Categories
Interactive Media Social networking Web 2.0

Visualising your social network

Fidg’t’s Visualiser built using Processing is so cool even in its current early form. What it does is show the relationship of your ‘friends’ to particular tags and maps their ‘proximity’. From there you can browse content which is all pulled in via feeds.

What is even cooler is that you don’t even need to set up a Fidg’t account to use it and you just enter your Flickr and Last.fm profiles names.

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Social networking Web 2.0

Exhibit Files – social networking for museums pros?

Exhibit Files is a community site for museum professionals to post their exhibition development case studies and or others to comment and review exhibitions. Whilst developed specifically for the ATSC, Exhibit Files has wide application for history and art museums as well. At one level Exhibit Files operates as a repository of information about exhibitions past and their development processes, but at another level Exhibit Files is like a LinkedIn for those working with exhibitions – allowing social networking and information exchange.

I am going to be encouraging our exhibition developers and designers to join and experiment with the site as I think that the potential opportunities and knowledge exchange are enormous. Of course, these kind of sites rely on a critical mass of users being reached relatively quickly and I can understand that some organisations may be hesitant about releasing information about their internal development processes (or actively opening up their exhibitions for peer review), but I’d encourage others to look seriously at experimenting with the site.

UPDATE – Nina Simon has posted an excellent interview with the crew behind Exhibit Files.

Categories
Museum blogging Social networking Web 2.0 Web metrics Young people & museums

More on levels of participation / Forrester’s “social technographics”

In a most timely fashion for our recent discussions of ‘levels of participation’, from Forrester’s comes the ‘Social Technographics‘ report.

This is a very interesting and relevant report to all the museum sector. It breaks down user-types into several categories and then maps the differing proportions of each category as represented across different social media websites.

I particularly like their breakdown of users into creators, critics, collectors, joiners, spectators and inactives. Their call for companies and others to analyse how their customers might fit into these categories before creating their ‘social strategy’ is timely, post MW2007. I would expect that in comparison to larger corporate social sites, museums are most likely to have their major audiences less likely to be creators and that we should be encouraging a growth in critics – who most likely align with our existing strategies and long-time organisational strengths in encouraging and managing academic criticism.

Also, looking at their figures for the different user breakdowns between sites classifying as ‘entertainment’ (more participatory) and ‘family’ (less likely to be participatory), our sector needs to be conscious of how our sites appear to our audiences.

Those who have looked at our recent website for parents and young children – Play at Powerhouse – will notice we haven’t included any ‘social’ elements. We did an analysis of who the likely users of the site were going to be, considered their time constraints, and focussed on producing a site full of offline interactive activities (we’ve just added 4 new craft activities), and visit-related content. As the audience for the site grows, we will be adding social elements.

Categories
MW2007 Social networking Web 2.0 Web metrics Young people & museums

Levels of participation / community

I’m still waiting for the actual Hitwise figures to be released but Red Herring reports on Bill Tancer’s presentation at the Web2.0 conference/expo.

A tiny 0.16 percent of visits to Google’s top video-sharing site, YouTube, are by users seeking to upload video for others to watch, according to a study of online surfing data by Bill Tancer, an analyst with Web audience measurement firm Hitwise.

Similarly, only two-tenths of 1 percent of visits to Flickr, a popular photo-editing site owned by Yahoo, are to upload new photos, the Hitwise study found.

The vast majority of visitors are the Internet equivalent of the television generation’s couch potatoes―voyeurs who like to watch rather than create, Mr. Tancer’s statistics show.

We already knew this.

What is interesting is that the popularity of these sites and similar is not reliant on content upload-style participation. Indeed, the report continues,

Visits by web users to the category of participatory Web 2.0 sites account for 12 percent of U.S. web activity, up from only 2 percent two years ago, the study showed.

Web 2.0 photo-sharing sites now account for 56 percent of visits to all online photo sites. Of that, Photobucket alone accounts for 41 percent of the traffic, Hitwise data shows.

An older, first generation of sites, now in the minority, are photo-finishing sites that give users the ability to store, share, and print photos.

This reaffirms the importance of having different levels of content participation – and the primacy of content, the truism that has been around since the birth of the web. Most of your userbase will be lurkers, viewers – they won’t contribute – but if you can leverage and re-present the proportionally small amount of user-generated content you do get, then you are likely to be able to ride a wave of interest in your site.

At Museums & the Web this year everyone was floored by the efforts of the Brooklyn Museum who have managed to build a strong user community around their online presence (they even have a top level navigation called ‘Community’). Whilst a superficial look at the Brooklyn Museum might suggest that this is because of their use of technology – Flickr groups in particular, I’d suggest their success is a result of their existing strong ties with the local community, of which the Flickr groups and image upload participation is a logical extension of their mission. What Flickr offers the museum is many-fold. Firstly there is new traffic – leveraging the existing Flickr audience (much in the same way Ideum’s work with the Maxwell has); secondly Flickr’s API makes for easy presentation and integration on the Brooklyn’s own website.

Does that mean when I visit I will be uploading my photos? Probably not. Whilst I have a Flickr account (first barrier to participation overcome) and have a comfort level with Flickr (second barrier to participation overcome), I am not a part of the Brooklyn Museum community, I am just a casual visitor. As a result the incentive for me to participate is low. I am more than happy to lend my eyeballs to their site and browse at their pre-existing Flickr galleries though which results in the Brooklyn getting more of my attention and traffic (along with Flickr). Brooklyn is leveraging Flickr for Flickr’s community.

So, again I come back to the point that museums need to find ways of effectively optimising the network effects of what little traffic we get. One user contribution should spark the interest of one thousand lurkers, rather than requiring one thousand contributions from other users. This shouldn’t be surprising, but it is more difficult than you think. How can you make one Flickr image on your site be more powerful than an online forum on your site with just one singular post in it?

Categories
Interactive Media MW2007 Social networking Web 2.0 Young people & museums

M&W07 – Day two: SecondLife

Richard Urban delivered an entertaining but technology-bug plagued presentation on museums in SecondLife. Richard’s paper was full of good examples of real and user-created museums that have sprung up in SL and again asked the question of whether museums should be dipping their toes in the SL waters. If you are curious then Richard’s presentation is a good introduction and a solid overview of what is possible and how you might do it.

When combined with the Exploratorium’s SL pioneers Rothfarb and Doherty and their workshop there is a good body of museum-centric introductory information out there, along with Nina Simon and Jim Spadaccini’s previous work on SL.

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Interactive Media Museum blogging MW2007 Social networking Web 2.0 Young people & museums

M&W07 – Day two: Web2.0, EyeLevel, Brooklyn Museum, Science Museum UK

The Web2.0 stream began with Jeff Gates from the Smithsonian American Art Museum’s EyeLevel blog. Discussing EyeLevel, Gates explained their cautious but highly successful approach to getting blogging activated within a large and venerable organisation like the Smithsonian.

Before gong public EyeLevel was used internally for two months with sample posts and comments within SAAM to ensure that they had got the workflow for the blog sorted out. Their workflow, which continues today is that posts are suggested, discussed by the web team, drafted, then rewritten where necessary. All posts are then edited by the publications unit, and require individual approval by the Director before going live. They use Basecamp for the drafting and discussion (which is a nice way doing things).

Whilst this approval model brings delays and limits their ability to do quick response posts it brings great clarity to the roles of each blog team member which has helped keep the blog sustainable. Also, by defining and articulating their blog policy internally prior to launch EyeLevel has been able to maintain “authenticity and transparency” with their readership without being dragged into being overly promotional. That said, part of he rationale for establishing EyeLevel was to help expose their long tail of collection and online content, and to build a strong connection between web visits and bricks and mortar visitation.

The Brooklyn Museum team presented their very inspirational work in engaging their communities through the use of Flickr and MySpace. They were at pains to point out that before the web the Brooklyn Museum was already very heavily oriented as a museum belonging to and integrated with the local community. It was also already highly interactive. They showed their public graffiti wall within an exhibition on street art and graffiti, and it was from this exhibition that they started using Flickr as a way of documenting the use of the wall. By using Flickr they were able to connect to other images of graffiti around Brooklyn and connect with the Flickr community. Likewise they have used Flickr to pull in public images of the Brooklyn Bridge.

From this point they moved to establish a main navigational node on their website titled ‘community’. This uses Flickr and YouTube APIs to pull in user generated content from those other external sources to the Brooklyn Museum site based on user tags. They also established a comments gallery which is user-moderated, and most excitingly, replaced all their paper comment forms with kiosks in the galleries for visitors to type their comments directly in. By doing this they have removed the distinction between the comments of in-gallery visitors and web visitors – ALL are visitors.

The final presentation was from Mike Ellis at the Science Museum in London. Mike talked about ways of navigating the institutional barriers to implementing Web2.0. He pretty much addressed each of the major concerns of those outside of web teams – do the users want it?, issues of voice and authority, technical impediments with small teams, resourcing and cost, and legals.

Categories
Digital storytelling Museum blogging Social networking Web 2.0 Young people & museums

What museums might learn from how news organisations are trying to engage communities

This week’s essential reading comes in the form of the Center for Citizen Media’s report titled Frontiers of Innovation in Community Engagement: News Organizations Forge New Relationships with Communities.

The report is written for those who are yet to become interested in the new opportunities afforded by Web 2.0 and contains plenty of global case studies and some very practical recommendations for those heading down this path.

Replace ‘news organisations’ with ‘museums’ and there are some terrific and practical insights into new ways of engaging audiences and in so doing embedding the museum experience in the everyday life of communities (and vice versa).

If you have attended any of my talks and presentations you will know I am fond of talking about museums as potential media organisations, and as platforms for multi-directional publishing and engaging communities. From the report, here are the four reasons as to “why news organisations should bother experimenting with user communities” –

– Regaining a place at the center of the civic conversation
– Enhancing institutional memory
– Reducing bunker mentality
– New stories, new ways

Sound familiar?

Here are there recommendations for anyone looking at rebuilding their online presence along the lines of increased community engagement.

Take risks.

In the Internet Age, it’s easy — and relatively inexpensive — to try new ideas. The cost of failure is low for any individual experiment.

Don’t merely tolerate risk-taking in the newsroom and on the business side of the operation. Embrace it, and the fact that failure is part of risk-taking.

[…snip…]

Approach community building with confidence, teamwork, and appropriate expectations.

• Confidence: Building an online community requires a different tone and approach than a traditional news site: personality, humor, and authenticity are key.
• Teamwork: Community sites have a better chance of success if staffers throughout the newsroom and the organization use them rather than being the province of a small “community team” that has little or no contact with the newsroom.
• Expand your team beyond your staff, and even beyond your site. For example, reward local bloggers who link to your site just as much as you reward readers who contribute to your site directly. Consider growing the “ecosystem” of local sites that link to yours as part of your mission.
• Expectations of Contributors: Don’t expect nonjournalists to feel comfortable taking on the role of journalist. While some contributors may be eager to write a “story,” others will want to share lived experiences. Finding ways to accommodate, encourage, and learn from contributors is key to success.
• Expectations About Growth: Communities are organic. They grow through the web-equivalent of word of mouth. Expect a significant period of time – as much as six months, maybe much more – before a community gains a life of its own. (If things aren’t working a year after you start, however, it’s definitely time to reconsider your approach.)

Categories
Digital storytelling Interactive Media Social networking Web 2.0 Young people & museums

Gordon Luk on avatars in games and social media sites / stickiness and museums

Gordon Luk has, post-SXsW posted some well illustrated examples of avatars and the types of available customisation that can be done in various MMORPGs and social media sites.

Luk is looking at the differences between ‘explicitly controlled’ and ‘implicitly controlled’ customisations. The former being those that are created by the user/player (initial picture, autobiography) and the latter being those that are generated or altered by the game engine itself. What he is interested in is how social media applications can learn from game environments,

avatars can play a large role in improving participation in games and social media, and can arguably go a long way into transforming one into the other. Building these layers into a community system can definitely result in game dynamics, and I’d bet that it would improve network engagement.

From using Last.fm a lot there it becomes apparent that part of the pleasure and stickiness of the site lies in the ‘implicitly controlled’ customisations. In Last.fm these are the automatically logged track and album charts that generate as you play and ‘scrobble’ music into their system (game), and the ‘neighbours’, ‘radio stations’ and ‘recommendations’ the system generates as a result. Through pleasure and stickiness comes an investment from the user in continuing to maintain their (in this case musical) identity on the site.

One of the things I am looking forward to in San Francisco at Museums and the Web this year is hearing how museums are encouraging stickiness and user investment in their proposed and in some cases, already developed, post 2.0 era websites. I expect it isn’t always going to be a ‘build it and they will come’ situation unless museums can get the ‘stickiness’ factor right with their target audiences. This is where I can see great merit in Jim Spadaccini and others work with smaller museums and non-profits, choosing to harness already existing, and already ‘sticky’ social media rather than try to develop their own (competing) ones.

Fundamentally the question is “why does someone spend so much time in a game world customising their avatar?”. And, “how can we get them to do that on our site as well?”

Categories
Social networking Young people & museums

“Kids, the Internet and the End of Privacy” – New York Magazine

Nick Carr puts us on to this rather interesting and long article on the ‘younger generation’ and their interaction and identity shaping through emerging media forms.

Here’s a few pithy excerpts –

Younger people, one could point out, are the only ones for whom it seems to have sunk in that the idea of a truly private life is already an illusion. Every street in New York has a surveillance camera. Each time you swipe your debit card at Duane Reade or use your MetroCard, that transaction is tracked. Your employer owns your e-mails. The NSA owns your phone calls. Your life is being lived in public whether you choose to acknowledge it or not.

So it may be time to consider the possibility that young people who behave as if privacy doesn’t exist are actually the sane people, not the insane ones. For someone like me, who grew up sealing my diary with a literal lock, this may be tough to accept. But under current circumstances, a defiant belief in holding things close to your chest might not be high-minded. It might be an artifact—quaint and naïve, like a determined faith that virginity keeps ladies pure. Or at least that might be true for someone who has grown up “putting themselves out there” and found that the benefits of being transparent make the risks worth it.

Shirky describes this generational shift in terms of pidgin versus Creole. “Do you know that distinction? Pidgin is what gets spoken when people patch things together from different languages, so it serves well enough to communicate. But Creole is what the children speak, the children of pidgin speakers. They impose rules and structure, which makes the Creole language completely coherent and expressive, on par with any language. What we are witnessing is the Creolization of media.”

When I was in high school, you’d have to be a megalomaniac or the most popular kid around to think of yourself as having a fan base. But people 25 and under are just being realistic when they think of themselves that way, says media researcher Danah Boyd, who calls the phenomenon “invisible audiences.” Since their early adolescence, they’ve learned to modulate their voice to address a set of listeners that may shrink or expand at any time: talking to one friend via instant message (who could cut-and-paste the transcript), addressing an e-mail distribution list (archived and accessible years later), arguing with someone on a posting board (anonymous, semi-anonymous, then linked to by a snarky blog). It’s a form of communication that requires a person to be constantly aware that anything you say can and will be used against you, but somehow not to mind.

This is an entirely new set of negotiations for an adolescent. But it does also have strong psychological similarities to two particular demographics: celebrities and politicians, people who have always had to learn to parse each sentence they form, unsure whether it will be ignored or redound into sudden notoriety (Macaca!). In essence, every young person in America has become, in the literal sense, a public figure. And so they have adopted the skills that celebrities learn in order not to go crazy: enjoying the attention instead of fighting it—and doing their own publicity before somebody does it for them.

Categories
Social networking Web 2.0 Young people & museums

CBBC World – a children’s ‘second life’?

This project by the Childrens’ arm of the BBC sound interesting especially in light of all the talk around Second Life and museums.

CBBC, the channel for 7-12 year olds, said it would allow digitally literate children the access to characters and resources they had come to expect.

Users would be able to build an online presence, known as an avatar, then create and share content.

Bosses said CBBC World would not have the financial aspects of other online worlds such as Second Life.

A spokesman said: “This kind of cross-platform broadcasting is becoming the norm for people who have been born into the digital world.

“It will give children a chance to move around a safe, secure world where they can not only interact with familiar characters but have an opportunity to make that world a more fascinating place with their own imaginations.”

Perhaps the BBC has the audience reach to make this sort of project work, as for smaller organisations colonisation of other existing services may well prove more fruitful. Or, would museums be better off colonising worlds such as CBBC’s proposed world where the synergy between public broadcaster and public museum may ensure a better take up of virtual content?