Kathleen McIlvenna, Institute of Historic Research and Raphael Chanay, Natural History Museum – Putting People at the Centre of Collaboration: MuseomixUK case study
Initiatives like MuseomixUK encourage collaboration across sector boundaries and between digital and non-digital experts. A melting pot for new ideas and prototypes, the main impact of events like this is the human experience, allowing participants to develop new skills, challenge traditional ways of thinking and increase in confidence. Kathleen will share insights from MuseumixUK 2014 at Derby Silk Mill.
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Kathleen McIlvenna, Institute of Historic Research and Raphael Chanay, Natural History Museum – Putting People at the Centre of Collaboration: MuseomixUK case study
1. Putting people at the centre of collaboration:
MuseomixUK 2014 Case Study – UKMCG 2015
Raphael Chanay/@rafchanay & Kathleen McIlvenna/@kathleenmcil
@museomixUK
13. A learning curve
80% - felt that they have
learnt something new at the
end of the three days
Challenge of working as a
team can limit sometimes
achievements and innovation
15. Reinforced perception of
museums as a place for
innovation
80 % - changed their
vision of what museums
can be and do
Stronger appreciation of
Derby Museums
16. • How to keep the
momentum created so
far?
• Experimenting with new
formats through
OpenCommunityLabs and
Kid remix
• Museomix UK back in
2015?
Legacy of MMUK 2014
17. THANK YOU
MuseomixUK - @museomixuk
Raphaël Chanay - @rafchanay
Kathleen McIlvenna - @kathleenmcil
Special thanks to Mark McLeod, Mar Dixon and Sally-
Jane Thompson for her drawings
@sallythompson
www.sallyjanethompson.co.uk
Notas del editor
My name is Raphael, during the day I work at the Natural History Museum, at night I am part of the Museomix UK community. My colleague Kathleen was meant to present this paper but unfortunately can’t be with us today.
I am going to talk about museomix UK that was organised in Derby at the Silk Mill in November 2014.
First I will briefly outline the concept and where it came from, talk about what happened in Derby at the Silk Mill in 2014, focusing particularly on the impact that this participative event had on people who took part to it and how digital was used throughout to create connections between people, collections and stories.
What is it?
imagine locking up 70 people in a museum for three days and let them do what they want with displays, collections and storis, then come back on the Sunday afternoon to see what they have come up with (some will even try to sleep in it)
they are free to reinvent part of the museum, hack it, remix it. Bringing digital technologies as well as their own skills and ideas to disrupt and recreate, trying out new innovative approaches.
The aim is to bring different people, communities together: digital/non digital, museum/non museum, amateur/professionals, local/national and international. And help museums to explore what they could with their collections using digital technology
Each selected participant join a team that shares a same idea and they will work together create a prototype visitors can test out at the end of the weekend
A bit of background on the concept
This idea was first developed in 2011 in France, developed and became international
MMUK was created and held its first edition in 2013 at the Ironbridge Museum in Shropshire
in 2014, we partnered with Derby museums
It is an event happening on the same weekend across the world, connecting all those communities together around one simple idea People make museums. All those museums are linked through digital: social media, films summarising main adventures of the day, or even robots remotely controlled by participants in another country (we were linked up to Arles at some point)
5 museums joined in France (Saint Etienne, Lilles, Nantes, Paris, Arles), in Quebec (Montreal) and in Switzerland (Geneva), all happening at the same time at the beginning of november
1 Fab lab At the basis of the MMX, a fab lab and lots of tech available with lovely people ready to help the participants to produce their prototype
2 museums: the silk mill and the Museum and art Gallery, any sections of the exhibition or collections could be explored
6 skills
Each participant are selected based on the skills they can bring to the table. 6 categories:
Coder – shape digital experience
Content – curators from the museums, academics or subject specialists
Graphic – illustrators, architects
Maker - DIY
User experience/intepretation – narratives, audience advocates or keen museum lovers
Commication – journalist, marketing, tasked with job of keeping traces of the team’s work, as well as link up with the outside world (look for help if some piece of coding needs extra work for instance)
7 teams and prototypes
70 people in total, including organisers, volunteers to welcome visitors, coach to help the teams when they are stuck
And coffee, lots of it, CAKE helps too. A lot.
Day 1
Visit of the museum
Pitching ideas and creation of teams (they don’t know each other)
Starting plotting the user journey
Present a rough idea by the end of day to rest of the participants in an evening session
Usually, difficult day where ideas and creativity flows, participants increasingly have a look of panic on their face (either because they are thinking how am I going to do this in less than three days or my team is crazy HELP)
Day 2
After the evening presentation session on the night before, it is time to start building a first version of prototype to be presented in the evening presentation
At that point, following a lots of coffee cakes, weird things happen, hysterical laughs, people dressing up
Day 3
Final stretch, the fab lab is working at full speed, aiming to get everything done by end of afternoon when visitors will get to try out the prototypes
Big sense of relief at the end
Here are some of the prototypes ideas that came out of the 2014 edition, illustrated with Sally Jane Thompson, the artist in residence we had all the way through the event
Sample room: looked at our emotional response to objects using visitors biometrics.
Simple idea of getting mundane object moving, ringing (like a telephone), competing for visitors’ attention
Suck, Squeeze, Bang, Blow
Took a giant rolls Royce engine from the displays and tried to unpick its key mechanisms and bring it to life, creating a succession of physical interaction (suck squeeze bang blow) to get a plane to literally take off
Team circle
Looked into setting portals to connect the museum and its collection to Derby itself (e.g. with the railway station) using live data from various sources
Sense of plates:
- Digital table in the café/Derby porcelain gallery in the Museum and art gallery inviting visitors to create their own design while having a cuppa
Team Engauge
Using an old display of levers system for train lines, challenged visitors to move the right levers at the right time and avoid any trains accidents (set up so that it is possible to loose and kill people), inviting them to reflect on the experience
Invited visitors to explore a train diorama with mobile device using AR to bring the display to life
Team Engine
- Inspired by a grasshoper machine at the Silk Mill, invited visitors to create own parts to connect to it and develop further the machine
Museums as conversations
- Connecting an interactive map of the city to collections and visitors memories, inspired by a painting of Derby from 1725. touchscreen with 3d outline of the cityscape laid upon it as interface
What happened to the prototypes
The final prototypes that came out of the whole experience summarise the three days of intense and mad work, each with their strengths and weaknesses, finished in some case, not quite working for others
However, as soon as mmuk is over, these prototypes are dismantled and it is up to the museum to decide if they would like to take them on and include in their displays. Derby museum was interested in a few but it is still hard to tell as off now if this will happen.
It confirms that MMUK seems to be an interesting tool to experiment with digital technologies or process museums might not be familiar with, but how to translate that legacy into something permanent is another challenge.
If those prototypes are the final tangible product of the 3 day marathon, it seems that they are not necessarily the most valuable outcome of the whole experience as we have found out when we conducted evaluation with participants.
This section looks at the impact of museomixUK on participants. We conducted evaluations before, during and after the event.
One of the key findings was that the event had a significant impact on how participants see themselves, interact with others pushing them to learn new things and new skills.
This really shows that museums can be used as a tool to help people making connections across tech boundaries using collections and spaces as inspirations.
Not all participants were really tech savy, in fact some encountered a fablab, twitter, google glasses etc. for the first time. What they valued the most was learning new skills and getting out of their comfort zone to collaboration and sharing.
But one of the key thing of the whole experience was that they felt inspired
Now I am just going to go pick out a few of the key findings
Museomix was a huge learning curve for all participants, including from my own experience, organisers.
On the first day we had two people who left (1 never came back, the other stayed on until the end).
With 80 % feeling that they have learnt something new, 85% felt about things differently
“Love working with different skills. can achieve anything!... Everyone with some motivation but entirely different perspectives and needs.
If working as a team and exchanging ideas was often described as enriching, some participants did find that this limited what they could achieve over the three days
“I was surprised by how much of the challenge was about people working together, rather than about ideas, practical skills etc.”
Opening people’s normal world to other fields and expertise
80% have developed new relationships through the experience
90% worked with someone they would not normally work
“People made Museomix a special thing for me - forging relationships from scratch & learning more about people I knew a little about before I got there”
When asked initially if they saw museums as places for innovations, most of the participants had a fairly neutral position but not negative, participating to the event did not necessarily radically challenged their vision of museums but reinforced slightly. 80% saying that the three days event has expanded/changed their vision of what a museum can be and do
“I always knew that Museum collections were great sources of inspiration, but the extent to which they can be a springboard for innovation in such a short amount of time was great to see.”
With a clear vote for the work of the Derby Silk Mill
“Specifically the Silk Mill - they're the Wild West of Museums!”
“The Derby museums are really pushing the definition of what a museum space can be about!
We survived MMUK 2014 but how to keep the momentum created so far?
For the prototypes
As highlighted before, once event is finished, it is up to the museum to decide what they want to do with them. How do we translate a punctual moment of madness in something permanent in a museum?
Each team has recorded the process and share it online but is this enough disseminate their work? Some went to conferences to present what they had done (Musem and the Web in the USA) own their ideas so they should normally be involved in this. Issues of copyright and how this could work, still an unanswered question
The Community:
is growing, some teams are still in touch, social media and meet ups have been one way to keep the connection alive. This year we are taking a year off mmx, but we have been trying new formats through a group called OCL open community labs. Organised a kids remix this summer in Birmingham. Some of the community are going abroad this year to join other museomix in Belgium or France.