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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>June</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>GIFT project - early stage critical reflections from a meta study</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Paulina Rajkowska</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>The GIFT project</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Uppsala University</institution>
          ,
          <addr-line>Uppsala</addr-line>
          ,
          <country country="SE">Sweden</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <volume>9</volume>
      <issue>2019</issue>
      <abstract>
        <p>This paper presents a meta study that has been taking place within the GIFT consortium. The study has been conducted by a researcher using ethnographic methods and provides information on observations that could be pertinent to issues in humanities, technology and exploitation in context of cultural informatics. I posit that interdisciplinarity of the field is a great advantage which is also difficult to manage on a practical level and can contribute to misunderstandings and chaos. Furthermore, position of technology in museum context often is overstressed. Developing critical approaches and giving more agency to research partners that are not core part of the team could strengthen potential project outcomes and exploitation of results.</p>
      </abstract>
      <kwd-group>
        <kwd>hybrid technology</kwd>
        <kwd>ethnography</kwd>
        <kwd>meta study</kwd>
        <kwd>museums</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Methods and Data</title>
      <p>The meta study has been done with an ethnographic approach. The researcher
became part of the team for the duration of the entire project and did participatory
observation. The entire process was documented through personal note taking as well as
audio and video recording whenever possible. The current data set covers a variety of
meetings within the project group including occasions such as design workshops,
theory workshops, action research workshops, testing events as well as consortium
coordination meetings.</p>
      <p>
        The study from the start was strongly influenced by the theoretical approach of
discourse theory [
        <xref ref-type="bibr" rid="ref6 ref7">8, 9</xref>
        ]. Discourse theory treats both discourse and artefacts as
articulations of specific and sometimes conflicting ideals. By studying such articulations
and untangling their meanings we can learn something about the goals and
motivations of the different parties involved in the process.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Progress</title>
      <p>
        As the project is still ongoing, so is the meta-study. That said, the data from the
first two years has now gone through first phases of coding and analysis and has
provided rich material for discussion. What I present here are preliminary findings. I’ve
been contributing to the theoretical grounding of our work while at the same time
taking a step back and critically reflecting on the events unfolding within the different
work packages. Currently, I do not make any claims about the generalization or scope
of my observations. This paper should not be seen as a formal report of project
progress, but more as a conversation piece on salient observations performed during my
field work. I bring them up as interesting cases [
        <xref ref-type="bibr" rid="ref9">11</xref>
        ] that are perhaps of relevance for
other workshop participants. The focal topics raised should be perceived in that spirit.
      </p>
      <sec id="sec-2-1">
        <title>Issues in humanities</title>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Advantages of Interdisciplinarity</title>
      <p>Research in humanities, especially that supported through structure of EU funding,
has become an interdisciplinary effort bringing together groups sharing different
traditions of thought, methods and standards. Cultural Informatics is a prime example of
how different domains and fields can connect to share knowledge in a mixed context.
In the case of our project, we've attempted to combine art, design, performance
research as well as HCI, museum studies and leading edge technology. The different
fields create useful synergies that have been leveraged within the project.</p>
      <p>Thanks to our multifaceted approach we have developed two full museum
experiences one located at Brighton Museum, UK and one in Museum of Yugoslavia,
Serbia. The experiences are highly artistic while at the same time enabled through use of
technology. They have been developed in collaboration between academics, creators
but also museum practitioners. Each partner brought their own priorities and values
into the project, which helped in sensitizing the other participants and thus creating
something that I believe none of the partners could have achieved on their own.</p>
      <p>The artist partners have imbued the project with their unique esthetic approaches
and with the ambition to create a deep connection to individual visitors. Collaboration
with digitally ready museums enabled us to begin work on hybrid experiences on a
more advanced level. Our partners have already been interested and informed in the
field of digital innovation, therefore coming with valuable insights and relevant
experience within their own institutions. That was further reinforced by the fact that the
multiple partners within our consortium have previously worked with museums,
cultural heritage institutions and art. There was enough of the same interest towards
improving human experience to create shared goals and tools. The designers and
academics, came with all of their experience in development and evaluation to further
support the creative and critical approaches.</p>
      <p>All those synergies have allowed our project consortium to become a collaborative
effort towards further exploring the concept of meaningfulness as well as its role in
relation to technology and museums. The shared understanding also resulted in
mutual trust with museums experimenting with new forms of interactions such as digital
gifting and interpersonalization. From the very conception of this project, the tight
relationship between like-minded professionals of different fields was core to our
success. It can’t be stressed enough how important the trust we built is for allowing a
critical reflection on our own practice.</p>
    </sec>
    <sec id="sec-4">
      <title>The Flopside</title>
      <p>Although interdisciplinary work has all of the above-mentioned advantages, it also
comes with a set of challenges. Fostering an environment open to different
approaches and values is a time consuming task that relies deeply on the involvement of all the
parties concerned.</p>
      <p>One of the explicit goals of our work has been to make our practice more
theoretically informed, empowering for the users and institutions we collaborate with. We
chose action research as a model for one of the work packages and have continuously
included museums as stakeholders as mentioned above. Focusing on the concept of
meaningfulness meant facing a very broad term that has to be defined based on its
context, the relevance to the people it relates to and many other factors out of our
control. Our attempt to further approach understanding of meaningfulness by
including various disciplines that could shed different light on the same topic seemed like a
good fit for the task.</p>
      <p>What might have seemed like a reasonable goal at the start has turned out be a goal
of unbelievable complexity. Within any field, there is an abundance of conflicting
theoretical stances all the way from high abstraction level philosophical assumptions
to low level concepts. The variety of ideas also comes with a variety of methods and
standards. Working with a topic that is already vague and contested within any one
field over multiple fields, increases the amount of considerations that have to be
taken. The various perspectives bring value to the table but deciding what comes first
and what are priorities should be can be polarizing. This has been visible through the
changing notion of certain terminology within the development.</p>
      <p>
        An example concept that I have placed under specific scrutiny is the notion of “the
user”. Although the word user to many might seem self-explanatory, in reality it is
used in so many ways that it can be considered what is called in discourse theory a
floating signifier[
        <xref ref-type="bibr" rid="ref7">9</xref>
        ]. This is an idea that has different meanings in the different
discourses it can be used in. In the project the concepts of ‘user’ and ‘visitor’ were
seemingly used interchangeably, but in effect calling someone a user – or visitor – meant
very different things for different participants in discussions.
      </p>
      <p>What became visible is that although superficially, we do all use similar language
and seem to agree on our shared ideals, our fields come with a degree of nuance that
can be difficult to articulate. The result was that central concepts began to drift from
the participants’ initial assumptions, causing dissonance in communication and
collaboration. In particular, early results from the meta study show that there are
differences between how designers and museum practitioners view their users affecting
what kind of technology and development process they favor.</p>
      <p>Discussing those differences in an open dialog could possibly improve the general
satisfaction with the process as well as some of its outcomes. Furthermore, that kind
of discussion could be of methodological value for reporting of science. But within
the work process of a project, it becomes very difficult to discover that a particular
concept has become contested in this way.</p>
    </sec>
    <sec id="sec-5">
      <title>Theory Useful as Baseline</title>
      <p>Already on the level of project planning and proposal writing, the team committed
to certain values such as putting meaningfulness ahead as one of central concepts.
Furthermore, we defined our goals in terms of empowering museums and helping
them leverage their assets. Those commitments were deeply rooted in existing
literature on new museology on one hand, and hybrid technology on the other.</p>
      <p>
        New museology is a theoretical approach developed in the 1980s by Peter Virgo
[
        <xref ref-type="bibr" rid="ref12">14</xref>
        ], primarily through his book of the same title. In it, he describes the state and role
of museum institutions as changing in order to become more inclusive and open to
other points of view. Museums also needed to adapt to competing with other
entertainment venues on a free market. That lead to museums moving from being heavily
object-based to being more story and visitor driven. Museum collections are still the
central assets but what is nowadays frontline is how objects can tell a story, how
humans can relate to them and how our history can be represented in a fair fashion.
      </p>
      <p>
        Literature on hybrid interactions puts a lot of focus on different modalities of
experiences [
        <xref ref-type="bibr" rid="ref10">3, 5, 12</xref>
        ]. Trying to explore the interaction between physical and digital and
showing that there is a way to enhance traditional experiences with technology. Very
often new museology and hybridity get brought up together due to their interest in
making the human experience the central point of interest [
        <xref ref-type="bibr" rid="ref8">4, 10</xref>
        ].
      </p>
      <p>Although these two approaches focus on different topics and come with their own
vocabularies and problems, they have served as important anchor points for our work.
While the project has a project coordination work package, the work on keeping
vocabulary and theory coherent has been a separate task and not well integrated with the
overall management of design and development. Based on the observations above,
responsibility for theory might be a just as important administrative task. That said it's
difficult to fund positions that are mostly concerned with mediation, enabling
dialogue and theory. I claim that an effort should be made towards having that kind of
role in other projects.</p>
      <p>Finally, this affected also how we dealt with evaluations, the topic of focus at this
year’s workshop. As stated previously, the values and focuses of different partners
can mean that throughout the evaluation process we set standards that are not shared
among partners or uniform throughout the duration of the project. Within GIFT we
have used public testing, expert evaluation as well as small sample, qualitative in
depth interview approaches. Each method has different merits and as designers we
typically know when to implement which one. Working with concepts of
meaningfulness means finding oneself in a field that can be perceived as highly subjective and
difficult to measure in absolute terms.</p>
      <p>We argue that a shared theoretical framing can be a saving grace. Being able to use
theory to highlight the process of reflection, decision making and negotiating within
the team gives us a stronger attitude to argue for the choices we've made. The themes
of new museology and hybridity, even if not commonly agreed upon, have been
thoroughly discussed and form a red thread throughout out work.
3</p>
      <sec id="sec-5-1">
        <title>Issues in Technology</title>
        <p>One of the major focuses of our work is developing experiences. As previously
described, we defined our work in terms of empowering museums and creating
meaningful experiences. One thing that becomes visible is that technology isn’t even
present in those statements. In GIFT we put technology second. It is there to help but not
to take the spotlight. We all agreed that we do not want to work with technology for
the sake of technology. Hybrid experiences have something unique to leverage and it's
been our focus all along to find how can hybridity contribute to meaning making.</p>
        <p>
          For this purpose, we chose to reframe the concept of personalization, which has
been previously well explored primarily as a technology concept ([
          <xref ref-type="bibr" rid="ref1">1, 6, 7</xref>
          ]), but here
became framed in connection to meaningfulness and what makes an experience
meaningful. Instead of using technology to acquire information, create algorithms and
artificially fine-tune content to one’s liking, we turned to consideration of social ties and
museums as social institutions. We've explored the concept of interpersonalization
which looks upon personalization as something that happens in dialogue between
people, and takes into account how we relate to them. For example, using gifting as a
cultural reference for practices of sharing we've created a prototype that would
translate that into a hybrid form of engagement.
        </p>
        <p>What is important to point out here is that the strength of our prototypes does not
come from the high end technology that we have used. The strength is related to
social practices studied by anthropologists and sociologists, with technology being the
element that allows us to enable communication over larger distance.</p>
        <p>From user tests of a ‘Gifting’ app at Brighton Museum last summer, we saw that
this approach allows the visitor to reframe the museum visit from the perspective of
someone else. Connecting to those around you, making something relevant for others,
celebrating the social bonds that we all build as human beings has been a new way of
making technology relevant in an almost invisible way.</p>
        <p>We have also worked with notions of appropriation, not in the sense of cultural
hegemony but as a tool for the museum visitor to make the content of a museum more
relatable. In the prototype our consortium produced in Museum of Yugoslavia in
Serbia, the users were allowed to create their own content based off of the stories they
found in the museum. We are further working with this concept in a second iteration
of the same prototype. What makes the interaction meaningful isn’t the application we
use, but the social mechanisms behind it. Technology design is again second, to
activity design and choice of content</p>
        <p>That said it is also important to mention that to some extent the project is
inconsistent at applying its own values. We do not start with technology yet our exploration
process was bound to the tech solutions described in the proposal. Although based on
rich theoretical considerations, what was produced are apps. Technology
advancements tends to be foregrounded by project participants and audiences alike, including
the commission. In the first project review one of the work packages was criticized
for not using emotion recognition. This choice of technology had been foregrounded
as a candidate for use in the proposal, but discarded due to unreliability in an early
feasibility test. The review triggered an extensive reconsideration and trial with the
technology, only ending up with the same conclusion: it was not yet up to the leavel
of readiness required for use within the project.</p>
        <p>To put it bluntly, it is technology that gets funding and the cool technology that
gets published.. Meaningful interaction through social processes is nowhere near as
attractive of a pitch. Even museums will often make the mistake of buying a tech
solution or attaching to a solution too early on in the process, without thinking of their
goals with introducing the technology, their target audiences, or the desired
experience, or for that matter, how a new and often brittle technology solution will be
maintained once it is in place. Although the project was well aware of the risks with
technology-centric design, it did feel into some of the same traps.
4</p>
      </sec>
      <sec id="sec-5-2">
        <title>Issues in Exploitation</title>
        <p>The interdisciplinary collaboration that has been the overarching theme of this
short paper once again becomes central when it comes to issues of exploitation. It ties
directly to the issue of focusing or not focusing on technology, as well as to the larger
discussion on mixing disciplines in humanities. As mentioned, part of our research
has been an action research process, meaning we include practitioners within our
design process. We collaborate with 10 different museums from around the word
regularly getting their feedback in a form of collaborative workshops. The institutions
also run their own experimental work moderated by some of our researchers.</p>
        <p>We built relationships with the institutions we need to reach for exploitation
purposes, from the very early stages of our project. This has become central points to our
exploitation strategy. Preparing a product, running a project for 3 years and then
attempting it to sell its results to an uninformed audience is a difficult pitch. Having the
museums with us from day 1 with a stake in the project makes a huge difference.</p>
        <p>We can observe that the museums that we've collaborated with put extra work in
championing our solutions and spreading the information about our consortium
further. When it comes to exploitation, most often we have certain numerical goals such
as amounts of social media shares, amount of website visits etc. Those measures,
useful as they can be, only account for a surface level engagement with public at an
instant of a share. Building relationships, although harder to measure and more time
consuming, has resulted in more collaboration opportunities, more invites to public
events, more engagement with our solutions. Fostering digital champions who can
spread the word after seeing our progress from up close, is a strategy that should
perhaps gain more traction and should be therefore reflected in the evaluation criteria for
EU projects.</p>
        <p>Even though we have managed to gather collaborators that are vocally supporting
our solutions, it has not been an easy task to spread the information about our work.
Convincing museums outside of the scope of the project to use the solutions
developed has been difficult, and we hope to further explore reasons behind that. Lack of
resources on the side of the museums, need for more control and existing time
restraints have been among the reasons previously named by some of the collaborators.
This is a salient point of discussion for the workshop, and it would be interesting to
see how other projects have addressed this issue and what kind of communication
seem most efficient for increasing relevance of digital technology in cultural heritage.</p>
      </sec>
      <sec id="sec-5-3">
        <title>Open Challenges</title>
        <p>
          As we are nearing the end of our project some issues beyond its duration come up.
One of them is a fairly known problem of research leavings its field[
          <xref ref-type="bibr" rid="ref11">13</xref>
          ]. As our
funding ends so does, possibly. the life cycle of our applications. With no extra support
available for museums, the cost of running further experiments as well as sustaining
the extra interactions with existing personnel might become too much. Despite the
support we have received from museum partners, it is unclear to what extent they will
follow up on the last 2 years of work. This brings another open challenge to the table,
namely that of museum agendas. For the duration of the project, digital installations
have been in focus in the strategies for the participating museums, and actively
pursued. It seems that priority will not be maintained in the museums’ everyday practice.
In general, museums continue to center their identity and therefore strategies around
their exhibits and their collections, and other content including digital innovation
takes a backseat. The lifetime of a digital exhibit will be limited, if it becomes
perceived as not providing extra value other than the initial novelty. That attitude can be
problematic for future work and permanent installations. Museums are public
institutions with very specific lists of goals which such as educating their audiences,
creating public discourse and providing entertainment. What kind of arguments, logic and
resources can then be used to appeal to museum employees to show them inherent
value in adding digital resources? How do we align the goals of design and
development to further enable museums pursuing their own goals and feeling that the digital
can enrich their possibilities?
        </p>
        <p>As previously stated, interdisciplinary work in humanities holds incredible
potential, but managing design and development processes remains a difficult topic full of
obstacles when it comes to communication, expectation management and shared
goals. Although we all come from the same starting point, drifting is an inevitable
side effect. How do we work with communication? How can we provide support? and
finally, how can we help museums argue for more resources for digital innovation and
change?</p>
      </sec>
    </sec>
  </body>
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