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Outline

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on August 7, 2009 at 2:41:19 pm
 

Note: Each chapter will have several associated activities.  The activities are concrete things museum staff can do to plan and implement participatory design.  Some will be creative/evocative (i.e. talk to visitors) and others will be more specific (i.e. fill out this survey).  The goal is for the activities to tie the book to an active (and ongoing) community of practice.

 

  1. Introduction: Why the Participatory Museum?
    1. What it means
    2. What it can mean
    3. What unique value does it have for museums?
      1. bring people in (visitor voices list)
      2. deliver on town square mission
      3. audience development
    4. How to talk about it with your boss
  2. How to use this book
  3. A note on technology (this is not a book about technology, but it uses technology projects as design models and examples)
  4. Chapter 1: What is Design for Participation? How is it different from other kinds of design?
    1. yes, it really is design
      1. approach the way you would approach didactic or interactive design
      2. difference between participatory design (process) and design for participation (product)
    2. serves different needs
      1. audience side: engaging diverse kinds of participants
      2. institutional side: setting up sensible use cases
    3. there are design frameworks and patterns that will be explored in this book
    4. Me-to-We introduction
      1. example: Nike +
  5. Chapter 2: participation starts with "me"
    1. asserting visitor as a partner in the experience
    2. personalization establishes identity
    3. need personal identity to be part of social dialogue
  6. Chapter 3: from me to we - networking individual behavior
    1. Hierarchy of participation
      1. Librarything vs. Exhibithing
      2. Anne Frank House example
      3. Tina We Salute You
    2. Activity: TAKE IT UP A NOTCH
  7. Chapter 4: social objects in museums - inviting object-mediated experiences
    1. social object activities:
      1. SOCIAL OBJECT HUNT
      2. DIY SOCIAL OBJECT
    2. sometimes visitors make their own social objects
  8. Chapter 5: contribution, collaboration, and co-design
    1. talk-backs
    2. constrained contributions - citizen science, MN150, broken relationships, Denver Community
    3. partner collaborative - Chabot, Tech Virtual
    4. open co-creation - Day of the Dead
  9. museum as platform 
    1. new delivery mechanism
    2. supports multiple types of content sharing and redistribution
    3. different kind of authority
    4. tend the garden instead of producing the show - requires ongoing TLC
    5. Postsecret, SF0, Living Library
    6. Platform power of design instead of content power
      1. Scratch vs. YouTube
      2. MN150 and Click - pick your platform battles
    7. Activity: PLATFORM SUPERPOWERS
  • How can I do it? 
    1. How do I pick the right model for my project?
      1. Matching mission to participatory model
      2. Metaphorical design - finding examples of participation in everyday life
        1. dogs as social objects
      3. Institutional match - what is your style and what fits into that?
        1. dinner party and conversations
    2. How will you make it work for users?
      1. Helping visitors understand and feel invited to participate
      2. Give away most fun part of your job
      3. respect your users
      4. give them a real job
      5. value their contributions in a public way
      6. reward their actions
      7. manage different levels of participation (power law)
      8. support different types of participants (creator, critic, curator, joiner, spectator)
    3. How will you make it work for your institution?
      1. convincing staff it's a good idea
        1. pick your participatory battles to fit with institutional behavior
        2. roles for staff, participation is for them too
        3. learn to speak the mission fit
        4. how does this enhance core businesses? (1stfans, COSI)
      2. Managing community projects long-term
        1. Weston Family Innovation
        2. Wing Luke 
  • Conclusion: Imagining the Participatory Museum

 

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