While there are many User Experience and Service design tools, people are often most interested in the tools that help solicit customer feedback. These tools are essential in human-centered design, of course. How do you know which tool to use when? This grid helps make sense of the tools. An ideal study balances behavioral and attitudinal research, as you need to not only know how people interact with a product/experience but why they act this way. Quantitative research can be quicker and less costly, but the feedback will not be as rich as qualitative research. In the end, your timeline and budget will impact how many tools you can use.
Many Design tools are often about collaborating to create the best solution for the customer. What professional doesn’t want that? The challenge, however, comes when trying to think out how to use these tools in your workday. These tools and systems can be broken down into many different ways. But, one useful way to consider these tools is to think about learning styles. Most of us work in places that preference textual communication. Textual communication has drawbacks. Not everyone has the same level of verbal competency. Written and spoken language has limitations. For example, certain feelings are hard to verbalize, like think of verbalizing the feelings you get when your favorite food hits your tongue.
Sketching and drawing out ideas is a useful way to communicate across individuals. Many people fear drawing, particularly those who feel uncertain about their skills. In collaborative drawing sessions, consider using a scribe who is a terrible, but unashamed sketcher. Invite them to use simple shapes. Remind them this is not art. Sketching is a means to an end. When would you use this? If your team is tasked with planning the customer experience, you can collaborative sketch parts of the experience
Storyboarding is a set of sketches that show a sequence. Many people have played with storyboarding in school when working on creative writing. In the work situation, you are storyboarding a sequence of parts of an experience. The ideal storyboard combines pictures, annotations of those pictures, and text describing the moment. When would you use this? If your team is tasked with planning the best program ever, you can sketch the event from signing up to leaving.
Mapping is a broad category of tools. Journey mapping is a common tool that user experience designers employ to show the steps in using a product. Empathy mapping is used to describe the feelings associated with an experience. When would you use this? Every museum customer experience would be improved if they mapped the feelings people have from entering the building to leaving.
Card sorting is a feedback tool where people rate topics on cards. Placing the cards in order is a different form of meaning-making than surveying or rating, for example. When would you use this? When your internal team is trying to find consensus about ideas associated with a new space, card sorting can help surface major trends. This is a particularly useful tool in teams with many introverted members.
Prototypes can be high-tech or low. They can be refined or guerilla. However, all prototypes are useful for making ideas seem concrete. Some people can’t really understand an idea until they see it. When would you use this? You are trying to figure out the right types of signs for a new installation. Put up samples and solicit feedback.
Mapping can be considered kinesthetic, in that teams need to walk around to create their maps.
All of these tools have an aspect of aural learning. Encourage everyone to talk out the ideas that come up as they use these tools. You will find that many of these ideas would have remained hidden if they hadn’t used the processes.
User-Design and Service Design continue to grow closer together as disciplines. There are many process and tools associated with both fields. It can be challenging to keep each of these processes straight, as well as understand how they play out in each discipline. This cheat sheet helps make sense of some of the most common tools.
Design is about solutions. Many different design fields have systems that help practitioners efficiently and effectively find solutions.
Why systematic solutions?
Think of houses. There are many types of houses, but they are all basically four (or more) exterior walls and something on top. But, that said, even the most cookie-cutter neighborhood has differences between houses. Systems don’t close down creativity. Instead, they help designers maintain their creativity while sidestepping pitfalls/ or requiring wasted-time.
Why so many types of design?
Existence is complicated, and designers need to solve for all those complications. Most design practices come out of a need. Industrial design, for example, came out of solving problems encountered thanks to the industrial revolution. In recent years, human-centered design has been discussed in many different fields. Human-centered design is a practice that overlaps many design fields. HCD can be applied to industrial design, for example, HCD car design. By practice, service design and user-experience design are naturally human-centered.
User-Experience Design is more product-focused, partly due to its origins. User-Experience Design comes out of technology, with designers focusing historically on user interfaces. Historically, UXD used quantitative and qualitative data to help designers develop more user-centered products.
Service Design is focused on the experience, by looking holistically at touchpoints through the process. SD uses qualitative data to understand how an experience plays out over time. Unlike UXD, Service designers often focus on the broader environment and the processes that occur within those environments.
An analogy might be that the UX designer bakes the wedding cake that is best for the bride, and the service designer is the wedding planner to develop the best wedding for all. Both are important and connected, but slightly different in their approach and output.
What is the relationship between SD, CX, and UXD?
While SD and UX have been different fields, where do they fit intellectually? Some scholars see them as partially overlapping fields. Other scholars and practitioners, like myself, see UX as a subset of SD. UX is product related, which is used by people in spaces (Customer Experience) which occurs in environments (SD). Go back to the wedding metaphor. The wedding cake is a product people at the wedding eat; that relationship is not unlike someone using an app on a phone (perhaps less sweet). The interior design is about the space of the wedding. The look is modified to develop a certain feel in the space; this is exactly what customer experience designers consider. The person who deals with the overall experience is the wedding planner. They don’t have one product or feeling, but instead ensure all of the wedding works. Service design is similar, it is about everyone coming together for the customer.
As the world moves from products to services/ experiences, UXD and SD are moving closer together. Both fields are higher orders of design, as defined by Richard Buchanan in his 1992 book Wicked Problems in Design Thinking. According to Buchanan, UXD and SD are focused on interactions, not just objects or users, and as such are higher order designs. Many tools like the SD blueprint, mapping an experience over time, has become valued by UX Designers.
For Thursday, we will look into different practices to consider how museum professionals can use them.
Augmented Reality (AR) and Virtual Reality (VR) are tantalizing prospects for museums. These technologies offer museums a chance to engage visitors differently, while at the same time appearing cutting-edge.
In early September, the American Alliance of Museums and the Knight Foundation fostered a conversation about immersion. Museum professionals along with practitioners discussed AR, VR, and Immersion. Their conversations touched on some of the tensions that museum professionals feel about this new technology.
Cost was foremost amongst people’s concerns. Museums consistently feel the pinch of tight budgets. New technology can be a chance to gain additional funding, through grants. These grants might mean that the project costs are separate from the operating budget, but the organization can still be taxed. New projects pull capacity from existing projects.
Staff also feared the motivations and effects of implementing such projects. Many organizations might jump into “shiny new” projects without shoring up their internal capacity and infrastructure. Managers often lack the knowledge to make good decisions about digital. As a result, projects can fail even before they are launched.
These challenges are valid. AR and VR remain newer technology. Their impact on the museum-goers remains somewhat uncertain. Without clear impact studies, implementation costs can be hard to justify. The risks seem enormous.
However, the gains are greater. Immersion offers visitors new ways to engage. Both technology and non-technology immersion are becoming an important form of engagement throughout society. Museums risk more by not considering AR, VR, and immersion. The tools might not be right for all museums, but its imperative for museum professionals to understand immersive tools well enough to make informed decisions for their constituencies.
Ideally, museum professionals start by focusing on the visitor experience (VX) as a big picture. Everything within the institution should connect to their overall VX strategy. Then, they need to take stock of their internal abilities, both interpretive and technological. This step is essential but also challenging. Museums are often unable to assess holes in their capacity. Consultants can be helpful in lending an outside eye to determine the state of things. This foundation is essential before moving forward on any AR/VR project.
With the price tag in mind, museums might invest in AR/VR projects with permanency in mind. This approach is foolhardy. Instead, museums should go in planning obsolesce. Ignoring change will not make the pace of technological evolution slow. Focusing on the content can help stem some of the fear of investing in ephemeral technology. The ideas content will be evergreen even if the technology changes.
If AR or VR is the right tool for the ideas and the audience, the museum should develop processes that foster experimentation and iteration. Ideal processes should involve research, not just testing. Staff from many departments should be involved and make an impact on the project, not solely senior executives or tech staff. Early in the project the whole team should confirm the goals, outcomes, and define a common language.
AR and VR can be extraordinary or unnecessary, with the difference being the implementation. All engagement fails when it is produced thoughtlessly. Museum AR and VR projects will fail if they focus on the technology rather than the ideas. However, focusing on ideas alone is not enough. The organization has to be ready to launch such projects. Most museums require internal growth and planning to be able to develop successful AR and VR projects. But, these changes can reap huge benefits in meeting visitors in new, exciting ways.
In early September, the Knight Foundation sponsored an event at the Detroit Institute of Arts called Immersion in Museums: AR, VR or Just Plain R?. Here are some reflections from the day.
Waning attendance has museum professionals seeking novel ways to increase audiences. Many institutions are looking to immersive technology as salvation for their visitation woes. Technology alone, however, will not ensure the future of museum attendance. Museums need to develop engaging, immersive experiences to buoy to transform their attendance.
Museums, Technology, and Immersion Now
Technology appeals to museum executives hoping to counteract criticism of being stodgy or old-fashioned. While a decade ago museums often placed technology in sequestered spaces creating an immersive environment by virtue of their physical installation, the most successful recent technology projects are informational rather than immersive. San Francisco Museum of Modern Art gained wide notoriety for their SendMe SFMOMA project, where users could text words to receive corresponding objects. The millions of users increased their awareness of SFMOMAs collection through short, transactional moments. SendMeSFMOMA’s success was predicated on employing mainstream tools to deliver surprising content. Akron Art Museum’s Dot Chatbot is like a virtual educator, answering questions in real time.
At the same time, museums are in the midst of a non-technology immersion trend. Yayoi Kusuma’s exhibition, Infinite Mirrors, invites people to walk into transformative spaces, many employing mirrors to heighten the effect. The exhibition sold out in venues across the country, with second-party sellers asking hundreds of dollars for a single ticket. While Kusuma’s earliest rooms date to the 1960s, her work’s popularity increased exponentially, thanks to cell phones and social media. Celebrities like Beyonce and Ivanka Trump proudly posted pictures of themselves in her Infinite Mirrors exhibition on their Instagram. The success of the exhibition can be seen as due to the popular zeitgeist rather than the immersive qualities of the works. Visitors want to visit the rooms to photograph themselves in the space.
However, Kusuma’s recent spike in popularity has spawned many immersive museum experiences. The Museum of Ice Cream, the Museum of Selfies, and the Color Factory are examples of immersive spaces. Rather than looking at collections, visitors play in installations. The most successful built immersive experience is not a museum at all, but the artist-made space, MeowWolf, in Santa Fe, New Mexico. Artists Golda Blaise and Vince Kadlubek, in collaboration with a larger team, turned an abandoned bowling alley into an interactive artwork. Speaking in Detroit, Kadlubek noted that immersive experiences allow people the agency to drive their engagement. In the MeowWolf experience, visitors are awarded for their curiosity with sensory excess and pleasure. Immersion is a positive feedback loop that drives the enjoyment.
Low-tech immersion has a long history in museums. Specimens and artworks from the world over flooded into Western collections displayed to quell the voracious European intellectual interests. Beginning in 1812, John Soane, an early prophet of museums, filled his London home with his collection of 45,000 objects. Visitors today, like those of Soane’s time, can be awed, inspired, and even overwhelmed by Soane’s collecting prowess. Public museums in the 19th century continued Soane’s practice of displaying objects in dense groupings. Salon hanging, or hanging works in multiple stacked tiers, was common practice for most major art collections well into the 20th century. The sheer volume of art in one space inspired delight and wonder in visitors. Everyone could find something that appealed.
The physical space of the early museums were also immersive environments. Most early museums included fine details throughout from detailed floors, vaulted ceilings, and adorned exterior architecture. This attention to detail was meant to elicit specific feelings in visitors. Consider the fine exterior courtyard of the Victoria and Albert Museum, with its extraordinary mosaic tile scenes depicting artisans in action. Visitors, then and now, feel the transformative effect of spending a few minutes cosseted from the hubbub of London street, seated on the cool grass, surrounded by the awe-inspiring built environment.
Museum practices have moved away from chock-a-block installations and baroque spaces in the two hundred years since Soane’s time. American museums particularly have moved towards thinned out galleries surrounded by empty wall space. Museum professionals often suggest sparse installations allow visitors the chance to examine collections closely.
Immersion in Society
As museum practice has become more rarified, everyday life has become more immersive. Most visitors walking into museums have experienced some form of brand immersion. Most stores have a music playlist carefully chosen to project their company culture. Walking through the aisles, the shopper is unconsciously being immersed into the feel of their brand.
Explicitly immersive experiences are big business, as well. Disney makes billions annually on visitors hoping to escape into a different reality. Disney draws on decades of immersive education to deliver seamless experiences to visitors by blending built space with technology. Most visitors notice the attention to detail in the built space that makes fictional spaces manifest. However, Disney also exemplifies the hallmark of immersive experiences. Heightened experiences require playing with multiple senses. Disney subtly controls every sense in their spaces, including smell. With the mechanics hidden, the Disney visitor can be transformed into worlds that never existed.
Successful experiences do not need built space to be immersed. Video games are a $108.9 billion industry partly thanks to their highly immersive nature. Setting aside virtual reality and augmented reality for the moment, most video games have all the hallmarks of immersive experiences. Games are designed to make players feel as if they have entered the world of the game. The effect is so compelling that players often lose all sense of time as they become subsumed by the experience. People playing games feel empathy for their digital simulacrum in the game. The immersive nature of video games, like in Disney, is a carefully manufactured effect. Designers craft compelling storylines and build out complex digital spaces complete auditory effects and sounds. Players respond by feeling completely transported to the game world.
The appetite for immersive leisure has fueled intense interest in virtual reality and augmented reality. Virtual reality is a technology tool, usually accessed through a visor-headset, let’s users explore a world in 360-degrees. Augmented reality adds a virtual layer to reality, say through using a mobile app that combines input from a camera with digital content. Virtual reality uses technology to take people to new places, while augmented reality brings new places into people’s current reality.
These technologies remain in their pioneer phase. Consumer behaviors will help the scale of success and diffusion of VR and AR. Pokemon Go is oft noted as being the first successful AR game. In the game, players capture figures who seemingly appear in their actual surroundings, as pictured in the app. The player’s wonderment and delight are predicated on the juxtapositions between their world and another reality. The New York Times, under Maureen Towey, has been producing virtual reality videos that use cell phones and Google Cardboard. Towey noted at the Detroit convening that this medium allows people to explore in 360 degrees just as they view their real world. The NYTimesVR endeavor is seen as an extension of their existing work. These short videos are framed to tell immersive stories. Through experiencing video of the Land of Salt and Fire, for example, consumers delve into a story about Ethiopia’s Afar people.
Consumer behavior outside the museum sphere affects their desires for institutions. The trend for immersive exhibitions, therefore, is as much a product of the appetite for immersive games as an interest in being able to take trendy social media photographs. Therefore, museums would be remiss to ignore immersion as a form of visitor engagement. Immersive engagement is within the museum’s historical underpinnings.
Museums and the Future of Immersion
A few museums have had real success using technology to enhance reality. The Canadian Human Rights Museum had a well-reviewed virtual reality experience helping patrons understand the lives of Guatemalan women. The Knight Foundation-funded Detroit Institute of Art’s Lumin experience uses AR to deliver interpretation about the collection. While there are differences between these experiences, an important similarity connects them—they are visually-driven technology-mediated interpretive tools. Technology allows museums to break away from textual interpretation. Engaging patrons using other senses and forms of meaning-making is an important step in diversifying audiences.
These early museum AR/VR projects, though, only hint at the future of museum immersion. For the possibilities to come to fruition, however, the field needs to transform many of its processes. Immersion requires placing visitor experience above content goals. For museums, moving towards a human-centered design can be challenging. Museums are more comfortable at broadcasting information based on their internal, curatorial goals. This status quo is antithetical to the ideal processes needed to create compelling, immersive experiences. However, if museums are willing to move towards visitor-centered experience design, their audience and reach will expand greatly. The trade-off is the long run is a worthy one. Immersive experiences offer museums a future where huge audiences are a reality.
Socio-economic diversity is often ignored when organizations endeavor to become more inclusive and accessible. But, ignoring socio-economic differences can have a lasting impact on the audience and staff demographics, as well as impede future audience growth.
In our purportedly merit-based society, we are taught to ignore markers of class, so we are not good about discussing them. Even if we might talk about race, more, marginally, we rarely discuss socio-economic diversity.
Myth of Meritocracy
Americans are raised to believe we live in a meritocracy. Most young children are told that success is within reach, usually in their educational settings and sometimes in their families. How many of us are told that anyone in America can grow up to be president?
Inculcated into the myth of meritocracy, we are often incapable of seeing the ways that class and socio-economic standing are structurally embedded within society. Merit-based advancement is our cultural Potemkin village erected by the few to trick the many. There have been times in our history where a large sector has made advancement, notably the rise of industrialization and just after World War II. In each of these periods, notable lower class people became wealthy, greenbacks being the best accouterment for a class transition. But, these socially-mobile individuals are anomalies with great marketing, not the norms. They are held up as proof of our meritocracy, rather than simply being what they are, rarities that escaped the structural challenges.
This myth of meritocracy permeates the ways that people consider poverty, class, socio-economic mobility. Firstly, merit becomes directly related to success. If earnings and success are based on merit, then low earnings and career failure are born of a lack of merit. Lower earners are seen as less deserving than high paid ones, thanks to their personal failings.
In actuality, career success is born of many factors. Class stratification gives the rich a leg up by starting higher on the success ladder: starting with greater maternal nutrition, continuing through strong primary and secondary education, and eventually in adulthood cashing in on family and school networks and connections. The race to success for the rich is a much shorter course than for the poor.
Race and Class
Race and class are inextricably linked. African-Americans and Latinx individuals are more likely to be poor in American than Asians or whites. The myth of merit leads to the spurious assumption that certain racial groups are inherently less successful. In truth, African-Americans and Latinx individuals are often starting on the very bottom the ladder of success and climbing the rungs weighted by racism. Racism, therefore, cannot be disentangled from classism.
The connection between race and class is not accidental. Legal and political systems have made success harder for certain racial groups. Legally stipulated segregation, for example, meant that people of color spent much of the twentieth-century blocked from many forms of success. People of color often had fewer rights, like even the right to citizenship after decades of legal residency or the right to marry outside their race. These few examples scratch the surface of the ways that systematic racism contributed to our current racially-stratified class structure.
Programs aimed at improving racial disparity often ignore issues of class. This omission is often about the prejudice of the planners, who might not even realize their innate, unspoken beliefs. Class blindness has real ramifications. For example, many people might say black or Latino, but they mean a person who is poor and black. When people don’t investigate these false assumptions about class and race, the programs have inherent flaws, including scope, marketing, and reach.
Class Segregation is our Norm
People live and work in socio-economically siloed spaces. Work is usually earned through academic credentialing and networking. The former requires an initial investment of money while the latter requires tapping into existing relationships, usually with others of the same background. In American, most people are educated alongside people of the same class, only to go to the same universities, get similar jobs, and explore similar leisure activities.
Work can be a point of socio-economic diversity, but this is often when an employer has people in different job functions (executive to janitorial). In those situations, the workplace might reinforce class divisions. Leisure activities are another point where classes mix, like at sporting events. However, paid leisure activities often create a separate but equal culture, with upper classes enjoying games with cocktails from the boxes while the hoi polloi chow down on dogs at the lower levels. Many of these glancing connections to different classes reinforce stereotypes. Overall, most experiences that overlap classes are too shallow or else imbued with financial baggage to result in meaningful cross-class understanding.
What does this mean for the workplace?
Employees engage with each other about work through the medium of spoken and unspoken communication, both of which are intensely class based. Think about Standard American English. This vast nation has numerous regional variations and accents, but flat-toned Standard American English is the most commonly accepted communication tool on most news media. That type of speaking might go over class, hypothetically, but in practice, improper pronunciation or grammar scream “lower-class” to most Americans. For the American employee raised in a lower class home, communicating with colleagues can be an act of self-policing and personality translation.
The unspoken class norms are even harder for people passing into a higher class. While Standard American is taught in every American school, the subtle class cues are taught by osmosis in the many social and cultural experiences that make up a person’s upbringing.
The American myth of meritocracy often glosses over the problem of learning new class norms.
In a famous scene in the movie Pretty Woman, sex worker Julia Roberts learns about utensils as a way to grease her way into the upper-class society that she finds herself. Being able to tell a fish fork from a salad fork would be the least of your worries in the long run. The ability to interact with the trappings of a class is like signifiers of being comfortable with that class. Learning to interact will not help you learn the foundational class norms.
In service-based fields, this complexity of class is even more challenging. People in decision-making roles are often of higher classes than the people being served. This class differential can add bias into and decrease the efficacy of the services being provided.
What does this mean for museums?
Museums are inextricably connected to class. Most museums are funded through donations, often large gifts from the wealthy. Collections can also be connected to wealth. Art Museums display millennia of the material culture of the wealthy. But, science and anthropology collections often come from wealthy donors. Museums connection to wealth is not solely historical. While museums hope to expand their audiences, people still see museums as a leisure activity of the wealthy.
Without dealing with class, museums will be unable to draw wider audiences. Ignoring our prejudices and assumptions about race, therefore, can have a massive impact on our staff and patrons. Later this week, we will think more concretely about the challenges of classism in the museum and cultural sector.
White supremacy is a phrase that can startle people. For many people, the phrase connotes men in white sheets marching under cover of night fighting anonymously for a minority vision of our society. These white extremists certainly fall within the definition of white supremacy, but they are not the defining aspect of the concept.
What is white supremacy?
White supremacy is a system that maintains the structure with the white culture at the top of society. For many people, this actuality of white supremacy is challenging. There is the cognitive dissonance between their belief that white supremacy is a minority opinion counter to our pluralistic society. Being confronted with the idea that wholly contradicts their original opinion can be jarring. But, being forced to see themselves mentally aligned with such vilified members of our society can seem repugnant and repellent. Most members of our society attempt to perform “anti-racism,” i.e., they act in ways that appear inclusive. So, to learn that their actions and the society they live in is in line with the KKK, well, that can feel either earth-shaking or completely false. Either way, without coming to terms with the reality of white supremacy, people cannot work toward racial equity.
Our cultural structures are so imbued with white supremacy as to have become nearly invisible. For example, the English language has become the norm globally. Even nations that had never succumbed to the English empire, advertisements run taglines for products in English. Coca-Cola anyone? American capitalism is equally pervasive. I would be hard-pressed to imagine a single adult in the world who is without some knowledge of an American product, like a brand, actor, or idea. Western society has become our global given.
What do these economic and cultural givens have to do with white supremacy?
First, English is a language, perhaps the language, of white colonialism, the greatest propagator of white supremacy our society has ever known. Even as the economy of colonialism has largely waned, the language maintains many of those ties. Many smaller languages have given way to the power of English, the language of commerce and success. But, with a new language comes a new idea. The English language serves to support the dispersal of cultural norms as well. Any bilingual person knows that translation is an approximation, at best. And, English has forced many cultural ideas into other societies, leaving much of the pre-English ideas lost in translation.
Economics also has its part in white supremacy. The means of production since the Industrial Revolution has been held by the few, and those few have been white. Even as society has slowly transformed with more non-white people gaining ground economically, largely the system has been constructed to maintain this order. This economic reality can be incredibly jarring for people. Often, the iconic poor white miner is levied as a rhetorical brick against this reading of white supremacy. After all, aren’t there black people with Harvard degrees eating caviar while this poor white miner remains jobless in Appalachia? Of course, both people described certainly exist. But, those individuals do nothing to undo the economics of white supremacy, and in fact, they both serve to support the theory. An Ivy-league educated American black person remains a minority.
Given that most black Americans can trace their history in this nation back farther the many White Americans, the lower rates of matriculation of black Americans at Ivy League institutions should be shocking. Think about this. Black people have been in American for hundreds of years, speaking this language, living in this culture, and yet, someone whose grandparents spoke no English has more likelihood, statistically, of matriculating to an Ivy League school. So, what’s the variable? Race. We live in a society where if you are white, you are unmarked. Therefore, you can live within the scrutiny of color. Now, you might be given a silver spoon and the corner office, but white people are not hamstrung by their race. So, black American is succeeding despite the mark of their skin color, and often as one of very few to follow that path. In the story of the black Harvard grad, there are two hallmarks of white supremacy. The road of being a solo person of color in a competitive field is exhausting and intense. Career and academic isolationism, due to few people of color reaching high levels, maintain the current order. But, even more telling, the black Harvard grad is often seen as a product of affirmative action, as if their merit was not equal to white students. The underlying belief is that the playing field was not equal. Certainly, the playing field was not equal. White people have the ability to move within the academic and economic society without the baggage of race. That mobility is an enormous boon, and likely one of the greatest mechanisms that propagate white supremacy.
This mobility is also underlying the issues of the white miner. That people would see a poor white person as proof that white supremacy exists is the ultimate marker of white supremacy. The argument is that white supremacy can’t exist if there are white people who are poor. The corollary to that argument would be that all white people must be above all people of color. In other words, that argument is complete within the norms of white supremacy, where whiteness is an essential state of being. If whiteness was the issue there, the poor miner could be any color, and the argument would be about the shrinking periphery in our society. But, instead, his poverty is seen as surprising because he is white, i.e., of the privileged state in our society.
What do this poor miner and black Harvard grad have to do with museums?
Whiteness is inextricably linked to the work of museums. Museums are part of the Western (white) society. Often collections are born of the very colonial state that propagated white supremacy. Art museums certainly hold collections born of colonialism, such as Asian and African collections. But, other museums also profited from colonialism. Fossils from all around the world call Western nations home, for example. Even the very idea of collecting and cataloging is a Western one. Denying this history does not negate it, but instead allows this history to subvert any changes we attempt to put in place. After all, we know that the monster under the bed has more power when unseen and threatening; once faced, its hold dissipates quickly.
However, language and translation might be some of the most useful elements of white supremacy that permeates museums. Museums attempt to share ideas with patrons to help them connect to collections (and share collections to connect patrons to ideas). In other words, museums are basically communicators. This places museums in a power position. They have the power to chose what is communicated and how. Often, museums communicate in ways that support the current order, and therefore they support white supremacy.
Museum staff remains largely white, so the nuance of language and the bigger cultural issues of white supremacy often feel academic, which gets us back to our miner and Harvard grad. The class is certainly an issue in museums, but generally, many more white people of lower classes have been able to pass into the upper levels of museum administration than people of color. Diversity and inclusion efforts have brought in more people of color, but the numbers are low. People of color, therefore, become isolated and often disenchanted.
So, what can museums do?
There are many ways, small and large, that museums can deal with white supremacy in their work. First, though, museum professionals need to face up to the fact that white supremacy is a lot more than guys in sheets and that they are part of the problem. Museum professionals need to think about what white supremacy means within society and within their work. Without coming to terms with the fact that white supremacy is a powerful state that has suffused our society, they have no hope of moving towards a racially equitable state.
On Thursday, we will have some concrete examples of white supremacy in museum work.
Serious Games in Virginia is this week. Here is the gist of the ideas that I shared.
Games are about experience, interaction, and engagement with ideas while fueled by competition, camaraderie, and humor. Education has tried to capitalize on these elements in games as the ultimate form of constructivist learning. No other form of content engages people quite like games.
Think of all the ideas absorbed while fighting to win. (Boardwalk is low rent; Carcassonne is one seriously walled town; the Oregon Trail was no joke.) Beyond the facts gleaned, games drop players into worlds where learning the systems and rules was imperative for victory. In a well-designed game, the player’s joy and desire propel them; learning is, therefore, self-fueled and addictive.
So Educational Games are a no-brainer?
What teacher, content-writer, interpretation professional, etc. don’t want people to be addicted to their ideas? But, the challenge is that games need to have an inherent authenticity that can be crushed by contrivances. Putting too many constraints and requirements during game design is a sure way to kill the game. This problem is at the heart of the challenges many people have with the term “edutainment.” Detractors point out that games are inherently educational, after all as they teach systems and interactions; edutainment is a way of hobbling good games with excessive content.
Truthfully, I am on the fence about edutainment. I like the idea of games as a way to get people into ideas in an entertaining way. My issue with edutainment and any other content-based game is about expectations and design. Games can’t do everything for everyone. Games are darn-hard to design and even harder to perfect. Games that feel easy to play are hard to design. Content-providers and educators must manage their expectations for the game. So, what’s the way to get the best content-based game? Scale back content expectations, increase the time for design, and test the heck out of the game.
What are the decisions you make to create game-based interpretation? How do you think about the audience?
First, when planning a game figure out who is playing this game and what their actual behaviors are. But, thinking about the audience requires nuanced considerations. All people play games sometimes but not all people want to play games all the time. In other words, games seem universal, but they aren’t. Often, content-providers are simplistic in considering who wants games.
Children seem like an obvious audience for game-based interpretation. Sure, games often work for kids, but children often want to play games to exclusion of everything else. Ever had to play Candyland until you consider gumdrop-icide? A family exhibition that needs fast thru-put might not be the best option.
Adult audiences have not lost all joy in life; they are not inherently-game averse. But, some types of games will turn off some adults. Role-playing games draw some adults for almost the same reason that they turn off other adults. LARP lovers want to be immersed, taking pride and joy from all the nuances of language and dress required to get into it. LARP-averse folks do not want to get into it—at all. (And, yes, I know that LARP love isn’t just a binary pro or con, but more of a spectrum.)
Practically speaking, game design is expensive in terms of time and energy. The most logical conclusion might, therefore, be to plunk money into a game that works okay for most audiences. But, designing games for slightly specialized audience slices can be easier and more successful. A good approach is to pick a sizeable chunk of the overall audience, say the largest sector of an exhibition audience, and plan for them.
After honing in on your audience, you need to focus on time, space, and depth. How long will people spend, at a minimum, to play one round? Time considerations should actually be considered before content ideas. If you only slot in 1-2 minutes, you cannot expect players to learn about all the nuances of the 100 Years War. Alternately, if you are creating a game that makes people WANT to learn all the nuances of the 100 Years War, you need to accommodate longer gameplay. Therefore, content is a function of time and space. Have a game where players can sit and dig in? You can go a little deeper with content. Only have space and time for a quickie? Hold the content tight and concise.
Finally, make sure experience goals are more important than content outcomes. In other words, make sure players enjoy engaging with the ideas. Think of that saying that Coco Channel said about taking one thing off before you leave. Scale down your content goals at least once before designing your game, and then be okay with having to scale back again after playtesting starts. It is better for players to really understand a few ideas while playing a fabulous game than being turned off by a whole host of ideas due to a terrible game.
Who should design a game?
Game design is a specialized skill, in certain ways, but also a learned skill. A full-time game designer has years of experience to draw upon. A museum profession or educator has years of knowledge and teaching to draw upon. In my previous museum work, I lead a team that developed games. Creating games bonded the teams and surfaced the complementary skills amongst the staff. Yet, we were often working long, un-competed hours to make our games. We were often unsupported by our institution.
So, the question about who should design a game is a complicated one. Now, as a consultant, with the pleasure of distance, I think game design can be exquisite torture for museum professionals—worth doing for the joy but torturously hard-work. Pairing institutional content people with game design people allows the museum/education people to have the joy of creating the game without the exhaustion of working through design and playtesting without support.
What makes a game successful?
I live in a mixed house-household—Scrabble-haters and Scrabble-lovers. While true, I mention this useful fact because even the most successful games will not hit 100 percent of players. So, firstly, success cannot be measured by the percentage of people who play. Instead, focus on the quality of experience for the people who did engage with the game. Did they enjoy the game? Would they play again? Would they tell friends about the game?
After focusing on enjoyment, then focus on content outcomes. This will be hard for educators and museum professionals, as they are generally focused on sharing information. But think of it this way. If your players were miserable but understood your content goals, you failed and made people unhappy. If your players had fun but didn’t understand your content, you failed but at least your visitors were happy. The best game, of course, helps people engage with content joyfully. And, that is totally possible, as long as you are completely aware that content success only happens when a player experience is at the fore of all decisions.
Often museums preference onsite visitors to offsite ones. But, both types of visitors engage with ideas; and both groups overlap. The numbers can be astonishing. Art Institute of Chicago has about 1.5 million onsite visitors and 706000 on social media. LACMA 1.2 Million onsite and 2 million on social media platforms. Museum technology, particularly social media, might reach those who otherwise would never even thinking about your museum. Sometimes social media might draw visitors to the site, but that isn’t the point of social. Thinking holistically about content, and consider BOTH onsite and offsite visitors allows interpretation to implement better differentiation by format for the audience.
For more about digital interpretation, read When Content is Global: Digital Interpretation