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		<title>The Participatory Museum: the abridged version</title>
		<link>https://createquity.com/2014/05/the-participatory-museum-the-abridged-version/</link>
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		<pubDate>Thu, 29 May 2014 16:49:06 +0000</pubDate>
		<dc:creator><![CDATA[Alicia Akins]]></dc:creator>
				<category><![CDATA[Economy]]></category>
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		<category><![CDATA[arts policy library]]></category>
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		<category><![CDATA[Nina Simon]]></category>

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		<description><![CDATA[(This is an abridged version of the full Arts Policy Library writeup.) Summary Published in 2011, The Participatory Museum presents Nina Simon’s social web-inspired approach to museum exhibits and partnerships and serves as a handbook for museum professionals for engaging in participatory projects. The Participatory Museum looks at how audiences participate in online platforms such<a href="https://createquity.com/2014/05/the-participatory-museum-the-abridged-version/" class="read-more">Read&#160;More</a>]]></description>
				<content:encoded><![CDATA[<p><em>(This is an abridged version of the <a href="https://createquity.com/2014/05/arts-policy-library-the-participatory-museum-2.html">full Arts Policy Library writeup</a>.)</em></p>
<p><strong>Summary</strong></p>
<p>Published in 2011, <em>The Participatory Museum</em> presents Nina Simon’s social web-inspired approach to museum exhibits and partnerships and serves as a handbook for museum professionals for engaging in participatory projects. <em>The Participatory Museum </em>looks at how audiences participate in online platforms such as YouTube and Flickr and extends those principles to visitor participation in a museum. The first section of the book presents the theoretical framework for participatory design, and the second lays out practical tips for designing participatory exhibits and programs including types of projects, evaluation tips, and advice on how to build institutional capacity for participatory projects.</p>
<p>Four main ideas make up the theoretical part of the book:</p>
<p><strong>Scaffolding </strong>places clear parameters through design into an exhibit that help frame the visitor experience and the range and nature of responses generated. Scaffolding guides visitors and keeps requests for participation from being too open-ended.</p>
<p><strong>Me to We Design,</strong> a recasting of Simon’s earlier <a href="http://museumtwo.blogspot.com/2007/03/hierarchy-of-social-participation.html">hierarchy of social participation</a>, guides visitors through personal entry points to make connections with content, and ultimately to other individuals. Those connections take many forms.</p>
<p><strong>Social technographics </strong>are a concept borrowed from Forrester Research’s 2008 “<a href="http://forrester.typepad.com/groundswell/2007/04/forresters_new_.html">social technographics” tool</a>, which categorizes audience profiles in social media engagement, audience profiles are based on types of activity and include creators, spectators, critics, joiners, collectors, and inactives. Good design considers how the actions of each audience type can enhance the experience of others.</p>
<p><strong>Social objects</strong> function as a conduit for participation allowing visitors to “focus their attention on a third thing rather than on each other, making interpersonal engagement more comfortable.” Giving objects a social dimension can involve making design tweaks, physically altering objects, or reworking interpretive tools to make objects more personal, relational, active, and provocative.</p>
<p>In the second section, one chapter each is devoted to four types of participatory projects—contributory, collaborative, co-creative, hosted—three of which come from the <a href="http://informalscience.org/images/research/PublicParticipationinScientificResearch.pdf">Public Participation in Scientific Research (PPSR)</a> project of the <a href="http://informalscience.org/projects/ic-000-000-000-153/Center_For_The_Advancement_Of_Informal_Science_Education_Renewal">Center for Advancement of Informal Science Education (CAISE)</a>. Simon added a fourth type, “hosted,” to accommodate projects that are done by outside groups within the museum. The participatory models range from less to more control on the part of the participants but needn’t be attempted in any particular order. She even demystifies choosing among models through a handy <a href="http://www.museumtwo.com/publications/Participatory_Museum_chart.pdf">chart</a>.</p>
<p><strong>Analysis</strong></p>
<p>At first<em>,</em> I was skeptical of the book’s wide applicability. Would it work well in the field regardless of museum type, location, or resources? As I read, however, Simon seemed to anticipate my objections, and <em>The Participatory Museum</em> succeeded in allaying most of my questions.</p>
<ul>
<li><em>The</em> <em>Participatory Museum</em> is dense in practical information. Tips are peppered throughout the book. Simon reinforces her points with numerous case studies that illustrate both successful and unsuccessful attempts at encouraging participation.</li>
<li>The examples are diverse, featuring organizations from several countries, of many kinds and sizes, and at different points on the participation spectrum</li>
<li>Between the examples in the text, and anecdotal evidence from colleagues, it was clear that participation, as a tool, is useful in building engagement across a wide spectrum of audiences.</li>
</ul>
<p>The theories underlying <em>The Participatory Museum </em>appear to be sound even if not originating in or having been formally tested in a museum environment at the time of publication. Simon translates what assessment does exist into practical advice, and even lays out a blueprint for what good evaluation could look like. <em>The Participatory Museum </em>gives every indication of being directionally correct, and an excellent guide to incorporating participatory design into an institution.</p>
<p><strong>Implications</strong></p>
<p>Simon’s book has had an undeniable impact on the museum field, reigniting debate over how to breathe life into decaying institutions. In the four years since its publication there has been a shift—or at least public perception of a shift— toward more participation. And even within the field, participation and the principles laid out in the book have become the focus of conferences, institution-wide training sessions, and professional development workshops. Though participation does seem to be where the field is headed, the principles have met with some resistance from proponents of the more traditional museum experience and design and the absolute control and authority of the institution.</p>
<p>At the end of the day, are audiences more engaged and are institutions meeting their missions more effectively through participatory design techniques? <em>The Particpatory Museum</em>’s usefulness ultimately rests on the answers to those questions. We will need closer study of participatory work to fully understand the implications of the broader trends the book catalogues and appears to be ushering forward. What do we gain from participatory exhibits or institutional cultures of participation? What do we lose? The good news is that the success of <em>The Participatory Museum</em> and the speed at which its recommendations have been adopted should provide a wealth of material for researchers to begin answering these questions with more specificity in the years ahead.</p>
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		<title>Arts Policy Library: The Participatory Museum</title>
		<link>https://createquity.com/2014/05/arts-policy-library-the-participatory-museum-2/</link>
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		<pubDate>Wed, 28 May 2014 14:25:47 +0000</pubDate>
		<dc:creator><![CDATA[Alicia Akins]]></dc:creator>
				<category><![CDATA[Economy]]></category>
		<category><![CDATA[Research]]></category>
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		<category><![CDATA[Nina Simon]]></category>

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		<description><![CDATA[&#160; (For a briefer edition of this analysis, check out the abridged version.) “This may sound messy,” Nina Simon, engineer turned experience designer, writes of participatory projects. “It may [also] sound tremendously exciting.” Summary Written in 2010 as a handbook for museum professionals who want to engage audiences in deeper forms of participation, The Participatory Museum<a href="https://createquity.com/2014/05/arts-policy-library-the-participatory-museum-2/" class="read-more">Read&#160;More</a>]]></description>
				<content:encoded><![CDATA[<p>&nbsp;</p>
<p><img fetchpriority="high" decoding="async" class="aligncenter size-full wp-image-6615" src="https://createquity.com/wp-content/uploads/2014/05/10_0122_tpm_cover-200x3001.png" alt="10_0122_tpm_cover-200x300" width="200" height="300" /></p>
<p><em>(For a briefer edition of this analysis, check out the <a href="https://createquity.com/2014/05/the-participatory-museum-the-abridged-version.html">abridged version</a>.)</em></p>
<p>“This may sound messy,” Nina Simon, engineer turned experience designer, writes of participatory projects. “It may [also] sound tremendously exciting.”</p>
<p><strong>Summary</strong></p>
<p>Written in 2010 as a handbook for museum professionals who want to engage audiences in deeper forms of participation, <em>The Participatory Museum</em> presents Nina Simon’s social, web-inspired approach to exhibits and partnerships. At the time of writing, Simon was a highly sought-after experience designer whose philosophy was made popular through her blog, <em>Museum 2.0</em>. Part argument for participation and part toolbox, <em>The Participatory Museum</em> aims to inspire readers’ enthusiasm about participatory design and prepare them to launch their own successful projects.</p>
<p>The book itself is the product of a participatory project. Simon used an online wiki format to allow readers to submit relevant case studies and assist with writing and eventually editing. The online version of the book features linked footnotes for the examples used throughout the text.</p>
<p>Taking cues from social websites like YouTube, Netflix, LibraryThing, and Flickr, <em>The Participatory Museum</em> explores how brick-and-mortar institutions can learn from virtual participatory experiences. Simon defines a participatory cultural institution as one in which “visitors can create, share, and connect with each other around content.” Participation encourages multidirectional content experiences: a museum, rather than limiting itself to sending information in the direction of visitors, can encourage those visitors to contribute information to the institution and even share among themselves. Participation also encourages more equitable relationships among all stakeholders, making objects and entire institutions more accessible.</p>
<p>All of this requires an adjustment in thinking about authority, the role of the visitor, and the flow of information between individual and institution. In participatory projects, museum staff members used to holding absolute authority in the interpretation of objects must cede some of that power to visitors. Simon asserts that the very process that makes participatory projects rewarding for museum audiences is often a source of apprehension for museum staff. Done right, according to Simon, “participatory projects create new value for the institution, participants, and non-participating audience members.”</p>
<div id="attachment_6605" style="width: 228px" class="wp-caption aligncenter"><img decoding="async" aria-describedby="caption-attachment-6605" class="wp-image-6605 size-full" src="https://createquity.com/wp-content/uploads/2014/05/ch1_1bparticipatoryinstitution-218x3001.jpg" alt="ch1_1bparticipatoryinstitution-218x300" width="218" height="300" /><p id="caption-attachment-6605" class="wp-caption-text">Drawing by Jennifer Rae Atkins</p></div>
<p>Using the example of how interactivity has transformed entire organizations such as the Boston Children’s Museum, Simon imagines a future where some institutions are “wholly participatory.” <em>The Participatory Museum</em> advocates for the power of participatory design to fulfill idealistic mission statements about engagement, connection, and inspiring action. Nevertheless, Simon is careful to include the caveat that this new method of design isn’t meant to supplant traditional techniques but to augment them, and argues that the two can peacefully coexist.</p>
<p><strong><em>Structure and scope</em></strong></p>
<p>The book is organized into two sections. The first, more theoretical part lays out several participatory design principles, and the second details how four different models of participation can work in practice.</p>
<p><em>Participation in theory</em></p>
<p>For Simon, the first and perhaps most important point that undergirds all successful design is a clear connection between the institution’s mission and the benefits to be gained from a participatory project by the institution, participants, or audience. No one will be engaged – or fooled – if a museum halfheartedly invites participation because it has become trendy. To reap the rewards of participation, staff and leadership must understand how the project will advance the museum’s core purposes. This grounding in mission and clarity of benefits makes everything else possible.</p>
<p><em>The Participatory Museum </em>identifies “two counter-intuitive design principles at the heart of successful participatory projects” that reappear throughout the book. The first is <a href="http://en.wikipedia.org/wiki/Instructional_scaffolding"><em>scaffolding</em></a><em>, </em>the guidance and constraints given to visitors to help frame the range and nature of responses generated. Scaffolding is necessary to set up a safe environment where audience members feel comfortable sharing and interacting with each other. Simon juxtaposes the completely open-ended request for participation with the thoughtfully narrow one.</p>
<p>Compare, for example, the open-ended dialogue program of British artist Jeremy Deller, <em>It Is What It Is: Conversations About Iraq</em>,with the <a href="http://humanlibrary.org/about-the-human-library.html"><em>Human Library</em></a><em>, </em>an event first held for youth at the Denmark Roskilde Festival in 2000. <em>It Is What It Is</em> attempted to encourage visitors to ask questions of people who had served in Iraq by creating a large gallery with provocative images from the country and installing living-room-style seating. At points throughout the exhibition, soldiers, translators, and others were on hand to answer questions from visitors. Simon argues that <em>It Is What It Is </em>lacked “sufficient scaffolding to robustly and consistently support dialogue”: the two times she saw it at the Hammer Museum in Los Angeles, there were just two guests sitting on couches next to a powerful object.</p>
<p>The <em>Human Library </em>explores similar terrain: it is intended for “anybody who is ready to talk with his or her own prejudice and stereotype and wants to spend an hour of time on this experience.” Participants select a “book” from a catalogue of stereotypes, such as a black Muslim, a cop, a Goth, or a quadriplegic; once at the “checkout counter,” they encounter a person embodying their chosen stereotype for a discussion lasting anywhere from 45 minutes to two hours. The experience was more carefully crafted, and it was a success at generating the kinds of provocative discussions the designers hoped for. The framing of the event as a library eased some of the expected reluctance in confronting visitors’ own prejudices, allowing participants to choose their own book provided a personal entry point into the activity, and even restricting the time helped set people’s expectations. Simon reasons that limitations make people more likely to participate and that better-defined parameters lead to higher-quality and more relevant participation.</p>
<p>Good scaffolding alone doesn’t automatically result in amazing social participation. Truly social interaction, Simon says, has to start with the individual, who begins to climb a participatory ladder from a <em>personal entry point</em>, her second design principle. “Me-to-We” design, a recasting of her own earlier <a href="http://museumtwo.blogspot.com/2007/03/hierarchy-of-social-participation.html">hierarchy of social participation</a>, guides visitors through those entry points to connections with content, and ultimately to other individuals.</p>
<p><a href="https://createquity.com/wp-content/uploads/2014/05/ch1_6_fivestages1.png"><img decoding="async" class="aligncenter wp-image-6606" src="https://createquity.com/wp-content/uploads/2014/05/ch1_6_fivestages1.png" alt="ch1_6_fivestages" width="560" height="405" srcset="https://createquity.com/wp-content/uploads/2014/05/ch1_6_fivestages1.png 620w, https://createquity.com/wp-content/uploads/2014/05/ch1_6_fivestages1-300x216.png 300w" sizes="(max-width: 560px) 100vw, 560px" /></a></p>
<p>Not everyone will always want to engage with others socially, even if an exhibit is designed to allow it. To categorize the different styles of participation, Simon looks to statistics on American adults from Forrester Research’s 2008 “<a href="http://forrester.typepad.com/groundswell/2007/04/forresters_new_.html">social technographics” tool</a>, which categorizes audience profiles in social media engagement.</p>
<div id="attachment_6607" style="width: 553px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-6607" class="wp-image-6607 size-full" src="https://createquity.com/wp-content/uploads/2014/05/Screen-shot-2014-05-28-at-10.34.27-AM1.png" alt="" width="543" height="456" srcset="https://createquity.com/wp-content/uploads/2014/05/Screen-shot-2014-05-28-at-10.34.27-AM1.png 543w, https://createquity.com/wp-content/uploads/2014/05/Screen-shot-2014-05-28-at-10.34.27-AM1-300x251.png 300w" sizes="auto, (max-width: 543px) 100vw, 543px" /><p id="caption-attachment-6607" class="wp-caption-text">Forrester Research&#8217;s social technographics participation ladder.</p></div>
<p>In this framework, audience profiles are based on types of activity. <em>Creators</em> make up a small part of the participation pie, whereas <em>critics</em>, <em>collectors</em>, <em>joiners</em>, <em>spectators</em>, and <em>inactives</em> represent the majority in social platforms – and all but the last two (not just creators) count as truly participatory. Good design acknowledges the mixed composition of audiences and provides an outlet for each role to be involved, enabling the actions of each audience type to enhance the experience of others.</p>
<p>Simon devotes considerable attention to two other elements of design: <em>technologies for social experiences</em> and <em>social objects</em>. Each of these concepts is meant to aid in moving toward the “we” end of design. Simon asserts that mediating technologies can make people “more comfortable socializing with strangers” within the physical space of the museum. For example, <em>Internet Arm Wrestling</em>, an exhibit set up concurrently in several science centers around the U.S., enabled long-distance personal interactions. Visitors at one institution sat behind a metal arm and a computer screen and arm wrestled someone elsewhere at the same center or hundreds of miles away at another. The exhibit succeeded in engaging audiences in types of behavior they would not normally try within a museum or, probably, anywhere.</p>
<p>Simon doesn’t neglect the role of objects themselves in prompting social interaction. Simon argues that “social objects,” a concept taken from engineer and sociologist Jyri Engestrom, perform a similar role as mediating technologies, allowing visitors to “focus their attention on a third thing rather than on each other, making interpersonal engagement more comfortable.” Social objects differ from regular ones in that they tend to spark interactions among audience members who see them. Simon uses the non-museum example of her dog, who serves as a focal point for social exchanges with passersby when she is out for a walk. Harnessing social potential is as much about good design choices as good object choices, and giving objects a social dimension is an art. It can involve making design tweaks, physically altering objects, or reworking interpretive tools such as panels and labels to make objects more personal, relational, active, and provocative..</p>
<p><em>Participation in practice</em></p>
<p>Shifting to the practical considerations for participation in the second part of the book, Simon borrows three categories of participation from the <a href="http://informalscience.org/images/research/PublicParticipationinScientificResearch.pdf">Public Participation in Scientific Research (PPSR)</a> project of the <a href="http://informalscience.org/projects/ic-000-000-000-153/Center_For_The_Advancement_Of_Informal_Science_Education_Renewal">Center for Advancement of Informal Science Education (CAISE)</a> and supplies a fourth of her own. One chapter is dedicated to each of the participatory models:</p>
<ul>
<li>Contributory</li>
<li>Collaborative</li>
<li>Co-creative</li>
<li>Hosted</li>
</ul>
<p>Simon describes <em>contributory projects</em> as “casual flings between participants and institutions,” with the most common form being the comment box or feedback wall. As the name suggests, these projects solicit contributions from visitors, which can take the form of opinions, stories, or personal objects such as photographs. Of the four participatory models, contributory projects are the simplest to execute and can involve the most people. Even though these projects are relatively casual, scaffolding still helps institutions ask for and receive meaningful contributions through thoughtful questioning and modeling desired behavior. The London Science Museum incorporated visitor-donated toys into the exhibit <em>Playing with Science</em>, and visitors reported feeling a sense of ownership and pride in seeing their toys on display.</p>
<p>In <em>collaborative projects</em>, institutions still take the leading role in project development, but they work side by side with community members to create new exhibits, programs, and services. These projects usually require a higher level of commitment from participants than those in the contributory category. The National Building Museum in DC runs an annual program that collaborates with local youth to create an exhibit based on the photography and creative writing of community members. Participants take part in twelve classes and have the opportunity to “partially self-direct” an exhibit at the museum. To Simon, though, the exhibit is just the beginning. She asserts that the real measure of success for these projects is what happens after they end – specifically, whether participants remain involved with the institution beyond the project. Simon suggests establishing four non-overlapping roles for the management of collaborative projects: project director, community manager, instructors, and client representatives. Each of these roles balances different levels of authority and intimacy with participants, so keeping them distinct, Simon argues, is important to project success and staff sanity.</p>
<p><em>Co-creative projects</em> may be undertaken at the initiative of outside participants. On the surface, these projects may look very similar to collaborative projects, but the key difference lies in the share of power between the institution and participants. Co-creative projects are demand-driven and “require institutional goals to take a backseat to community goals.” The special sauce that makes these projects successful is a mixture of non-specialists equipped to accomplish both community and institutional goals, and institutions genuinely desiring community input and leadership. Seattle’s Wing Luke Asian Museum uses the co-creative model exclusively in developing their exhibits. Wing Luke staff members facilitate the development of the themes, content, and form of the exhibits by a team of advisors from the community.</p>
<p>In <em>hosted projects</em>, outside participants have almost complete power. One of the most common of these is a late night social event or reception sponsored by an external organization, although some museums may turn over a set of rooms for exhibitions controlled entirely by someone else. In all of these projects, the outside partner carries out their own project within the museum’s space. Despite the near-total abdication of power in these projects, creative constraints are still useful in ensuring a degree of consistency between community-led projects and those led by professional staff.</p>
<p>While the participatory models range from less to more control on the part of the participants, Simon believes that they needn’t be attempted in any particular order and shouldn’t be seen as a progression. She has even demystified choosing among models through a <a href="http://www.museumtwo.com/publications/Participatory_Museum_chart.pdf">chart</a> that walks through assessing your commitment to community engagement, desired control over the project, preferred level of leadership, availability of staff, skills gained by participants and benefits to nonparticipants.</p>
<p>Toward the end of the book, Simon devotes chapters to evaluating and sustaining participation. Evaluating participatory projects can be especially tricky because it must focus not just on results for the multiple beneficiaries but also on the process itself. And even the best design can crumble with inadequate institutional support and management structures. Simon suggests a few methods to get staff comfortable with taking on more challenging participatory projects, such as encouraging them to “spend time on the front lines with visitors” or conduct audience research. She also offers several strategies for keeping momentum going with newly started participatory projects, including hiring a community manager and cultivating a participatory culture from the very top.</p>
<p><strong>Analysis</strong></p>
<p>After reading <em>The Participatory Museum,</em> museums and their staff, regardless of their size or resources or content, should be able to begin their journey to reinvigorating themselves, right? What’s good for the web must be good for the galleries? I have to admit that at first I had my doubts.</p>
<p>Specifically, I was skeptical that the book’s techniques would work in a museum like mine, the Traditional Arts and Ethnology Centre in Laos: tiny, few staff, little money, no technology, almost no repeat visitors, and in a developing country. Forrester Research’s <a href="http://empowered.forrester.com/tool_consumer.html">social technographics data</a> draws on audiences in North America, Europe, Australia, Metro China, Japan and Korea – all relatively developed places. If any setting could test the limits of this model, it would be here. As I read, however, Simon seemed to anticipate my objections, and <em>The Participatory Museum</em> succeeded in allaying most of my questions about its applicability.</p>
<p>Many books meant as guides meander through abstractions and skimp on specifics, but <em>The</em> <em>Participatory Museum</em> is as dense in practical information as in theory. Tips (“Generally, a platform that has one-fourth to one-half of the space open provides a feeling of welcome and encourages visitors to share”) are peppered throughout the book. Simon reinforces her points with numerous case studies that illustrate both successful and unsuccessful attempts at encouraging participation. For example, in the section on collaboration, she shares her involvement with <em>The Tech Virtual Test Zone</em>, a 2007 project of the San Jose Tech Museum that did not turn out as expected. Simon’s own personal example of participatory failure was a poignant reminder that even seasoned designers don’t get things right all the time.</p>
<p>The examples are also diverse, featuring organizations from several countries, of many kinds and sizes, and at different points on the participation spectrum—some, even, from organizations similar to mine. To cite just a few cases, Simon presents an advice booth set up in the University of Washington-Seattle Student Center, a community photo-documentation project at the Vietnam Museum of Ethnology (VME), and a participatory book-tagging experiment in the Netherlands.</p>
<p>I also saw the applicability of Simon’s approach to the developing world firsthand recently, when my museum undertook a community-based participatory project similar to the VME’s. This work brought a flood of enthusiasm among community members previously untapped through traditional design methods. And a colleague in Indonesia recently quoted the book in justifying decisions she made within her museum. Between the examples in the text, and anecdotal evidence from colleagues, it’s clear that participation, as a tool, is useful in building engagement across a wide spectrum of audiences.</p>
<p>But can we trust the theories underlying <em>The Participatory Museum</em>’s recommendations for practice? While an exhaustive review of primary sources upon which the book draws is outside of the scope of this article, Simon certainly seems to have done her homework: her central typology of participatory projects (contributory, collaborative, co-creative, and hosted) is taken from the literature on public participation in scientific research. She deftly adapts it to the somewhat different context of museums, and added the final category (hosted) herself to account for the use of a museum&#8217;s space by an outside organization, where she argues persuasively that the principles of successful participation still apply.</p>
<p>That said, readers should be aware that most of the theory underlying <em>The Participatory Museum</em> had not been formally tested in a museum environment at the time the book was published. Simon speaks forcefully about the need for more and better evaluation of participatory projects; she calls the lack of it &#8220;probably the greatest contributing factor to their slow acceptance and use in the museum field.&#8221; <em>The Participatory Museum</em> seemingly does a good job of enlisting what assessment does exist and translating it into practical advice, and even lays out a blueprint for what good evaluation could look like, but the evidence presented in most cases is anecdotal. (There are exceptions, such as a <a href="http://www.collectionslink.org.uk/discover/participation/1760-a-catalyst-for-change-the-social-impact-of-the-open-museum">2002 impact study</a> of Glasgow&#8217;s Open Museum, which lent objects to visitors in the community.) Purely on the basis of what was known in 2010, it is hard to be sure what tradeoffs would be involved in manifesting Simon&#8217;s ultimate vision of a new, wholly participatory kind of museum, or exactly how best to do it. Even so, <em>The Participatory Museum </em>gives every indication of being directionally correct, and an excellent guide to starting that process at an institution.</p>
<p><strong>Implications</strong></p>
<p>Whether you love or hate it, the impact of Simon’s book on the museum field is undeniable. With over <a href="http://scholar.google.com/scholar?cites=11573444985246047363&amp;as_sdt=2005&amp;sciodt=0,5&amp;hl=en">250 citations</a> in books and journal articles, and required reading status in graduate museum studies programs, <em>The Participatory Museum</em> is widely touted as a must-read for museum professionals. The book has inspired <a href="http://rcnnolly.wordpress.com/2010/07/20/museum-engagement-call-for-papers/">conferences</a>, institution-wide <a href="http://plinth.co/erikgreenberg/">discussion sessions</a>, and professional workshops around the country, and reignited debate over how to breathe life into decaying institutions. Simon continues to experiment with these principles at the <a href="http://www.santacruzmah.org/">Santa Cruz Museum of Art and History</a>, where she has been executive director since 2011.</p>
<p>It’s hard to know how much credit <em>The Participatory Museum </em>can claim for this, but there has been a shift—or at least public perception of a shift— toward more participation in the four years since its publication. <em>The Economist</em> recently <a href="http://www.economist.com/news/special-report/21591707-museums-world-over-are-doing-amazingly-well-says-fiammetta-rocco-can-they-keep">noted that museums were almost completely unrecognizable</a>, having changed from being places “where people look on in awe” to being places “where they learn and argue.”</p>
<p>But is participation for everyone? There is a tension in <em>The Participatory Museum </em>between Simon’s utopian vision of wholly participatory institutions and her call for balance between traditional and participatory design. Writing about her divergent experiences during a visit to Yellowstone and Grand Teton National Parks in Wyoming in 2008, <a href="http://museumtwo.blogspot.com/2008/08/what-i-learned-on-my-summer-vacation.html">she admitted</a>:</p>
<blockquote><p>I am an elitist when it comes to national parks. I like my parks hard to access, sparsely populated, and minimal in services…I believe in lowering barriers to access and creating opportunities for visitors to use museums in diverse ways. On this trip, for the first time, I truly understood the position of people who disagree with me, those who feel that eating and boisterous talking in museums is not only undesirable but violating and painful.</p></blockquote>
<p>If participatory design is not the only worthwhile kind of design, where is the proper balance? How do institutions and staff know when they’ve hit the participatory sweet spot and when they’ve gone too far?</p>
<p>Indeed, the principles Simon advocates in her book have met with resistance from some quarters. While many institutions have begun transforming themselves into the new kind of museum that Simon envisions, others hold to their support of quiet contemplation and traditional design and seem to believe that they can meet their missions effectively and satisfy their audiences without these design techniques. Bruce Bratton, a Santa Cruz resident, and Judith Dobrzynski, a New York Times writer, are the most recent standard-bearers of the camp that is critical not so much of <em>The Participatory Museum </em>as of the concept of participatory design itself. Dobrzynski <a href="http://www.nytimes.com/2013/08/11/opinion/sunday/high-culture-goes-hands-on.html?_r=1&amp;">believes that</a> the participatory trend, or as she calls it, “the quest for experience,” has led to a field-wide identity crisis in which entertainment has taken over the previously quiet and contemplative environment for which museums were known. Bratton’s <a href="http://brattononline.com/september-18-24-2013/">more personal attack</a> took aim at Simon’s own museum, calling it a “hobby circus” and claiming that the Santa Cruz Museum of Art and History had devolved into a community center under her leadership.</p>
<p><em>The Participatory Museum</em> does acknowledge these concerns about audience members who don&#8217;t want to take part themselves or feel that others’ participatory experiences are intrusive. Early on in the book, Simon argues that the segment of the audience seeking a more traditional experience should not be left out of the process of “mapping out audiences of interest and brainstorming the experiences, information, and strategies that will resonate most with them” that is foundational to audience-centric design. The research profiling participant types notes that “passive” participants outnumber creators anyway, and through strategic design they can still benefit from others’ contributions. But at the end of the day, are audiences more engaged and are institutions meeting their missions more effectively through participatory design techniques?</p>
<p>For all the accolades and buzz it’s received, <em>The Participatory Museum</em>’s usefulness ultimately rests on the answers to those questions. We will need closer study of participatory work to fully understand the implications of the broader trends the book catalogues and appears to be ushering forward. What do we gain from participatory exhibits or institutional cultures of participation? What do we lose? Are there gaps between perception and reality on this front? (For example, the book presents little evidence that participatory design can make museum audiences less white.) Finally, how can we most effectively take Simon’s advice to put the audience first in any design, given the varied desires and priorities of individual members of that audience? The good news is that the success of <em>The Participatory Museum</em> and the speed at which its recommendations have been adopted should provide a wealth of material for researchers to begin answering these questions with more specificity in the years ahead.</p>
<p><strong>Further reading:</strong></p>
<ul>
<li>Nina Simon’s blog, <a href="http://www.museumtwo.blogspot.com/">Museum 2.0</a></li>
<li>Jessica Shoemaker, <a href="http://museoblogger.blogspot.com/2010/11/guest-post-jessica-shoemaker-reviews.html">A review of <em>The Participatory Museum</em></a></li>
<li>Sarah Jesse, <a href="http://chandleraz.gov/content/What_Would_the_Internet_Do.pdf">What Would the Internet Do?</a></li>
<li>University of Chicago Cultural Policy Center, <a href="https://www.youtube.com/watch?v=va3ATHlfjho">Participatory Museum workshop</a></li>
<li>Collections Link, <a href="http://www.collectionslink.org.uk/blog/1629-sharing-participatory-practice">Participation Portal</a></li>
<li>Archaeology, Museums, &amp; Outreach; <a href="http://rcnnolly.wordpress.com/2011/08/01/moving-from-me-to-we/">Moving from Me to We</a></li>
<li>Mike Murawski, <a href="http://artmuseumteaching.com/2011/12/06/developing-questions-for-visitor-participation/">Developing Questions for Visitor Participation</a></li>
<li>Interviews with Nina Simon about the book:
<ul>
<li>Huffington Post, <a href="http://www.huffingtonpost.com/max-eternity/is-your-museum-too-white_b_690276.html">Nina Simon and the Participatory Museum Model</a></li>
<li>National Alliance for Media Arts and Culture, <a href="http://www.namac.org/node/25527">Five Question Q&amp;A</a></li>
<li>Smithsonian Magazine, <a href="http://www.smithsonianmag.com/40th-anniversary/nina-simon-museum-visionary-642778/?no-ist">Nina Simon, Museum Visionary</a></li>
<li>Information and Design, <a href="http://infodesign.com.au/uxpod/museum/">The Participatory Museum</a></li>
</ul>
</li>
</ul>
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		<title>Around the horn: stop and frisk edition</title>
		<link>https://createquity.com/2013/08/around-the-horn-stop-and-frisk-edition/</link>
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		<pubDate>Tue, 13 Aug 2013 12:53:12 +0000</pubDate>
		<dc:creator><![CDATA[Createquity.]]></dc:creator>
				<category><![CDATA[Economy]]></category>
		<category><![CDATA[Philanthropy]]></category>
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		<category><![CDATA[Amazon]]></category>
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		<category><![CDATA[around the horn]]></category>
		<category><![CDATA[Australia]]></category>
		<category><![CDATA[Burning Man]]></category>
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		<guid isPermaLink="false">https://createquity.com/?p=5303</guid>
		<description><![CDATA[ART AND THE GOVERNMENT The Future of Music Coalition has a great roundup of takeaways from a recent congressional hearing on copyright law and the technology sector. Big ones include the very different challenges posed by copyrights versus patents, and that for the most part, technology companies don&#8217;t see copyright restrictions as stifling their ability to innovate.<a href="https://createquity.com/2013/08/around-the-horn-stop-and-frisk-edition/" class="read-more">Read&#160;More</a>]]></description>
				<content:encoded><![CDATA[<p><strong>ART AND THE GOVERNMENT</strong></p>
<ul>
<li>The Future of Music Coalition has a <a href="http://futureofmusic.org/blog/2013/08/09/congressional-copyright-hearings-continue-focus-technology" target="_blank">great roundup</a> of takeaways from a recent congressional hearing on copyright law and the technology sector. Big ones include the very different challenges posed by copyrights versus patents, and that for the most part, technology companies don&#8217;t see copyright restrictions as stifling their ability to innovate.</li>
<li>A new arts center in New York City (and the whopping $50 million in city capital funding that&#8217;s making it possible) has Mayor Bloomberg&#8217;s fingerprints <a href="http://www.nytimes.com/2013/08/01/arts/city-allots-50-million-to-arts-project-tied-to-bloomberg-allies.html?_r=1&amp;">all over it</a>.</li>
<li>Reason #22 to think twice before moving into a glass house: the New York State Supreme Court <a href="http://www.theartnewspaper.com/articles/Judge-upholds-artists-right-to-photograph-unsuspecting-neighbours/30191" target="_blank">has ruled</a> that a artist was well within his First Amendment rights when he took and then exhibited photographs of his neighbors &#8212; including two small children &#8212; inside their glass-walled home from across the street. Upon recognizing their images in an advertisement for the upcoming exhibit, the neighbors had attempted to sue the artist for invasion of privacy and emotional distress.</li>
</ul>
<p><strong>MUSICAL CHAIRS</strong></p>
<ul>
<li>Katy Locker <a href="http://www.knightfoundation.org/press-room/press-release/katy-locker-will-lead-knight-foundation-investment/">will join</a> the Knight Foundation as its Detroit-based program director; she is currently VP of Programs at the Detroit-based Hudson-Webber Foundation. In an <a href="http://www.knightfoundation.org/blogs/knightblog/2013/8/6/new-program-director-takes-pride-in-detroit/">interview</a> with former ArtPlace CEO Carol Colletta, she lists the arts as one among several &#8220;levers to continuing Detroit&#8217;s turn around.&#8221;</li>
<li>Lisa Hall <a href="http://www.houstonendowment.org/Assets/PublicWebsite/Documents/News/2013_VP_Programs.pdf">will become</a> VP for Programs at Houston Endowment. She comes from YES Prep Public Schools, where she was VP for Talent Support and General Counsel.</li>
<li>KPAC, a classical radio station in San Antonio, <a href="http://www.mysanantonio.com/news/local/article/Classical-KPAC-cuts-S-A-announcers-4718015.php">has cut</a> its five local hosts to reduce costs and will use a syndicated service from Minnesota. The station has offered the hosts part-time work; so far, only one, Dierdre Saravia, has accepted.</li>
</ul>
<p><strong>ALL ABOUT THE BENJAMINS</strong></p>
<ul>
<li>Newly-appointed Ford Foundation President Darren Walker <a href="http://www.givesmart.org/Give-Smart-Blog/March-2013/Three-Philanthropy-Lessons-Darren-Walker.aspx">offers three lessons</a> on philanthropy: collaborate broadly, as the Edna McConnell Clark Foundation did in the Harlem Chlidren&#8217;s Zone; invest in due diligence into grantees to ensure leaders are both passionate and adequately supported by their organizations; and recognize that the kinds of metrics used to measure success in business won&#8217;t apply in many philanthropic contexts.</li>
<li><span style="line-height: 13px;">Grantmakers in the Arts continues to take a more activist stance regarding cultural equity. Earlier this summer, the entire GIA board of directors <a href="http://www.giarts.org/blog/janet/race-peace-opportunity-grantmakers-white-people-encouraged-attend">underwent two days of anti-racism training</a> led by the People&#8217;s Institute for Survival and Beyond. A similar two-day workshop (though led by a different group) will be offered to grantmakers attending this year&#8217;s GIA conference in October.</span></li>
</ul>
<p><b>BIG IDEAS</b></p>
<ul>
<li>Organized labor is declining, the nonprofit sector is expanding, and two may well meet in the middle. Employees at a homeless service nonprofit in San Francisco <a href="http://philanthropy.com/blogs/philanthropytoday/union-drive-at-bay-area-nonprofit-could-herald-trend/72811">successfully unionized</a> in June, signaling what might be the beginning of a broader trend.  And while unions have been getting a bad rap recently <a href="http://www.eastbayexpress.com/oakland/unionizing-nonprofits/Content?oid=3675593">this article</a> points out that “the mission-driven nature of nonprofits can prove to be an asset in providing an alternative model to the us-versus-them framework adopted in most private sector organizing.”</li>
<li>Angie Kim shares <a href="http://privatefoundationsplus.blogspot.com/2013/08/nonprofit-membership-associations.html">two great examples</a> (both arts-related) of nonprofit membership associations, typically ill-equipped to drive sector-wide change, assuming a leadership role at the risk of alienating members or compromising revenue streams.</li>
<li>Half of Barry Hessenius&#8217;s <a href="http://blog.westaf.org/2013/05/announcing-dinner-vention-party-guest.html">&#8220;Dinner-vention Party&#8221; guests</a> offer <a href="http://blog.westaf.org/2013/08/the-arts-dinner-vention-guest-briefing.html">their thoughts</a> on how the arts can address declining audience numbers and shifting participation in truly new ways. This first batch includes &#8220;briefing papers&#8221; by Laura Zabel, Kimberly Howard, Clayton Lord, Margy Waller, Tamara Alvarado, and Nina Simon.</li>
<li>What happens when <a href="http://www.newyorker.com/online/blogs/elements/2013/08/a-journey-to-make-video-games-into-art.html">video-game designers become auteurs</a>? In the case of Thatgamecompany&#8217;s Jenova Chen, the artists reworks his art many times before releasing it to get the &#8220;emotional impact right,&#8221; his company goes bankrupt as the project runs over schedule and over budget &#8211; and the final product becomes a critical darling, breaks sales record, and wins its creator a $5.5m venture-capital investment.</li>
</ul>
<p><strong>IN THE FIELD</strong></p>
<ul>
<li>A <a href="http://www.ssireview.org/blog/entry/calling_for_a_triple_bottom_line_design_metric">new movement in the architecture and design field</a> builds on LEED certification&#8217;s environmental standards, and calls for a triple-bottom-line approach that takes social factors into account as well.</li>
<li>Amazon has launched <a href="http://www.amazon.com/art?tag=gizmodoamzn-20&amp;ascsubtag=%5btype%7Clink%5bpostId%7C1039172288%5bauthorId%7C5722770517196541541">Amazon Art</a>, a partnership with more than 150 galleries that allows you to browse, purchase and review (or <a href="http://www.latimes.com/entertainment/arts/culture/la-et-cm-amazon-selling-monet-20130807,0,1090.story">faux-review</a>) fine art much as you would a kitchen appliance. <a href="http://marginalrevolution.com/marginalrevolution/2013/08/is-amazon-art-a-doomed-venture-lets-hope-so.html">At least one blogger</a> isn’t impressed, noting, “Much as I admire [Amazon’s] shipping practices… why compete in a market where an awesomely speedy physical delivery network means next to nothing?” Speed might not matter here, but access to artwork—especially for people who don’t live in major urban centers – might.</li>
<li>The community-supported agriculture model is <a href="http://www.nytimes.com/2013/08/05/arts/design/buy-local-gets-creative.html?pagewanted=all&amp;_r=1&amp;gwh=F258F78B27D5CA335DE8F4D360602E08&amp;">being transferred to the arts</a> in cities including Pittsburgh, St. Paul and Flint. Most of them are visual art-specific, with at least one performing arts version as well. And they never have to worry about getting too much Swiss chard…</li>
</ul>
<p><strong>RESEARCH CORNER</strong></p>
<ul>
<li>The Strategic National Arts Alumni Project <a href="http://snaap.indiana.edu/">(SNAAP)</a> has updated its annual survey of arts alumni. <a href="http://snaap.indiana.edu/snaapshot/">SnaapShot 2012</a> presents the results in attractive infographics, and <a href="http://snaap.indiana.edu/pdf/2013/SNAAP%20Annual%20Report%202013.pdf">SNAAP&#8217;s 2013 annual report</a> interprets the data. The theme of the report is inequalities among graduates of diverse backgrounds. Findings include a lack of access to networks among black and Hispanic arts alumni, which disproportionately discourages these alumni from becoming artists; and persistent pay gaps between male and female graduates.</li>
<li>The Australia Council for the Arts has released <a href="http://www.australiacouncil.gov.au/news/items/news_features/Key-Trends-for-Major-Performing-Arts-in-Australia">a new study</a> of the Australian arts sector in 2012. The report is bullish: attendance at arts events is up by about 3.5%; box office across genres was up 16% (only theater box office declined); and private sector contributions held steady.</li>
<li>GlobalGiving, GuideStar, the Foundation Center, and TechSoup <a href="http://trust.guidestar.org/2013/08/02/bridge-to-somewhere-a-conversation-with-globalgiving-guidestar-the-foundation-center-and-techsoup-global/">are collaborating</a> to create an international registry of philanthropic entities. The project, funded by the Hewlett and Gates Foundations, will develop a system of unique identifiers and establish a database for information like the nature and location of philanthropic work.</li>
<li>A new paper from Yuan Ji, an attorney for Wilson Sonsini and recent Yale Law School graduate, <a href="http://lawprofessors.typepad.com/nonprofit/2013/07/ji-burning-man.html">examines the conversion</a> of Burning Man from for-profit to nonprofit status.</li>
<li>Do copyright laws “make books disappear”? A researcher <a href="http://www.theatlantic.com/technology/print/2013/07/the-hole-in-our-collective-memory-how-copyright-made-mid-century-books-vanish/278209/">examines the numbers of books available in print over the last two hundred years</a>, and finds they tend to vanish quickly, only to reappear later when they fall into public domain.</li>
<li>A new study <a href="http://www.economist.com/blogs/freeexchange/2013/08/behavioural-economics">found</a> that undergraduates tended to like the paintings of the critically-respected 19th-century artist <a href="http://www.bbc.co.uk/arts/yourpaintings/paintings/search/painted_by/john-everett-millais">John Everett Millais</a> more with repeated exposure &#8211; but they liked the work of the popular but less canonical <a href="http://www.thomaskinkade.com/magi/servlet/com.asucon.ebiz.home.web.tk.HomeServlet">Thomas Kinkade</a> <em>less </em>the more they saw of it. This is in tension with previous research into the &#8220;mere exposure effect&#8221; that found that  familiarity just about always breeds affection, even for <a href="http://psych.cornell.edu/sites/default/files/99.pdf">lesser Impressionists</a>.</li>
</ul>
]]></content:encoded>
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		<title>Around the horn: General Sisi edition</title>
		<link>https://createquity.com/2013/07/around-the-horn-general-sisi-edition/</link>
		<comments>https://createquity.com/2013/07/around-the-horn-general-sisi-edition/#respond</comments>
		<pubDate>Thu, 04 Jul 2013 20:07:16 +0000</pubDate>
		<dc:creator><![CDATA[Ian David Moss]]></dc:creator>
				<category><![CDATA[Economy]]></category>
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		<category><![CDATA[Philadelphia]]></category>
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		<guid isPermaLink="false">https://createquity.com/?p=5111</guid>
		<description><![CDATA[Happy 4th of July! I&#8217;m going to be on vacation for the next couple of weeks, but Createquity is not. You&#8217;ll continue to see new posts and comments will be approved, albeit at a slower rate than usual. Don&#8217;t let the world blow up while I&#8217;m gone! ART AND THE GOVERNMENT Future of Music Coalition has<a href="https://createquity.com/2013/07/around-the-horn-general-sisi-edition/" class="read-more">Read&#160;More</a>]]></description>
				<content:encoded><![CDATA[<p>Happy 4th of July! I&#8217;m going to be on vacation for the next couple of weeks, but Createquity is not. You&#8217;ll continue to see new posts and comments will be approved, albeit at a slower rate than usual. Don&#8217;t let the world blow up while I&#8217;m gone!</p>
<p><strong>ART AND THE GOVERNMENT</strong></p>
<ul>
<li>Future of Music Coalition <a href="http://futureofmusic.org/blog/2013/06/20/obama-administrations-latest-plan-intellectual-property">has a comprehensive rundown and positive comment</a> on the Obama administration&#8217;s new 2013 Joint Strategic Plan on Intellectual Property Enforcement.</li>
<li>Ouch: the Minnesota Orchestra will have to <a href="http://www.startribune.com/entertainment/music/213917481.html">return nearly $1 million in state grants</a> because of its never-ending labor dispute.</li>
</ul>
<p><strong>MUSICAL CHAIRS</strong></p>
<ul>
<li>Some big changes are coming to Philly this year! Just a week after we found out about Tom Kaiden&#8217;s departure from the Greater Philadelphia Cultural Alliance, Gary Steuer has announced that he is leaving his post as the City of Brotherly Love&#8217;s first Chief Cultural Officer to take a position as <a href="http://www.giarts.org/blog/steve/bonfils-stanton-foundation-names-gary-steuer-president">President of Denver&#8217;s Bonfils Stanton Foundation</a>. Here&#8217;s <a href="http://artscultureandcreativeeconomy.blogspot.com/2013/06/go-west-young-man-heading-to-denver.html">Gary in his own words</a> talking about the shift.</li>
<li>Margaret Ayers <a href="http://www.rsclark.org/index.php?page=transition-announcement">is retiring as president of the Robert Sterling Clark Foundation</a> after 38 years (!) of service. Clark supports cultural exchange and cultural diplomacy. As part of the transition, Roslyn Black will direct the foundation&#8217;s International Arts Engagement program.</li>
</ul>
<p><strong>BIG IDEAS</strong></p>
<ul>
<li>Adrian Ellis <a href="http://www.theartnewspaper.com/articles/Successful-cultural-districts-are-powerful-policy-tools/30007">lays out his case</a> for the importance of global cultural districts, and Michael Rushton immediately <a href="http://www.artsjournal.com/worth/2013/07/do-cultural-districts-matter/">pokes holes in it</a>. (In fairness, Adrian&#8217;s piece is really more about the importance of doing cultural districts <em>right</em> and takes the idea that they&#8217;re happening at all as a given. But Michael&#8217;s question &#8211; how much does the <em>district</em> part of cultural districts matter &#8211; is still an important one.)</li>
<li>A <a href="http://blog.westaf.org/2013/06/further-consideration-of-failure.html">very smart essay</a> by Barry Hessenius on the importance of information-sharing around failure. Here&#8217;s a quote:<br />
<blockquote><p>One thing that seems clear to me is that &#8211; at least in the arts field &#8211; there may be a tendency to seek a solution to a given problem or set of problems, without fully trying to understand the root causes of the problem.  We identify a problem (e.g., declining audiences) and we develop seemingly rational theories about how to address the problem (content with more transformational potential, more engaging efforts et. al.), but often without spending enough time or pouring adequate resources in the harder part of identifying the cause of the problem (i.e., why are the audiences declining).</p>
<p>I have no idea how much money we have invested in the last 20 years to support audience development efforts, but unless you believe those efforts have helped slow down the rate of audience decline (and that can be defined as &#8220;<i>success</i>&#8220;), then, in the main, those efforts have failed. The audiences continue to decline.  <i>Why </i>is the question.  We need to know the answer, and to the extent foundations that fund the arts are more willing to ask that question and attempt to answer it, the better off we will all be.</p>
<p>And, before we settle on what the causes of the phenomenon on the declining audience are &#8211; arrived at by research and study &#8211; we need to make sure that research and those studies are credible and reliable and not just attempts to skew evidence to support a pre-determined theory of how to address the challenge.  I know we have spent energy in surveying our audiences, but there is credible evidence that people do not always respond forthrightly to surveying.  We have to dig deeper.</p></blockquote>
<p>Indeed. And I would add that, if you want to understand why audiences are declining, you need to study people who <i>aren&#8217;t your audience</i>.</li>
</ul>
<p><strong>ALL ABOUT THE BENJAMINS</strong></p>
<ul>
<li><a href="http://man-about-town.org/2013/06/17/what-if-someone-gave-you-5-million-and-then-asked-for-it-back-part-ii/">More about social impact capital for arts organizations</a>, from the estimable Michael Hickey.</li>
<li>A new service called Audiam <a href="http://futureofmusic.org/blog/2013/06/18/new-service-collecting-royalties-youtube">allows musicians be compensated</a> when their work appears on YouTube videos.</li>
</ul>
<p><strong>IN THE FIELD</strong></p>
<ul>
<li><a href="http://www.latimes.com/entertainment/arts/culture/la-et-cm-reprise-theatre-company-officially-calls-it-quits-20130625,0,4897510.story">RIP LA&#8217;s Reprise Theater Company</a>, most notable perhaps for the fact that it was directed by Seinfeld&#8217;s Jason Alexander.</li>
<li>First bookstores, then music and electronics stores. Is Amazon about to <a href="http://www.thedailybeast.com/articles/2013/07/02/amazon-to-start-selling-fine-art-on-line.html">disrupt the gallery business</a> next?</li>
<li>Colleen Dilenschneider makes some <a href="http://colleendilen.com/2013/07/03/information-overload-how-case-study-envy-stifles-nonprofit-success/">salient points</a> about success stories not being the same thing as models for success.</li>
<li>MoMA curator Paola Antonelli dishes about the museum&#8217;s <a href="http://hyperallergic.com/74749/a-conversation-with-paola-antonelli-about-momas-video-game-collection/">new collection of video games</a>.</li>
</ul>
<p><strong>RESEARCH CORNER</strong></p>
<ul>
<li>For those who didn&#8217;t know (I didn&#8217;t), the GRAMMY Foundation <a href="http://foundationcenter.org/pnd/rfp/rfp_item.jhtml?id=427300027">offers grants</a> for &#8220;organizations and individuals working to research the impact of music on the human condition.&#8221; The examples given focus on psychological and health-oriented studies.</li>
<li>The latest edition of Giving USA is out, and <a href="http://www.latimes.com/entertainment/arts/culture/la-et-cm-arts-economy-philanthropy-20130614,0,6017622.story">giving to the arts rose 7.8% over last year&#8217;s figures</a> &#8211; faster than any other cause area. The arts received a total of $14.4 billion in private philanthropic contributions, comprising 5% of the $316.2 billion total.</li>
<li>Consistent with trends reported previously regarding corporate philanthropy as a whole, a new survey from Americans for the Arts reports that corporate giving to the arts is <a href="http://blog.artsusa.org/2013/06/20/at-last-a-ray-of-hope-from-the-partnership-movement/">back on the rise</a>.</li>
<li>I&#8217;ve always liked working in the dark, and people have always thought I was a weirdo for it. Now, according to <a href="http://www.psmag.com/blogs/news-blog/dim-lighting-sparks-creativity-60437/">a new study</a>, &#8220;those in the dimly lit room solved significantly more problems correctly than those in the brightly lit room. They also felt freer and less inhibited than their intensely illuminated counterparts.&#8221; Told you so, ma!</li>
<li>A new &#8220;data brief&#8221; from the Strategic National Arts Alumni Project looks at differences between majors, and notes that, interestingly enough, <a href="http://snaap.indiana.edu/databrief/vol1no5.html">arts education majors are the least likely to be unemployed</a> in the survey sample. (Media arts brings up the rear by that metric.)</li>
<li>A <a href="http://laist.com/2013/06/29/study_los_angeles_is_an_artists_hav_1.php">couple</a> of <a href="http://www.washingtonpost.com/blogs/wonkblog/wp/2013/06/29/five-facts-about-professional-artists-in-the-united-states/">analyses</a> are out on the recent NEA/EEOC data release on artist employment. However, a colleague pointed out on Facebook that <del>the NEA&#8217;s tabulation inexplicably <a href="http://www.arts.gov/research/EEO/artist-occupations.html">doesn&#8217;t seem to include</a> the employment code for &#8220;composers and music directors&#8221; (<a href="http://www.bls.gov/oes/current/oes272041.htm">27-2041</a>)</del>. [<strong>UPDATE:</strong> I got a note from the director of the NEA&#8217;s Office of Research and Analysis, Sunil Iyengar, who writes: &#8220;As it turns out, we DID include composers and music directors in our data for all musicians, but, inexplicably, we neglected to list the relevant code (27-2041) on the part of the web page that lists all the artist codes. So we’re correcting that bit, thanks to you.&#8221;] All in all, the boundaries are drawn kind of strangely, with the <a href="http://www.arts.gov/research/EEO/artist-occupations.html">massive &#8220;designer&#8221; category</a> including &#8220;commercial and industrial designers&#8230;floral designers&#8230;merchandise displayers&#8230;and other designers such as&#8230;memorial marker designers.&#8221; Creative workers for sure, but if you&#8217;re going to include people like that, where are the chefs and software programmers?</li>
</ul>
<p><strong>ETC.</strong></p>
<ul>
<li>Congratulations to Nathan Yau on <a href="http://flowingdata.com/2013/07/01/six/">six years of Flowing Data</a>.</li>
</ul>
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		<title>Around the horn: Argo edition</title>
		<link>https://createquity.com/2013/03/around-the-horn-argo-edition/</link>
		<comments>https://createquity.com/2013/03/around-the-horn-argo-edition/#respond</comments>
		<pubDate>Sun, 03 Mar 2013 17:58:40 +0000</pubDate>
		<dc:creator><![CDATA[Ian David Moss]]></dc:creator>
				<category><![CDATA[Economy]]></category>
		<category><![CDATA[Philanthropy]]></category>
		<category><![CDATA[Policy & Advocacy]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[around the horn]]></category>
		<category><![CDATA[art and food]]></category>
		<category><![CDATA[arts education]]></category>
		<category><![CDATA[copyright]]></category>
		<category><![CDATA[creative economy]]></category>
		<category><![CDATA[creativity]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[Kickstarter]]></category>
		<category><![CDATA[Kresge Foundation]]></category>
		<category><![CDATA[NEA]]></category>
		<category><![CDATA[patents]]></category>
		<category><![CDATA[walkability]]></category>

		<guid isPermaLink="false">https://createquity.com/?p=4602</guid>
		<description><![CDATA[ART AND THE GOVERNMENT The dreaded sequester began Friday, affecting all federal accounts including that of the National Endowment for the Arts. The NEA will lose 5% of its budget, which works out to about $7.3 million. Grants and administration will be reduced by the same percentage. The reductions only apply through March 27, however,<a href="https://createquity.com/2013/03/around-the-horn-argo-edition/" class="read-more">Read&#160;More</a>]]></description>
				<content:encoded><![CDATA[<p><strong>ART AND THE GOVERNMENT</strong></p>
<ul>
<li>The <a href="http://www.washingtonpost.com/blogs/wonkblog/wp/2013/02/20/the-sequester-absolutely-everything-you-could-possibly-need-to-know-in-one-faq/">dreaded sequester</a> began Friday, affecting all federal accounts including that of the National Endowment for the Arts. The NEA <a href="http://blogs.artinfo.com/abovetheestimate/2013/02/28/by-how-much-will-the-sequester-really-affect-the-neas-budget/">will lose 5% of its budget</a>, which works out to about $7.3 million. Grants and administration will be reduced by the same percentage. The reductions only apply through March 27, however, which is the date through which the federal government is currently funded. Congress has yet to pass a budget for Fiscal Year 2013, which we&#8217;re already almost halfway through. Let&#8217;s hear it for democracy!</li>
<li><span style="line-height: 13px;">John Paul Titlow predicts that <a href="http://readwrite.com/2013/02/20/3d-printing-will-be-the-next-big-copyright-fight">3D printing will be the next big copyright battlefield</a> &#8211; and the lines aren&#8217;t necessarily drawn where you think. (<a href="http://www.publicknowledge.org/blog/so-what-deal-copyright-and-3d-printing">Here&#8217;s more from Public Knowledge</a>.)<br />
</span></li>
<li>&#8220;It’s true that without exposure to the arts, it’s difficult to develop an interest in them. But it’s also true that many of the people who had, say, music education back in the 1960s and 1970s are the same people who are not going to orchestra concerts today. Some arts organizations will have to confront the fact that their audiences are declining because of an irrevocable shift in the culture, rather than simply a lack of education.&#8221; Anne Midgette <a href="http://www.washingtonpost.com/blogs/liveblog/wp/2013/02/21/magazine-the-education-issue-after-years-of-crouching-arts-ed-is-raising-its-hand-again/">explores the recent resurgence</a> of arts education in our nation&#8217;s schools. Here is <a href="http://www.washingtonpost.com/blogs/classical-beat/post/arts-in-schools-an-addendum/2013/02/23/661bc5a8-7e03-11e2-9a75-dab0201670da_blog.html">more</a>.</li>
</ul>
<p><strong>MUSICAL CHAIRS</strong></p>
<ul>
<li><span style="line-height: 13px;">The Kresge Foundation has <a href="http://jewinthed.com/2013/02/27/kresge-foundation-hires-mckinsey-executive-to-fill-new-post-of-chief-strategy-officer/">named Ariel Simon</a> to the new position of chief strategy officer and deputy to the president. Simon formerly worked as a senior consultant in McKinsey&#8217;s social sector practice.</span></li>
</ul>
<p><strong>ALL ABOUT THE BENJAMINS</strong></p>
<ul>
<li><span style="line-height: 13px;">Poncho, a Seattle public charity that raised money for the arts through galas and other special events, is <a href="http://www.bizjournals.com/seattle/news/2013/02/21/poncho-closing-its-doors-becoming-a.html?ana=e_du_pub&amp;page=all">closing its doors</a> and donating its remaining assets to the Seattle Foundation.<br />
</span></li>
<li>Interesting: in recent years, needy communities in the United States are receiving millions of dollars in aid from an unlikely source &#8211; <a href="http://www.washingtonpost.com/world/national-security/united-arab-emirates-helps-joplin-think-big-in-rebuilding-tornado-scarred-schools/2013/02/17/ae6a5af0-7704-11e2-aa12-e6cf1d31106b_story.html">the United Arab Emirates</a>.</li>
</ul>
<p><strong>IN THE FIELD</strong></p>
<ul>
<li><span style="line-height: 13px;">Should museums be looking <a href="http://futureofmuseums.blogspot.com/2013/02/where-should-museums-look-for-workforce.html">outside the traditional pipeline</a> for their management talent?<br />
</span></li>
<li>Congratulations to <em>Inocente</em>, the first Kickstarter-funded movie to <a href="http://www.fracturedatlas.org/site/blog/2013/02/27/nonprofit-films-represent-at-the-oscars/">win an Oscar</a> (for Best Documentary Short).</li>
<li>Howard Sherman draws very <a href="http://www.hesherman.com/2013/02/19/what-are-the-arts-anyway/">appropriate attention</a> to the lack of consistency in labeling the arts and culture in newspaper listings.</li>
<li>The Met Opera, long criticized for astronomical ticket prices, is <a href="http://www.nytimes.com/2013/02/27/arts/music/metropolitan-opera-to-reduce-ticket-prices-next-season.html?_r=0">actually lowering them</a> for next year &#8211; and not as an &#8220;accessibility&#8221; measure. Attendance is down, and leadership wonders if the opera&#8217;s much-ballyhooed cinema simulcasts are <a href="http://www.psmag.com/blogs/the-101/could-simulcasts-be-hurting-the-metropolitan-opera-after-all-53366/">partly to blame</a>.</li>
</ul>
<p><strong>BIG IDEAS</strong></p>
<ul>
<li>I think local programming is one of the more underexplored areas of community engagement for establishment arts institutions &#8211; especially outside of major artist meccas like New York and LA. Oregon Arts Watch&#8217;s Brett Campbell <a href="http://www.orartswatch.org/venues-for-our-visionaries-a-model-for-portland-new-music-incubators/">considers</a>.</li>
<li>William Deresiewicz <a href="http://theamericanscholar.org/the-sacrificial-butter/">reconsiders the is-food-art debate</a> &#8211; he had originally come out strongly in the &#8220;no&#8221; camp, and got, uh, creamed for it.</li>
</ul>
<p><strong>CONFERENCES AND TALKS</strong></p>
<ul>
<li>The NEA&#8217;s Jen Hughes reports on a new white paper and symposium covering the emerging field of <a href="http://www.washingtonpost.com/blogs/classical-beat/post/arts-in-schools-an-addendum/2013/02/23/661bc5a8-7e03-11e2-9a75-dab0201670da_blog.html">design for social impact</a>.</li>
<li>Keith Sawyer <a href="http://keithsawyer.wordpress.com/2013/02/25/bringing-together-copyright-and-patent-law/">shares notes</a> from a small conference on copyright and patent reform to which he was invited to contribute perspectives on creativity.</li>
</ul>
<p><strong>RESEARCH CORNER</strong></p>
<ul>
<li>The Wall Street Journal <a href="http://online.wsj.com/article/SB10001424127887324432004578306610055834952.html">performs an analysis</a> of US Department of Education data, finds that &#8220;median debt loads at schools specializing in art, music and design average $21,576.&#8221; This compares to $19,445 for liberal arts colleges and $18,100 for research universities.</li>
<li>Americans for the Arts is putting out a new <a href="http://blog.artsusa.org/2013/03/01/welcome-to-youth-arts-month/">ebook series</a> on arts education.</li>
<li>The IRS will <a href="http://philanthropy.com/article/IRS-to-Speed-Up-Public/137601/">more frequently publish</a> data on which nonprofits have lost tax-exempt status.</li>
<li>Now that everyone&#8217;s talking about walkability, more and more competitors to Walk Score are popping up. We already <a href="https://createquity.com/2012/10/around-the-horn-amtrak-edition.html">heard about</a> Walk Appeal, a mostly theoretical innovation by urbanist Steve Mouzon. Now comes <a href="http://www.walkonomics.com/w/">Walkonomics</a>, created by Adam Davies, which uses an eight-factor index to judge walkability. The Atlantic Cities&#8217;s Sarah Goodyear <a href="http://www.theatlanticcities.com/technology/2013/02/app-tells-you-how-walkable-street-really/4759/">has a review</a>.</li>
<li>Keith Sawyer <a href="http://keithsawyer.wordpress.com/2013/03/02/bruce-nussbaums-new-book-creative-intelligence/">reviews</a> Bruce Nussbaum&#8217;s new book, <em>Creative Intelligence</em>.</li>
<li>Can&#8217;t wait for this <a href="http://blog.westaf.org/2013/02/upcoming-blogathon-on-research-and-data.html">Barry&#8217;s Blogathon on arts research and data</a> featuring some of the leading establishment names in the field.</li>
<li>Nesta&#8217;s Hasan Bakshi <a href="http://artworks.arts.gov/?p=16293">explains</a> the UK creative industry classification scheme and a fascinating critique that his organizations developed of the existing classifications. This is a dense read as blog posts go, but Sunil Iyengar <a href="http://artworks.arts.gov/?p=16300">helpfully puts it into simpler terms</a>. The whole thing is essential if you do any kind of creative economy or creative industry work, but here are a couple of key quotes:<br />
<blockquote><p>&#8220;The annual <a href="http://www.culture.gov.uk/what_we_do/research_and_statistics/4848.aspx">DCMS Creative Industries Economic Estimates</a> have shown that Gross Value Added (GVA) in [advertising, architecture, art and antiques, computer games, crafts, design, designer fashion, film, music, performing arts, publishing, software, and television and radio] has in recent years grown at twice the rate of other sectors, helping to raise their profile with policymakers.&#8221;</p></blockquote>
<blockquote><p>After conducting sensitivity analyses and other validity checks, Nesta not only can locate those industries which employ creative workers at disproportionately high rates, it can also show how most creative workers are employed in non-creative industries.</p></blockquote>
<blockquote><p>Importantly, our analysis also shows that there are serious misallocations in the DCMS classifications; this includes a definite group of industries, which DCMS does not currently treat as creative, but which have exceptionally high creative intensities, including ‘Computer programming activities’ (62.01) and ‘Computer consultancy activities’ (62.02), which between them account for over 400,000 people.</p></blockquote>
</li>
</ul>
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		<title>Beyond Gamification: Alternative Models for Games in Arts Organizations</title>
		<link>https://createquity.com/2012/06/beyond-gamification-alternative-models-for-games-in-arts-organizations/</link>
		<comments>https://createquity.com/2012/06/beyond-gamification-alternative-models-for-games-in-arts-organizations/#comments</comments>
		<pubDate>Wed, 20 Jun 2012 11:45:33 +0000</pubDate>
		<dc:creator><![CDATA[Jackie Hasa]]></dc:creator>
				<category><![CDATA[Economy]]></category>
		<category><![CDATA[audience engagement]]></category>
		<category><![CDATA[Createquity Fellowship]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[games]]></category>
		<category><![CDATA[video games]]></category>

		<guid isPermaLink="false">https://createquity.com/?p=3600</guid>
		<description><![CDATA[A number of arts organizations are considering mobilizing games in the service of increased ticket sales, improved audience participation, and outreach to new audiences, but these so-called “gamification” efforts typically fail to take advantage of games’ full potential for creativity. Good games are hard to make, but done well, they can help arts organizations achieve their missions—and help them rewrite the rules for audience engagement.]]></description>
				<content:encoded><![CDATA[<div id="attachment_8081" style="width: 570px" class="wp-caption aligncenter"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-8081" class="wp-image-8081" src="https://createquity.com/wp-content/uploads/2012/06/6077020797_4be12ce31a_o.jpg" alt="Gamification of Life (Jul '11). Photo by VFS Digital Design." width="560" height="373" srcset="https://createquity.com/wp-content/uploads/2012/06/6077020797_4be12ce31a_o.jpg 3861w, https://createquity.com/wp-content/uploads/2012/06/6077020797_4be12ce31a_o-300x200.jpg 300w, https://createquity.com/wp-content/uploads/2012/06/6077020797_4be12ce31a_o-1024x683.jpg 1024w" sizes="auto, (max-width: 560px) 100vw, 560px" /><p id="caption-attachment-8081" class="wp-caption-text">Gamification of Life (Jul &#8217;11). Photo by VFS Digital Design.</p></div>
<p>&nbsp;</p>
<p>In my <a href="https://createquity.com/2012/04/games-and-the-arts-in-the-21st-century-an-introduction.html">first post</a> on games and the arts, I wrote that the massive growth of the video games industry in the last 20 years is motivating the integration of game dynamics with all sorts of products and services. While games that take place in the real world have a long history (e.g. sports, board games), new forms are emerging as the lines between our online and offline lives continue to blur. A number of arts organizations are considering mobilizing games in the service of increased ticket sales, improved audience participation, and outreach to new audiences, but these so-called “<a href="http://en.wikipedia.org/wiki/Gamification">gamification</a>” efforts typically fail to take advantage of games’ full potential for creativity. This post provides a few paths forward for organizations interested in really delving into this rich world. Good games are hard to make, but done well, they can help arts organizations achieve their missions—and help them rewrite the rules for audience engagement.</p>
<p><strong>Gamification: Scratching the Surface</strong></p>
<p>Gamification refers to any system that uses game design elements in a non-game context, usually to encourage some desired real-world behavior like <a href="http://crowdtap.com/">participation in market research</a> or <a href="https://www.superbetter.com/">the achievement of health goals</a>. In essence, gamification takes an act usually valued for its intrinsic qualities—play—and exploits it for an instrumental purpose. Its proponents claim to be able to make a game out of literally anything, a powerful idea that understandably excites arts organizations looking for new, innovative business models. Because instrumentality fundamentally defines gamification, though, these schemes can result in an experience that isn’t really very fun or engaging. For instance, the <a href="http://www.brooklynmuseum.org/opencollection/tag_game/start.php">Brooklyn Museum’s</a> tagging game to crowdsource collection indexes might help it organize its objects, and the Sydney Festival’s scavenger hunt-style <a href="http://gamification.co/2012/01/27/its-play-time-at-sydney-festival/">mobile app</a> might help its attendees navigate their offerings, but neither use game mechanics as more than a thin veneer over experiences that may (or may not) already successfully engage participants. Ultimately, many uses of gamification are as superficial as credit card rewards programs; cultural critic Ian Bogost has even suggested the name “<a href="http://www.bogost.com/blog/gamification_is_bullshit.shtml">exploitationware</a>” to critique gamification’s more addictive qualities and removal of any expectation of actual play.</p>
<p>There’s nothing wrong with arts organizations using points and other game rewards as part of a toolkit to boost attendance, reach fundraising goals, or solve a host of other potential problems. However, those sorts of programs don’t take advantage of the intrinsic qualities of games that encourage creativity in players. In <a href="http://www.nytimes.com/2012/04/08/magazine/angry-birds-farmville-and-other-hyperaddictive-stupid-games.html"><em>The New York Times</em></a>, Sam Anderson quotes Frank Lantz, the creator of the iPhone game <a href="http://en.wikipedia.org/wiki/Drop7">Drop7</a>, describing why gamification doesn’t tap into games’ full potential as works of art in their own right:</p>
<p style="padding-left: 30px;">He said that real games are far too fragile and complex to be engineered by corporations and that their appeal goes much deeper than reward schedules. “It’s as hard to make a really good game as it is to make a really good movie or opera or hat,” he told me. “Sure, there’s mathematics to it, but it’s also a piece of culture. The type of game you play is also a part of how you think about yourself as a person. There’s no formula that’s going to solve that equation. It’s impossible, because it’s infinitely deep and wonderful.”</p>
<div id="attachment_3602" style="width: 439px" class="wp-caption aligncenter"><a href="http://www.flickr.com/photos/speaker4td/3572096854/"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-3602" class=" wp-image-3602  " title="Drop 7" src="https://createquity.com/wp-content/uploads/2012/06/Dan-Callahan1.jpg" alt="Drop 7, photo by Dan Callahan." width="429" height="286" srcset="https://createquity.com/wp-content/uploads/2012/06/Dan-Callahan1.jpg 500w, https://createquity.com/wp-content/uploads/2012/06/Dan-Callahan1-300x199.jpg 300w" sizes="auto, (max-width: 429px) 100vw, 429px" /></a><p id="caption-attachment-3602" class="wp-caption-text">Drop 7, photo by Dan Callahan.</p></div>
<p>Complex, well-executed games intrinsically provide both structure (in the form of rules) and the creative freedom to experiment (as participants explore ways to win through play). As experiences, they are playful, interactive, and also provoke participants to think through unfamiliar systems—a characteristic that runs directly counter to the mindless quality of most gamification efforts and aligns games more closely with challenging artworks. Games can be immersive, aesthetically interesting experiences that investigate many of the same sociological, cultural, political, and formal questions more traditional artists address. By investing in games for their intrinsic rather than instrumental qualities, arts organizations can serve their missions in a fresh way while engaging audiences primed to reflect on more commercial gaming experiences they’re likely already having. Fortunately, the broader culture of gaming provides plenty of fodder for an organization looking for models beyond compulsive point rewards.</p>
<p><strong>New Game Subgenres and What They Can Offer</strong></p>
<p>A number of relatively new subgenres can provide inspiration for game experiences that allow audiences to play as creative agents. Below, I’ve provided a short list of subgenres along with examples of how an arts organization might use them. As with any new project, the target audience should drive an organization’s decisions, since they hold varying levels of appeal for different groups.</p>
<ul>
<li><strong><a href="http://en.wikipedia.org/wiki/Role-playing_game">Role-Playing Games</a></strong> (RPGs) have their modern roots in <a href="http://en.wikipedia.org/wiki/Dungeons_%26_Dragons"><em>Dungeons &amp; Dragons</em></a>, which was first published in 1974. These <a href="http://en.wikipedia.org/wiki/Tabletop_role-playing_game">pen-and-paper</a> games are essentially interactive fiction, in which the players determine the story collaboratively. To do so, players take on different roles and powers defined by the game master as s/he interprets the gaming guide, a set of rules defining the fictional world they inhabit, challenges to overcome, and possible player actions. The game evolves as players take turns, accomplish tasks, and interact with the fictional world. Video games that require players to choose an avatar as part of a fantasy or science fiction story are often based on tabletop RPGs. They have also given rise to the <a href="http://en.wikipedia.org/wiki/Live_action_role-playing_game">live action role-playing game</a> (LARP), a theatrical variation that takes place outside the home and often involves elaborate costumes and battles with fake weapons.
<ul>
<li><span style="text-decoration: underline;">Why an arts organization might create one:</span> By taking on specific roles, audiences can engage with complex histories or present-day cultural landscapes. For instance, players at a museum could become artists in a particular collaborative (like the <a href="http://en.wikipedia.org/wiki/Bloomsbury_group">Bloomsbury Group</a>) and create alternate histories of the artists’ work and lives through gameplay. A theater group could include well-known local performers as roles in the gaming guide—and then invite those performers to participate in the game by acting as the game master. RPGs tend to be most rewarding to play when participants feel welcome to riff on their roles, so organizers need to be willing to cede control of the game narrative to the players.</li>
</ul>
</li>
<li><strong><a href="http://en.wikipedia.org/wiki/Alternate_reality_game">Alternate Reality Games</a></strong> (ARGs) are related to RPGs, and are similarly characterized by a fictional narrative. However, ARGs cultivate a deeper suspension of disbelief because they tend to take place over many weeks, and gameplay is interspersed with more everyday, “real world” activities rather than being governed by a text-based guide. Plots are often cloaked in mystery, and designers tend to run things from “behind the curtain.” In an ARG, instead of turning the page to find out what happens next, players must solve puzzles or find clues hidden in the real world, which then unlock communications from (often virtual) fictional characters that move the plot forward. <em><a href="http://en.wikipedia.org/wiki/I_Love_Bees">ILoveBees</a> </em>is one of the most famous examples of this sort of game.
<ul>
<li><span style="text-decoration: underline;">Why an arts organization might create one:</span> Among other things, ARGs can take people all over cities to solve puzzles and perform different tasks, scavenger hunt-style. They can be useful if an organization would like audiences to visit partner venues, and demonstrate connections between disparate places or ideas through the ARG narrative. Because of the fictional plot, ARGs are also an opportunity for organizations to tell a story—it just has to be engaging enough that audiences want to discover the next piece.</li>
</ul>
</li>
<li><strong><a href="http://www.iftf.org/node/2598">Blended Reality</a></strong> games take integration with the real world a step further. Rather than focusing on the fictional “layer” over reality, in blended reality games, the game world <em>is</em> our world, and play takes place without the intervention of characters or invented plot devices. Games like <em><a href="http://sf0.org/about/">SFZero</a> </em>(which I have worked on) define themselves more as an “interface” for the player’s city than an alternate reality.
<ul>
<li><span style="text-decoration: underline;">Why an arts organization might create one:</span> These sorts of games have similar applications to ARGs, but don’t necessitate the creation of a fictional world. Rather than veiling the gameplay in a custom-made fictional plot, designers use our everyday fictions and symbols to color the game. In Paul Ramirez Jonas’s <a href="http://www.npr.org/templates/story/story.php?storyId=127861981"><em>Key to the City</em></a>, participants used keys to unlock dozens of doors throughout New York (many of which were at museums), endowing the normally symbolic gift of city keys with real-world consequences. Blended reality games can help arts organizations encourage participants to think critically about their everyday behavior in a more explicit way than an ARG.</li>
</ul>
</li>
<li><strong><a href="http://www.iftf.org/node/2598">Augmented Reality Games</a></strong> use the camera, tilt sensor, GPS, and accelerometer features in handheld systems to interact with real world conditions. Players can <a href="http://techsplurge.com/2130/10-awesome-augmented-reality-games-iphone/">kick a virtual soccer ball</a> through their iPhone camera, or fight other players for territory using a GPS map of their locations.
<ul>
<li><span style="text-decoration: underline;">Why an arts organization might create one:</span> Depending on the audience, arts organizations may prefer to use technology to spur engagement in a game, and the use of smartphones can allow participants to play anywhere, in a much more casual way than most of the other game types listed here. Following the <a href="http://gizmodo.com/5672432/augmented-reality-graffiti-hits-foursquare-in-arstreets-iphone-app"><em>ARstreets</em></a> graffiti game example, arts organizations could create augmented reality games that allow players to reimagine already-extant murals, change the marquees of concert halls, or design a building for an empty lot. The augmented reality game can be viewed as a genre unto itself, but it’s also possible to integrate augmented reality features into other types of games. For instance, in an alternate reality game, rather than finding physical clues in a gallery, a player could simply hold up his or her phone to the space and reveal a message hidden virtually. Creating a system that works well and offers substance beyond a “cool” tech factor would require a significant investment of resources, though.</li>
</ul>
</li>
<li><strong><a href="http://en.wikipedia.org/wiki/Serious_game">Serious Games</a></strong> engage with the real world through the lens of a particular pressing problem. As with <a href="http://janemcgonigal.com/">Jane McGonigal</a>’s <a href="http://www.worldwithoutoil.org/"><em>World Without Oil</em></a>, these games often use elements of ARGs and crowdsourcing techniques to engage players to find solutions for in-game problems that hopefully have implications for the real world.
<ul>
<li><span style="text-decoration: underline;">Why an arts organization might create one:</span> A film festival presenting a particularly political series of documentaries might like audience members to gain a better understanding of the problems presented by working to solve them. Serious games can be created to find solutions to any problem, but engagement often depends on finding a sufficiently compelling problem and framing it well. Serious games can also cross the line into gamification if their design relies too heavily instrumental tools like adding up points and achievements, and less on intrinsic qualities like player imagination and interactivity. For example, American Public Media’s <a href="http://minnesota.publicradio.org/projects/2008/05/budget_hero/"><em>Budget Hero</em></a> gamifies balancing the federal budget in a closed, virtual setting and has successfully garnered over 6,000 comments. If those commenters could work collaboratively toward their budgets, or in a more open-ended way, a different, less gamified experience would result.</li>
</ul>
</li>
<li><strong>Big Games</strong> or <strong>Street Games</strong> tend to eschew heavy use of technology or fictionalized narratives and (as the names suggest) bring together masses of people to play in public spaces like streets, parks, or malls. Big game designers often borrow heavily from playground games like tag, hide-and-seek, or scavenger hunts, but view the site-specificity of the city environment and act of playing as an adult as potentially transgressive. Because these games usually necessitate the presence of an organizer or referee, they tend to take place in festival format, as exemplified by <a href="http://www.indiecade.com/2012/">IndieCade</a>, <a href="http://igfest.org/">igfest</a>, and <a href="http://www.comeoutandplay.org">Come Out and Play</a> (which I work on in San Francisco).
<ul>
<li><span style="text-decoration: underline;">Why an arts organization might create one:</span> These sorts of games are often cheap to produce, and work nicely with a lo-fi maker/DIY aesthetic. They can help transform socially rigid spaces like galleries, theaters, or offices, but may work less well if a more polished experience is intended.</li>
</ul>
</li>
</ul>
<div id="attachment_3601" style="width: 446px" class="wp-caption aligncenter"><a href="http://www.flickr.com/photos/ideaconstructor/3633293593/"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-3601" class=" wp-image-3601   " title="Come Out and Play New York" src="https://createquity.com/wp-content/uploads/2012/06/3633293593_4a9418a3a81.jpg" alt="Come Out and Play New York, photo by Kate Raynes-Goldie." width="436" height="290" srcset="https://createquity.com/wp-content/uploads/2012/06/3633293593_4a9418a3a81.jpg 500w, https://createquity.com/wp-content/uploads/2012/06/3633293593_4a9418a3a81-300x199.jpg 300w" sizes="auto, (max-width: 436px) 100vw, 436px" /></a><p id="caption-attachment-3601" class="wp-caption-text">Come Out and Play New York, photo by Kate Raynes-Goldie.</p></div>
<p>In addition to how a genre fits with a particular need, arts organizations should also consider playability and the nature of engagement in the game. These qualities define the game’s mood and level of accessibility, and help shape the game to a particular audience.</p>
<p><strong>Playability.</strong> Playability might seem like an intrinsic characteristic of any game, but a spectrum exists here as well, as many games prioritize abstract aesthetics and concepts over lived player experience. Penn &amp; Teller’s <a href="http://en.wikipedia.org/wiki/Penn_%26_Teller%27s_Smoke_and_Mirrors#Desert_Bus"><em>Desert Bus</em></a> video game, in which players must drive a bus in real time from Tucson to Las Vegas—a journey that takes eight hours and cannot be paused—intentionally eliminates as much actual play from the game as possible. Many gamified activities also deemphasize play, though in the service of chosen outcomes rather than art. Some ARGs and LARPs <a href="http://thachr.com/2012/how-interactive-should-transmedia-be/">focus on the fictional narrative over play</a>.</p>
<p><strong>Nature of engagement.</strong> The nature of engagement indicates the sorts of activities a player must undertake to play the game. These can range from the simple and easy to learn, as with <a href="https://foursquare.com/about/new">Foursquare</a> (just go somewhere and check in), to <a href="http://www.nytimes.com/2011/04/22/us/22bcculture.html">The Jejune Institute</a>, a months-long ARG that required players to visit multiple sites around San Francisco, listen to a special radio station in Dolores Park, and obtain information from street performers, among other tasks.</p>
<p><strong>Experimenting with Games – SFMOMA’s <em>ArtGameLab</em> and Beyond</strong></p>
<div id="attachment_3604" style="width: 480px" class="wp-caption aligncenter"><a href="http://www.flickr.com/photos/blazenhoff/6710883711/"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-3604" class=" wp-image-3604  " title="ArtGameLab wall text" src="https://createquity.com/wp-content/uploads/2012/06/Rusty-Blazenhoff11.jpg" alt="ArtGameLab wall text, photo by Rusty Blazenhoff." width="470" height="360" srcset="https://createquity.com/wp-content/uploads/2012/06/Rusty-Blazenhoff11.jpg 500w, https://createquity.com/wp-content/uploads/2012/06/Rusty-Blazenhoff11-300x229.jpg 300w" sizes="auto, (max-width: 470px) 100vw, 470px" /></a><p id="caption-attachment-3604" class="wp-caption-text">ArtGameLab wall text, photo by Rusty Blazenhoff.</p></div>
<p>SFMOMA’s current <a href="http://www.sfmoma.org/exhib_events/exhibitions/453"><em>ArtGameLab</em></a> exhibition offers a fantastic sampler of many of these sorts of games in a museum context, created in part to “break down institutional barriers to experimentation by providing new models for presenting multi-vocal, crowd-sourced content.” While a step in the right direction, the art museum’s own “institutional safeguards” prevented a completely untamed game experience (and curator <a href="http://thachr.com/2012/artgamelab/">Erica Gangsei</a> certainly <a href="http://www.museumsandtheweb.com/mw2012/papers/sfmoma_s_art_game_laboratory_real_life_mad_sci">recognizes</a> as much). The exhibition lives up to its claim as a “lab,” posing questions about how games can work within a large institution.</p>
<p>Labs are fantastic, but more fully realized game programs are the next step. While <a href="http://www.participatorymuseum.org/">participatory</a> <a href="http://figmentproject.org/">art</a> and activities of all kinds are slowly making their way into organizational settings, games represent an even deeper way to embrace contemporary, less hierarchical definitions of art. By offering an alternate set of behavioral rules, games present an opportunity for audiences and institutions to revise those that govern the presentation and consumption of art. Through games, organizations can rewrite what an arts experience really is, and recognize that changing the rules doesn’t have to be so scary.</p>
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		<title>Parklets: Coming Soon to a City Near You</title>
		<link>https://createquity.com/2012/03/parklets-coming-soon-to-a-city-near-you/</link>
		<comments>https://createquity.com/2012/03/parklets-coming-soon-to-a-city-near-you/#comments</comments>
		<pubDate>Thu, 15 Mar 2012 02:28:55 +0000</pubDate>
		<dc:creator><![CDATA[Jackie Hasa]]></dc:creator>
				<category><![CDATA[Policy & Advocacy]]></category>
		<category><![CDATA[Createquity Fellowship]]></category>
		<category><![CDATA[creative placemaking]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[urban planning]]></category>

		<guid isPermaLink="false">https://createquity.com/?p=3332</guid>
		<description><![CDATA[In the last year, parklets have taken San Francisco by storm. At the start of 2011, San Francisco had four of these sidewalk-adjacent, itty-bitty public spaces created by repurposing parking spots. Now there are more than 20, with dozens of others in various stages of review. Other cities, including New York, Long Beach, Los Angeles,<a href="https://createquity.com/2012/03/parklets-coming-soon-to-a-city-near-you/" class="read-more">Read&#160;More</a>]]></description>
				<content:encoded><![CDATA[<div style="width: 510px" class="wp-caption aligncenter"><a href="http://my.parkingday.org/photo/rebarparkingday01-1?context=album&amp;albumId=2757420%3AAlbum%3A23955"><br />
<img loading="lazy" decoding="async" src="http://api.ning.com/files/PZmd1I1GLRdEV0NLC*-DoY2gW-CXy47X4QQN9s0R6ZDnGMsT8k70*lEp5zmI0-30/rebar_parkingday_01.jpg" alt="" width="500" height="332" /></a><p class="wp-caption-text">The original PARK(ing) Day parklet. Credit: Rebar</p></div>
<p>In the last year, <a href="http://en.wikipedia.org/wiki/Parklet">parklets</a> have taken San Francisco by storm. At the start of 2011, San Francisco had four of these sidewalk-adjacent, itty-bitty public spaces created by repurposing parking spots. Now there are <a href="http://maps.google.com/maps/ms?msa=0&amp;msid=212798053680911513793.0004955d73950fdbb6356&amp;ie=UTF8&amp;z=13">more than 20</a>, with dozens of others in various stages of review. Other cities, including New York, <a href="http://latimesblogs.latimes.com/lanow/2012/01/long-beach-first-parklet-opens.html">Long Beach</a>, Los Angeles, <a href="http://articles.philly.com/2011-08-04/news/29850967_1_spaces-parklets-parking-spots">Philadelphia</a>, and <a href="http://dirt.asla.org/2011/09/07/vancouver-gets-parklets/">Vancouver</a> have taken notice of this phenomenon as a cheap, flexible way to enliven their streets with small seating areas and green spaces. Their importance for even non-design-oriented arts organizations is twofold: 1) their evolution from guerilla art action to policy success can serve as a blueprint in other arenas; and 2) parklet programs in development present opportunities for local arts organizations to shape these urban interventions to serve their communities.</p>
<p>While urban planners <a href="http://dirt.asla.org/2012/01/12/the-future-of-public-space-evolution-and-revolution/">laud parklets</a> as revolutionary uses of public space, their short evolution from the original <a href="http://parkingday.org/about-parking-day/">PARK(ing) Day</a> in 2005 to a celebrated piece of city policy in 2011 is perhaps just as astonishing.  PARK(ing) Day began in San Francisco, when the design collective <a href="http://rebargroup.org/">Rebar</a> paid a parking meter, set up some sod, a tree, and a bench, and used the space as a park until the two hours on the meter ran out.  Then, they rolled up the sod, and the space went back to its original car-oriented purpose.  By 2011, it had turned into a decentralized worldwide event, in which thousands of individuals and groups created 975 informal parks for a day across six continents.  In San Francisco, the <a href="http://sfpavementtoparks.sfplanning.org/">Pavement to Parks</a> program now officially supports the development of more permanent parklets with a permitting <a href="http://sfpavementtoparks.sfplanning.org/images/Parklet_Call_for_Projects_110711.pdf">process and guidelines</a>. Among other things, the guidelines stipulate that all parklets are sponsored and managed by a private partner, all seating must remain available for public use, and at least some of the seating must be permanent.</p>
<div id="attachment_3334" style="width: 510px" class="wp-caption aligncenter"><a href="https://createquity.com/2012/03/parklets-coming-soon-to-a-city-near-you.html/4567757797_28b322cd49_z-2" rel="attachment wp-att-3334"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-3334" class=" wp-image-3334" src="https://createquity.com/wp-content/uploads/2012/03/4567757797_28b322cd49_z11.jpg" alt="" width="500" height="332" srcset="https://createquity.com/wp-content/uploads/2012/03/4567757797_28b322cd49_z11.jpg 640w, https://createquity.com/wp-content/uploads/2012/03/4567757797_28b322cd49_z11-300x199.jpg 300w" sizes="auto, (max-width: 500px) 100vw, 500px" /></a><p id="caption-attachment-3334" class="wp-caption-text">The first official parklet in San Francisco, at Mojo Bicycle Cafe on Divisadero. Credit: Jeremy A. Shaw</p></div>
<p>Although there has been a great deal of <a href="http://sf.streetsblog.org/2011/07/06/parklets-keep-popping-up-along-valencia-divisadero-and-columbus-corridors/">support for parklets</a>, thus far, most in San Francisco don’t quite fulfill their promise. Arts organizations have a fantastic opportunity to improve upon their current form. The requirement for a local business steward means that parklets often end up serving as little more than well-designed outdoor seating areas for cafes or restaurants, albeit technically open to the public. In <a href="http://www.sfgate.com/cgi-bin/article.cgi?f=/c/a/2011/12/28/BANS1MDAHQ.DTL&amp;ao=all">a review of 19 parklets</a>, John King, the <em>San Francisco Chronicle</em>’s architecture critic, found that fifteen are managed by a cafe or restaurant, two are managed by other businesses, and one is <a href="http://www.sfgate.com/cgi-bin/object/article?f=/c/a/2011/12/29/MNNS1MDAHQ.DTL&amp;object=%2Fc%2Fpictures%2F2011%2F12%2F29%2Fba-parklets29_SFC0105813515.jpg">adjacent to a private home</a>. The 19th? An example to us all: the art gallery<a href="http://fabric8.com/"> Fabric 8</a> is managing its own parklet, which will host art installations that rotate each year. The <a href="http://fabric8.com/parklet/2011.html">current installation</a>, by Erik Otto, is available for purchase and can be moved to another location at the close of its exhibition at Fabric 8.</p>
<div id="attachment_3335" style="width: 510px" class="wp-caption aligncenter"><a href="https://createquity.com/2012/03/parklets-coming-soon-to-a-city-near-you.html/01_action01" rel="attachment wp-att-3335"><img loading="lazy" decoding="async" aria-describedby="caption-attachment-3335" class=" wp-image-3335" src="https://createquity.com/wp-content/uploads/2012/03/01_action011.jpg" alt="" width="500" height="375" srcset="https://createquity.com/wp-content/uploads/2012/03/01_action011.jpg 500w, https://createquity.com/wp-content/uploads/2012/03/01_action011-300x225.jpg 300w" sizes="auto, (max-width: 500px) 100vw, 500px" /></a><p id="caption-attachment-3335" class="wp-caption-text">Fabric 8&#39;s first parklet, by Eric Otto. Credit: Fabric 8</p></div>
<p>Arts organizations in San Francisco and elsewhere should follow Fabric 8’s example and push for parklets that support public programs rather than supplement local businesses. A <a href="http://www.cp-dr.com/node/2977">California Planning and Development Report</a> already contains the kernel of a great idea&#8211;the creation of a sponsorship program to cover the $5,000-$10,000 in parklet start-up costs for worthy organizations that can’t afford it. Other possibilities include the coordination of parklet design to enhance (or generate!) arts districts, the development of a single permit to utilize all of a neighborhood’s parklets for a mobile arts event, the formation of new arts-business partnerships for parklet stewardship, or the creation of parklets specifically for performance. Parklets represent a version of place-based community development that even small arts organizations can deploy to achieve great impact.</p>
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