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.

Museum experience and participatory design

This is a paper I wrote for my digital design course.

Is it possible for museums to think about their space, or at least their digital space, in a whole-of-experience kind of way? It seems both uncommon and important. So that’s what I tried to do in this paper about digital museum experience design (PDF ~200kb). I’m especially interested in participatory design – where both the process and the resulting ‘opportunity space’ are participatory.

As is my wont, I drew a diagram for the essay. It illustrates the shift from presenting users with a finished product, to designing with their participation. It can be beneficial to involve museum visitors at every stage of the design process and indeed, beyond, as visitors can valuably contribute to meaning-making through their interactions in museum space.

Generative iris fibres

I made the above in a collaborative project with Jonathan McCabe. If you check his Flickr stream you can probably tell that he’s an awesome coder with ideas-aplenty.

The project was to build a generative system to model something from nature. We chose the human iris, and in particular the radial fibres that in some people split and clump to form these circular openings.

In case you’ve never noticed these fibrous openings before, see the image on the right. It comes from a book on the Rayid model of iris interpretation (not the same thing as iridology).

Ubicomp, (museum) space and the social order

What follows is a Master of Digital Design assignment – a ‘critical response’ to five papers on the topic of ‘Ubiquitous computing and urban informatics’. It includes (bonus!) references to a few other papers too.

Mark Weiser’s 1991 vision of technology blended invisibly into environments may not have quite materialised, but as Adam Greenfield points out, today’s phones, tablets and multitouch displays bear a close resemblance to his description of tabs, pads and boards. Ubicomp is spreading in many directions, from many sources. For example in Pachube, which serves out data streams about connected environments from people around the world, we can witness a growing wave of DIY ubicomp.

We can get a strong sense of technology’s wide and deep pervasion from Dan Hill’s account of the complex mesh of data flows in an imaginary-but-realistic city. Sensors, emittors and recorders are embedded in streets and buildings and carried by people doing business, passing by and hanging around. Data flows either with or without individual intent, and either functionally or dysfunctionally – in technical, personal and social terms.

Unlike the disembodied space of virtual worlds, ubiquitous computing works on, around and through human bodies; and in physical space, social relations are always at play. Ideally, we all have access (both read- and write-) to the data flows, as well as the ability to evade them. Ideally, we are also attentive to the affect of technology, and our interactions, on ourselves and the world around us. But real-world social space is messy. Anne Galloway warns that when technologies are invisible, so too are the power relations they replicate. The danger here is of our docile complicity in reproducing the dominant social order.

To mitigate against this risk, one of Greenfield’s ethical guidelines for UX in ubicomp settings is critical – ‘Be self-disclosing’. Seamlessness is rightly a feature, as Weiser imagined, but it must be optional, and reversible. And as with all new technologies, we must develop literacy about its use. We need to know that we have the right and the ability to ask the system to reveal itself – as well as its data.

Are there implications here for the digital design of museum space? For Foucault, museum space was heterotopia – ‘other space’ –  space that intervenes in ordinary space, and complicates our perceptions of it, illuminating and potentially contesting and inverting real-world social relations. To best serve visitors in their task of re-evaluating real-world social space, museum displays must not be seamless. They must ‘manifest their metatext’ (Lumley) precisely so that visitors can perceive the social relations implicit in both the product and process of their representation. Because of their particular role in representing ordinary space – because museum visitors are already immersed in a field of cultural technologies – the imperative for computational technology to be seamless might be greater here. If we can ignore the technology, do we gain a clearer view of social conditions? Or is it better to conceive of the technology as another layer of metatext, and therefore to render it visible?

Certainly, Weiser’s notion that ubicomp would be calm technology seems a better fit for museum spaces than the whizz-bang often associated with technology. It does not help museum visitors to be distracted by technology at the expense of their social engagement. So in museum building, exhibition and application design, that is something to note.

References:

Foucault, Michel. Of other spaces (PDF). Diacritics: A Review of Contemporary Criticism, 16(1), 1986: 22–7. (or here’s an HTML version)

Galloway, Anne. Resonances and everyday life: Ubiquitous computing and the city (PDF), 2003.

Greenfield, Adam. All watched over by machines of loving grace: Some ethical guidelines for user experience in ubiquitous-computing settings. Boxes and Arrows, December 1, 2004.

Greenfield, Adam. Real life: Weiser FTW. Speedbird, April 16, 2010.

Haque, Usman. Pachube, patching the planet: Interview with Usman Haque. Interview by Tish Shute, January 28, 2009.

Hill, Dan. The street as platform, City of Sound, February 11, 2008.

Lumley, Robert. The Museum Time-Machine: Putting Cultures on Display. London: Routledge, 1988.

Weiser, Mark. The computer for the 21st century (PDF), Scientific American 256, no. 3, 1991: 66–75. Reprinted in IEEE Pervasive Computing, January 2002.

Not explicitly referred to (I only had 500 words!), but also informing my thinking here, were these two papers presented to the Innovative Ideas Forum at the National Library of Australia on 16 April 2010:

  • Bell, Genevieve. ‘U are happy life: Making sense of new technologies’.
  • Manson, Rob. ‘Collections are leaking into the real world’.

In the neighbourhood

Applications are almost due for the Bold Ideas, Better Lives challenge.

I was thinking to submit an idea – something that came out of reading Steven Johnson’s book, Emergence. But I haven’t done enough research or had enough (as in, any!) feedback to know if it’s worthwhile. And I just realised that on top of writing a 1900-word intro to the idea, you’re meant to put in a 3-minute pitch. Then there’s the small issue that I’m not sure I’m keen to champion this idea to the point of implementation. I’d use it. I’d be happy if it worked! And I’d be more than willing to help make it manifest. But the idea of talking it up through the whole process of shortlisting and selection… Well, I’m probably just not that much of a champion. In that regard, anyway.

So instead, I offer the first 700 words of an idea to anyone who happens to read this, and hope for some (constructive) critical feedback, or at least some expressions of interest.

What is your idea? (100 words)

I’d like to strengthen communities by facilitating real-world interactions through an online hyper-local aggregator and hub. Enter The Neighbourhood – a platform for creating a directory, noticeboard and town square for residents, visitors, business-people and local government to exchange information and ideas about local conditions, events, opportunities and ideas. It would feed information about the weather, infrastructural and social issues, jobs, trade, community activities. It would invite and enable people to share goods, ideas, and media – in other words, to funnel relevant parts of our current activities for the benefit of the community around our physical home.

What is the social need or challenge your idea could address? (300 words)

City living can be isolating – especially in very car-oriented cities – and in many neighbourhoods people are almost unknown to each other, having very little contact. We have opportunities to share information, experiences, goods and ideas through workplaces, distributed networks of family and friends, and digital communities. But where we live is important; our local community is potentially a rich source of interaction. If we have a lost pet, or surplus home-grown zucchinis, if we are creating an art installation, or need a new footpath – in all these circumstances, a good outcome can depend on the quality of our local relationships. Our individual and communal wellbeing could be dramatically improved by a digital town square that facilitated real-world relationships. If we know each other better, we would be in a better position to take good care of each other – to look after our neighbours’ house, garden, or pets when we’re away; to look out for the neighbourhood children; to care for, listen to and learn from our old folk.

The Neighbourhood would build constructive real-world relationships – and thereby improve collective wellbeing – through a simple and useful aggregation of relevant information, and hub for activity both online and in physical space. As well as the community benefits, an actively engaged community would be advantageous for businesses and governments. For businesses, it would constitute a highly effective channel for communicating with residents, promoting local products and services, and tailoring them in accordance with feedback. As the dawn of Government 2.0 approaches, access to a hyper-local community network would also be highly beneficial for two-way communications – genuine dialogue – to identify priorities, refine policies and so on.

The Neighbourhood would cultivate goodwill and generate social capital.

What inspired you to come up with your idea in the first place? (300 words)

This idea was inspired by Steven Johnson’s book Emergence. He looks at how swarms or networks operate in micro-organisms, insect colonies, human cities and the internet, and finds that at every scale – and in the absence of a master planner – local interactions suffice to bring about emergence – a whole greater than the sum of its parts.

I was thinking about this notion of emergence in relation to my own neighbourhood. I live on the main street in a suburb of Canberra, where although people do walk past, most traffic is motorised and, particularly on Friday nights, vandalism and ‘criminal damage’ are common. (I know this from experience but also because my street makes a regular appearance in the Neighbourhood Watch newsletter.) I don’t believe people are the problem here. I think our cities and lifestyles are serving us poorly, and we need a solution based on goodwill rather than fear. Surely, the more we interact locally, the better off as a community we’ll be.

Steven Johnson has in fact implemented a similar idea in Outside In – a platform for aggregating hyperlocal news, blogs and discussion. From my perspective, however, it is limited in that it’s not focused on the physical world except insofar as it uses location to organise the news feeds, and it’s not intended to facilitate interaction, only to supply information.

I’m actually surprised there isn’t yet a thing such as The Neighbourhood already. Aggregation; social media; cloud computing; we-think; and emergence – all these capacities enhance our potential to improve the way physical neighbourhoods operate. It seems we could all benefit by augmenting our physical communities with a digital overlay – by using our digital networks to enhance and empower our local communities. Such would be the point of The Neighbourhood.