Slide deck from AAM Annual Meeting in 2015: Digital Storytelling: The Dream, the Team, the Results
Media and Technology track
Tuesday, April 28, 2015
Museums can deepen audience engagement through effective storytelling. Delivering content has never been easier, due to digital interfaces and personal, portable technologies. Without a strong interpretive strategy and the right tools to craft and share our stories, we may be missing opportunities. Join this panel of experts as they describe real-world projects, share results that show the impact of digital storytelling on engagement, and demonstrate a new, free storytelling software.
Learner Outcomes
1. Attendees will learn about interpretive strategy methods and the project team approach to create and share engaging stories on digital platforms.
2. Attendees will learn about combining rapid prototyping methods with formal evaluations to create digital storytelling that delights audiences.
3. Attendees will learn how to download and use a free (open source) set of storytelling software tools developed by the Minneapolis Institute of Arts.
7. Douglas Hegley
Director of Media and
Technology
Minneapolis Institute of Arts
DH
The Team
Alex Bortolot
Content Strategist
Minneapolis Institute of Arts
Mike Mouw
Director of Multimedia
Technology
High Museum of Art (soon)
Amanda Thompson Rundahl
Director of Learning and
Engagement
Saint Louis Art Museum
Scott Sayre
Chief Digital Officer
Corning Museum of Glass
… and a cast of thousands!
8. Credits:
The TDX cross-functional project team members included staff from the following museum divisions: Curatorial, Learning Innovation,
Audience Engagement, Visual Resources, and Media and Technology. The project team ultimately extended to include several other
departments of the museum.
Douglas Hegley: Executive Sponsor, Director of Media and Technology, project conception
Karleen Gardner: Steering Committee, Director of Learning Innovation, interpretive writing
Matthew Welch: Steering Committee, Deputy Director and Chief Curator
Mike Mouw: TDX Project Manager, project coordination
Alex Bortolot: Curatorial Content Strategist, research, content creation, interpretive writing, story editing
Paige Patet: TDX Project Assistant, project coordination, content creation, interpretive writing, story editing
Amanda Thompson Rundahl: Head of Interpretation, content creation, interpretive writing
Andreas Marks, Chris Atkins, David Little, Dennis Jon, Eike Schmidt, Erika Holmquist-Wall, Jan-Lodewijk Grootaers, Jennifer Komar Olivarez, Jill
Ahlberg Yohe, Liz Armstrong, Nicole LaBouf, Patrick Noon, Rachel McGarry, Risha Lee, Thomas Rassieur, Yang Liu: Curators, research, content
creation, and interpretive writing
Dawn Fahlstrom, Heather Everhart, Kristin Lenaburg, Kristine Clarke, Natasha Thoreson, Nicole Soukup, Nicole Wankel, Roma Rowland:
Curatorial Administrative Assistants, WordPress authoring, image and video acquisition, rights coordination
Britta Jepsen, Camille Erickson, Elise Poppen, Laura Scroggs, Laurel Gramling, Zachary Forstrom: Curatorial Interns, research, interpretive writing
Meaghan Tongen: Media and Technology Project Coordinator, agile software development ScrumMaster, rights coordinator, WordPress training
Jennifer Jurgens: Graphic Designer-Web/Interactive Media, interface design and layout, art direction
Tom Borger: Web Developer, WordPress plugin development, front end integration
Kjell Olsen: Web Developer, image tiling / annotation development, front end integration
Andrew David: Head of Software Development, API development, infrastructure design
Tim Gihring: Editor, content creation, interpretive writing
Amanda Hankerson, Ana Taylor, Charles Walbridge, Dan Dennehy: Photography
Josh Lynn: Digital image processing, metadata coordination, image file preparation
Heidi Raatz: Image rights consultation
Mike Dust: Video and audio producer/director
Ryan Lee, Xiaolu Wang: Videography, video editing, installation
Mike Tibbetts, Rose Nelson, Ryan Jensen, Steve Scidmore: IT support, installation, maintenance
Frances Lloyd-Baynes: TMS consultation
Michael Lapthorn, VJAA: gallery iPad furniture design
Al Silberstein, Shawn Holster, Tom Myers: iPad furniture construction
Steve Johnson: Electrician
Sort of Not Kidding
DH
… and this isn’t
even everyone!
19. To engage audiences: MIA is making shifts in tone, voice, length, appeal, etc.
Example
ArtStories introduction for Beer Pot, Unknown Artist, Zulu Culture
AB
Museum Shifts
How is brewing beer like growing babies? The
Zulu believe the same ancestral forces that
ferment beer also create children in the womb.
Zulu families will drink beer together and ask
their ancestors to help grow the brood. Round,
shiny black pots like this one are at the center of
Zulu beer parties, refreshing the living while
linking them to past family ancestors.
Beer pot, mid-20th century, Artist Unknown, (South Africa, Africa),
Clay, Anonymous gift of funds, Minneapolis Institute of Arts, 99.115.1
Breaking News: Zulu Beer Pot ArtStory recognized in 2015’s Excellence in Exhibition Label Writing Competition
22. GENERAL PUBLIC
THE ENGAGED, CURIOUS
NICHE
PARTICIPANTS
Snorkeling
Scuba diving
Participant Identities
Based on John Falk, Identity and the Museum Visitor Experience (2009)
• Each identity will have
participants from all three
categories (although not in
equal proportion)
• Any given person may inhabit
any of the identities, based on
each visit motivation
1. Explorer
2. Facilitator
3. Experience Seeker
4. Professional/Hobbyist
5. Recharger
Surface swimming
Wading
ATR
23. Audience Insights Research
EXPLORER /
PROFESSIONAL
52%
EXPERIENCE
SEEKER
27%
FACILITATING
SOCIALIZER
8%
FACILITATING
PARENTS
7%
RECHARGER
6%
Brand champions
Targeted programing already in place
OK
ATR
24. PARTICIPANTS
CONTENT: Overall Interpretive Framework
The majority of our audiences do
not come to us with deep prior
knowledge. In order to engage as
many of them as we can, it is our
responsibility to deliver content that
meets multiple and varied needs.
ATR
GENERAL PUBLIC
THE ENGAGED, CURIOUS
NICHE
Snorkeling
Scuba diving
Surface swimming
Wading
25. CONTEXT
Introduction
What is this?
Why does it matter?
CONTENT
Narratives & stories
From surface to complex
Tell me more …
EXPERTISE
Deep, rich
Scholarly research
The foundation of details & facts
INFORMATION
Invite, welcome
Inspire, delight
Inform
CONTENT: Layers of Information
PARTICIPANTS
This is not, and never will be, “dumbing things down”. Instead,
this is opening as many doors as possible, and meeting our
audiences where they are, with respect and enthusiasm.
ATR
GENERAL PUBLIC
THE ENGAGED, CURIOUS
NICHE
Snorkeling
Scuba diving
Surface swimming
Wading
26. “Never overestimate your audience’s knowledge and never underestimate their intelligence”
- Glenn Frank (1887-1940)
ATR
Thomas Struth “Audience 1 (Galleria Dell Accademia), Florenz”, 2010.51.2, Minneapolis Institute of Arts
29. • Establish a modern approach
• Engage audiences via digital platforms
• Overall TDX Project Goals
- Social interaction
- Informal learning
MM
Ambition!
30. Key Messages (Example from TDX Interactive Map of Africa treatment)
Africa is and always has been globally connected.
Visitors will understand and appreciate the vast scale of Africa and the incredible
diversity of cultures and art objects offered by the continent
Experience Objectives (Example from TDX Interactive Map of Africa treatment)
1. Museum visitors will feel that they better understand the African Galleries art
objects, and why they are in the museum.
2. There is lively social interaction between visitors which is facilitated by the
interactive map, with discussions that this art collection has been influenced by
global ideas flowing into and out from Africa.
3. Visitors will appreciate the richness and variety of African art in the museum’s
collection and the cultures that made the objects.
MM
32. • Phase 1: Africa
Eight month team production schedule to create new software experiences
for an 82 inch Perceptive Pixel by Microsoft touch wall and ArtStories on
gallery iPads for the redesigned African Galleries
• Phase 2: Collection Highlights
One year team production schedule for the museum-wide launch of
ArtStories on iPads in the galleries via a responsive design website—also
works on vistors’ smartphones, digital tablets, or personal computers
• Phase 3: Japan – underway
Six month team production schedule to add social learning experiences to
the Minneapolis Institute of Art’s growing Japanese art collection
MM
Phases
54. To remain viable, museums must rethink not only what types of
knowledge they create, but how/with whom they create it, and finally how
they communicate it.
AB
55. Scholarship is the foundation of our work. Start there.
Everyone likes an underdog. Don’t do just the highlights.
Level with the visitor. Speak to universal experiences.
Good stories trade on the visitor’s empathy
• Who are your characters?
• What is the situation?
• What decisions did they make?
• What were the stakes?
AB
Choosing stories – Which ones? Why those?
56. If you do nothing else, get rid of the passive voice.
The passive voice denies people of their agency – and sounds like we’re hedging.
The active voice shifts the focus to people doing stuff.
I hate this guy,
don’t you?
AB
57. AB
Writing Workshops
Professional writing consultation
from Kris Wetterlund, helped inform:
http://www.museum-ed.org/a-guide-to-interpretive-
writing-about-art-for-museum-educators/
58. Is it an app, or
is it a website?
What’s the difference?
DH
61. SS
Native App
Pros
• Stored on device
• May not require network
• App stores
• Access to all hardware
• May be faster
Cons
• Device specific
• Requires App store download
• Requires download to update
Web App vs.
Pros
• All browsers/platforms
• Responsive - All devices
• URL not download
• Always up to date
• Lightweight
• Some bookmarking
• Less expensive
• More sustainable
Cons
• Requires network
• Hardware access limitations:
camera, Bluetooth, GPS, etc.
69. Open Source Software
• “Free” download
• No company
• Community support
• Can be modified
• Susceptible to security issues
• Requires technical support
Commercial Software
• License fee
• Maintenance fee
• Company support
• Often can not be modified
• May require less tech support
Open Source
70. Griot is free and open source
Griot is available for download at GitHub
https://github.com/artsmia/griot
SS
75. • Visitors will use technology in the galleries.
• They will spend a significant amount of time with
the technology, and will read aloud and discuss as
they do so.
• The technology was used effectively and with
positive response by individuals and groups.
76. • The use of technology does not detract from visitor
focus on the art.
• When visitors left the gallery, the descriptions of
their visit were almost exclusively about the art, and
notably not about the technology.
77. • People who used the technology spent more time in the
exhibit than those that did not use the technology
• even after subtracting the time spent using the
technology
88. Chinese, Dish with Design of
Gardenia Sprays, early 18th
century, Bequest of Edith J. and C.C.
Johnson Spink
Eero Saarinen, American (born
Finland), Armchair, designed 1956,
manufactured c.1960, Knoll
Associates, Inc., New York, New
York, Gift of Michael Ashworth
Egyptian, Mummy Case of Amen-Nestawy-
Nakht, c.900 B.C., Gift of Mr. and Mrs.
Barney A. Ebsworth for the children of St.
Louis
ATR
90. Minneapolis Institute of Arts
AB
Living Rooms: The Period Room Projects
Our 18th century rooms speak about
contemporary issues like race, gender,
technology, & the 24-hour economy
ArtStories focus on the Arts of Asia
Global Maps (fingers crossed!)
Stories of global trade and exchange told through a digital map interface
91. This presentation available at:
http://www.slideshare.net/dhegley
Thank you! Questions?
Douglas Hegley: @dhegley
Alex Bortolot: abortolot@artsmia.org
Mike Mouw: @MikeMouw
Scott Sayre: @zbartrout
Amanda Thompson Rundahl: @AmandaTRundahl
More information on Griot:
http://thoughtsparked.blogspot.com/
Notas del editor
TDX – The Digital Experience Project at the MIA – is a multi-year effort to engage museum audiences via digital interfaces, with a focus on storytelling.
The Minneapolis Institute of Arts is a 100 year old museum, it attracts over 600,000 visitors per year to experience the art and the museum’s wide array of programs and activities drawn from it’s encyclopedic collection of nearly 90,000 objects, which span the entirety of human history and cultures.
Here is the official list of credits for the TDX Project at the MIA. Really. Seriously. It truly is a pan-institutional effort.
If you aren’t familiar with the work of Simon Sinek, it’s worth digging into – even if you just watch his TED talk of the same title.
The museum’s current strategic plan puts Audience Engagement first and foremost – upper left hand corner. Note also the supporting strategies of Museum Lab and Omni-Channel, which encourage us to try new things and to do all we can to provide personally-relevant and delightful experiences.
THIS is the goal: Happy Visitors! Engaged, excited, inspired, and “attached” to our organizations. We want them to think of us as their “third space” – not home, not work, but a familiar and comfortable place for community, connection, learning and FUN.
Start with scholarship, but lead with the image
Transmedia storytelling that propels a narrative through images, videos, sound, graphics, and text
Narrative organized in visual ways, like maps, for example, that make surprising and powerful connections that stick with the visitor
Creating lean-back reading scenarios in galleries, and supporting those experiences at home
Sharing and spreading authority through inclusion of non-curatorial voices and perspectives
Leveling with the audience: recognizing their interests and speaking to them; ie: process stories
Your brain is “on fire” when you are engaging with narratives. This leads to deeper emotions, better memory and recall, as well as actual empathetic sensations.
In partnership with the General Mills Consumer Insights group, the MIA did Falk-based audience research in 2013. We found: ~half of were Explorers/Professionals. Brand champions: explorer/professional hobbyist are well served. The experience seekers and facilitating socializaers are “underserved” (except when there is a blockbuster exhibition). Thus, these are our segments targeted for growth. Both need good entry experience and both need accessible content.
Project origins and initiation
Evaluation project for ILS installations
At one time it was innovative, but years of deferred maintenance had allowed it to fall far behind
Of course, this is no small undertaking, and we must express deep gratitude to the General Mills Foundation for recognizing the importance of the TDX effort and being generous with the initial pool of project funding. We have ambitious plans, and of course everything comes with a price tag!
… but he trusted the wisdom of the team
Treatment docs
Front end evaluation
Team breadth and depth: Core Team + Steering Committee + Expanded Team + Stakeholders
Frequency & purpose of meetings and working sessions
Cross-functional Core Team with responsibility to deliver the end-result
Simply making something accessible is no guarantee that it’s interesting! In order to ENGAGE audiences, and connect them to what is meaningful and inspiring, it’s vital that we re-imagine our assumptions, along with our methods and our modalities, within a 21st century frame of reference.
What was done?
By whom?
We employed an “agile-ish” production model for TDX. Iteration: sketches – discussions – early prototypes – feedback loops – working prototypes – more feedback – refinement – launch (then repeat?). We are quite pleased with the results.
Delivered: large-scale in-gallery interactive map, on a Perceptive Pixel 85” multi-touch screen, running Ideum’s software …
Delivered: ArtStories, powered by Griot software (open source storytelling platform developed at the MIA), available on iPad in the galleries
Delivered: Study Table for very small objects, based on the same software package
Next up: formal eval of Phase 2, to help inform decisions in Phase 3
SLAM – panorama of twenty-five large scenes of the Mississippi River, but only one section can be displayed in the gallery. Griot provides access to all of the additional sections, and the software allows visitors to go behind the installation to see how the painting is stored by being wound onto huge spools.
The DeYoung Museum adopted Griot open source software to provided interpretation for the museum’s Embodiments exhibition of African sculpture. A large multi-touch screen allows visitors to select works or art and then explore close details that are difficult to see in the galleries
So many ideas! The possibilities are endless!
St. Louis Modern exhibition – fall 2015
Spink Collection of Asian Art (200 objects, filling gaps that allow us to tell the complete story of the history, craftsmanship and technology Chinese ceramics)
Egyptian Galleries (mummies recently CT scanned)