Historypin launches channels: welcome to the Powerhouse channel

Welcome to our Historypin Channel.

What is Historypin?

Historypin is an online, user-generated archive of historical photos, videos, audio recordings and personal recollections.

Historypin sets out to bring people together around the history of their families and streets, from across different generations and cultures, to explore and create a global communal archive, building up a picture of the past.

The main hub of the project is Historypin.com, which allows users to upload content and pin it to a particular date and time on the Historypin map of the world. Street level images and videos can be also be overlaid onto Google Maps Street View on the Historypin site for then-and-now contrast.

Also, through the free Historypin Smartphone app, users can become immersed in the history of their current location, submit a photo, or view content on the go.

Why do we have a channel?

Geo-location technologies are really changing the way that we experience content such as photographic archives. We believe that searching for photographs based around a particular location can be a really powerful way of finding out information about an area and the stories that can be revealed along the way.

We have been making our photographic collections more widely available for a number of years in Flickr and believe that these need to be accessible to a broader public for use, research, innovation, story-telling and sharing. Historypin has provided The Powerhouse Museum with another platform and audience to share our collections through a different online and mobile experience.

‘Then and now’ photography has become a very powerful tool and can reveal a lot about how areas have either developed or not changed at all. Historypin’s overlay with Google Street View is a great feature of their online and mobile experience, the fade in and out aspect is particularly strong and gives the viewer an incredible insight into history and how certain areas used to look.

Not only can we do a bulk-upload of our data into our Channel we can also embed all this information back into our own website.

What is in our channel?

We have over 400 geo-located images located in our channel that come from some of our specific photographic collections. These collections include the Tyrrell, Phillips, Clyde Engineering, Bob Lucas, Don Harkness and the Tom Lennon photography archive.

We will be loading more images over time and creating tours for you as well. We would also love it if you created a tour using our content and then shared that back with us. We would love to feature these as well. We hope you enjoy our new channel.

What’s next for Powerhouse and HistoryPin?

We are currently partnering with Historypin on a project that will be launched in 2013 through a year long series of events and activities and will involve pinning content from all over Australia, from many different organisations and the public. More details about this project will be announced later in the year.

More information will be added to our Historypin page as we develop our Channel.

Integrating Minecraft into the Museum

Museums are faced with some interesting challenges around the involvement and active engagement with young audiences for on-site experiences and programming. It can be difficult sometimes to inspire the younger audiences and to provide experiences that will make them want to return to the Museum. Finding methods of integrating popular online activities, such as gaming, to fit into the Museum program of exhibitions or events can be a challenge but one that we feel is worth exploring here at the Museum.

A few of us in the digital teams have been looking at the massive growth of the online sand-box game Minecraft for a while now and discussing how it’s basic principles link into a lot of the themes and processes that we explore and develop here at the Powerhouse in our exhibitions and through our collection (a few of us in the office are now addicted). Essentially this game is about creating anything you like with a series of blocks in an extremely creative environment. There is the huge potential to explore architecture, design, construction, materials, engineering, community engagement and sharing and how these elements can be integrated into a Museum experience. So we decided that we would trial Minecraft here at the Powerhouse by running a school holiday program in our digital learning lab Thinkspace.

Dan Collins, (A/G Head of Digital) has done a Q&A with Peter Mahony (Thinkspace Manager) about how we got Minecraft up and running in the Museum and we thought we would share some of the things that we have discovered from running this trial.

DC: Talk us through what Minecraft is actually about?

PM: Minecraft is a computer game where players use avatars to explore a 3D world. This virtual world is made of cube-shaped blocks, think lego, which are used to build anything players can imagine. For example, I have seen ancient Rome, the Starship Enterprise, giant Mario and a working calculator, all rendered beautifully out of blocks to an amazing level of accuracy and detail, and all created from the self-interest of individuals or groups of players. Minecraft is a sand-box game, which means there are no actual rules, instructions, narrative or right/wrong way to play. The game was officially released in November 2011, and at the time of writing has sold nearly 5 million copies.


DC: Why did you choose to run it as a holiday program?

PM: Well, it’s more like Minecraft chose Thinkspace! We are always looking for opportunities to engage visitors practically in human ingenuity, struggle and excellence, using the widest possible range of technologies. And over the last half of 2011, Minecraft kept coming up again and again in conversations with young people and their carers. Increasingly I found myself fielding phone and email enquiries about it, like “My 11 year old son is asking to setup a minecraft server. Should I be worried about this?” Plus, over the last couple of years the focus of Thinkspace has been strengthening around 2D creative computing platforms like MIT’s Scratch, with which people can build computer games, puzzles, etc. Minecraft sits squarely in that category and is 3D.


DC: Were there any technical issues running Minecraft at the Museum?

PM: We decided to trial a ‘drop-in’ style 50 minute session aimed primarily at beginners plus with scope for experienced players to demonstrate their skills. I did quite a lot of research and got great advice and support from various experts notably Jokay at Massively Minecraft, who are well advanced with their community development and paying careful attention to duty of care and child protection issues. For our first trial, we decided to run a private server, and we used a version of Minecraft specifically devised for classroom use called Minecraftedu. A new virtual windows 2003 server was commissioned specifically for Minecraft, and network port access management was completed for Thinkspace by the Museum’s IT team.

DC:Did you offer a custom Minecraft environment?

PM: Yes, we built our own world, with a mini tutorial at the spawn point (start of the game), an observation tower and an underground temple, chests pre-filled with blocks and tools, a hidden passage leading to a nether gate, lava pit, giant Thinkspace logo (branding!). One of the issues we anticipated was the range of skills we would encounter, from absolute beginners (some players were so young they couldn’t yet read!), through to highly advanced players for whom defeating the ‘ender dragon’ was old news. Also, Minecraftedu provided some teacher controls which we found useful given the short time frames we were working in. eg we could ‘gift’ resources, and teleport players back to a central point to conclude the workshop with a fly-through everyone’s work on the big screen.

DC:What did our audience build in these past weeks?

PM: We were truly amazed and thrilled by the efforts of these young designers. Many, many amazing homes, multi-floor or split-level constructions with glass atriums, indoor pools or waterfalls, lockable red-stone mechanism doors, houses hidden with invisible ‘painting’ screens, a number generator, lots of traps, productive farms. All built in less than 1 hour! Plus highly functional collaborations between complete strangers.

DC:How do you think it was received?

PM:From the point of view of engagement, its been a tremendous success. The enthusiasm of players was at times extreme, and it was not uncommon for (particularly boys) participants to arrive breathless, parents and carers trailing behind, having sprinted to Thinkspace to ensure they didn’t miss a second. And lots of parents also stayed and observed, and often peppered us with questions about what was going on, clearly evaluating out in their own minds the legitimacy of the experience which had so captured their kids. Many experienced to advanced players would have preferred to have played in survival mode, complete with hostile mobs (cavespiders, creepers, etc), instead of creative mode.

DC:Given its success, what do you see as your future plans with Minecraft?

PM: We’re in the process now of reviewing our learning (so much!) and are currently discussing a range of possibilities. Many players expressed their desire to come back to our world and continue building with us, so that’s something we really need to look at. And we would like to build our own unique and beautiful Powerhouse world (mod).

So now to summarise the main points that we have learnt from trialling the integration of Minecraft into the Museum:

*This younger audience was extremely engaged in doing Minecraft in the Museum even though they could still play at home

*There was an interesting inter-generational connection going on through the Minecraft sessions

*Mostly all of the students want to return to the Museum to continue their experience

*Minecraft possesses really interesting learning frameworks that we want to explore further and almost any topic could be covered given the right creative instruction

*There is a strong community building capability with emphasis on working together to construct worlds that can be explored that we would like to trial in exhibitions

*Oh and it’s totally addictive

How many museum professionals does it take to make a Christmas card…?


Post by Leonie Jones, AV Program Developer

No, it’s not a joke…the answer is 7. It took 7 Powerhouse Museum staff, including 4 curators, 1 conservator, 1 registrar and 1 media producer to create the 2011 Christmas e-card.

The brief was fairly straight forward; keeping in line with the Museum’s sustainability policy, create an e-card which showcases objects from the collection. The card was to be approximately 30 seconds long. This year it was decided by members of our Curatorial department that our collection of tin toys would be the stars. A suggestion was made that perhaps stop-animation would be an interesting technique.

So, my task was to create a 30 second video of tin toys from our collection that both engaged and entertained the viewer. The first task was casting. Curator, Debbie Rudder by my side, I ventured deep into our basement storage area where a large portion of our collection objects are stored. After sorting through shelf after shelf of literally hundreds of toys, I eventually narrowed the field down to several contenders. Given that the selection were all wind-up toys, I had initially thought to make a short video of the toys each banging their little drums, clashing their symbols and flipping the pages of their song books. The next step was to clear this with our Conservation department. After receiving the go-ahead to see which of the toys was still operational, I ventured back down to the basement, again accompanied by Curator, Rebecca Bower, but this time also byConservator, Tim Wilson.

We gently removed each of our potential stars from their shelves again and, one by one, Tim gingerly wound the little keys. As I stood there I imagined that the last time many of these keys had been turned may well have been by the small children who had once owned and adored these toys. We held our collective breath only to discover that 2 of the 6 toys were still operational. Time then for a change of concept and back to the original suggestion of a stop-animation.

This decided, the objects were moved by our Registrar, Scott Winston to the Powerhouse Photographic studio for photographing. I graphed out the general movement of each of the toys across the screen and then, overseen by Tim Wilson, began the laborious task of placing and photographing each tiny movement of the little limbs and instruments as they marched across the screen. The stop motion was shot as progressive still images on a Sony NEX VG10 interchangeable lens video camera. This camera allows for stills to be shot in a native aspect of 16:9 which meant that they were a one-to-one match with our editing and output aspect.

The next task was to re-size the images to 1920 x 1080 pixels to fit HD video format and import the images into Adobe Premiere Pro CS5.5. I imported them at 12 frames per second and interpolated them back up to standard 25 frames per second. Various sections were time-stretched to give the video a particular cadence.

With the basic action completed, I then used Adobe After Effects CS5.5 to animate the ‘Seasons Greetings’ message in a curve across the screen. I used After Effects and a particle generator plugin to animate the sparkles which follow the writing across the screen as well.

I wanted to match the time period and age of the toys with the aesthetic quality of the image itself. So, using a range of filters from Sony Vegas I added scratches, grain, jitter, dust and flicker as well as colour correction to make it feel as though the video itself had been pulled off the shelf with the toys. I then complimented this image with a soundtrack which was a version of Jingle Bells from an old 78 record.

This technical round-tripping from Premiere Pro to Sony Vegas to After Effects and back to Premiere was done using the integrated features of Adobe CS5.5 and the Avid DNxHD lossless intermediate codec.

I like to think that the end product is ultimately very festive, a whole lot of fun and also engages people with a delightful part of our collection.

So, sit back, enjoy and from all of us at the Powerhouse Museum we wish you a safe and magical festive season.

Christmas e-card by Leonie Jones
Studio photography by Geoff Friend
License: Creative Commons Attribution-Noncommercial-No Derivative Works 2.0

The Five S’s of curators and social media


My time of employment here at the Powerhouse is sadly coming to an end. Over the last 5 years I have worked on some wonderful projects, the most exciting coming from the work I do that lies in between the worlds of curators and digital teams. I created and project managed our curatorial blog Inside the Collection, designed ipad games, developed walking tour apps, and endeavoured to explore how curators could best use social media.

I leave you with some thoughts and future predictions about curators and social media based on my experience. They all start with S. I will call them the five S’s of curators and social media.

Say it
Just start writing! Publishing blog posts is a great (and easy) way to get your work out to the public. The best blog posts are written in the first person, and are opinionated. While institutions may have to remain unbiased and ‘fence sitters’, I don’t believe curators have to be devoid of opinion. I think opinion is exciting, engaging, and encourages debate. Blogging and other social media activities are one of the best marketing tools curators have to show the world what they do. Have you got something to say? Then say it!

Say it again
It doesn’t take long to write a blog post, or other content for social media. Remember to write once, use many times. You can easily re-jig content that has already been produced for internal magazines, public enquiries, journal articles, collection documentation, or even from emails. Spoke at a conference? Your slides could make a great blog post. Wrote a ‘how to’ guide to making a paper wig? That would make an excellent video tutorial. Writing for the web doesn’t have to be a chore, it can just mean a little bit of adjustment for a different audience.


Curator Campbell Bickerstaff…not afraid to have an opinion…boom box style
Photography by Marinco Kojdanovski
© All rights reserved

Spread it
I don’t think social media should solely be the responsibility of your institution. In fact by its very nature, staff personal social media accounts will almost always have a greater impact that a formal museum account. Example: The Museum links to curator blog posts on Facebook. The reach on the Powerhouse Museum’s Facebook account is primarily around 5000 ‘friends’, which is a great number of people to get curator’s content out too! But… think about this. If the 200 staff at the Museum share a blog post with their social media channels (lets say an average of 200 ‘friends’ per person), then all of a sudden that blog post is being shared with 40,000 people. Unlike the Museum’s ‘friends’, these 40,000 people have a pre existing personal connection (real friends!) to the staff member who shared the blog post with them, and are probably more likely to read it, and share it again. Institutions are faceless online (most of them even use pictures of the building as their avatar), the friendly faces of staff are much better positioned to engage an online audience. I believe that curators should be working on building up extensive social media networks, which will soon become one of the most valuable tools in their arsenal.

Portrait of a boy wearing a mask holding a rifle
Gently cajole your web team into showing you some statistics
Photography from the Phillips Collection
No known copyright restrictions

Stats
While all statistics need proper interpretation, I think it is always important check in with your web statistic people and see what is happening behind the scenes. See what kind of content works, what doesn’t. We have been able to see where the majority of the traffic to our blog is coming from, and change how we write for this audience. We have seen that our most popular posts have had good solid search-able titles, and the most popular posts are ones widely shared on social media. Quick response posts on current events or anniversaries have also proven to be popular. If you don’t have access to statistics for your online content then I highly recommend asking a member of your friendly Web Team to have a look at them for you and help you interpret them.


Upgrade your skills to pay the bills
Photography by Jean-Francois Lanzarone

Skills
I think it should be a mandatory skill for all museum studies students to be able to perform basic web editing. A curator who can write for the web, manipulate images, make videos, edit audio, and have the skills to put all these things online….will be the ‘norm’ in a few years time. If you don’t have these skills already, ask for some training. If training isn’t available to you then get online and start learning! There are a huge amount of online resources available that are easily accessible and free. Example: WordPress is one of the biggest blogging platforms used today, you can open your own account and run through one of the many many tutorials on how to edit content for blog posts.

So curators I urge you to go forth and write about it, learn how to upload it, share it, then see where it goes!

(I may be leaving the Powerhouse Museum but you can always find me on Twitter @erikajoy or here)

The O in MONA reviewed

As blogged by Geoff Barker, last Wednesday a bunch of us from the Powerhouse Museum took a self funded research trip down to the Museum of Old and New Art ‘MONA’ in Hobart. MONA has generated much interest in the Australian GLAM sector. From a digital, social and emerging technology perspective MONA really does raise the bar and challenge the whole Australian GLAM sector to step up.

How?

Firstly, it pushes us all to re think what a museum can and should be. Secondly, money has been directed to areas of the museum experience that MONA clearly believe hold the key to existing and future success. MONA has obviously put serious money and ongoing effort into the areas it believes will make the visitor experience special. And those key areas are:

  1. A Museum with a complete User Experience model (the whole journey pre, during and post visit)
  2. Architecture (space and theatre)
  3. Digital Technology (augmentation of the above)
MONA

MONA

Before we all have a collective (collection?) heart attack. Why haven’t I mentioned the collection? Surely the objects are critical.

Yes and no.

Personally I’m not drawn to the owners overt desire to explore the tension between sex and death. In terms of actual content, I was not in love. Individual works did stand out. But I felt my own personal tastes on the collection are rendered irrelevant and thus torn asunder by the fantastic theatrical experience this Museum affords it’s visitors.

This theatre is no doubt made all possible under some very unique conditions. Primary is the nature of the Museums funding model. This is a private collection, personally funded and executed. As such it occupies a unique position in the Australian funding landscape but not the world. You really have to look at the United States of America to find comparable institutions with this type funding arrangement. I think similarities can be drawn and the strengths and weaknesses of this arrangement can be understood.

Straight up it is obvious that this Museum is the outcome of an amazingly well produced experience based on a strong singular vision. The ability to articulate and execute that vision requires strong commitment and persistence. Architecture plays a very central role in the MONA experience. Certainly this is critical to that desire you have of wanting to explore everything. Geoff was quick to point out that even the complex looking stairways and access points all seem to lead to amazing experiences. The complexity is confronting at moments but you find yourself assured at the same time by all paths leading to something worthwhile. With the ongoing revitalisation of the Powerhouse Museum, we have been afforded a great opportunity to reclaim some of these elements in an engaging, exciting and trustworthy way-finding experience.

The spaces themselves are filled with a wonderful mixture of the old artifacts as new art. You can be deep in a modern binary bunker experience and be presented with Egyptian artifacts burrowed into the walls. And that seems to blend perfectly into that Modern installation art experience. Indeed there is a sense of theatre throughout your time at MONA, from the Museum entrance with its almost personlised service (no single long desk for ticketing here fokes) to it’s view of old objects as art and modern art as objects. Neolithic flints are artfully arranged in a patterned geometric design, drawing the eye. Simple but very effective method of encouraging engagement.

But without covering old ground, the ipod touch that forms the mobile guide is really what I wish to cover here. For a great review I strongly recommend having a read of Seb Chan’s post ‘Experiencing the O at MONA’ on his Fresh and New(er) blog.

It was interesting to see people commence their journey in the Museum by spending a lot of time looking down at the O rather then what is around them. I noticed that many were trying to match the O’s listed objects around them to the reality of what they could see. The call to action to click ‘show objects around me’ did not often result in an ordered list of objects around you. Sometimes it resulted in a list that seemed to bear no order to what I could see around me. Objects first in the list were far away from where I was standing and vice versa.

The O next to iPhone 4

I can foresee that object clustering will continue to be a big issue with these type of user experiences. I think the issue of what I perceive to be primary objects around me verses what the O would say is around me, is not a tension that is going to be solved by increasing granularity of the systems that drive this technology. Once you are down to 30 to 100 cms you have enough granularity. Carlos Arroyo (our Lead Developer) was quick to point out some real solutions that would assist in refining these location based systems to give more meaningful and relevant. We hope to take these ideas to the next iterations of our companion mobile web or iPhone and Android apps.

After thirty minutes it became obvious that some users tire of the device and as a generalisation it seems that older visitors generally fell into this category. Some people found it hard to view the small text and icons. But what was interesting, most did continue to engage with the O as part of their visitors experience. They just didn’t refer to it as much.

That connects to the tension between a device that can be used to ‘explain’ your experience and just experiencing the art and objects as they are. I found the ‘viewed’ tag appended to object I had sought additional information on using the O somewhat distressing. I felt a bit of a Pokemon syndrome descend as I tried to ‘collect them all.’ I wanted to make sure the O tracked all I had seen, to be a true reference point. But I suspect that’s a personal OCD issue rather than a user experience issue. Never the less as discussed below, this does have a negative impact on the accuracy of the post visitor experience.

The O has a refreshing and wonderful blurred line between what the institution says about an object with the wonderfully labeled ‘Art Wank’ section, and what others (mostly David Walsh’s views) think with the Gonzo section. And by others, we can also be talking commentators, off the cuff remarks from strangers and really any content you care for. The other great addition is the ideas section, with its seemingly random talking points it could generate. That is something most Museums miss, the freedom to have many types of conversations. Sure we can be experts in a field, but for a personal connection there needs to be something more playful and experiential at work. The O bridges this space well. This is to say nothing of the fantastic interviews that seem to enrich the experience more then most.

Some members of our team found the love and hate object rating system too strong. I found it confronting but I felt that was the idea. Clearly there no fence sitting in David Walsh’s world.

I found the O did fall down in terms of device persistence. My O decided to exit and close the application after my first one hour. Re-opening the application I was asked again to provide my email address. My assumption was that, as I’d provided my details previously, reentering my email address would simply restore my views, loves and hates to date. This was not the case. I was confused what would happen if I saved my tour and tried to resume it again. Would it be a separate tour? Or would it wipe my old one. And so on.

If I have invested time and effort into an augmented experience, persistence of experience is critical. Also, handheld devices are by design and through our use ‘personal’ devices. We hold them and use them as extensions of self. So having the O gel with my actual museum experience is a critical. Technically it is not difficult to ping a server with the latest array of user data every X minutes. Once you enter your email address you have your unique ID to match updates against. By all means, have a save button to make people feel like they are in control, but devices always fail in unique ways and this needs to be factored into the functional and technical specification.

MONO tour email notification

In the end, the excitement I felt when I received my “Your Mona O Tour’ email was short lived due to this issue of persistence. According to the O I’d roughly experience half of the Museum. And I’m telling you I remember experiencing the lovely Audio tour for Patrick Hall’s ‘When my heart stops beating’. Unfortunately some of the Gallery space was closed for installation of new works and hence I was unable to access the Library. Maybe next time. And that is the thing with this experience, you could easily experience and be enthralled again and again.

It seemed strange to have a sense of spacial location between you and the objects around you but not have any such features built into the map. It led many in our group to dismiss the map instantly. I found it more confusing then helpful. Some type of ‘you are here’ function would help. Adding a way-finding to key objects element would be a bonus.

Entering the post visit experience, the use of the personal data you’ve logged during your journey around the Museum is done in a way that really invites continued engagement. Your MONA experience does not stop at the exit. Data is visualised with paths through a museum map using a beautiful and functional (if unfortunately flash based) interface.

Post visit visualisation (full screen)

The Muesum have placed a good deal of value in continuing to make all the rich content on the O accessible via your personalised post MONA tour. That is a Museum that understands the value of quality, rich and sticky content that can be re-purposed to ensure continued engagement.

Web based exploration of your visit with interactive catalogue

At this point I thought, wouldn’t it be great if the O had a Camera as well, so you could see your pictures of objects along side the Museum curated content. This kind of thing could led to some great data mining opportunities.

As a final serious note, a subtle but important aspect of the post visitor experience for me (as an ex digital marketing agency person) was the way the notification of your Tour never feels spammy or evil marketing trying to trap you into some CRM void. You simply receive a plain text based email telling you your Saved tour is available for collection. The visual design remains constant between the O and your post visit web based experience. It is smart design and strong visual identity that stays on brand and connects you to the Museum in real tangible ways.

MONA post visit page

So all up, I’m impressed with MONA and the O. I strongly urge all people in the GLAM sector to check it out. From the little things like the statistics thrown up when you interact with the O via loving or hating objects, to the big things like the architecture of the built environment, it all adds up.

As a lovely little aside. Our developer noted that it is relatively easy to access the settings and other aspects of the standard iPod touch package. This included some of the pre installed apps. Obviously the devices are not wiped daily after collection, with the notes application on my O having a lovely essay by a user about MONA, David Walsh and Tasmania. And a few 3:00am alarms set in the clock too. Someone else (not likely the same person, as the essay at least seemed intelligent) had kindly added ‘Your Mother’ to the phone contact list. So I added my own thoughts to the impromptu essay in the note application. Maybe MONA would be so inclined to add it to the idea section on the O. Actually… maybe that is another product enhancement for the O! User generated ideas can be entered during your visit via the O. Consider that idea a freebie Mr Walsh.

Upcoming talk at the Powerhouse: sharing photographic collections

The Digital, Social & Emerging technologies team has been running a series of public talks here at the Museum and we are very excited about our upcoming one featuring two international guest speakers. On the 6th December we are hosting a talk about the management, distribution,community building and story telling that can happen with photographic collections. We have two experts in this area, Nick Stanhope from History Pin and Ryan Donahue from George Eastman House.

Meet our guest speakers below:


Nick Stanhope is CEO of We Are What We Do, the non-profit organisation behind Historypin, the digital archiving tool created with Google as a way for people to come together, from across different generations and cultures, around the history of our streets. Before joining We Are What We Do in 2007, Nick worked as a teacher, youth worker and campaigner, exploring new ways of bring social issues to life for larger, more diverse audiences. His work at We Are What We Do has tried to take this a step further, drawing on behavioural economics and social psychology to create projects that “incidentally” affect people’s behaviour in positive ways. Over the last five years, Nick’s team have launched a string of creative behaviour change products and tools, including the I’m Not a Plastic Bag shopper, Teach Your Granny to Text children’s book and the digital tools, Internet Buttons and Historypin. Nick will be presenting HistoryPin and the Australian memory project he is developing with us.

We have been working with HistoryPin over the last few months to develop an upcoming project about creating a shared Australian memory experience using HistoryPin’s digital tools. The project aims to feature live online maps of historic photos, audio and video contributed by individuals and institutions alike. We are aiming to celebrate the shared cultural heritage of Australia that will enable the public to navigate the spatial landscape of cultural memory which will also help to increase the discovery of unique local and national collections alongside individual contributions. You will be hearing a lot more about this project over the coming months but if you would like to hear more about this now then please attend this presentation.


Ryan Donahue is the Manager of Information Systems at George Eastman House. In this role, he oversees digital collections, a Collections Management System, a Digital Asset Management System and a handful of websites. Likes linked open data, mobile, social medias, maths and Spinny Bars. Ryan will be presenting on ‘Preservation in the Digital World’.

This talk takes place in our Target theatre at 5pm and you will need to register with Eventbrite to secure your seat.

Behind the screen: designing the Spirit of jang-in digital experience


Photography by Paula Bray
License: Creative Commons Attribution-Noncommercial-No Derivative Works 2.0

This digital experience appears at the entrance to our recently opened Spirit of jang-in: treasures of Korean metal craft exhibition. This work was created on four large glass screens, replicating a traditional Korean folding screen, and features projected images of contemporary Korea. We hope to share some of the behind-the-scenes to our digital experiences with you on Open House and this is our first one.


I asked Felix Warmuth, our Audio Visual Producer & Editor at the Powerhouse Museum, a series of questions about the production of this large scale digital experience that we thought we should share with you.

PB-Can you describe the development of this large-scale digital, glass folding screen?

FW- This was an enjoyable project that required a great team, some creative thinking and a fair bit of prior planning in order to make it work effectively. Once the concept had been developed, the first step was to collate our source material, which was kindly supplied by the Korean Tourism Organisation. This process alone was done over several weeks as they have an exhaustive collection of beautiful images spanning many years of contemporary Korean culture. We carefully sifted through this amazing collection and selected a large quantity of high-resolution images, which we thought when, presented together told the story of a vibrant contemporary Korea.

Photos from Korean Tourism Organisation
© All rights reserved

PB How did you develop the narrative for the sequence of images and how were they put together?

FW-I had to sequence these images together in a cohesive narrative and also find a way to deliver this content as more than just a simple slide show. Once we had selected the images we wanted to use, we brought them all into a large Photoshop document sized at 1920h X 4800w pixels. The images were arranged over the breadth of the four panels, but we opted to make each panel sit as single well-framed image, whilst also working well spread over multiple panels. This approach allowed us to reveal more of an image over time. We used this technique in combination with juxtaposing images that had complimentary hues and scales in order to create a consistent and harmonious flow from image to image.

The next challenge was to create the individual frames. We had firstly planned to project in 16:10 so we could utilise the full throw of the projector however this proved to be problematic due to letterboxing applied by QuickTime, so we rebuilt the files in a 16:9 aspect ratio. We created another Photoshop Document this time 1920h X 4320 which required resizing the images and reframing to achieve visual harmony and several images, which were spread across 3 panels, had to be repositioned and scaled to fit over 2 and vice versa. The procedure used to ensure each image was accurately aligned was to slice the images in Photoshop, a technique that is actually designed for creating web pages. This gave us equal pixel accurate divisions for each panel.

We were working on a 27″ 3.4Ghz i7 iMac with 8gb of ram so we had plenty of computing power to deal with the large images but slicing the image effectively still proved quite a challenge. At the appropriate magnification for accessing individual pixels with the slice tool, our image became too large to be fully displayed on the screen, requiring some dexterous mouse maneuvers to slice correctly. After we had exported all the individual frames we then built the movie files in Adobe Premier. Putting together the sequence in Premier was fairly straight forward as we had named each frame sequentially when exporting from Photoshop so all that was needed was to set the image duration and drop all the frames from each panel on a sequence timeline in the order they appear in the media browser. We then selected all images and applied a 2 second film dissolve transition. The film dissolve blends in a linear colour space and so provides a more aesthetically pleasing transition than the standard cross dissolve, which simply changes transparency from the two sources. This was repeated four times, thus creating four independent equal length movies.

PB- How was this experience projected in the space and what type of equipment needed to be installed?

FW-For projection we used four Sharp PGD2870W projectors, mounted in custom-built enclosures. Cooling the projectors posed another technical challenge. We mounted three of the four in a sideways position with the lamp on the top side in order to dissipate the heat most effectively, however physical constraints of the exhibition space meant that one of the projectors had to be mounted lamp side down. We had built the enclosures with ventilation in mind but for the lamp side down projector this was not enough and we had to install a computer fan to allow for adequate heat dispersion. BrightSign HD1010 media players by Roku were used to play the content, and the movie files were loaded onto SD Cards, using BrightAuthor software on PC, allowing for sync between all four players.

The players and projectors are all networked, with the projectors set up to email the technical staff of any possible problems, i.e. overheating, lamp failure etc. Content can also be updated remotely if required.

PB-Did any challenges occur during the development of the experience?

FW-The experience was originally planned for one location but due to ongoing renovations in the museum an alternative location was used. Moving the space from our original location was challenging as space was at a premium. In order to get the projectors the necessary distance from the screens, sections of the wall needed to be cut away, to accommodate the projector enclosures.

PB-How did you project onto the glass?


Photography by Paula Bray
License: Creative Commons Attribution-Noncommercial-No Derivative Works 2.0

FW-The glass panels were installed and then coated in “Praxino” projection film sourced from Novix, which creates an ideal rear-projection surface. Additionally we also added side wing panels to prevent anybody walking into the side of the glass panels and colliding with the frame. These were then finished with a floral graphic treatment in a sandblasted look from our design team. The finished result is a dynamic vibrant experience and provides visitors with a sense of the many facets of contemporary Korea as they enter the exhibition.

Dhub WordPress migration and lessons learned

Last week D*Hub was migrated from our old custom built content management system (CMS) to a WordPress based publishing platform. Firstly though, a bit of background on what D*Hub is.

D*Hub is a Powerhouse Museum project, originally funded by the Australian Research Council (ARC), with the University of Technology Sydney and University of Western Sydney in 2006. Its aim is to bring the world’s best design collections out of the basement, connecting them with news, interviews, opinions and ideas across the breadth of design.

For a site launched in 2006, (old D*Hub site) with no major development work done since, it aged well. But in internet years, there can be no doubting the site was beginning to feel dated. It is a testament to the great visual identity and design by Mark Gowing Design that the new site has retained many of the original design cues and user experience elements.

Old D*Hub

New D*Hub on WordPress

New D*Hub

But to view this type of project as just another CMS migration and website refresh is incorrect. The viewpoint taken, principle drivers found and methods employed in this project give some key learnings for anyone in the GLAM sector who finds themselves looking down the barrel of an aging content management and publishing platform. I’ve bullet pointed the key points that come to mind.

  • The movement of yet another of our sites to the WordPress platform affords us the opportunity to extend the reach of a CMS many Powerhouse Museum people where already familiar with. Never underestimate the power of platform standardisation. It goes a long way to give people within the organisation the confidence to become great producers of engaging and timely content. The flip side of that is, never underestimate the training requirement. So you have run your training session, written your training documentation and everything else should be fine? Wrong, there is always some hand holding and resistance to change. Budget time for group and individual training sessions. This links to the digital truth that those who own or know the content should be the ones who create and publish it. Always look for opportunities to have standard platforms that are familiar to those making the content.
  • Turns out the world has changed since 2006. Whenever attempting a website migration, see it as an opportunity to refocus the editorial team (or stakeholders) on the core objectives and mission of the site.
  • A very important part of refocusing effort is to map out the journey with waypoints. We sat down and set new key performance indicators, both qualitative and quantitative. These act as points along the path that we check into and if required make adjustment to what or how we do things. This was highlighted in a revised content strategy that really is the ‘what, when, by who and why’ of the online publishing game.

Content strategy

  • Existing website =  wealth of web analytical data. Put on your miners hat! D*Hub had six years of very good web analytics to draw upon. Highlighting to the editorial team what content has had long term value and engagement helps them focus their limited time and resources with efficient and effective editorial decisions. It also points out what is not working. Look for patterns and adapt your strategy. A big standout from our mining was the early and strong adoption of the iPad by the D*Hub audience. Certainly much stronger then our brand sites. Not a surprise to everyone involved, given the type of people who read D*Hub, but a factor we then took into the migration project. D*Hub was built to resize dynamically and well for iPad and mobile web users. So make data driven decisions.

Mobile homepage view

  • We also added the ability for website users to share articles via social media (Remember that Facebook was not opened to everyone until September 26, 2006 so social media was rather new at the time of D*Hub launch). A competitor and market analysis always highlights these things.

Mobile article view

  • Chances are the CMS you migrate to is a more feature rich package than the one you have. But that does not mean they are features you should use or roll out to everyone. We have migrated the internal advertising so that editors can now quickly and easily update internal banner advertising. This means they can dynamically and quickly control a part of the site they could not do previously. But we targeted access to a select few within the team. And we will relook at this as part of a phase two. Lesson here is, map existing organisational roles and responsibilities to the appropriate content features.
  • Make interactive wireframes. A shared understanding of how the target site will be structured and function helps you engage your stakeholder in meaningful and understandable ways. It is a great living document to create consensus around. I use Balsamiq Mockups and recommend it highly.

Wireframes

  • If time allows test that wireframe as a prototype and make adjustments before development commences. Taking a user centered approach means you will fail nice and early, leading to a better website for your audience at much lower cost.
  • Migrate your links between sites too. Redirection of old links is critical, particularly with a site that has a good history.

With the site now live, check it out at http://www.dhub.org.

Powerhouse collection now in Trove

Just a brief post to kick things off.

As this is my first post on our new blog a brief introduction is probably necessary. My name is Luke Dearnley and I am currently the Web Manager here at the Powerhouse Museum. Previously I worked here as a developer and therefore it is likely readers will detect a somewhat technical leaning to my posts.

So we are very excited to  now have had our collection absorbed into the National Library of Australia’s Trove project. Apart from the big wins of being the first museum to have its collection included and the increase in traffic we are seeing to our full records on our own collection database pointed out by Seb Chan is his much more comprehensive post, there is the awesome fact that this makes them a big user of our Collection API.

The NLA will do monthly passes over our entire collection made available through the API and, while they have ingested over 75,000 objects to date, they will benefit from the regular monthly harvests we do of our collection system. In fact the next pass they do (later this week) should see the number of objects increase to closer to 95,000!

But thankfully it is not all about endless growth; in the future we hope to make use of Trove’s authority files of people and organisations, integrating them into our own collection and hopefully we will be able to pull back in tags added to our objects in a similar way to we have done with the Flickr Commons.

 

 

Growing social media engagement with Facetweetbox

Nicolaas is a Senior Online Producer at the Powerhouse Museum working with the Digital, Social & Emerging Technologies team.

I have become more and more interested in the physical web. Or maybe my imagination has just been captured in that space between the online and offline world. Carlos and I had introduced to you Facetweetbox (FTB) a few months ago as a little manifestation of our collective thoughts and ideas. So I figure it is time to check in on the progress of FTB to date. Some questions I had were:

- What impact can FTB have on social media activity?
- Can a physical manifestation of the web yield a longer tail of backchannel communication after an event / space it exists in?
- Can the physical web influence visitor behaviour in those very spaces it seeks to highlight in the real world?

In that vain, here are the results of an analysis into the ability of FTB to help grow social media based backchannel awareness and activity. But first, some background.

Facetweetbox on stage

Facetweetbox on stage at Web Directions South 2011

For those new to FTB, it is programmable Arduino LEGO box that queries Twitter and Facebook for user activity such as tweets with a particular hash-tags or Facebook page likes. If a positive result is returned the box contains lights that flash. fastBREAK is a monthly series of rapid-fire interactive talks hosted by non-profit youth organisation Vibewire Youth Inc and the Powerhouse Museum. fastBREAK operates a Facebook group and twitter account that encourage interactions on the hash-tag fastBREAK.

From the get go it was obvious that Facebook was never going to feature as much of a backchannel platform. Facebook is not engineered to do short message public communication very well. Sure, you could check in to an event on Facebook but communication seems more ‘friend to friend’. In fact, Carlos and I have been discussing changing some white blocks around so the F stands for Foursquare rather than Facebook. In any case, twitter is currently still the place to be for live feedback on current events like talks and conferences. So I started to track the fastBREAK hash-tag for four months four talks. The first event was hosted without the FTB but with announcements about the Facebook page and Twitter backchannel made. In subsequent talks, FTB was added to the line up and positioned on stage.

Graph of tweets and retweets

Graph of daily tweets and retweets

With FTB introduced there is a significant jump in backchannel engagement comparing talk one and talk two, an increase in 79.38% in fact. This trend grows exponentially over the following third and four talks.

Graph of daily incremental tweets

Graph of daily incremental tweets

The incremental count of tweets highlights the contextual nature of most event based backchannel activity. When events are occurring, conversations gather. Once the event is over, twitter activity tends to settles down. So there does not seem to be any significant change in attendee social media behaviour outside of the talks and events. But it is reasonable to concluded that FTB has grown the overall awareness and engagement of fastBREAKs social media backchannel. A by-product of this is a growing core user base returning to subsequent talks with their mobile device in hand, ready to listen and contribute to social media activity.



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