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Social Media, Participatory Design and Cultural Engagement

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Indicated a high level of satisfaction with social prototyping ... GUEPS. Explaining. Mental model. CDs. Visibility. Consistency. Progressive Evaluation ... – PowerPoint PPT presentation

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Title: Social Media, Participatory Design and Cultural Engagement


1
Social Media, Participatory Design and Cultural
Engagement
  • Jerry Watkins
  • ARC Centre of Excellence for Creative Industries
    and Innovation
  • Queensland University of Technology
  • Kelvin Grove, Australia
  • November 2007

By Alvin John
2
Presentation Outline
  • Overview of Participatory Design
  • Australian Museum Stories experiment
  • Critique of the paper
  • GUEPS and CDs

3
Participatory Design
  • Participatory Design (PD) originated in
    Scandinavia in 1970s
  • User-centered design approach
  • involves users as much as possible so that they
    can influence it
  • integrates knowledge and expertise from other
    disciplines than just IT
  • is highly iterative so that testing can insure
    that design meets users requirements

4
Background
  • Experiment conducted at the Australian Museum
  • to investigate the potential of social media
    based communication strategies
  • Australian Museum
  • Established in 1827 and oldest institution in the
    country
  • Heritage has a collection of 14.5 million
    specimens
  • Attracts web visitation rates exceeding 1.5
    million per month
  • Museum authorities
  • Shifted focus to quality of experience offered
  • Explore social media as a medium to interact with
    communities of interest
  • Youths
  • Informal learning groups

5
Experiment
  • Participatory Design (PD) was chosen as the
    strategic methodology to guide the social media
    experiment
  • PD was extended to
  • museum exhibition design
  • library website design
  • PD methodology was broken down into three phases
    for the museum project
  • Phase 1 Due Diligence
  • Phase 2 Iterative Design cycles
  • Phase 3 Desired Performance

6
Participatory Content Creation Method
7
Phase 1 Due Diligence
  • Working party formed
  • Author as the designer/researcher
  • Museums Head of Audience Research
  • Head of Web Services

8
Phase 1 Due Diligence contd
  • Phase 1 had three steps
  • Organizational observation
  • First hand experience of culture and working
    practices
  • Domain review
  • Reviewed current best practices by cultural
    institutions
  • Attracted by digital story telling genre
    participants write and produce autobiographical
    mini-movies
  • Chose to try do-it-yourself digital narratives
  • Initial project strategy
  • Use museum staff as participants in the first
    cycle of prototyping
  • Develop skills in creative storytelling
  • Project was christened Australian Museum Stories

9
Phase 2(a) Prototyping
  • Workshop Design
  • Social prototyping experience
  • Experiment conducted with online audiences,
    rather than physical visitors
  • Initial phase was designed
  • to skill museum staff in social media production
    techniques
  • in-house training program
  • 2-day workshop
  • Focus on three main areas
  • Creative teamwork
  • Creative development
  • Multimedia production
  • First workshop in June 2006
  • Eleven participants assigned to four teams
  • Second workshop in November 2006
  • First workshop was sufficiently positive
  • Fourteen participants assigned to four teams (2
    teams of three, 2 teams of four)

10
Creative teamwork
  • Teams consisted of
  • The writer
  • The creative producer
  • The editor
  • The executive producer

11
Creative development
  • Micro-documentary a creative non-fiction piece
    (preferably informal tone)
  • Teams start with a tentative story idea, genre
    definition, required sources checklist
  • Executive producer leads creative development
    exercises
  • Team members required to generate by the end of
    the day
  • existing content
  • original content
  • final scripts
  • storyboards

12
Multimedia Production
  • Second and final day of workshop
  • Editing and postproduction at the Powerhouse
    Museums Soundhouse Vectorlab facility
  • Participants given crash course on Sonys Vegas
    video editing suite
  • Tasks
  • Record voiceovers
  • Edit micro-documentary according to storyboard
  • End product Presentation of playable
    micro-documentaries in full screen and web-ready
    codecs

13
Phase 2(b) Evaluation
  • Evaluation techniques instituted
  • Output analysis
  • Produced nine artifacts from eight groups over
    two workshops
  • Varied audiences interested in different subjects
  • In-workshop survey
  • Self administered questionnaire
  • Indicated a high level of satisfaction with
    social prototyping experience (24 out of 25)
  • Organizational pressure may be a factor (internal
    audience)

14
Phase 2(b) Evaluation contd
  • Post-workshop surveys
  • Discussion group approximately three months later
  • Sessions based on ideas of Future Workshop
  • Involved complete a self-administered survey
  • How stories created could be used by museum
  • Reflections on any perceived organizational
    barriers
  • Focus groups
  • Four focus groups conducted in February 2007
  • Capture reaction of external potential target
    audience
  • Parents of under-5s
  • Parents of under-16s
  • Science teachers
  • Culturally active seniors
  • Positive reaction to more informal style of
    museum communication
  • Negative reaction to the quality of
    micro-documentaries

15
Phase 2(c) Strategy
  • First iterative design cycle concluded in March
    2007
  • Parties involved in discussion
  • Workshop participants
  • Senior management
  • Critique the current design, conduct of
    workshops, evaluation protocols to make
    improvements

16
Phase 2(c) Strategy contd
  • Outcomes of the strategy meeting
  • Production quality
  • Improve quality of audio and video created
  • Genre and format
  • Micro-documentary format was a success
  • Include other genres like linear
    micro-documentary and online interactives for the
    museums forthcoming Web 2.0 website upgrade

17
Phase 2(c) Strategy contd
  • Second iterative design cycle
  • Continue cultural engagement through social media
  • Establishment of a core in-house team to continue
    and sustain creative social media production
  • Conduct pilot projects with external communities
    associated with the museum
  • Wide extensive use of the micro-documentary
    format
  • Creation of vodcasts and podcasts by external
    biodiversity groups, students of secondary
    schools
  • Powerful way to summarize results of studies and
    disseminating to the wider audience
  • Online distribution
  • Introduce blogs and wikis

18
Summary
  • Participatory Design application extended to this
    experiment was a success
  • Incorporated users into decision making process
  • With social prototyping in an iterative design
    cycle, Australian Museum teams designed new
    tools, techniques and genres of
    mirco-documentaries for communication strategies

19
Critique of the article
  • Positive
  • Positive results with application of
    Participatory Design
  • Not so positive
  • Working party intervention might be a little too
    much for the first iterative cycle of PD more
    structured than usual
  • Not a lot of detail about questionnaires and
    surveys administered
  • Not a typical experiment with hard data tabulated
    and arriving at a conclusion different style
    (PD approach)

20
GUEPS and CDs
  • GUEPS
  • Explaining
  • Mental model
  • CDs
  • Visibility
  • Consistency
  • Progressive Evaluation

21
Questions
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