Create[d] World

A few thoughts from the recent Create World conference of clever, creative people.

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Panel on place and creativity – how does digital alter the way we think?

Architect Richard Kirk made the point that perspective drawing as a tool is only a few hundred years old, so we are yet to reap the full benefits of new additions to our creative lexicon, such as virtual worlds. Performance designer Anna Tregloan commented that some people can quite naturally translate a 2D image to imagine it in 3D space, but for others that will always be more difficult, so the theatre tradition of building a little model of the set may endure. Continuing the theme of how we translate human experiences into digital form, and whether we can learn to think in a hybrid way between digital and physical, creative innovator (?!) Hael Kobayashi described the process of making penguins dance for Happy Feet. Humans danced in a warehouse, each one wired for motion capture. A set of screens displayed the merger of their movements with the digital penguins, so the director and key creatives could see, in real-time, penguins dancing on an iceberg.

Keynotes on photography, animation and the active audience

Tom Ang‘s keynote was an entertaining blend of a romp through the history of photography, some behind-the-lens information about particular shots, and some philosophical observations about value and power in photography’s new world:

  • Photoshop has programmed us!
  • Boundaries of what is shareable have shifted.
  • The concept of the ‘still image’ is now a misnomer: they fade, zoom, slide – and fast. And the more abundant they become, the less we attend to each.
  • Because images are so abundant, there are no longer iconic images of world events. (I’m not convinced of this point. The process by which images become iconic has changed, but I reckon crowd wisdom will choose images over time. Note, for example, the twitter #ows discussion of iconic imagery, and the meme of the cop casually pepper-spraying seated protesters.)

Ian Taylor’s story of the success of Animation Research Ltd – and his team’s down-home methods – was awe-inspiring. But my strongest takeaway from his talk was the importance of taking your time to learn – ergo the immense value of free education. Which we no longer have.

As a longtime advocate for participatory approaches to cultural representations, I was very interested in Ernest Edmonds‘ talk on art and the active audience. My favourite parts:

  • Some early research found that babies less than one week old can learn – by controlling the turn of their head on the pillow – to switch a light on and off, and that once mastered, they become bored with it.
  • Our vocabulary for interaction is developing. For example, there are many different kinds of play: danger, competition, camaraderie, subversion, fantasy, sensation, captivation, difficulty, simulation. And so on!
  • Don’t assume that more is better. Performance and communication might be better with lower bandwidth. This is an intriguing point, and I wanted more from him on this. I wonder if he means, for example, that in some cases audio works better than video,   because it gets inside your head but doesn’t restrict your visual attention. Or that pixelated imagery like in Minecraft, works in part because it’s low-res, so the player can more actively/imaginatively inhabit the scene and the characters. In short, I suspect this point relates to the value of leaving space within a representation, for the audience to fill from their personal creative sources.

An audiovisual meditation on gold

Not your average academic conference, Create World includes a range of clever, creative performances. Of the four, this was my favourite – it’s an audiovisual meditation on the mineral gold, and it made my heart hum. (I recommend: go full-screen and use headphones or big speakers.)

The Solar Angel from abre ojos on Vimeo.

Other prezos

The quality of stream-session presentations was consistently good. I attended those on:

  • a multi-disciplinary creative technologies degree (Judit Klein, Auckland Uni of Technology)
  • iPads for music-making (Jamie Gabriel, Macquarie Uni)
  • an iPad app for assessing teachers of music, art and drama (Julia Wren & Alistair Campbell, Edith Cowan Uni)
  • EEG-mapping of artistic consumption and as artistic work (Jason Zagami, Griffith Uni)
  • a weather-data-generated sonic sculpture in Sydney (Kirsty Beilharz, Uni of Technology, Sydney)
  • kinaesthetic potential of educational gaming (Helen Farley & Adrian Stagg, Uni of Southern Queensland)
  • serious games (Tim Marsh, James Cook Uni)
  • digital research methods, including Wikipedia article-writing (Kerry Kilner, Uni of Queensland)
  • Playtime, an animated movie (Thomas Verbeek, Uni of Otago)
  • Ishq, an audiovisual work commissioned by the Art Gallery of New South Wales as part of its exhibition on Islamic art (Kim Cunio and Louise Harvey, Griffith Uni)

I presented – and have shared on the Museum’s Education blog – Gamifying relatedness: an iPad app-in-progress. Hearty thanks to Paris for his guest appearance.

Dialogic learning in museum space

Ten years ago, some museums began to articulate their mission in terms of a dialogue with communities. In practice, that dialogue occurred mostly in the context of education and public programs; exhibitions tended to maintain a detached, authoritative voice.

As a significant site of informal and social learning, how can museum exhibitions also be dialogic?

poster for the exhibition 'Captive lives: Looking for Tambo and his companions'

This question was central to my PhD research, and I’m revisiting it since an article I wrote in 2001 was recently republished in Ethos, the journal of the Social Education Victoria. In it, I explore the possibility of self-reflexive museum exhibitions – approaches and techniques by which curators and designers can engage visitors in history but also in its making. Specifically, I describe a model exhibition (‘Captive lives: Looking for Tambo and his companions’), and offer suggestions for how the Australian War Memorial could engage visitors more actively in the process of making that site meaningful.

Since it is now much more common for museums to deploy technologies for co-creation, or indeed, to use high- or low-tech means to be participatory – in the parlance popularised by Nina Simon, I am surprised that this article remains so relevant. Is it that exhibition curators and designers – those at the heart of museum representational practice – yet resist the dialogic tum?

If you fancy a slightly longer-than-bloggable read, here’s the a scan of the printed article (PDF 2mb).

Stone head at the Australian War Memorial

Stone head at the Australian War Memorial

Sembl praxis: identify sameness, explore difference

As part of his ‘Mining the museum’ installation at Maryland Historical Society in 1992–93, artist Fred Wilson placed a set of shackles in a display case with fine silverware and titled it Metalwork. Pow. United by the metal of their fabrication, the racially-divided, hierarchical histories of these objects dramatically distances them:

Who served the silver? And who could have made the silver objects in apprenticeship situations? And [...] whose labour could produce the wealth that produced the silver?

A general principle can be distilled from this. Perhaps: In the very moment we identify a similarity between two objects, we recognise their difference. In other words, the process of drawing two things together creates an equal opposite force that draws attention to their natural distance. So the act of seeking resemblance – consistency, or patterns – simultaneously renders visible the inconsistencies, the structures and textures of our social world. And the greater the conceptual distance between the two likened objects, the more interesting the likening – and the greater the understanding to be found.

This simultaneous pulling together and springing apart of the sociophysical world interests me, and I’ve been thinking about it in relation to Sembl, where the challenge of the game is to identify a way in which a given object is related – surprisingly or humorously or otherwise interestingly – to another object.

What constitutes ‘interesting’ is of course difficult to define and depends to a large degree on the particular players playing. But if the natural conceptual distance between the two related objects is great, the relationship is more likely to be interesting – perhaps because it enables you to think about something in a new way. That’s what made Wilson’s juxtaposition of shackles with silver tableware interesting, and powerful.

Composite image of a branding iron and a breastplate given to an Aboriginal man

In the same vein, the Sembl players who linked the above branding iron to the breastplate – because both are tools for labeling bodies – cast new light on the colonial practice of giving metal breastplates to Aboriginal people.

My (big!) point here is: Hipbone games and Sembl alike can create a safe space for people to explore differences. When identified, similarities form bridges across and clarify difference. Attending to relatedness in this way inspires understanding; and opens a channel toward reconciliation.

A grand design for active digital learning

This week I wangled a visit to the digital learning facility work-in-progress that is UC‘s InSPIRE centre, directed by Prof Rob Fitzgerald and site-managed by Jonno – thanks for the tour, people.

InSPIRE will be “a focus for research into innovative good practice pedagogy that utilises ICT to enhance student learning outcomes”. So it’s a technology-enhanced space for teaching and learning about technology-enhanced teaching and learning. Deliciously meta! And if, like me, you wonder about the little ‘n’ in amongst all those caps, ‘InSPIRE’ stands for Innovative Sustainable Practical Imaginative Research Education.

Below are images I snapped; see the InSPIRE site gallery for building plans.

It is exciting to preview this embodiment of technology-enhanced active learning; and I like the approach Rob is taking: set it up then see how it’s used; like building the footpaths once you can see how the space is used. That means you build in flexibility – roll-out lecterns, lots of AV points in the floor, digital switching to project one room’s proceedings into another.

InSPIRE has all you need to create and share media (down to kitchenettes :) , and it includes some great lo-tech: writeable walls, and a good-quality audio podcast room — with video capability, yes, but – isn’t podcast mobility great?

It has an industrial, resource-conscious aesthetic: projecting onto walls rather than screens, exposed ducts, recycled hardwood timbers, underground 25kl rainwater tank.

And it embodies a DIY ethic: BYO mobile or laptop and data: input plates for USB to project your data or to record proceedings; mobile interactive.

I can’t wait to see it in action. It’d be a wondrous venue for THATCamp Canberra, or any other smallish conference.

Maybe Rob will chime in if I have munged any details. (If he doesn’t comment, let’s just assume it’s all just so :)

Perceptive pixels

Yesterday I met and played a bit with a Perceptive Pixel multitouch screen and software for presenting and/or collaborative compiling and editing of live data. Below is a post-demo elaboration of the notes I took during.

Originally these goods were used in defense and intelligence; now they’re going public.

It’s $55k for the basic hardware that I saw – there are other models – and more for the software.

The Storyboard application is like a meta-Prezi – ie awesome (although I did miss Prezi’s peculiar elegance as I watched the demo). With Storyboard you can:

  • compile data from multiple formats onto a pasteboard, and interact with your sources in their native form;
  • annotate — scribble, take stills from video and hand-carved crops from stills;
  • move and zoom things to your heart’s content;
  • order the flow of your presentation by pointing from one source to another, and instantly show that series;
  • collaborate with or present to a co-located or distributed group.

Note: I might gave munged two different apps in the above account — <excuse> it was a fast-paced demo.

One of the wow factors was how very fast the data flowed – and the demo I saw was apparently using 3G mobile.

There are APIs. You can create custom gestures, feed in from a camera, and out to a printer.

The unit is sensitivity-adjustable. I don’t know why it was set the way it was for the demo, but I’d want a lighter-touch setting more like iPhone. The screen I played with demanded I be firmer — heavier — than my natural state. It was not always easy to perform the necessary gestural pattern; and I wasn’t the only one who had trouble.

An interesting side discussion was about how the conductivity (? however it works) of the touch between fingers and screen varies according to skin colour and dryness.

We asked to see the system in action with a large data set, so they pulled out the fancy CNN-commissioned interactive US election history viewer, drawing on a petabyte of data. (I wonder if Antony Green has seen it.)

It sure would be ace to see some great Australian content on that baby – and not just political; cultural too.

Map of education innovation

In his TED talk on education innovation, Charles Leadbeater introduces a map of the territory based on two axes: sustaining/disruptive and formal/informal. He argues that most of our resources are concentrated in the first quadrant, but that globally, we need to invest energy in the fourth.

I liked the organising principles – it might be a very useful way to think about future projects. So I redrew it:

Diagram showing four quadrants of education innovation according to two axes: sustaining/disruptive and formal/informalIf you want, download a nice, scalable, printable PDF version (100kb).

Gaming learning

The idea that students should write their own textbook is radical in the context of an authoritarian tradition of school teaching and learning. But once we accept that learning can be fun and involve play – and therefore that game-play can be educational – it is only a short step to understanding game design as meta-pedagogy. To play a game is to learn its mechanics and dynamics, and maybe to master it as a user. To create a game is to learn it from the ground up, and the inside out, which is far more challenging and – in direct proportion – rewarding.

Barefoot girl sitting on a box playing a cigar box banjo

May Newman playing a cigar box banjo she made, c1920 – image from the State Library and Archives of Florida

Playing a cigar box banjo sounds fun, and could be a fantastic learning opportunity; but how much more fun (and pedagogical) would it be to play one that you had made yourself?

So in a logical – though refreshing! – progression, there is now a game about game design; and indeed, a school experimenting with integrating game design into the whole curriculum.

Happy camping

THATCamp Canberra was a blast of interestingness, like a triple-shot ideas-espresso. I loved the chaotic opennness of the freeform approach to a gathering of great mind-body-spirits, and found it both inspiring and invigorating. I wrote an account of the session I hosted here. In this post, I wanted to share some procedural ideas for the next Australian THATCamp.

Personally, I think I ran too far with the ‘un’ part of the conference. Ordinarily, at a conference, I would create fairly well-organised notes, for myself but also for potential sharing or reporting. At THATCamp I barely took any notes, and those I did are not labelled with the session name or anything else. My excuse is that I was in a state of technological confusion about how to participate in and record my takeaways from this conference. I had a brand new iPhone – my first, so operating it was a challenge in itself – and a laptop that couldn’t connect to the wireless network (this was a problem common to many campers), but which I could use for digital notetaking. So should I try to bring up a website, tweet, or write myself a note? And in any case, should I use the phone, the laptop or a pen and paper? And what was that that that person just said? In short: tricky!

Beyond confessing to my own private conundrum, and despite the fact that we had some great groundrules, I thought it worth sharing this post about the art of provoking serendipity. The art is presented in four points that could usefully be applied to THATCamp and any other unconference. I list them here (but really, it’s worth reading the whole post for the juice):

  • Gather requisite diversity.
  • Nurture a sharing, evolutionary culture.
  • Weave the network together.
  • Issue a provocation.

At THATCamp Canberra, we had plenty of diversity in terms of the ‘field’ (if I can call it that) of digital humanities, and Tim and all the Bootcamp leaders did a great job of making the less tech-y people feel welcome. There was a wonderful spirit of openness and generosity. And informally I’d say there was plenty of provocation. But as Dan said, the campers were noticeably not representative of the diversity of the population. And certainly, we might have inspired even more awesomeness if we had attended more to the network-weaving part of the process.

With all of the above in mind, I offer these suggestions to unconference organisers, session hosts and participants:

  • If it’s at all possible, arrange a backup internet connection.
  • Support session proposers to plan an effective session. You might not be able to say if their session will occur, but you could let them know as early as possible how long the sessions will be. Invite them to identify an intended outcome, and to consider how best to achieve that. Is it an opening-up-style discussion? Do you want to reach a consensus on something? Is the purpose to trade coding tools, techniques and tricks? To sketch a plan for an application?
  • Session hosts could nominate a scribe and a Googler / laptop driver as appropriate. Encourage everyone to share the responsibility – the facilitator can’t do it all. (And even keen uncon peeps can slip into passivity.) Also consider breaking big groups up for smaller-group discussion so everyone gets a say. And if you are facilitating a session, consciously seek out contributions from quieter people.
  • Participants – be conscious of how we can each help make the event fly. Would the organisers appreciate it if you emptied that overflowing garbage bin? Does this session need a scribe or someone to drive the projected-laptop? Is that person wanting to say something but too shy to claim the space?

Happy camping!

Collaborative, intergenerational, play-based learning about history

At THATCamp Canberra, I hosted a session on designing a dedicated digitally-enhanced physical space for collaborative, intergenerational, play-based learning about history (yes, it was ambitious!). I am finally getting down to documenting it.

How I thought it might work

In the lead-up to the camp, I had put a lot of thought into the issues, but I had consciously resisted planning the session in any detail. I genuinely wanted to facilitate rather than lead. I did consider splitting people into small groups for part of the time, but decided against it because the numbers seemed not to warrant it. (Didn’t realise at that point that people would continue to wander in throughout the session so by the end, it was quite a large group.) Ultimately, for better or worse (!) I resisted imposing any real structure on the session and instead surrendered to hosting an engaging discussion of possibilities in terms of both form and content, and inscribing  it with as much clarity as I could on a whiteboard.

What actually happened

You can probably guess that we didn’t go so far as to devise a single, clear plan for a game-space. But we had a great chat, which I will try to represent here. What follows is a transcription / translation / slight elaboration of the whiteboard notes.

Do what can’t be done elsewhere

  • in museum space, draw on the authentic, interesting objects
  • invite peer collaboration (note that teenagers in particular prefer to relate to known others rather than strangers)
  • encourage social interaction with strangers in a safe place

Pedagogy / structure / approach

  • use real-world physics (in digital designs) for improving literacy about how the world works
  • draw on imagination
  • welcome failure
  • involve the bodies of participants, not just the minds, index fingers, eyes
  • provide a loop structure: Context –> Challenge –> Feedback –> (Joy made this point after the sesh)

Elements of the experience

  • include a preparatory / warmup / contextualising activity
  • establish rules for local interaction but leave space for emergent collective behaviour
  • if the activity is individual, then build in a moment of sharing at the end
  • enable people to make / build / create something
  • build in different levels – a progression of experience, with rewards for completing each stage
  • provide a takeaway – go home and log in for… / or a physical memento

Flexibility

  • solo or collaborative
  • multi-layered approach (so it works for short, shallow or prolongued, in-depth engagement)
  • engaging for young children (7 and up), teenagers, parents and grandparents

Technologies

  • wifi
  • motion-sensors
  • ‘glass wall’ for being visible from the outside / online
  • RFID
  • etc

Concepts

  • an interactive augmented-reality RPG (role-play game) with historical characters, props; visitors inhabit a character, choose clothes; re-enact a historical scene of their choice (time, place, indoor, outdoor);
  • integrate user-generated media
  • ‘customisable avatar – discovery’ – I can’t recall what this means!
  • interactive video
  • mission-based games versus play-based games – there was a leaning toward the latter as less reductive / prescriptive
  • a whole room full of buttons and levers and motion-sensors that you could explore in a completely freeform way, either alone or in collaboration – this idea was imagined in a (beautifully sun-drenched) post-session chat with Mitchell and Geoff

Models / inspirations

While we spoke, Michael drove a web-connected laptop so we could look at possible models or inspirations for this space:

What now?

It was absolutely fantastic hearing ideas from everyone at the session and afterward. I’ve probably left things out and got things wrong here. I know I haven’t captured all the nuances of the conversation. Corrections and additions are of course most welcome. Leave a comment and I will incorporate it into the post.

Over time I will revisit these ideas. For now, I am letting them simmer in my subconscious.

A museum of collective vitality

What are museums for?

One answer to this question comes toward the end of Orhan Pamuk’s epic novel, The Museum of Innocence, as the anti-hero Kemal visits thousands of museums in Europe, Asia and America. He’s planning to open his own house museum in tribute to Füsun, the forbidden love of his life – he’s been collecting objects he associates with her for years, from her cigarette butts to the ceramic dogs on her family’s television set. Pondering the purpose of collecting, he comes to the simple conclusion that museums are time compressed into space.

Looking at it from the direction of visitors rather than collectors… within the space of the museum we decompress the assembled material – expand it to witness something of the flow of time – what happened, how, and what it might mean. But is knowledge and understanding the end point?

In another take on their purpose of museums, New Curator describes museums as the city’s lymph nodes, immersed in its central nervous system, providing immunity against its ills. This model suggests a purpose beyond the (co)production of knowledge and understanding. Here, museums play a role in maintaining public health and happiness.

I’d like to reconceive of the National Museum of Australia in these terms. If a city museum can contribute to a city’s vitality, then a national museum can contribute to a nation’s. And now that we have a new director keen to take the museum into the future and willing to engage with contemporary issues, it is timely to reconsider its purpose. Could it be to promote our collective health in both social and environmental terms?

What would such a museum look like? It would certainly host celebrations – of admirable qualities of people and country. But it would also work to heal historical wounds, to tend to our collective psyche and our ecology. It would enlist visitors as active collaborators in witnessing, in recognising, in empathising, and provide means for us to respond in constructive ways. In this way, the National Museum would cultivate our collective vitality.