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Playing with Difficult Objects – Game Designs to Improve Museum Collections
'This collection is not for you...'
Collections are big, resources are small
The magic circle (and other definitions...)
'difficult' objects: technical, near-duplicate, poorly catalogued or scantily digitised 'toy' model steam engines, Powerhouse Museum
Games are 'participation engines' DigitalKoot, Finland: 'only after one month of launching... over 2 million individual tasks, totalling 100,000 minutes, or 1,700 hours, of work'
Competition for eyeballs
Exploring object classes...
A spinny process...
Game design workshop
 
One Facebook status update asking for players: 180 turns (176 tagging turns, 4 fact turns), 1179 tags and 4 facts about 145 objects from 26 players  in c. 6 hours
[object Object],[object Object],[object Object],[object Object],Competing for 'participation bandwidth'
Potential game 'atoms' ,[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
User content in game ecosystems
What next? ,[object Object],[object Object],[object Object],[object Object]
Thank you! Questions?

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Playing with Difficult Objects – Game Designs to Improve Museum Collections

Hinweis der Redaktion

  1. 04/04/11 I'm going to share lessons learnt from a project undertaken to design, build and evaluate museum metadata games. These metadata games were designed to improve museum collections by crowdsourcing better data about objects. Specifically, the project set out to explore whether metadata games could be applied to 'difficult' objects as well as art history collections. The project also included a preliminary investigation of games that create content beyond simple tags.
  2. 04/04/11 So why is better metadata needed? Many collections websites lack the types of metadata that would aid discoverability, or they fail to offer enough information and context to engage casual or non-specialist visitors. The language used often says to the general audience 'this collection is not for you'. Image source: http://books.google.com/books?id=rQJXAAAAMAAJ&pg=PA212&lpg=PA212&dq=roman+pottery+catalogue+record&source=bl&ots=vmj95XGhxV&sig=WV9QLKnN_nkXGWEgK7YvjCs851k&hl=en&ei=XxyfTeT1FPKx0QGf2PybBQ&sa=X&oi=book_result&ct=result&resnum=6&ved=0CD0Q6AEwBQ#v=onepage&q=roman%20pottery%20catalogue%20record&f=true
  3. 04/04/11 Manually enhancing collections records is expensive and time-consuming. Even when it's done by professional cataloguers, the content is often designed for internal or specialist users and does not improve accessibility and create the potential for engagement for the general visitor.   Crowdsourcing the improvement of collection metadata helps make other participatory projects possible by improving the quality of the content available, or by providing other ways of navigating through collections. Image source: http://www.flickr.com/photos/mythoto/2102542915/
  4. 04/04/11 Crowdsourcing was first defined as exploiting 'the spare processing power of millions of human brains' – distributing work outside the organisation, across the world.   I worked in the genre of 'casual' games. Casual games work well for crowdsourcing as they have a low barrier to entry with easy-to-learn game-play, and can be enjoyed in short increments or played for hours. Casual game genres include puzzles, word games, board games, card games or trivia games.   A game with a purpose (ie a crowdsourcing game) is "a game in which the players perform a useful computation (such as producing meaningful, accurate metadata) as a side effect of enjoyable game play". Key terms there are 'useful' and 'enjoyable'. Many museum games are more 'game-like' than 'game'.   The magic circle is a useful concept – it's 'the boundary that divides ideas and activities that are meaningful in the game from those that are meaningful in the real world', entered into when the player decides to play. My research suggests that invoking the magic circle is key for encouraging wider participation in museum content projects.
  5. 04/04/11 What are difficult objects? Let's start with 'easy' objects - art museums and galleries tend to have smaller collections compared to natural history or social history museums, and as representations, artworks can be easily tagged in terms of styles, colours, material, period, content (things, people and events depicted), and can even evoke emotional and visceral responses. Art objects are also more likely to be unique and visually distinct.   However, social history collections can contain tens or hundreds of similar objects, including technical items, reference collections, objects whose purpose may not be immediately evident from their appearance, and objects whose meaning may be obscure to the general visitor. The difficult objects I worked with were technical, near-duplicate, poorly catalogued or scantily digitised.
  6. 04/04/11 So why all the fuss about crowdsourcing games? To take a recent example, DigitalKoot, launched by the National Library of Finland had 25,000 visitors within one month of launching. These volunteers completed over 2 million individual tasks, totalling 100,000 minutes of work.' The Games with a Purpose image tagging game had gathered more than 50 million labels for images from 200,000 players as of July 2008.   A well-designed crowdsourcing game can be more fun and more productive than other crowdsourcing interfaces. Not only does good game design entice more people to make their first contribution, but games are also designed to motivate on-going participation. Just as games have been called 'happiness engines', crowdsourcing games could be called 'participation engines'.   Figures vary, but over "200 million people worldwide play casual games” online. In 2010, UK research said 67% of the online audience (17 million people) play casual games on social networks, 20 million on mobile devices, 18 million on casual games portals. Many are surprised to learn that casual game players are mostly women over 35 years old - mature players are a huge but often invisible market for casual and social games, and accordingly are probably a largely untapped audience for museum games.   Image source: http://www.flickr.com/photos/logicalrealist/25638338/
  7. 04/04/11 There are lots of projects asking for public participation – how will yours win players? Casual games should need minimal exposition and should offer immediate gratification. Directions and instructions should be very short (i.e., one sentence), and ideally the game should build any instructions or game skill learning into the flow of the game. Providing immediate access to game-play should be the first priority of a casual game page, but this should also be supported by an appeal to altruistic motives, with a short explanation or evidence for how playing the game helps a museum.   Short rounds and frequent 'closure points' can encourage players to keep playing, especially if they feel their progress will be saved. For museums, curiosity about the next object also contributes to the "just one more" feeling that increases the number of turns per session.   Crowdsourcing games must be clear about the knowledge and skills the players will need, establishing any mental requirements immediately by making them integral to the game. Image source: Science Museum, Brought to Life
  8. 04/04/11 As part of the project I produced an exploratory model for larger social history and technical collections based both on object type and extent of cataloguing. Rockets are the hero objects in a collection – unique, iconic, visually charismatic, well-known outside the museum, with a full contextual history. Lockets are objects with some distinctiveness and good catalogue records; they often have potential as hooks for stories through association with people or events. Sprockets are the bulk collections with minimal metadata and little distinctiveness. These are the most difficult objects.   The model is hugely contextual, experimental, I would welcome thoughts, feedback. Here the model is mapped to the types of content that can be easily created for different levels. Image source: Mia Ridge, unpublished MSc dissertation
  9. 04/04/11 Research included lit review, analysis of crowdsourcing in cultural heritage; and of crowdsourcing games; research into suitable genres (resulting in casual game choice); demographic research for player-persona based on selected genre. A research-based persona ( http://www.miaridge.com/wp-content/uploads/2010/12/Persona_Janet.pdf ) was used during the design process for the tagging game.   Each game was first built as a simple activity, to establish a control for later evaluation and to help identify barriers to participation. The games were developed iteratively with build/evaluate/redesign cycles, with two main versions of each game produced. Ideally there would have been more iterations to really polish the games, but I broke my arm and couldn't code for two months.   Design included wireframes, UI elements, user story cards Play tests were usability-style sessions and included people close to the player persona where possible Analyse – in a lightweight, UX-y way, goal was to produce improvements rather than documentation. Image sources: Mia Ridge, game design sketches and diagrams
  10. 04/04/11 A game design workshop was run to help devise game 'atoms' – the basic actions and rules of a game. The workshop merged the structure and activities of a creativity workshop with game design processes. Participants produced paper prototypes of games during the workshop. Paper prototypes allow you to explore and throw away ideas without losing invested time and resources; they can be used to test games with their target audiences, and they can also help explain the game to stakeholders (who may not be game players themselves). Image source: Mia Ridge, workshop in progress
  11. 04/04/11 The results of the project were 'Dora', a tagging game; and 'Donald', an experimental 'trivia' game that explored emergent game-play around longer forms of content.   The games were built in PHP, HTML and CSS as plugins and themes for WordPress, a PHP-based application originally designed as a blogging platform. The plugins delivered the game functionality while themes managed the presentation layer.   Objects can be imported for use in the game through another plugin, MMG-Import, that queries various museum Web services including the Powerhouse, Culture Grid and Europeana APIs.   Evaluation showed that the introduction of a game theme and character (as well as removing the objects from a traditional museum setting) reduced the usual fear of audience participation in authoritative museum spaces, further increasing the range of potential participants. Rather than a plain interface with tagging instructions, the player meets Dora, a junior curator who needs their help replacing some lost data, asking them to add words that would help someone find the object shown in Google. The clearly defined task (refined through iterative cycles of design and play-testing) is a strength of the game Dora . A character and a minimal narrative helped players understand their role in the game immediately, and appeared to invoke the 'magic circle'.   Donald was much more experimental. We know that audiences can hold 'hidden knowledge' about objects including otherwise inaccessible information about the history and use of objects, 'autobiographical memories' or experiential accounts of the objects in use.. This content could support the interpretation of the objects and provide new perspectives and broader context, but participation rates are typically low in projects gathering this content. Donald was designed to test the design issues and emergent game mechanics around eliciting content such as personal stories, links or facts. Donald asked the player to use information given about an object (based on catalogue record and image) to find an interesting fact or link about it. Because longer forms of content usually require some form of research or personal experience and because it's more difficult to validate and score this content, they are more challenging to design for. Image sources: Mia Ridge, http://museumgam.es/donald/ and http://museumgam.es/dora/
  12. 04/04/11 In the analysis period (December 3 – March 1), there were 969 visitors from 46 countries, with 1,438 visits and 5,512 page views. Overall, 196 game sessions were played, with a total of 1079 turns (average 5.51 turns per session); 47 users registered for the site. Players created 6,039 tags (an average of 18 tags per object), 2232 unique tags, and 37 facts for 36 objects. The highest number of turns for a single session was 56. Players are still contributing, so these are old figures.   Excluding 'bounce' visits, the average time on site was over 7 minutes, with 6.5 pages per visit, showing that games are sticky. Facebook seems to be a good place to promote games - Facebook referrers viewed over 8 pages and spent 10 minutes per visit. This may be because Facebook users are comfortable with notifications about new games and the site is a good match for the casual games demographic.   Usage sample: in a single evening (approximately 6 hours), a call for players through one personal status update on Facebook yielded 180 turns (176 tagging turns, 4 fact turns), 1179 tags and 4 facts about 145 objects from 26 players.   The games are still very much prototypes, they need a few more iterations to polish them and improve the design and gameplay. Donald - evaluation suggested that future prototypes with more clearly defined tasks would increase participation rates. ...matching specific tasks to appropriate objects is a perfect job for crowdsourcing within an ecosystem of games.
  13. 04/04/11 Design quick and easy feel-good tasks like voting or 'liking' to get players participating. You should also let players report dodgy content.   Registration is a huge barrier to participation and isn't generally necessary because trolls have far better places to make a nuisance of themselves.   Many players are motivated by the idea of helping a museum, and they also feel ok about spending time playing games because they're doing good. Publicizing the use of the data gathered helps show the impact of the games in the wider world. Seeing data other players have contributed also encourages new players.   Polish is vital - iterate until the game is as fun as a commercial game. Play testing should be part of the project from the first moment that activity types (or game atoms) suitable for your objects and desired content are devised, and should continue as game scenarios are built around the core activities. This process can also help museums understand the best way to market their game to their target players. Image source: http://www.flickr.com/photos/stuckincustoms/4111634970/
  14. 04/04/11 The activities listed are based on a review of general and museum-specific crowdsourcing projects and games, and of the designs proposed for this project. They can be mapped to typical game challenges, and built into games (in iterative design and play-testing phases) as game rules and themes applied to the objects from a particular museum collection. The type of data input required will depend on the collection and 'distinctiveness' of the object. There's more in the published paper, or get in touch to discuss.   Tagging (e.g. simple worlds, also structured tagging/categorisation)   Debunking (e.g. flagging content for review and/or researching and providing corrections).   Recording a personal story (e.g. oral histories; eyewitness accounts)   Linking (e.g. linking objects with other objects, objects to subject authorities, objects to related media or websites; e.g. MMG Donald).   Stating preferences (e.g. choosing between two objects e.g. GWAP Matchin; voting on or 'liking' content).   Categorising (e.g. applying structured labels to a group of objects, collecting sets of objects or guessing the label for or relationship between given sets of objects).   Creative responses (e.g. write an interesting fake history for a known object or purpose of a mystery object.) Image source: http://www.flickr.com/photos/robotconscience/2261650044/
  15. 04/04/11 An ecosystem of linked games lets you build for different types of participant skills, knowledge, experience; and build for different levels of participation from liking,to tagging, finding facts and links. A game ecosystem could help resolve some of the difficulties around validating specialist tags or long-form, more subjective content by circulating content between games for validation and ranking for correctness and 'interestingness' by other players.   In this model, content is created about objects in the game; the content is validated; a game-dependent value is assigned to the content; and the player is rewarded. The value of a piece of content may also be validated (e.g. for 'interestingness') when other players show preferences for it. At this point, the object and the new content about it can be used in a new game or presented on a collections page. For some content types, the content may be validated by players in another game after a default value has been calculated but this introduces tricky design issues around delayed responses to actions. Image source: Mia Ridge
  16. 04/04/11 What next?   Also crowdsourcing application of tasks to objects. Find ways to pre-select objects for other games e.g. compare performance of 'skipped' objects with more used objects to see if that's a useful tool for selecting objects for other games.   The lack of a qualitative validation model for long-form or specialist data is a barrier to the wider success of metadata games. Conclusion – lots to learn but figuring it out is going to be fun. Museum metadata games can provide great value for museums, and provide museum audiences with fun, constructive ways of engaging with museum content while feeling good about their participation. Image source: http://www.flickr.com/photos/pagedooley/2577006675/
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