social media, participatory design and cultural engagement (watkins 2007)

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    Social Media, Participatory Designand Cultural Engagement

    Jerry WatkinsARC Centre of Excellence for

    Creative Industries and InnovationQueensland University of TechnologyKelvin Grove, AustraliaTel. +61 7 3105 7353

    [email protected]

    ABSTRACTThis 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.

    Categories and Subject DescriptorsH.5.1 [Information Interfaces and Presentation]: Multimedia

    Information Systems evaluation/methodology.

    General TermsDesign, Theory.

    KeywordsSocial media, participatory design, participatory content creation.

    1. INTRODUCTIONThis 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 media-

    based 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

    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 collectionsas a source of original digital content.

    2. PD AT THE AUSTRALIAN MUSEUMParticipatory Design (PD) was selected as a strategic methodology

    to guide the Australian Museum social media experiment. The

    origins of the methodology are to be found in the Scandinavian

    labor movement in the 1980s where it was used to integrate

    workers within the industrial design process. Bearing this history

    in mind, the application of PD to social media design for cultural

    institutions may seem rather tenuous. Yet PD methodology has

    been extended to both museum exhibition design [2]and library

    website design [3]. PD focuses upon the relationship between

    organization and technology, which is particularly relevant to this

    experiment. There is considerable current debate as to whether thecontemporary museum should remain focused on the preservation

    of collections; or should seek to engage its audiences in a more

    open educative discourse [4]. By using a social media experiment

    to engage in this debate, the Australian Museum is presented with

    many open questions about the changing role of the Museum and

    the adoption of new information and communication technologies

    to support this role. PD is an appropriate methodology to use in

    this instance, as One goal of participatory design is to understand

    organizational change in computer use the effects of introducing

    technology on organizational structure and process and the effects

    of organizational restructuring on the way work is carried out

    [5].

    A three-phase participatory content creation method applicable to

    the Australian Museum project was adapted from more recentwork using PD for website design within the library sector [3].

    Phase (1) of the new method comprises a period of due diligence,

    which informs phase (2) iterative design cycles. These cycles

    repeat until phase (3), the achievement of desired system/artifact

    performance.

    2.1 Phase 1: due diligenceThis initial phase includes three steps: organizational observation;

    domain review; and initial project strategy. It commenced in 2005

    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([email protected])

    OzCHI 2007 Proceedings, ISBN 978-1-59593-872-5

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    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.

    Figure 1. participatory content creation methodAs part of the domain review step, the working party reviewed

    then-current best practice in participatory content creationprojects 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 user-

    created 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].

    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.

    2.2 Phase 2(a): prototypingThe application of prototyping to user-centered design (as part of

    rapid application development) has resulted in a realization within

    parts of the design community that the outcomes of the

    prototyping process should include not only artifacts, but also

    shared understandings: Considerations for communication take

    the form of social processes that are designed to promote two-way

    or multi-way interpersonal interactions; these interactions include

    not only ideas about the design, but individuals' and groups'

    stakes and risks in the outcome. This model of prototyping is

    necessarily social [9]. Since organizational buy-in had already

    been defined as a critical success factor during due diligence,

    social prototyping was adopted as an approach for the

    Australian Museum Stories experiment.

    2.2.1 Participant selection and workshop designA rhetoric theory of communication characterizes the audience

    not as a reader but as a dynamic participant in argument... The

    specific audiences experiences within society and its

    understanding of social attitudes are an essential aspect of

    argument and necessary to the communication goal [10]. This

    rhetoric model is gaining some currency within the cultural sector.

    Gillard suggests that One of the major shifts in understanding

    occurring in new audience research is the definition of audience

    as a dynamic relationship rather than groupings of human

    subjects. This dynamic relationship is an important

    observation and Gillard uses it to revisit the concept of the

    cultural audience: audiences are understood as being forms of

    engagement created around contents... The contents encounteredor actively sought contribute to understanding, enjoyment and

    creativity in the lives of individuals and groups [11]. The

    importance of participatory content creation activities to a

    dynamic relationship between cultural institution and audience is

    increasingly recognized: The increased value attached to cultural

    experience has led to more systematic and determined cultural

    participation. For many, leisure is not a passive consumer activity,

    but is active and participatory. One effect of this is to bring into

    question the previously clear distinction between professional and

    amateur. Museums, libraries and archives have worked to

    encourage the participation of these pro-ams, enabling them to

    engage with culture, science, natural history and many other

    subject areas on their own terms [12]. Some institutions are

    becoming aware that engaging physical and online audiences incontent creation activities is not only a means to increase site

    visitation, but also to engage online consumers on the basis that

    cultural products or activities create audiences as people engage

    with them [11]. Through participatory content creation

    programs, institutions can build a dynamic relationship with

    cultural audiences and consumers.

    In order to build such a relationship, the Australian Museum

    experiment examined participatory content creation and social

    media programs with online audiences, rather than physical

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    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, audiorecording and video editing.

    Table 1. Teamwork: performance gain vs. loss factors

    (after [14])

    Performance gain factors Performance loss factors

    Social facilitation

    (enhanced performance

    through presence of others)

    Social interference and loafing

    Increased knowledge,ability and effort Failure to use availableknowledge and abilities

    Diversity of views Conflict of views

    2.2.2 Creative teamworkThe enhanced task performance achievable by a team over an

    individual can be attributed to various factors. These same factors

    can also be detrimental to performance if misapplied, as listed in

    table 1. However, the sheer complexity of creative communication

    using multiple media usually requires a collaboration effort. For

    example, in the feature film sector, the core collaborative team

    features the director, director of photography and editor. For the

    Museum experiment, team formation was based on a similar

    creative triad, constructed as follows:

    The writeroriginates the story idea and generates scripts andother narrative materials.

    The creative producerprepares media content to support thescript, and is responsible for maintaining audience focus

    throughout the creative process.

    The editorgenerates a storyboard and creates the final mediaartifact using suitable applications.

    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 performancegain factors and minimizing performance loss factors (see table 1).

    For the first workshop, the executive producers were multimedia

    practitioners drawn from outside the Museum.

    2.2.3 Creative developmentLike its full-length forebear, the microdocumentary genre

    encompasses creative non-fiction. The short duration of a

    microdocumentary piece (audio or video) can encourage an

    informal tone, which was precisely the kind of narrative or

    reportage genre that the Museum was looking for to supplement

    the formal authoritative tone of its traditional exhibition

    communication. The four Museum teams started the first day of

    the workshop with a tentative story idea, genre definition and

    required resources checklist (e.g. audio, video and/or text sourcematerials). The teams were assigned an executive producer; I then

    facilitated an intensive series of creative development exercises

    which approximated a simple multimedia preproduction process.

    Following the creative development exercises, team members

    were left to work either together or separately to collect existing

    content, generate original content and write final scripts and

    storyboards by the end of the day.

    2.2.4 Multimedia productionThe second and final workshop day was devoted to editing and

    postproduction at the Powerhouse Museums Soundhouse

    Vectorlab facility [15]. The participants were given a short

    introduction to Sonys Vegas video editing suite before

    reassembling into their teams to record voiceovers and edit thefinal microdocumentary according to the storyboard prepared

    during creative development. The end artifact had to be finished

    by close of play, including time required to encode the

    microdocumentaries in full-screen and web-ready codecs. The

    workshop concluded with a presentation of the final results.

    2.2.5 Second workshopEvaluation of the first workshop was sufficiently positive to run a

    second workshop in November 2006. Fourteen participants

    attended (two teams of three, two teams of four) drawn again from

    varied Museum departments. The workshop format remained

    unaltered except that the four executive producers were now

    sourced from Museum staff that had completed the first

    workshop.

    2.3 Phase 2(b): evaluationAccording to the participatory content creation method, the

    purpose of the evaluation step within the iterative design cycle is

    to analyze the results of prototyping in order to inform the

    formulation of strategy, prior to the next iterative cycle. A

    qualitative inductive research design was selected, rather than a

    quantitative hypothesis-testing framework. Hypothesis testing is

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    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 designstrategy, 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.

    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.

    2.3.1 Output analysisIn total, the first cycle of iterative design produced nine artifacts

    from eight groups over two workshops. Table 2 below

    summarizes this output and indicates the diversity of the

    Museums current audiences.

    Table 2. Combined workshop outputs

    Subject Format Audience

    Repatriation of

    Indigenous objects

    Digital stills +

    voiceover

    Indigenous

    Deep-sea species

    collection

    Digital stills +

    voiceover

    K>12

    Amateur fossil

    identification

    Digital stills +

    voiceover

    Enthusiasts

    Creating a new

    Museum exhibition

    Video Museum visitors,

    potential sponsors

    Rare bird species

    identification

    1) Digital stills +

    voiceover

    2) Audio

    Bushwalkers,

    enthusiasts

    New Museum

    attractions for kids

    Digital stills +

    voiceover

    Kindergarten

    parents

    Museum exhibit

    stories

    Digital stills +

    voiceover

    K>12 museum

    visitors

    Biosystematics

    research reporting

    Digital stills +

    voiceover

    Researchers

    2.3.2 In-workshop surveyThis was conducted at both workshops using an identical self-

    administered questionnaire. 24 out of 25 workshop participants

    completed the questionnaire, and indicated a high level of

    satisfaction with the social prototyping experience. There was

    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 self-

    administered 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.

    2.3.3 Post-workshop surveyParticipants were invited to a discussion group approximately

    three months after the completion of the workshops. These

    sessions were loosely based on the idea of a Futures Workshop,

    organized to generate ideas for future activities and to initiate

    actions for implementing those ideas [17]. I presented an

    analysis of the in-workshop evaluation to participants in order to

    initiate discussion on the prototyping process. Participants then

    completed a second self-administered survey which invited further

    input on how the stories created during the workshop could be

    used by the Museum, as well as reflections on any perceived

    organizational barriers.

    2.3.4 Focus groupsIn order to bring an external audience perspective to the

    evaluation, a series of focus groups were conducted by the

    working party in order to gauge reaction to the

    microdocumentaries from potential target audiences. The

    segments defined were parents of under-5s; parents of under-16s;

    science teachers; and culturally active seniors. This segmentation

    reflected common bases used by the Museum [18]. The four focus

    groups held in February 2007 reacted positively to the

    microdocumentary format and were responsive to a more informal

    style of museum communication. Conversely, they expected a

    higher level of production quality than was achieved by the pilot

    microdocumentaries. Criticism of production quality is made

    regularly about various styles of user-generated video content,since many audiences have come to expect high standards through

    consumption of broadcast TV and film-on-DVD.

    2.4 Phase 2(c): strategyThe first iterative design cycle concluded with a strategic meeting

    in March 2007 of Museum staff who might be involved in the

    evolution of the Australian Museum Stories project including

    workshop participants and senior management in order to

    generate input into a short- to medium-term strategy for project

    development. According to the participatory content creation

    method used in this research, this strategy meeting also informs

    the second cycle of iterative design (figure 1). With regard to its

    function in the PD methodology, this strategy meeting is

    reminiscent of an Implementation Workshop designed to

    initiate actions that bridge the gap between vision and reality[19]. The strategy meeting was chaired by the Museums

    Audience Research Unit and its agenda was informed by data

    generated during evaluation. I did not attend, in order to allow

    meeting participants to criticize the design and/or conduct of the

    creative workshops and evaluation protocols for which I was

    responsible. The key outcomes of the strategy meeting are listed

    below in sections 2.4.1 to 2.4.3.

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    2.4.1 Production qualityFrom the 25 workshop participants, ten people were selected from

    across departments by the working party to form a core team

    within the Museum. This team would undertake to drive forward

    the Australian Museum Stories project. Selection was based upon

    interest and aptitude demonstrated during the workshop, as well

    as availability. The prototype microdocumentaries had been

    criticized for lack of production quality by both internal andexternal audiences. Since most participants had indicated via the

    in-workshop survey that they would like to undertake further

    training in creative multimedia production, additional skills

    training was planned for the core creative squad. One potential

    response to negative criticism of production quality would be to

    focus the project on creation of audio stories for download /

    podcast / broadcast, rather than image- and audio-based artifacts.

    However, participants felt that image and video media are more

    appropriate for creating stories based upon objects within the

    collection.

    2.4.2 Genre and formatThe working partys initial strategy was to consider social media

    as a form of creative engagement between the Museum and itscommunities of interest, using the Museums extensive collections

    as a source of original digital content. However, it had become

    clear throughout the experiment that this was just one of a number

    of routes that participants wished to explore using the

    microdocumentary format. Other genres included linear

    microdocumentary, and online interactives destined for the

    Museums forthcoming Web 2.0 website upgrade.

    2.4.3 Second iterative design cycleThe March strategic meeting informed the formulation of the

    second iterative cycle of participatory content creation, as

    described in figure 1 (above). Referring back to the initial project

    strategy defined in stage 1(c), it was clear that both the philosophy

    and practice of cultural engagement via social media wassupported by the workshop participants. Sufficient creative skills,

    enthusiasm and impetus had been generated by the workshop

    process to establish a core in-house team to continue and sustain

    creative social media production within the institution. During the

    second iterative content creation cycle, members from this team

    would conduct pilot projects with external communities already

    associated with the Museum. In effect, the workshop participants

    were now taking their new skills and knowledge into the field. A

    number of innovative external collaborations have already taken

    place. Curatorial staff worked with an external biodiversity

    organization to produce two scientific microdocumentary vodcasts

    on species identification. These will be uploaded to the Museums

    website, as well as YouTube. The Museums Audience Research

    Unit has also used the microdocumentary format as a new and

    powerful way of summarizing the results of its studies, for

    dissemination to a wider audience. The next major collaborative

    project will bring students from a number of secondary schools in

    the New South Wales region into the Museum, in order to

    produce a number of microdocumentary vodcasts and podcasts in

    collaboration with the Museum.

    Any successful creative social media system must address not

    only the co-creative process itself, but also the distribution of co-

    created content. In terms of online distribution, the Australian

    Museum Stories will be a feature of the Museums current website

    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 workschedules; particularly time-consuming editing tasks.

    Additional demands placed upon AV and IT resources.

    Updating communication strategies and participant feedbacksystems.

    3. SUMMARYThe 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 thedecision-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 deliveringdesired performance. This evolution will be the subject of

    ongoing research and publication.

    4. ACKNOWLEDGMENTSThanks 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

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    at the Australian Research Council Centre of Excellence for

    Creative Industries and Innovation [22].

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