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