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Technology in the Arts

Museums and the Web 2011 - Thomas's Recap

logoThe 2011 edition of the international Museums and the Web conference wrapped up this past Saturday and was a 4-day whirlwind of presentations and workshops. Presentations covered many of the exciting new technology projects currently in place and coming up from museums around the world. Topics at the conference ran the gamut from mobile technology to augmented reality to ways of creating interactive communities of constituents online. All of the papers from the conference can be found online at the Museums and the Web’s conference website. Here are just a few of the themes and tidbits that stood out to me from the 4-day conference:

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Crowdsourcing - Now in 6 delicious flavors!

I attended an unconference session, roundtable talks with topics proposed by conference attendees, that aimed to crowdsource the idea of crowdsourcing. The overall feel I got from the discussion was that many museums are taking crowdsourcing very seriously these days. The talk brought up a lot of cool new projects, ranging from including constituents in collections and archives work to new ways to display crowdsourced material.

Johan Oomen, Head of Research of the Netherlands Institute for Sound and Vision, presented his ideas on how crowdsourcing can now be defined in 6 distinct ways:

  • Correction & Transcription
  • Contextualization (Adding to wikis, telling stories)
  • Complementing the Collection
  • Classification, Tagging
  • Co-Curation
  • Crowdfunding
  • Out of the Museum, into the streets - taking advantage of geo-location

    Geo-location was a popular theme, using GPS and mapping to take information and media from the museum and attach it to a location. Many presentations touched on how this idea could really help visitors build a strong connection to the history and importance of objects and sites of a community.

    Some notable projects included PhilaPlace and the Rock Art Mobile Project.

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    Access, access, and more access

    There was a lot of discussion around how to not only get more content on the web, but also make that content easily accessible. The types of content being made available on the web, for free, ranged from things like online collections to projects like online teaching portals. There was a general call to standardize access to this content and data and to use more open systems to encourage data sharing among organizations.

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    Intuitive design - What's the point of building it if no one can figure out how to use it?

    The conference featured a variety of opportunities for museum professionals to gain feedback on their projects, one of the most popular being the Mobile Crit Room. A reoccurring theme of these critiques was the emphasis placed on the user experience, how easy was it for someone to use your mobile app/website? The Rock Art Mobile Project led the charge, along with a few others, in insisting that any project's user experience needs to be designed in a way that is both intuitive and immediately easy to use. Building around this concept will ensure that users of all ages and skill levels can take part in a project, not just the tech-savvy ones.

    Check out the range of mobile projects from the conference’s Mobile Parade.

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    So now you want to build an mobile program? Better be up on some of the new business models.

    One of the most informative presentations I attended was the “Getting on (not under) the Mobile 2.0 bus”. This talk featured case studies by MoMA, SFMOMA, Balboa Park and the Smithsonian on the new business models that now exist for developing a mobile program.

    Some of the subjects from the presentation included: Digital retail (app/download sales), Donations (e.g. by text message), Sponsorship and ad-supported content, Monetizing data from mobile social media and Using mobile to support membership and other revenue channels. The full paper is available here.

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    The Rise of the Mobile Internet

    Kristen Purcell, from the Pew Research Center Internet and American Life Project, gave the opening plenary of the conference. Kristen presented on some of the changes in technology from 2000 to 2011. Some pretty surprising stats were thrown up during the presentation. Among them:

    • 1 in 3 adults do not have broadband Internet access.
    • 69% of Internet users watch online video content, 14% of Internet users upload/create video content.
    • 85% of adults will own a cell phone by 2011, making 2011 really the Year of the Mobile. (Purcell stated respondents had difficulty being able to distinguish between what was and was not a smartphone, so that statistic was not available)
    • Mobile usage varied among different ethnic groups, Latinos and African Americans were shown to be in the highest percentage of users actively engaging with mobile content.
    • 11% of mobile users use their phones to make charitable donations. (These numbers may be skewed by mobile donation drives for large natural disasters like Hurricane Katrina and the recent earthquakes in Japan)
    • 35% of adult mobile users have apps on their phones, but only 24% use them.
    • The 90:9:1 rule for understanding the level of engagement on social media. It states that 90% of social media users are lurkers, just observing content and never really interacting or contributing. 9% are regular contributors, the ones who often like, retweet or comment on online content. 1% are the super users - always online, always engaged.

    These were just a few highlights, for me, of the conference. Coming up, Molly will do her recap on what she found interesting at Museums & the Web 2011. Definitely go to the Museums & the Web conference site to check out all of the presented papers from the conference.

    Social Media Spotlight: The ToonSeum

    Welcome to the fifth installment of the Social Media Spotlight, our monthly feature focusing on arts organizations’ social media strategies.

    How to allocate time and money towards both social media engagement and online marketing is different for every arts organization. To get a different perspective Technology in the Arts decided to talk with a smaller organization, the ToonSeum, about how they achieve their social media and online marketing goals with a limited staff. I had a chance to chat with Joe Wos, Executive Director of the ToonSeum, about his approach:

    joespic

    So Joe, what is the ToonSeum?

    The ToonSeum is Pittsburgh’s Museum of Cartoon Art. It is one of only three museums in the country dedicated to the cartoon and comic arts. We offer rotating exhibitions covering all aspects of cartoons and comics, from animation and anime, to comic strips, comic books, editorial cartoons, illustration and much more. We also offer ongoing workshops, screenings and lectures.

    It really is one of the most unique museums in Pittsburgh. Every city may have a version of a children’s museum or traditional art museum, but there are only three cartoon art museums! New York, San Francisco and Pittsburgh. We take great pride in our unique place in Pittsburgh.

    What kind of marketing and PR challenges does the ToonSeum face?

    Our number one challenge as with any small non-profit is budget. We are a small museum up against juggernauts! We are up to the challenge.  If anything, budget limitations have led to creative thinking. You aren’t going to see us investing a lot in “traditional” advertising.  Being a smaller museum also eliminates a lot of the fear of change you see from larger venues. We don’t have a huge investment in outmoded technology or ideas, so we are more inclined to let go and move forward to embrace new ideas in both marketing and tech.

    We have been very lucky, the media both locally and nationally has been very supportive.  Part of that attention is because of our approach to marketing. We use online marketing to create interest in “real world” experiences. We innovate new ways of reaching out. How many museums can say they had their own beer? Illustration Ale was a great success. We didn’t mail out postcards we used facebook.

    In February we will launch our own themed hotel room in partnership with the Wyndham Grande downtown. It’s all about immersive experiences, translating virtual experiences we enjoy in gaming and through cartoons into the real world. That’s the kind of creative thinking we embrace.

    A limited budget forces truly creative thinking.

    Why did you choose to go with social networks/online marketing as a solution?

    We are a fan-based museum. It’s a new approach to museum management, marketing and even exhibitions. Comic and cartoons by their very nature, are a fan-based medium. We embrace that. Just look at San Diego Comic Con, why is every major movie launching there? Because of the power fans have via social networks. We tap into those same fans. We are a geek museum, and proud of it. Our audience is very tech savvy, early adopters who can market virally better than anyone.

    We know that the ToonSeum is a real world extension of a fan based virtual world. We are a museum of characters, icons and avatars. We want to become a real hub for comic and cartoon fans, and the only way to do that now, is through creating online connections and then inviting them to join us at the ToonSeum. Once we get them here, we know, they will tell their friends, strangers, tweet, blog, post, and tell the world about us.

    We also recognize that it can’t be just virtual, you have to take it to the fans! We have booths at major Comic Cons, from San Diego to New York. We also host Blogger events and Tweet Parties at the ToonSeum. If we can get the word out to them about our exhibits and programs they will help us spread the word.

    Beyond the standard social media efforts, such as a Facebook page and a twitter account, what other types of online efforts are the ToonSeum trying?

    I worked for twenty years with a museum that had a real aversion to technology, it took a decade for them to come around. The ToonSeum is the opposite. We want to be the first. We were the first museum in Pittsburgh to have an I-Phone App. We may still be the only one! MailChimp, EventBrite, every new social marketing tool that comes out we give it a try. We were among the first to participate in KickStarter (we were even featured in the New York Times in an article about it.) I attend the Consumer Electronic Show in Las Vegas just because I know we need to stay at pace with the public. The technology in most museums is outdated, kids can do more advance and exciting interactions at home. So we reach out, we are a Beta Test museum. We put ourselves out there to new technology and say, let us try this out first!

    Image via the New York Times

    We have an ipad docent at the entrance. Any guests who wants to experience more online while in the gallery can use it as a tool.

    For light up night we launched lights in our windows that can be controlled from the outside via an iphone. The guest has control over their experience before they even enter the door.

    I am a self-professed geek and nerd, I attend the Consumer Electronic Show in Vegas every other year, I attend the Toy Fair in New York. I bring those innovations and ideas back to the ToonSeum and find ways to integrate them. So the ToonSeum has a giant screen projection in the center of our ceiling that loops cartoons. It is of course blu-ray 3d as well.

    We have worked with Behar-Fingal to integrate QR codes into all our exhibitions. This allows guest with smartphones to link to additional content online. Whether it is a wikipage entry on the artists, or video we provide of the cartoonist at work. This is a great tool to take our exhibits beyond our walls and is also cost effective. People are walking around with access to all the information they need. In the future museums won’t need placard after placard of explanatory text. They will just need to provide a link. Their curiosity will take them beyond your walls. Each and every work of art is a potential jumping off point to a world of discovery in the world wide virtual museum.

    We know that the traffic has to flow in both directions. A museum should be a destination from those on the web looking for real world experiences, but a museum must also be a gateway to curiosity that can be infinitely explored in new and exciting ways online.

    Despite our using technology in so many ways, the ToonSeum is still ultimately about art on the walls. Because we have integrated ways to put the technology in your hands we don’t have to use a lot of monitors and computers. It makes it an individual experience, which is something we learned from social marketing. Everyone wants to interact on their own terms.

    I know you operate on a small staff, how does this affect how you manage your various online efforts?

    We have a social marketing intern whose only job is to tweet and post. That’s a must! The museum has to have a presence online that allows for immediate interaction. So we respond to every tweet that mentions us, every facebook post. It’s time consuming but it is the most important aspect of social marketing… being social!

    All of our staff also has access to post to our various accounts. So we are updating daily. More important though is the fact that our fans are out there, retweeting and posting everything for us. It gives us a much bigger presence.

    They also know to speak with the ToonSeums voice. It’s always connected to our mission and not personal. I have seen top-notch museums whose official facebook page has post about their kids getting the flu! Unless there is an epidemic of every kid visiting your venue getting the flu, how does a museum have kids that get sick? It doesn’t. Your venue has to have a virtual identity, a voice that your fans can interact with and it has to be consistent.

    This is all easier to accomplish with a small staff. There are no committees, no approval process, no budget meeting, we identify what needs done and do it!

    Does your staff size affect how you track the success of all of your online projects?

    Every guest that comes in is asked how they heard about us, and their zipcode. We track every single opened email and clicked link. That data is all placed into a matrix we use to measure our success. It doesn’t take a big marketing firm, it just takes a commitment of a few minutes each day.

    Can we talk about the Bloggers Blast? What is the event and why focus on bloggers?

    I was at the Consumer Electronics Show in Vegas and attended about 5 after parties. What impressed me was they were all geared toward bloggers and social media. I knew this was something the ToonSeum had to do in Pittsburgh.

    Traditional press is great, we love them! But today even they are pulling content from bloggers. Bloggers have fans, just like we do. It comes back to embracing a fan-based culture. So we wanted to let those bloggers get a sneak preview at our upcoming exhibitions and programs for 2011. We have special guests, a preview of the art, prizes and every single blogger will get a flash drive filled with all our press releases, promo art and more. If you are reading this and are a blogger, contact joe@toonseum.com for your invite.

    We will be following this with tweet parties, where everyone is admitted free if they tweet about the exhibits.

    You have mentioned that the ToonSeum was one of the first Pittsburgh museums to develop an iPhone app. What does the app do and what was the development process like? Has there been a good response?

    A screen shot of the ToonSeum App

    Going to back to my previous experience with another museum, I was often frustrated by the phrase “we’ll look into it.” I began to realize that phrase meant, we don’t know how to do it and aren’t willing to learn. Forget the yellow pages, the phone book is dead. It’s all about web and apps. We knew we needed an iphone app. It provides immediate access to enhance the guest experience. It also goes a long way to legitimizing you to tourist. It’s one of the first things I do when I visit a venue in a new city, I check them out online and then download their app.

    Creating an app can be an expensive prospect, thousands of dollars. That was out of the question for our budget. So, I just learned to do it myself. I applied for an apple developer license, found a great site that would allow me total control over the creation of the app, submitted it for approval and that was it. Total process took about five hours, not counting waiting for approvals, which took three weeks. I used rss feeds so that info on our hours and events could be changed on the fly. I created a framework that would allow our youtube videos to be viewed from within the application. As a cartoonist it was easy to do most of the graphic design work myself and there you go. It’s done. Our social marketing intern can update it from anywhere. I can even update from my iphone when I am out of town.

    If I am going to run a museum I should know how to do every job. I better know how to market, run the register, curate an exhibition and even mop the floors. I can then have a better understanding of how difficult a task is and more important I can lend a hand when it is needed.

    I am working on an android app right now and we are doing a complete web overhaul in spring.

    We are geeks, we love this stuff.

    Planning for Engagement: Tech Strategy & the Visitor Experience

    PMuseum Earlier this week, the Pittsburgh Children’s Museum hosted a talk by Nina K. Simon, author of The Participatory Museum and the Museum 2.0 blog. Simon works with museums throughout the country to develop programs for improving visitor engagement.

    Simon brought up some great ideas about the ways in which museums could use programming to increase engagement and create meaningful experiences between visitors.  Might arts organizations be able to apply her ideas about museums when designing their own strategies with technology and social media?

    Here are a few of her ideas from the talk and how I think they might be applied:

    Museums should be seen as places for everyday use

    Simon argued that many museums are seen as tourist destinations that have a long-standing stereotype of being a place to be visited maybe only once a year. This is also true for many other types of arts organizations.  Many of us would like to see that change and for arts organizations to become places that people consider frequenting practically everyday. Social media could be a strong tool for stimulating this impression. Offering frequent, engaging content online and creating a personal connection with our organizations’ constituents can help counter the idea that arts organizations are aloof and impersonal tourist destinations.  Social media offers an opportunity to communicate the frequent, sometimes daily offerings of your organization.

    Museums should be trusted hosts for social experiences

    Simon spoke last night about the success some museums have had with programs that involve voting, encourage competition, and prioritize face-to-face interaction between visitors.  Arts organizations could apply this idea towards utilizing social event sites like meetup.com, where the end result is a real-life, social interaction. Or this idea could be applied towards using such tools as real time tagging of artworks from any discipline or mobile device voting systems as a way to create conversation and interaction between visitors. The Indianapolis Symphony Orchestra went the mobile voting route when they had audience members vote, via text, to choose which encore the symphony performed.

    Museums should be places for seeing and exploring as well as sharing and making

    Another great way to engage visitors in a meaningful way is to encourage them to share their experiences of the organization with their friends and to create their own content. Social networking sites are centered on this idea of sharing experiences online and many organizations have taken advantage of this by encouraging their visitors to share photos and stories on the organizations’ social networks. The Vancouver Opera has a flickr fashion page that gives visitors who have “dressed to the nines” a place to shine online. The Mattress Factory’s iConfess is a confessional booth for visitors to express their ideas about the museum and publish those ideas directly to YouTube. Photos and personal experiences are definitely visitor-created content, but current technology can push this idea of participation even further. The success the Guggenheim had with YouTube Play, an online exhibition of user-created videos, and online projects like The Johnny Cash Project, where users re-interpret a Johnny Cash video by drawing over each frame, are two great examples.

    As technology and social networks continue to expand and grow at a rapid rate, it’s hard to know which to develop programming for. These ideas presented at Ms. Simon’s talk can serve as great starting points to that conversation. As your organization moves forward developing technological programming, some questions should be asked, such as: Is the technology serving the end goal of bringing people to our institution? Is it helping to create a worthwhile experience for visitors, or is it just tech for tech’s sake? How varied of an audience can a particular technology or social network reach? Are there better, low-tech solutions to visitor engagement? New technology and advances in web 2.0 can offer powerful tools that can help expand audiences and increase visitor engagement, but remember to step back and look at which strategy best serves your organization's visitors and creates a meaningful experience.

    Fill in the ________: A New, Social Entertainment Website

    myspace-logo-225MySpace, the original social networking site, has relaunched and re-branded itself as My_______ ,the world's first “Social entertainment” website.  The purpose of the website has shifted from a social networking site motivated by the slogan “a place for friends” to a site intent on “becoming the leading entertainment destination that is socially powered by the passions of fans and curators.” Essentially, the new My_______ focuses less on people and more on media and digital content sharing. The sleek new site combines the most popular features of Facebook, Twitter, Foursquare, and Youtube into a single media focused platform. Users can now follow artists and organizations on topic pages, similar to Facebook fan pages, while receiving real time updates on the music, videos and content being heard, viewed, or uploaded by them (very reminiscent of Twitter).

    In this way, members will be able to see what music their favorite opera company is listening to as well as what they are posting. Users will be shown the media that their friends are consuming, not just the media that their friends and topics are posting. It opens a new opportunity for media recommendations, community building, viral marketing, and content sharing.

    These updates appear on the new homepage now referred to as the dashboard which can be viewed in three modes: list, grid, or full screen.

    The list mode looks almost exactly like a Facebook news feed.  The grid view integrates watchable videos, playable songs, pictures, and micro-blogs in a chronological collage of media tiles, and the full screen mode allows users to experience their media updates in an interface similar to iTunes coverflow.

    Picture 3

    My_______ has combined multiple features from across the web  that have never been offered in tandem before - creating a unique media viewing and sharing experience.  Some of the other new features include: interactive games, karaoke (Opera?), free music playlists creation (competing with Pandora?), and media trending.

    The new interface and combination of features could prove very useful to cultural institutions and arts managers if the user base is willing to readopt a floundering platform.

    The largest obstacle for the new My______ is the old MySpace.  The relaunch comes after one of the worst years in the company's history.  MySpace lost 50% of its user base between 2009 and 2010, a critical hit for the organization and a terrible loss for its functional use as a communications tool and social network.  The new My________ is much more in line with Internet usage interests and behaviors of Millenials, but it is not yet clear if they will return to the site.

    Connect with FacebookIn order to make the transition smoother and help regain customers, My______ has paired with Facebook to create what they are calling a mashup, in which My_______ takes all of a user’s profile information, friends, and likes from Facebook and imports them into a My_______ page; making the process of setting up a new functioning account much quicker and helping users grasp the changes and full functionality of the site much faster.  This partnership bodes well for My_______ and provides a clear focus away from social networking and onto new media and digital content sharing.

    For arts organizations and non-profits that are currently tweeting links to content on Twitter, uploading videos to YouTube, and sharing pictures and events on Facebook, the new My_______ offers a single platform that will combine all three. A one-stop shop for all of your social entertainment and digital media needs. The ability for pictures and videos to appear directly in a news feed like Twitter but with a usable interface like Facebook is very desirable and something that I believe has huge potential.  Pairing the interface with the content and media focus allows for a more streamlined experience that is not diluted by the social aspect of Facebook and Twitter.  The New My_______ is definitely trying to steer away from content that does not surround music, media or artists in some way.

    The ability to create opera karaoke, post audio excerpts from a concert, or share video from a stage production or event that are instantly previewable and clickable in a media focused feed that is more graphic than Twitter, less convoluted than a YouTube subscription, and easier to deliver than Facebook is very enticing.  If users begin to adopt the new My_______, it seems only natural for organizations to follow. Only time will tell if this snazzy new facelift will take off, but the potential is definitely real.

    NAMP 2010 - Day One - Recap Discussions

    David, Corwin and Amelia report out on Day One of the 2010 National Arts Marketing Project Conference. Items discussed: keynote by Chip Heath, breakout sessions (pros and cons), designing conferences for people with varied experience levels, social media rock stars, and more.

    Firing Up Museums With Sparks! Ignition Grants

    logoIMLSFrom digital archiving techniques to mobile websites, museums around the country are finding news ways to innovate in our current and rapidly changing information age. There is now an emphasis on experimentation and testing the boundaries of what traditionally defines a museum. The Institute of Museum and Library Services (IMLS) has initiated a new grant program with this emphasis in mind and is seeking proposals for the current fiscal year. The Sparks! Ignition grants can be up to $25,000, are available for a period of up to one year, and have no matching requirements. Yes, you read that correctly. No matching requirements.

    The Sparks! Ignition program is intended for all eligible institutions that want to utilize innovative methods to address some of the current problems that museums and libraries in the U.S. are experiencing. For more information about the application and to find out if your institution meets the criteria for eligibility, visit the IMLS website .

    On November 3rd, IMLS staff will be offering a webinar explaining the purpose of the grants, articulating the application process, and answering questions. Your organization will have to move quickly though, the application deadline for all Sparks! grants is November 15th, 2010.

    True Personalization: Don't Get Filtered

    PersonalizationResearchers from Georgia Tech University recently published their first annual Future Media Outlook, an interactive online publication through nxtbook. Future Media Outlook tackles the concepts of information, technology and media in the future by focusing on "the trends that will fundamentally transform how content is created, distributed, and consumed..." The publication focuses on six main concepts, one of which (arguably the most interesting) is true personalization - the ability to manipulate, personalize and filter a personal data stream. These manipulations change the information that is available or presented to a person based upon their previous actions and settings. True personalization will affect our consumption of products and services as well as how we spend our ever shortening leisure time. The click of a button or the modification of a setting could alter advertising, attendance, and data distribution for companies and organizations in incredible ways.

    Due to the Data Tsunami created by the vast amount of information in this projected future, personalization will be required to focus content and allow people to navigate their own networks. Recommendation engines that compile our habits with our preferences will tailor our shopping, leisure and social experiences. People will know what events are going on, what food is being served, where meetings are happening, and where they most likely want to be at the touch of a screen. While this technology will show them exactly what they want to see, it begs the question : will they care about the information they are not receiving?

    FirewallFor arts organizations, this could lead to new levels of advertising, event management and customer service, but it will also require new levels of tech savvy and strategic media planning. Data is powerful and no organization wants to be on the wrong side of a filter.

    Personalized recommendations, advertising, and marketing have already been implemented on sites like Google, Groupon, and Facebook. An individual's habits and data input affect the advertisements presented to them and the ways in which  services are provided. In the future, this technology will become even more sophisticated and less conspicuous. The digital wave of news and information will manifest itself in total customization and intuitively targeted marketing.

    Data input and manipulation could become a new burden for many  institutions. In a world of customized lives and filtered data experiences, the arts will need to create their own space, partner with other industries and stake a claim in the entertainment and cultural markets. Being able to track events by location, recommend performances from purchasing habits and cultivate new donors from restaurant choices are wonderful concepts that could arise from this technology, but they will need to be created and managed by the arts institutions themselves.

    A world with true personalization focuses on providing services to fill a customer’s needs. Having a clear understanding of the market, the service being provided and the correlations that must be made will be integral to navigating a world of filters and preferences. This new world of data will be based on research, correlations and the value of time and information.

    Georgia Tech does a compelling job at forecasting the current trends and focusing on where technology is leading us. This trend is real, and I believe it will manifest itself in the not-so-distant future. A world where patrons require automatically updated calendars, events and performances synced with their Google calendars, and interactive donor plans is just around the corner. Recommendation engines, geolocation-based event maps and social event feeds are quickly moving from the future to the present. It will be interesting to see if these predictions become reality and how the arts and cultural sector reacts to this new world of filters and data.

    October webinar - Making the Most of Your Facebook Page

    devine-kittredge-registernowHow to Make the Most of Your Facebook PageTuesday, October 19, 2010 2:00pm-3:30pm Eastern Register today for $25 Presenters: Maryann Devine and Jacquelyn Kittredge

    You've probably heard a lot about Facebook in the media this past year, and you may have a lot of unanswered questions. You may be hesitating taking the plunge, for a variety of reasons -- it takes too much time or loss of brand control, for example.

    In this webinar, you'll learn:

  • Why you should consider creating a Facebook presence for your arts organization, even you've already got a great web site or blog, even if you're using other social media tools like Twitter.
  • Why it DOES make a difference whether you create a personal profile, a group, or a page on Facebook.
  • Why your organization may be invisible even to fans of your Facebook page, and what to do about it.
  • Why it's important to engage with your Facebook fans -- beyond the usual clichés about 'conversation' -- and how to do it.
  • What is a 'landing tab' and why it gives you an advantage.
  • How it's possible for even the smallest organizations to use Facebook applications like contests and advertising without breaking the bank.
  • Participants in this webinar will also receive $25 off registration for the online course "Facebook Contests for Arts Organizations."

    Maryann Devine is a teacher, blogger, and consultant who helps arts people and connect with their biggest fans. She was director of marketing and public relations at The Academy of Vocal Arts before starting her own company, smArts & Culture. There she has worked with arts organizations large and small, as well as individual artists, and created classes and e-courses especially for people in the arts who have little time to spare, but a passion to learn. She has taught audience development and technology courses for Drexel University's graduate program in arts administration.

    Facebook maven Jacquelyn Kittredge created her company, e-bakery, to help small businesses mix social media into their marketing strategies. A consultant with a checkered past, Jacquelyn has been a programmer, corporate trainer, user documentation specialist, middle school teacher, and fundraising organizer (as well as a gift-wrapper and surf-shop chick!). Her teaching and training experience helps her keep the technical information people-friendly and easy to learn. To that end, she recently created the online course, "Facebook Contests for Arts Organizations." Formerly the Director of Marketing and the Chief Evangelist for a healthcare start-up company, VoiceCode.net, Jacquelyn lives in Alexandria, Virginia with her husband, one dog and their three (wild) boys.

    Social Media, Funding & Prom Queens

    American Express recently started a grant program funding arts organizations through online voting instead of traditional non-profit success metrics. Quality of art, financial stability, and community impact were not the deciding factor in who received a $200,000 grant this summer, votes were. In a scene reminiscent of American Idol or Dancing With the Stars, arts organizations compete for the grand prize. Twitter, Facebook, and E-mail, took center stage as organizations launched their online campaigns. A competition was born and America voted to determine the winner.

    American Express’s use of the high school prom queen method to choose a winner evokes many new questions for funders and fundraisers alike:

    • Does the idea of a contest remove art from arts funding?
    • Is the best organization being rewarded?
    • Is this a popularity contest or a social media war?
    • How do you send a message for support without degrading the integrity of your opponents?
    • How will social media be affected through this type of funding?

    Galloping ahead of many traditional forms of communication, technology and social media have taken the arts community by storm over the last few years. This contest adds yet another facet to their use: fundraising. With the voting apparatus hosted online, social media makes perfect sense as the advertising weapon of choice, but is this a good choice for the arts?

    Building communities, starting conversations, and sharing information top the list of ‘the best ways to use Social media.’ Advertising and sales lead the least effective uses. In an attempt to gain votes, organizations risk alienating their supporters through using inflammatory messaging or hyper focusing on their votes and forgetting the online communities they created.

    Bashing the competition, touting superiority, or focusing on why one organization ‘needs the money more’ represent strategies and messaging that could easily be adopted. These messages are uncomfortable for many people and can fracture the arts community. However, without competitive messaging the prize would simply go to the organization with the highest online presence, essentially starting the contest on an unfair playing field.

    Assuming an organization crafted an effective campaign without causing any damage, the biggest question still remains unanswered. Should grants be determined by popular vote?

    On one hand supply and demand compose the framework of the funding structure. The organization with the highest public demand receives a reward to create more art. On the other hand, many see this as a popularity contest with the biggest flashiest organizations gaining a clear advantage. Unfortunately, art comprises no part of either approach. This funding model is not based on the organization, what they do, who they do it for, or why they do it: a counterintuitive approach in my opinion.

    While increased online support and a focus on technology use to reach constituents could provide benefits in this funding model, the prom queens method of distributing support should probably be left where it belongs: high school. This model has no way of insuring the best organizations reap the rewards or that the most efficient and effective programs receive funding. Popularity does not always equal quality, but it will always decide the winner in this funding model.

    Digital Art Has A New Home With Adobe. Virtually.

    adobemuseumNo guards. Always open. And I assume you won't have any alarm surprises. Welcome to the latest frontier in arts meet technology: Adobe Museum of Digital Media, the world’s first virtual museum.

    What is a virtual museum? This is not simply a museum website where you can view the collections by clicking an index. Nor is this a museum placed in a virtual world such as Second Life (which interestingly enough has a thriving art scene).

    The mission of the AMDM is to “Showcase and preserve digital work and illustrate how digital media shapes and impacts society.”  Adobe "has changed the world...and we wanted to celebrate that,” says Rich Silverstein, Museum Director.

    Keith Anderson, Creative Director, says the main question asked when developing the idea was, "how would this work in the real world?" Architects and designers were hired to create a museum that could theoretically be placed in any city in the world. There is an outside atrium, gallery space, and towers where the archives will be housed.

    eye

    So how do you walk through this virtual space? There are no avatars. Instead, a sea-jelly-meets-futuristic floating machine eyeball is your guide to the space (complete with cute old-school-computer-takes-an-underwater-journey sound effects).

    One of the greatest aspects of this new space is the freedom to create work that would be impossible to show in a traditional museum. Often, digital pieces are printed out on paper, or projected, and depending on the artist, a lot of the meaning behind the piece is lost (not to mention quality). It's like taking a Polaroid of The Birth of Venus. Sure, the photograph might turn out amazing and some people could like it better than the original because it has a neat 1960's quality to it... but I doubt that was the image Sandro Botticelli had in mind in 1486.

    I’m excited and a bit hesitant at the prospect of this museum. Yes, I think a virtual museum will have enormous potential for artists who work in digital media. Images of many artists’ work do no justice to their pieces. However, I am someone who likes to be physically immersed in a museum. It is an escape from the real world into another universe: sometimes confusing, sometimes controversial, sometimes just beautiful, but always refreshing. It’s the same comfort as getting lost in a good book. I worry that, personally, I will not get the same satisfaction exploring the very cool looking structure from the 15-inch screen of my MacBook. But then again, I am also one of those people who refuse to use a Kindle because I like to physically hold a book. So who knows, it might be a heavenly solution to dealing with crowds and the hassle of checking your coat. And the fact that you never have to worry about hours or off days is pretty great.

    What do you think? Is this where we are headed? Will virtual museums help create demand for the arts by allowing everyone to have access from the comfort of their homes?

    The first show is entitled, "The Valley," and is curated by Tom Eccles. It will feature work by Tony Oursler, an amazing video artist who has already been pushing the boundaries of what digital media should look like and how it can be displayed (Did anyone catch his recent show at the Mattress Factory?).  Oursler tends to highlight the strangeness of humanity in his work, and the medium of the internet and how it reflects society will obviously play a role in this new show.

    Other upcoming exhibits will feature John Maeda and Mariko Mori.

    Membership is free and just takes an email address. I am curious to see where the Adobe Virtual Museum goes from here. Will there be any social aspect to the museum? Will they ever partner with real life spaces for exhibits? Will they try to place a version of the museum in Second Life?

    Opening night is August 2, 2010! I expect to see all of your sea-jelly-machine-eyeballs there so we can crack open a bottle of cyber wine and toast to the latest in technology meets museums!

    Screen shot 2010-07-12 at 12.37.35 AM

    Guggenheim + YouTube = Awesome Biennial

    Video may have killed the radio star, but it has done wonders in shifting the paradigm of visual art.

    Since the 1960s, video art has been challenging preconceived notions about how art was supposed to look. At the time, these video artists had to fight to be recognized as worthy enough to be hanging in the same space as Monet or Picasso. And nowadays, you cannot walk into a contemporary art museum without some type of video art installation. Barriers were successfully broken down. Hooray!

    Let’s take a quick look at the opposite end of the art world spectrum. A magical little land on the internet where hours (and probably days) at a time can be spent: YouTube.

    With the dawn of YouTube, absolutely anyone can have his or her two minutes of fame.  There is everything from a rapping weatherman to the music of Windows XP, Daft Hands and the post-it Mona Lisa… and seriously? Can you even imagine life before this guy? I know I can’t.

    So we have the art world, which is harder to crack than a walnut frozen inside a glacier, and then YouTube, which could not be easier.

    What happens when these two worlds join forces? YouTube Play. A Biennial of Creative Video

    The premise is to receive video art submissions from around the globe by people who may or may NOT consider themselves artists.

    New. Exciting. Different. Weird. Animated. Confusing. Anything.

    “We’re looking for things we haven’t seen before,” says Nancy Spector, deputy director and chief curator of the Guggenheim Foundation.

    No pressure.

    So what happens after videos are submitted? A panel will review all of the videos and narrow it down to 200. From those 200, 20 will be selected to show in the first Biennial of Creative Video at the Guggenheim Museums. Yes, museums. The show will be simultaneously running at the Guggenheim in New York City, Berlin, Bilbao, and Venice. All 200 finalists will have their videos shown on the YouTube Play Channel.

    Partnering with the Guggenheim and YouTube, is Hewlett-Packard, who will be providing all the equipment at the museums to display the videos, as well as online tutorials about video basics such as editing and lighting.

    So even if you know absolutely nothing about videos or video art, your work could be shown in one of the most renowned museums in the world. Interesting. And exciting. I think.

    What are your thoughts? Will this produce great art worthy of showing in Guggenheim museums around the world? Is that even the point?

    Now there is a question worth exploring… In this rapidly changing world where absolutely anyone with a camera, phone, or computer can create “art,” how do you define what is museum worthy anymore?

    I think there are two schools of thought on the matter. On the one hand there are the purists who think the art world should remain an elusive and elite club that few artists ever manage to penetrate. Unfortunately, these limitations of access are crippling to the sustainability of our field. Which is what the focus should be, according to the second group. Yes, the art world must educate, question, and preserve beautiful and interesting things, but if you can’t get people to walk through the doors then what is the point? Keeping today’s audience engaged with art, regardless of the means, has become a focus for both visual and performing arts organizations. Technology is a great entry point, because everyone understands it and uses it on a daily basis. The same holds true for artists. Almost every artist I am friends with uses technology in some fashion to produce their work. They are creating amazing things, but the likelihood of top curators and critics ever hearing about them is slim to none. Which is why YouTube Play is such a great concept.

    Obviously, there will be no way of creating installation style pieces similar to Bill Viola’s piece for the 2007 Venice Biennale, Ocean Without a Shore. But in this case, that is ok. Unknown artists get to show their work, interesting pieces will be created, and the museum doors will be as convenient as your computer screen.

    The other day, we talked about crossing into different genres of art than you are used to… well here is your chance! Everyone is an artist.

    Interested? Absolutely anyone in the world can apply by uploading your video (less than 10 minutes and created in the last 2 years) to the YouTube Play Channel. The deadline is July 31, 2010, so start creating!

    Technology as competition for the arts

    I recently watched Ben Cameron speak at the Emerging Leaders Conference at American University. He addressed the role of technology in the arts--that the internet was seen as the panacea for marketing but now it brings 6,000 competitors to our patrons' attention every day. (see below for similar address by him at the TEDx Conference) Ben Cameron at TEDx

    In the Tech in the Arts blog, Corwin and I often talk about the ways technology can enhance and promote the arts. But we don't talk as much about the competition that arises from technology. As a field, arts professionals tout technology as the future of the business, and some of us embrace it. But as much as it is our friend, it is also our competitor.

    I’m not suggesting that database software, mail-merge, and online information-capturing haven’t saved hundreds of hours of work and made life generally less tedious. But it has also made entertainment more accessible and available than ever before.

    I've spent my first year in graduate school at Carnegie Mellon researching how arts professionals view and use video footage. There's much concern about video of performances competing the performances themselves, especially amongst the artists themselves. And I suppose there's a way to protect your organization against that--just don't produce video. And that's the route many smaller organizations take, when faced with musician's union fees or the reticence of an artistic director, or even just not being able to get a straight answer from the legal department. But then there’s competition from other arts companies, and entertainment industry. In many ways you can't protect your organization against the wider world.

    People are getting used to consuming their entertainment in the comfort of their homes, or accessing it on the fly from mobile devices. They get it on demand. They get it personalized.

    I still think the live arts add so much value to society—I wouldn’t be in the Master of Arts Management program or writing for this blog if I didn’t. I feel strongly that live arts have a lot on technology: the uniqueness of audience interaction, connection with large groups of people simultaneously, the shared experience of a story, and so much more.

    I know I’m not the only one that feels that way in my generation. But I also feel like I’m in the minority. For every person like me who can recognize a Bach fugue or would much rather go see Il Trittico than Letters to Juliet, I know that there are probably 10, 25, maybe 100 other 26-year-olds out there who are happier consuming their entertainment solely via Glee on Hulu or playing Rock Band.

    Technology in Arts Advocacy

    Fellow TITA bloggers Corwin, David, and I attended Arts Advocacy Day yesterday in Washington, D.C. Americans for the Arts hosts this event every year. Over 500 arts professionals attended this year to learn about the issues and then lobby their Congresspeople. I thought I was a pretty good arts advocate. I always took the time to explain to people about the arts and how they change people's lives and enrich communities. But what struck me is how much I could have been doing this whole time that I hadn't been doing.

    I assumed that you had to know ALL the facts, ALL the budget numbers, ALL the studies on the arts to be an effective advocate--or an advocate at all. But you don't. Facts help. Personal stories are even better. Simply taking action at all is the most important part, though.

    Just because today is the day after Arts Advocacy Day doesn't mean it's too late to make an impact. (This is an excuse I'm ashamed to say I've used before.) There are going to be 364 more days after Arts Advocacy. While a designated day helps us focus everyone's efforts, our organizations, our funders, our artists and the cultural welfare of our nation need our voices continuously.

    At its heart, this blog is about the ways that arts professionals and artists can use technology to create the future of art and culture. This may be as complex as building robots that make music. But it could also be as simple as one of the three ideas below.

    Three simple ways you can speak for the arts today:

    1. EASY: Write one paragraph about why the arts matter to you. Add a sentence encouraging an increase in NEA funding to $180 million this year. (more info here) Send it to your Congresspeople. (email form)

    2. EASIER: Tweet a condensed version and tag with #arts. This was a trending topic yesterday and the tag is still pretty hot.

    3. EASIEST: Join the Arts Action Fund (sponsored by Americans for the Arts). Click here, enter some info. It's free.

    Wasn't that easier than building a music-making robot?

    Upcoming Webinar - Putting Social Media Strategy Into Action

    rebeccakrausehardie_registernow150pxMarch 23, 2010The Arts & Social Media, Part II: Turning Strategy Into Results 2:00pm-3:30pm Eastern Presenter: Rebecca Krause-Hardie Registration: $25.00

    You've dabbled with social media; you've got a general sense of how to think strategically; now what? In this session, we'll go beyond the jargon into the nitty-gritty and practical details of executing a successful social media plan. This is a highly interactive session. As the starting point, we'll explore your goals, questions and your projects and clarify the steps needed to turn them into reality.

    In this engaging 90-minute session, you will:

  • Learn how to create a step by step action plan to get you going
  • Look at some great case studies from other arts organizations
  • Identify and define 5 practical steps you can take now to have your project soar
  • Rebecca Krause-Hardie is a project manager, facilitator/trainer, social media strategist, & arts blogger, helping arts and non-profits use the web and social media effectively. Rebecca has over 20 yrs experience in new media, business, marketing, finance and project management. She developed and has been the Executive Producer of the award winning New York Philharmonic's Kidzone website, now in its 10th year. Representative clients include the Boston Symphony, NY Philharmonic, Detroit Symphony, MAPP International, Canadian Museum of Nature, NYS/Arts, Caring.com and the Paul Taylor Dance Company and Dance/USA.

    Please Note: While this session builds upon ideas discussed in The Arts & Social Media, Part I: From Experiment to Strategy, this webinar is a stand-alone session appropriate for all artists and arts administrators.

    Mobile apps and the arts: where we are and where we're going

    Expressway at Night by the Pug Father
    Expressway at night by The Pug Father (from flickr.)

    2009 saw many new technologies first start up (like Google Wave), slowly emerge (mobile apps), or explode with popularity (Twitter). In the past year, we at Technology in the Arts have been writing a lot about the emergence of mobile technologies in the performing arts, particularly the emergence of mobile apps. We’ve highlighted disagreements between artistic and administration staff about the role of phones in the audience, as well as the new and unique ways orgs are promoting the arts through apps. We featured a short video of mobile marketing guru Ron Evans of Groupofminds demonstrating new apps as part of a webinar hosted by the Center for Arts Management and Technology on “Mobile Applications for the Arts: Where Are We” (more on webinars at the freshly made-over CAMT site.) I caught up with Ron again around New Year's to discuss where mobile technology is now and how we might expect it to develop in 2010 and beyond. Amelia: What do you think arts patrons want in a cell phone app? What are the most successful examples that you’ve seen at giving the intended audience what they want?

    Ron Evans: In a study I recently completed for the Artsopolis Network (who is considering building a mobile application to allow patrons to access their arts calendaring portal), of patrons aged 48-64, surprisingly one of the top results to your question is "Parking." People really want to know what parking options are available to them before the event, how much the parking costs, etc. This is a perfect example of some of the answers one might overlook when focusing on the arts organization's presentation of "the art" and is really very practical and useful information to know. Other responses that score high include restaurant information for pre/post show activities, availability of events near the users location (and the event start times), getting directions to the event, and being able to purchase tickets through the app (hopefully with discounts). These are all practical responses, and that's ok right now -- we're in a phase of early adoption, and outside of these functions that they are already familiar with (using Yelp to find restaurants, or using the iPhone's maps to get directions to a location) people don't really know what they want yet. They will be attracted to new phone technologies/capabilities that are cool as they develop.

    iPhone Transparent Screen by edans
    iPhone Transparent Screen by edans (from flickr.)

    A: In the current marketplace, what are these apps useful for? Is it simply audience engagement and a connection with the organization? Is it selling tickets? Or do you think that at this point they serve more as publicity devices—the organization that comes up with a cool app gets written up in papers, and gets a reputation for being forward-thinking?

    RE: I feel that it is all of the above. If your arts organization creates a mobile app, it still feels like magic. Since many groups are local or regional and not national in scope, it doesn't really matter if an arts group in Boston creates an app similar to the one you just created in San Diego -- to your local community, you're cool. You're looked at as a forward-thinking organization with resources to spend on research and development, and I've seen several funders interested in funding new technology like this. Now, there aren't many examples of financial return on investment for the creation of an app. But similar to social networking, there are many examples of a visibility return on investment, and that's of course quite useful in many cases. But some people have to be the pioneers, who build things because they are fun and cool and give a new spin on the experience -- those people are the ones that eventually find the ROI. But to finish your question, apps can be designed to serve a variety of purposes, from deepening audience engagement to simply helping people find events to attend in the first place.

    A: Back in the 90’s, there was a big “everyone needs a website” push for all commercial and non-profit orgs. Now everyone wants their website to be mobile-accessible. Is the next step that everyone needs a mobile app for their organization? In short, are apps right for everyone?

    RE: Let's draw a quick distinction between mobile accessibility and mobile apps. The former is simply having a website that looks good when viewed in a mobile browser, and this is an absolute must-have. The latter is the creation of a new software program that people can download from places like the Apple AppStore, and is not a requirement, but is certainly cool. For a mobile-accessible site, your web designer should create a mobile-friendly version of your site, and you should try it out on various phones. If you use a content management system such as Wordpress or Drupal, there are free plugins that will do this for you automatically -- it's quite easy, and has the advantage of working for any phone with web-browsing capability. Mobile applications however, only work on the phone they were designed for, so you need different applications for the iPhone, the Droid, Blackberrys, Nokia's, etc. New tools are looking to make this a bit easier: for example, there are software coding environments that allow you to code your app in a general way, and then spit out "flavors" of apps that work on different phones. New technologies like this should bring down the cost of creating apps significantly.

    iPhone sunset in the Andes by Gonzalo Baeza Hernández
    iPhone sunset in the Andes by Gonzalo Baeza Hernández (from flickr.)

    A: What type of organization could benefit the most from creating a mobile app? How do you suggest an organization research and decide if a mobile app is right for them?

    RE: I don't think the use of an app would be better or worse for a specific arts genre. If you're doing interesting things, an app would offer a new medium to communicate that information. Before deciding to move forward on any development, I'd do two things. 1. Research what's out there already -- do some searches in the app store of your smartphone for organizations like yours, and see if apps exist already, what they do, and how you might use them if you were to contact the org that made them. 2. Ask your patrons -- send them a survey and tell them you're considering creating mobile access to the arts experience, and ask them what they would like to see, with an open-ended comment option. I've taken arts organizations through this process and answer analysis, and the information received is fantastic in focusing your development, saving you money, and ultimately increasing your chance of "success" in however you define it for your creation.

    A: I’ve been researching streaming video in arts organizations and I have been finding there are many performing arts organizations that are having trouble obtaining the rights to stream video. Similarly, there are many modern museums and galleries that cannot obtain permission from artists to put a photograph of their art on their website, much less a mobile app. Do you see this as a significant barrier to arts organizations developing apps?

    RE: Yes, it is a huge barrier. People that own the rights need to lighten up and realize that capturing the likeness of a piece or an event to share the act of participation isn't the same as being there in person and participating. But this is really only a barrier to apps that are designed to display this sort of content. There millions of other ways an app could augment my arts-attending experience, and many organizations are focusing on those ideas right now.

    Samsung mobile phone by Milica Sekulic (from flickr)
    Samsung mobile phone by Milica Sekulic (from flickr.)

    A: Do you foresee a huge demand for on-demand video on smartphones? How do you think the market reconciles the hi-def video craze with viewing performances on a low-def platform (i.e. tiny screen, tinny sound quality)? What sort of apps do you see emerging in the future, based on current trends?

    RE: Actually, on-demand video, no. You can do it already and that will just become easier. The next big thing is going to be live streaming video -- sharing the experience you're at right now, with yo friends who aren't there with you. The iphone already has this capability (although you can't use it unless you break your contract with Apple and "jailbreak" your phone). AT&T also doesn't want you to have this capability right now, as it will be a huge drain on their mobile network resources. But as 4G speed and more becomes standard in the next couple of years, you're going to see this capability emerge, and instead of asking people not to take pictures, many arts groups will be asking people to not stream capture the entire event on their phones. This is going to be a big battle. But again, I point out that watching a show through a cell phone camera is not the same thing as attending the show in person in all its glory. One should be a "taste" of the other, intended to drive interest and participation. But many rights holders and arts organizations aren't going to see it like that for a long time.

    I also think there will be more and more location-based apps, that know where you are in relation to everybody else, and your friends. For example, it is going to be easy and precise for you to be able to find your friends in a crowded 1800 seat concert hall -- you'll be able to point your phone like a compass to find them, as well as see them represented on a map that includes the walls etc. of the physical space you're in. There are already apps being worked on that help you find friends to attend with, identifying people of similar interests and tastes. And apps will start asking you for permission to do the things you do most -- do you usually go out to dinner before shows? Your phone will know that, and ask you "should I make a reservation at X restaurant for you?" You just give the ok -- the default will be that the phone asks for your approval, not the other way around with you hunting for a restaurant and trying to tell the phone you want to make a reservation. Sound like the stuff from science fiction movies? It's closer than you think, and it will all be based on the continued constant recording of your preferences and actions, in order to try to predict your future behavior. Getting your DNA examined to know your physical traits is pretty commonplace today -- getting your behavioral preferences mapped will be the goal of tomorrow. Sounds potentially Orwellian, I know. But if you can get beyond that, it's pretty exciting stuff, and we are just starting to play around with ways to enhance the arts experience itself using these technologies -- interesting stuff to come!

    Ron Evans of GroupofMinds.comRon Evans is the founder of Groupofminds.com Arts Consultants, and is a leading developer and researcher of arts marketing and audience development using technology. His firm assists arts groups to explore emerging technologies and measure their impact on patron behavior in expanding arts audiences. He can be reached at http://groupofminds.com/contact-us

    Technology in the Arts - Now on Facebook!

    When we consult with clients about social networking and other online tools, we always stress thoughtful planning and mission-driven solutions. Let me be the first to admit, though, that we didn't sit around whiteboards planning the Technology in the Arts Facebook page... we simply created it and started sending invites.

    There are times when it's crucial to plan for the implementation of a new technology tool, and there are other times when it's important just to get it out into the world and allow it to take shape organically. In the case of Facebook, MySpace or any other template-based offering, it's easy to get rolling with little investment.

    We invite you to become a Technology in the Arts Facebook fan and help us shape an online community dedicated to using technology to support the advancement of the arts.