Professional Documents
Culture Documents
Jerry Watkins
ARC Centre of Excellence for Creative Industries and Innovation Queensland University of Technology Kelvin Grove, Australia Tel. +61 7 3105 7353
jj.watkins@qut.edu.au ABSTRACT
This paper reports on the application of Participatory Design methodology to an experiment in social media production. Staff at the Australian Museum are developing new content genres, creative tools and techniques in order to produce original cultural multimedia based on or inspired by the Museums extensive collections. The ultimate aim of the project is for the Museum to act as a social media hub for external communities of interest to co-create their own narrative-based interpretations of the Museums content, leading to an individualized cultural experience for physical and online visitors alike. A participatory content creation method has been developed for this project, which features iterative design cycles marked by social prototyping, evaluation and strategic formulation. These cycles are repeated until desired performance is achieved. specimens which in turn attract a monthly web visitation rate regularly exceeding 1.5 million. Since the quantity of web visitors more than satisfies the Museums public service commitment, management focus is being placed instead on the quality of online experience offered; especially to youth / informal learning communities. Social media are being considered as a route towards a more creative engagement between the Museum and its communities of interest, using the Museums extensive collections as a source of original digital content.
General Terms
Design, Theory.
Keywords
Social media, participatory design, participatory content creation.
1. INTRODUCTION
This research examines the potential for cultural institutions to interact with online and physical knowledge-based communities of interest using social media such as blogs, vodcasts and content shares. It describes a current experiment being conducted at the Australian Museum to investigate the potential of social mediabased communication strategies. Established in 1827, the Australian Museum specializes in natural history and indigenous studies and is the oldest institution of its kind in the country [1]. This heritage has resulted in a collection of 14.5 million
OzCHI 2007, 28-30 November 2007, Adelaide, Australia. Copyright the author(s) and CHISIG. Additional copies are available at the ACM Digital Library (http://portal.acm.org/dl.cfm) or can be ordered from CHISIG(secretary@chisig.org) OzCHI 2007 Proceedings, ISBN 978-1-59593-872-5
with the formation of a small working party tasked with developing the project internally. This consisted of myself as designer/researcher; the Museums Head of Audience Research; and Head of Web Services. By taking a participative role in the working party, I was able to gain first-hand experience-based knowledge of culture and working practices in order to gather data for the organizational observation step.
The final step within the due diligence stage was the formulation of an initial project strategy by the working party. It was decided that the first cycle of prototyping would use Museum staff as participants in a series of workshops that would develop skills in creative storytelling (this participant selection is explained in section 2.2.1 below). The project was now christened Australian Museum Stories.
Figure 1. participatory content creation method As part of the domain review step, the working party reviewed then-current best practice in participatory content creation projects by cultural institutions. The Museum was attracted by the digital storytelling genre, whereby community participants are trained to write and produce their own short digital narratives in the form of an autobiographical mini-movie. This technique has been used by other cultural institutions to collaborate with communities in order to produce digital collections of usercreated social histories [6]. The working party felt that this kind of do-it-yourself digital narrative production might provide a cost-effective means of engagement with communities of interest, which could make their own podcasts or vodcasts based on or inspired by the Museums collection. The potential for a multimedia approach to historical narratives reflects wider debate as to the effectiveness of current forms of narrative cultural communication: historians should search for alternatives to their narratives in innovative experiences done in other areas, particularly literature and cinema. Those experiences challenged the notion of narrator or chronological sequence and responded to many historical narrative shortcomings [7]. Furthermore, it has been suggested that the use of social media tools by the cultural sector can facilitate individualized meaning-making, leading to nuanced interpretation of cultural content enhanced and/or encouraged by networked conversations [8].
visitors (the latter are already the focus of the majority of the Museums public programs and exhibition events). It was not deemed viable for the Australian Museum to implement a participatory content creation program with communities of interest without first achieving a significant level of organizational buy-in, both from the bottom-up and top-down. Therefore the initial phase of the experiment was designed to skill Museum staff in social media production techniques. The working party decided upon a workshop format for the initial in-house training program. Organizational requirements dictated a maximum workshop duration of two days. I prepared a condensed and accelerated agenda in order to use the abbreviated schedule as a spur to creativity: What can be considered a hindrance, for example time pressure, can be considered by others to be a facilitator (the ironically positive effects of an impending deadline) [13]. The agenda was structured around three areas considered to be essential in equipping the participants with the minimum skills and knowledge required to prototype creative artifacts and processes: Creative teamwork, including ideas generation and dispute resolution. Creative development, including concept development, writing and storyboarding. Multimedia production, including digital photography, audio recording and video editing. Table 1. Teamwork: performance gain vs. loss factors (after [14]) Performance gain factors Social facilitation (enhanced performance through presence of others) Increased knowledge, ability and effort Diversity of views Performance loss factors Social interference and loafing
Eleven participants were assigned to four teams by the working party some weeks prior to the first workshop, held in June 2006. The lack of creative teamwork experience held by the participants coupled with the extremely tight schedule of the workshop informed the addition of a fourth team role, an executive producer. This team member would act as a chairperson, project manager and arbitrator, with creative input as required. The executive producer was tasked with encouraging performance gain factors and minimizing performance loss factors (see table 1). For the first workshop, the executive producers were multimedia practitioners drawn from outside the Museum.
an appropriate research strategy when much is known about the phenomenon of interest [16] but in this experiment, the prototyping exercise conducted via workshop training had produced a participant-generated dataset upon which the imposition of a designer/research-generated hypothesis might be inappropriate. Although qualitative datasets can be difficult to codify, this was not felt to be an issue in this instance due to the small number of participants (25). Based on this research design strategy, four separate evaluations were conducted to gather data on the social prototyping process as well as the microdocumentary artifacts: Internal analysis of workshop output. In-workshop survey. Post-workshop survey. External focus groups.
some variance between this measurement and my own participant observation, which recorded that three participants (12% of total) displayed a lack of satisfaction during the workshop; although two of these then indicated high satisfaction levels in the selfadministered questionnaire. Reasons for this variance may include organizational pressure (i.e. not wishing to express dissatisfaction in a written document); or behavioral dysfunction caused by a pressurized team environment.
Using multiple evaluation tools permitted evaluation of both internal participants and external audiences, as well as allowing measurement of participants over a period of six months (rather than taking a single snapshot). These formal evaluation tools were supported throughout by the designer/researchers participant observation.
redevelopment, which will feature Web 2.0 functionality such as blogs and wikis as part of a wider strategy of increased interaction with communities of interest. Appropriate Stories will also be shown within the Museum on screens, integrated within its new physical exhibitions. Other organizational issues revealed by the first participatory design cycle include: Making time for social media projects in already tight work schedules; particularly time-consuming editing tasks. Additional demands placed upon AV and IT resources. Updating communication strategies and participant feedback systems.
3. SUMMARY
The application of Participatory Design methodology to this experiment was meant to ensure that a core creative team of Museum staff should take part in the decisions that affect the system and the way it is designed and used [19]. So far, the use of a participatory content creation method to support the overall PD methodology within the context of social media production has gone somewhat further than incorporating users within the decision-making process. By emphasizing social prototyping within an iterative design cycle, Australian Museum teams have designed new tools, techniques and genres to produce original and distinctive microdocumentaries with which to enhance existing communication strategies. Furthermore, the extensive evaluation has helped to establish a sustainable foundation for the project: Producing an artifact should not be regarded as a one-shot affair, but rather as formulating a growing experience for engaging in the development of creating generations of artifacts [20]. Much of the projects success to date in generating both concrete results in the Museum as well as applied research outcomes can be attributed to PDs insistence on a dialogue between the designer/researcher and participants: To design effective systems, we need to understand users experience of work and systems. This information is invisible; we cannot access it by standing on the outside of a process, watching peoples behavior and writing down what happens. We need to talk with users to understand their experience. To have an effective dialogue, we form partnerships with our users [21]. This dialogue was firmly established by the use of intensive creative workshops as the basis of the prototyping stage of the PD method used for this project. It is possible to criticize this experiment for the amount of interventions by the working party during the due diligence and strategic formulation phases of the project, which could be seen as being excessively top-down for a Participatory Design methodology. It is anticipated that as the experiment continues into its second cycle of iterative design, less intervention will be required in order to evolve the creative tools and techniques prototyped during the workshops into a stable system delivering desired performance. This evolution will be the subject of ongoing research and publication.
4. ACKNOWLEDGMENTS
Thanks to the Australian Museum for its support of the Australian Museum Stories experiment; in particular Lynda Kelly, Head of Audience Research; and Brooke Carson-Ewart, Web Manager. This research is part of the project New Literacy, New Audiences
at the Australian Research Council Centre of Excellence for Creative Industries and Innovation [22].
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5. REFERENCES
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