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Posts Tagged ‘web’

“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.

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Museums In the Digital Domain, Part Two – Disruptive Technology

October 22nd, 2009

This post is Part Two of a series of posts. You can read Part One, with a brief introduction, here.

The economist Herbert Simon identified the issue of how to determine value in a world of abundant and free information in 1971–he called it the “allocation of attention”:

“…in an information-rich world, the wealth of information means a dearth of something else: a scarcity of whatever it is that information consumes. What information consumes is rather obvious: it consumes the attention of its recipients. Hence a wealth of information creates a poverty of attention and a need to allocate that attention efficiently among the overabundance of information sources that might consume it.”

-Herbert A. Simon, “Designing Organizations for an Information-Rich World

When most engagements with visitors occurred within the museum walls, a certain amount of captive attention from audiences was guaranteed. In the digital domain, there is an exponential increase in competition for that same attention. What this means is that the most critical success factor for museums in the digital domain is not the production of content, but rather the allocation of attention to that content. This doesn’t mean that content production is not critical (after all, museums must have information to direct attention to), but the presence of that content alone no longer guarantees attention from audiences. A shift in value has taken place, from the production of content to its consumption by audiences. This value shift is not an easy one for any content-producing organization to accept. The nature of this shift only begins to make more sense once one begins to think of digital production and distribution of content not as a more efficient version of the publishing schemes of old, but rather an altogether different type of beast, with its own requirements and its own rules–a disruptive rather than a sustaining technology.

Disruptive Technology” is a term coined by Harvard professor Clayton M. Christensen to refer to technologies introduced to a given industry that upset an existing value paradigm. Dominant players in industries upended by disruptive technologies often do not at first recognize the value of these technologies because they foster the creation of new markets rather than sustaining the existence of current ones. As we see with trading production value for attention value, disruptive technologies usually represent the trading of one set of values for another.

The classic disruptive technology of the Internet era is the mp3. The mp3 is a compressed digital audio format in which a degree of audio quality is sacrificed for the sake of creating a smaller, more portable file. Significantly, the mp3 was also the first widespread music delivery technology to be created outside the normal production channels of the recording industry. Because of this, as Eric Harvey states in a recent article for Pitchfork, mp3s “performed the radical task of separating music from the music industry for the first time in a century.”

The recording industry’s analysis of then-current markets concluded that the audio quality of the mp3 was simply too low to be of any real value to most consumers. What consumers were really looking for, studies showed, was high fidelity audio formats like the Compact Disc. However, as is typical with most disruptive technologies, market research could not predict the emergence of a new market, one in which the metrics of value are significantly different. As it turned out, consumers were willing to trade a previous value standard–fidelity–for a new one–portability. Wired magazine summed up this trade succinctly: “The big advance—the one that had all the impact—was the move to easier-to-manage bits. Compared with that, improved sound quality just doesn’t move the needle.” The recording industry failed to predict this market transformation, and were caught off guard when consumers’ standards of quality no longer matched the industry’s.

In a parallel to the situation with mp3s, portals like Wikipedia have enabled content about cultural heritage to be produced outside the cultural heritage sector. Wikipedia is a large (3,040,380 articles in the English version as of September 22, 2009) online encyclopedia whose articles are contributed and edited entirely by the public at large. The value proposition promised by Wikipedia is significantly different than that promised by organizations like museums. Wikipedia promises easy availability, a commonly understood presentation format, and absolutely up-to-the-second information in place of unimpeachable authority.

It is this very promise of authority (and the trust earned via that authority) upon which museums have by and large staked their reputations. However, despite studies showing that museums and libraries are still the most trusted institutions in the United States, Wikipedia repeatedly shows up at the top of search results lists for topics that should be a strength for museums, and images used in blog posts and other electronic media are fare more likely to come from Flickr than they are from museums’ own Web sites. Why is this?

It is simply that museums are now making the same mistake made by the recording industry. In making the move to the digital domain, museums have assumed that what constituted value when interactions occurred in the physical building will still constitute value when those interactions occur online. And, in an eerie parallel with the recording industry’s mp3 market research, recent studies from IMLS and AAM show that museums’ current audiences really want authority. Unfortunately, fast and cheap electronic publishing has created an entirely new audience (read: market) that both threatens to engulf the old audience and values something entirely different. As it turns out, what this new audience requires is accessibility and findability, exactly the areas in which resources like Wikipedia excel and in which museums lag far, far behind. However much museums try to promote their authority and infallibility as superior to that of Wikipedia, the new audience simply doesn’t value these qualities in the way the old audience did. “You can’t protect old business models artificially,” stated Peter Chernin (past president of News Corp) about online TV site Hulu.

What museums must learn from this new market is that they must be willing to adapt to the needs of new audiences as they emerge, and be capable of delivering content to these audiences. This implies a flexibility in technical infrastructure as well as a flexibility of mindset. Clayton Christensen refers to this as creating plans to learn, rather than plans to execute.

Continue on to Part Three.

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