My team has also been busying with webcast events and getting the volume of posts on the Design Blog increased, as well as experimenting with different social media tactics elsewhere. Behind the scenes, there’s plenty of long term planning going on with the Mansion rebuild under way, and embedding digital infrastructure into it.
There’s a fair bit more on the near horizon – an entirely new ecommerce presence for the Cooper-Hewitt Shop, a CMS migration – and quite a bit more.
But, for readers of Fresh & New(er) who happen to be students, you might be interested know that we’re taking on summer interns!
The deadline for applications is March 1 so hurry!
Last week I was at the Horizon New Media Consortium 10 Year Retreat – The Future of Education. It was a fascinating glimpse into the world of bright-eyed educators and a few museum people who want the future of education to be something far better than it is now. If that sounds a little utopian, it should.
The Horizon Reports have always made for good reading. I contributed to some of the Horizon.Au reports in and have had a fair number of my projects included over the years as ‘examples’. These reports have more-or-less predicted most of the technology trends over the last decade, even if their timeframes are too optimistic. Their methodology – a wiki-made document compiled by hand selected specialists works especially well and avoids a lot of the traps of most futurist predictions. What is especially useful is that these wikis remain available after the reports are published – so it is possible to read the internal discussions that informed the creation of the report.
Summing up the predictions of the Horizon reports over the past decade was this great chart from Ruben Puentedura. You’ll notice recurring themes and the emergence of the social web, then mobile, then open content in the reports over the last decade.
The retreat, set outside of a stormy Austin, Texas, locked 100 people from several continents in a room with huge sheets of butcher’s paper and some great facilitation. Over two days meta-trends were identified and ideas shared. Thousands of tweets were tweeted on the #NMCHz hashtag, and many productive discussions were had.
Ed Rodley sums up the event nicely – day one and day two – over on his blog. Ed and I spent a fair bit of time throwing around ideas around the role of science museums in the modern world (from his experience at Boston and mine at Powerhouse) which should become the topic of a future blogpost.
For all the talk of digital literacy, educating for megatrends, and the role that museums can play in fostering creativity – all this talk of open content and collaborative learning – these words continue to concern me.
The most valuable aspects of an iPhone, for instance, are its initial design and engineering, which are done in America. Now, one problem with this dynamic is that as one scales up production of Apple products, there are vastly different employment needs across the supply chain. So, it doesn’t take lots more designers and programmers to sell 50m iPhones than it does to sell 10m. You have roughly the same number of brains involved, and much more profit per brain. On the manufacturing side, by contrast, employment soars as scale grows. So as the iPhone becomes more popular, you get huge returns to the ideas produced in Cupertino, and small returns but hundreds of thousands of jobs in China.
Maybe it is just pessimism brought about by having two consecutive winters creeping in.
You can grab the summary ‘communique’ from the Retreat from the Horizon site.