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“A great place to plan your visit!”

July 22nd, 2010

Disclaimer: This is something that I’m still trying to figure out, so a lot of what follows is still kinda half-baked and rant-y (just your typical kovenjsmith.com post, I suppose). I welcome better-informed opinions than my own…

I often hear museum staff talk about museum websites being places for visitors to the buildings to “plan their visits” and/or to “follow up after their visits.” For some institutions, it seems that this is the primary purpose of their websites. I’m willing to be convinced if someone can show me hard data that proves otherwise, but my gut tells me that this kind of activity rarely, if ever, actually occurs in the way we so often discuss it.

Let me be clear here–I’m not talking about visiting a museum site to figure out what times it’s open, or how to get there. That’s pretty basic stuff, and statistics generally show that these are typically the most-visited areas of many museum websites. I’m also not talking about using a museum’s website to determine whether you’re going to visit in the first place (“They’ve got the Naboo fighter on display? I am so there.”).

No, here I’m talking about what museum staff seem to refer to when they say “plan your visit,” which seems to be something along the lines of this scenario: the visitor figures out ahead of time what he or she wants to see, and maps out the visit, either literally on a map or conceptually (“first we see the Jackson Pollack, then the Naboo fighter”). After this thoroughly-planned-out visit occurs, the visitor goes home, pulls up the museum’s website, and reviews what he/she saw there.

Maybe this scenario really does occur at museums with really large campuses (sculpture parks, for instance), where a visitor really does need to optimize travel time between stops, and advance planning is actually critical. And maybe I’m completely misunderstanding what museum people mean when they say “plan/follow up”–no one has ever been able to successfully explain this concept to me. I hear it intoned all the time, but it’s an activity that seems ill-defined at best.

I feel that often museums still see their websites as inextricably tethered to the physical buildings, as opposed to distinct entities with really only the tenuous connection of the museum brand tying them together. The two are certainly related, in that the same scholarly activities and staff make them happen, but the output and use of those activities as they are manifested inside the building and on the Web are entirely different.

My main worry here is that this continued orientation towards the physical visit in museum websites results in an only slightly more evolved version of the 90s-era “brochure-ware” websites that we so often decry. There are experiences on museum websites that are impossible to have inside the building; let’s stop limiting them arbitrarily by forcing them to be something they really aren’t good at being.

I’m Koven, and that’s one to grow on.

Koven Museum , ,

It IS about the technology

July 8th, 2010

“It’s not about the technology.”

I hear this meme invoked all the time at “museum tech” conferences nowadays. Indeed, I myself have said this a bunch of times when developing (or at least contemplating) a new content-based technology project at the Museum. A big drive in my work at the Met has always been to get constituents talking about the content first and foremost, and worrying about the technology platform(s) later. (Aside: Nancy Proctor makes this point better than I do in her recent Museums and the Web paper The Museum Is Mobile.) This hasn’t always been an easy task, as often it’s excitement about the technology that has caused the constituent to contact me in the first place, but I have nevertheless always endeavored to put content first and tech second in any discussions about a possible project.

But…

This approach only goes so far, and we need to be careful about where and when we apply it, lest our thinking become too prejudiced. My concern is that thinking this way causes us to act as if content is always inherently platform agnostic, which is rarely true.

I think the issue here really is context, which is unique for each technology platform, even when the content is similar. A kiosk has the context of a museum around it, a mobile device has the context of location, the web has the context of (possibly) no context at all. Each of these situations demand different approaches to developing, filtering, and presenting content.

I don’t mean to say that the “it’s not about the technology” idea has no value–it’s still a bad idea to jump into a project with no reason for being other than exciting technology. However, we do need to be cautious about understanding the nuances of each platform, and adapting our content strategies accordingly.

Word.

Koven Museum , , ,

Serendipitous and Disposable

July 1st, 2010

I’m becoming more and more interested, lately, in exploring the implications of interacting with museum content outside of the museum building itself. Nancy Proctor, the head of mobile strategy for the Smithsonian, led a great unconference session on the topic at this year’s MW conference, and Chris Ubik recently postulated how the location-based app Gowalla might facilitate interesting tours outside of the museum. We’re starting to see some interesting real-world examples of this kind of thing, whether it’s home-grown stuff like Richard McCoy’s tour of public art in Indianapolis or some of the cool stuff the dudes over at Scvngr are doing.

As much as I’m excited about these ideas, they are essentially using location-based services to expand the traditional museum tour model (albeit over a larger geographic area) rather than upend it. These experiences assume that the user has made a deliberate decision to interact with a museum and/or its content, and there’s an assumption that the user will follow through with that decision. There’s nothing wrong with that, of course, but what excites me about location-based services like Foursquare and Gowalla is that they enable us to pursue an entirely different kind of interaction model, one that substitutes serendipitous and disposable experiences for the more immersive, intentional ones that museums are accustomed to.

What might this kind of experience look like? A relatively straightforward example is from the History Channel’s Foursquare profile. If you follow The History Channel, and check into a location for which it has supplied a “tip,” an interesting historical factoid will be displayed to you. So, for instance, if you check in at the Met Life building in Manhattan and you follow the History Channel, you will learn that the building was “originally called the Pan Am Building & was the largest commercial office building in the world when it opened on March 7, 1963.”

It’s a short leap to imagine museum content being presented this way. A user who follows the Metropolitan Museum of Art, for instance, could check in at the Black Canyon in Colorado and be presented with this photograph and accompanying data from the Museum’s Timeline of Art History:

Black Canyon, From Camp 8, Looking Above, 1871 Timothy O'Sullivan (American, 1840–1882) Albumen silver print from glass negative Source: Timothy O'Sullivan: Black Canyon, From Camp 8, Looking Above (1986.1054.19) | Heilbrunn Timeline of Art History | The Metropolitan Museum of Art

In essence, this approach takes content that was originally designed to be experienced as part of a museum visit (whether physical or online), and re-purposed it as a contextual/interpretive layer on a user’s experience out in the world.

This approach is interesting to me for a few reasons:

  • The decision to interact and actually interacting are disconnected events. In a traditional museum experience, the visit itself follows directly from the decision to visit. Not anymore. The decision to visit (read: “follow”) a museum is now separate from the experience of interacting with that museum’s content. The interaction now only occurs when it’s most relevant.
  • The object itself is used primarily as a means of delivering information. Most online collections essentially attempt to replicate the experience of viewing an object, with a digital image as a stand-in for the real thing. In this experience, however, the experience of viewing the object is downplayed in favor of its relevance as a means of connecting one information node (location) with another (whatever information you wish to provide to the user).
  • The user has not made a deliberate choice to access museum content. This is the critical difference between this approach and a more tour-based model. The user isn’t going on a museum-curated tour of “famous painted landscape vistas” or whatever, but is instead only encountering that content serendipitously. (ed note: I might have made that word up.)
  • The actual interaction with museum content is short-lived. Once the content is viewed, the user moves on with his or her life.

All of these factors contribute significantly to a completely different type of “visit,” and an entirely different value proposition for museums (or at least art museums, in any case). In this scenario, the museum is now less an enabler of visits and more of a provider of information. The centerpiece of the museum experience–interaction with objects–is almost nonexistent, and factors that barely warrant mention on an object’s label–the location in which it was produced–are critically important.
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And P.S., to the five of you who read this blog regularly (hi, mom!), sorry for the long gap in not posting. A lot going on these days that has prevented me from posting as (ir)regularly as I might like. Hopefully I’ll be back on a more regular schedule from here on out. As always, thanks so much for stopping by and reading!

Koven Museum , , , ,

The iPod tour at the Cooper-Hewitt National Design Museum

January 29th, 2010

Milton Glaser’s 1966 Bob Dylan poster, on display at the Cooper-Hewitt. Image from the Museum of Modern Art.

I just came back from seeing the “Design USA: Contemporary Innovation” show at the Cooper-Hewitt National Design museum, and taking some time to check out its much-ballyhooed iPod Touch tour, which was designed by New York design house 2×4. I was curious to see the device in action, after first hearing about it through the #museummobile Twitter stream and then via the positive review of the tour in the New York Times. I arrived with somewhat high expectations. Would this finally be the mobile handheld implementation that I and others have been dreaming about?

Well, yes and no. I found myself somewhat frustrated by the experience–the tour does so many things right, that it makes the things it does poorly just that much more glaring.

I’ll start with the good stuff first (for a change). First, the amount of content available on the device is absolutely staggering. For each of the 78 designers with work represented in the show, there was some kind of multimedia content available. At minimum, a slide show of the designer’s work was presented, but more often than not this slide show would be accompanied by an audio interview or artist statement. Many of the profiles featured YouTube videos illustrating aspects of the designer’s work. In some cases, there were multiple videos, multiple interviews, and multiple slideshows. The devices were light on text content (there was virtually none at all, as I recall), but this didn’t feel like a critical omission, given the inherently visual nature of much of the work on display. Given that my call has always been for more, more, and more content, the amount of stuff to get into here was fantastic.

I was also excited that much of the content on the devices was not (as far as I can tell) created expressly for the exhibition. Some of the most interesting content on the devices was delivered via YouTube videos, most of which I think were not created for the exhibition or even posted by the Museum itself. I would love to see more museums start to do this–taking content that’s freely available from other sources, and incorporating it into an in-gallery interpretation strategy.

The devices also handle comments quite well. Visitors are given the ability to comment directly on a given designer’s profile, or on the exhibition generally. These comments show up on the exhibition’s Web site, on a series of iMacs on display at the end of the exhibition itself, and, apparently, on Twitter (though it’s unclear to me how this is done). Comments received from the gallery are merged with comments received from the Web site pretty seamlessly, which is a nice feature. My only real dissatisfaction with the comments feature was the inability to respond directly to previous users’ comments. I guess I’ve become so used to the idea of an @ reply that I expect a little more asynchronous conversation than was really possible here. That’s a pretty minor point, though.

And generally speaking, the interface works nicely. After a moment or two of playing with it, it was pretty clear how to get around, how to search, and how to comment. I’d be curious to test this with someone who is less familiar with the iPhone model; I wonder if to an iPhone newbie, the navigation would have been a little daunting.

And now on to the not-so-good stuff…

Something I had not really considered before is how having to pick up a device from a museum, versus bringing in your own and downloading an app, changes how much and what kind of content one might be willing to tolerate. Many of the videos linked from the device were longer than three minutes, with some clocking in at eight minutes or more. I would guess that while I was in the exhibition, I never watched any more than perhaps a minute-and-a-half of any one video, mostly because I felt a need to move on to the next designer’s display. Had this been an application on my own device, however, I could have saved any of those videos for later viewing, or shared them with friends immediately. I wouldn’t have been frustrated by not being able to watch entire videos, because the app would have essentially been leveraging the arrangement of a physical exhibition to point me to a sea of content I could explore later. Instead, I watched pieces of a few videos, most of which I’ll never get around to finding and re-watching on my own.

This problem could possibly have been mitigated by the “send my visit” feature, in which one can e-mail a summary of his or her visit to someone else. I e-mailed my visit to myself, in the hopes that maybe there would be URLs for the videos I had viewed in the e-mail. No such luck. All that appeared in the e-mail was a statistical breakdown of what I saw (number of designers’ profiles viewed, number of videos watched, number of images viewed, and number of comments added). I’ve never been a big believer in the “e-mail me this object” features that were ubiquitous on museum kiosks for a while, but here was a situation where e-mailing this information to myself actually could have been helpful.

I think my biggest beef with the iPod Touch tour, though, and the one that the reviewer touched upon in the NYT article, is that it doesn’t seem that well-integrated into the exhibition. And here I don’t mean well-integrated in a design sense; the physical exhibition design and the app design on the iPod were well-coordinated. What I mean is that it seems that the exhibition experience and the iPod experience were separate, parallel types of engagement, in which one had to stop doing one in order to experience the other.

I found myself either focusing entirely on the device, to the exclusion of all else, or focusing on the work on display, without any of the additional interpretive content from the device. Fundamentally, the experience I had on the device seemed like it would have been more fulfilling almost anywhere other than in the gallery. Both the exhibition itself (exclusive of the device) and the iPod tour each felt like complete experiences on their own–they didn’t really appear to need each other.

This issue was probably best exemplified by the thumbnail images used in the main navigation. Each designer’s profile, when shown in the primary list-style navigation, is associated with a thumbnail image of a representative work. However, this representative work was often not the work that was on display in the gallery. There was thus no visual shorthand one could use to assist with finding the appropriate profile. This seems like such an obvious integration point between the physical exhibition and the iPod tour, that its absence was striking.

Aaaaaanyway, there you go. On the whole, the handheld tour was a good effort, probably the best of its kind I’ve yet seen, but not quite ideal. I’d be really curious to hear others’ thoughts about this, particularly if you’ve seen the show and had a different reaction to the handheld tour.

Koven Museum , , ,

On pilot projects and other things that don’t work

December 29th, 2009

“If your organization requires success before commitment, it will never have either.”

-Seth Godin, Tribes

So first, a confession. I’ve done pilot projects before. As recently as April of this year, I said that museums should be doing “better pilot projects.” It’s an idea with powerful appeal—you’re having trouble getting a technology project off the ground, so you propose a fact-finding pilot project as a way to convince the powers that be of the merits of your proposed idea. But after seeing more and more museums stumbling through their own pilot projects, I realize now that I should never do another pilot project again, ever. And neither should you.

First off, the whole concept of the “pilot project” itself is a fantasy. It’s rarely a project in the conventional sense; it’s a hedge. More often than not, a pilot project is undertaken as a way for technologists to slide a potentially controversial (and yet often technologically mundane) idea past museum administration. It’s a way to fail without actually incurring the costs or benefits of actual failure.

But of course, real failure is built into most pilot projects from the beginning, for one or both of the following reasons:

  • Pilots usually take place in rarefied “test” environments that bear so little resemblance to actual use as to make the “findings” of the pilot project virtually useless.
  • Because the pilot project usually has a short engagement period, museums typically will not commit enough resources to the project to sustain it should it turn out to be successful (as described—heartbreakingly—in this recent post by Nina K. Simon about a successful crowdsourced library cataloguing project in the Netherlands).

So this is the problem in a nutshell. Because pilots are rarely given the resources necessary to succeed, they are doomed to failure (or at least some sort of permanent beta status) from the beginning.

And what are these pilot programs designed to prove, anyway? At least as far as museums go, technology is one of the few areas in which pilot projects are ever undertaken. We rarely, if ever, see pilot publications, pilot exhibitions, or pilot educational programs. That alone tells me that we do pilot projects not because we truly need to prove out the technology, but rather because our institutions aren’t as comfortable with technology as they are with exhibitions, publications, etc.

This just seems like bad practice to me. I’m sure there are plenty of successful projects that have arisen from pilot projects, but looking at the evidence from my own experience, I tend to think that this is despite their previous status as pilots, rather than because of that.

We need to stop this hedging, and own up to our failures when they occur. If you’re pushing a technology project at your museum, make the case for it at the beginning, rather than hoping that a successful pilot will make the case for you. If you’re proposing the project in the first place, it’s probably because you already have some faith that it will be successful. Don’t ensure that project’s death by committing it to the pilot project graveyard.

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Listening to: Pharoah Sanders – Love Is Everywhere
via FoxyTunes

Koven Museum , , ,