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Interactive Media Interviews Young people & museums

Behind the scenes of Launchball – an interview with Daniel Evans, Frankie Roberto, and Mike Ellis

There is a lot to learn from the Science Museum’s (London) recent success with their Launchball online game.

The project has been enormously successful and recently won ‘best of show’ at SxSW. I conducted an interview with Daniel Evans, Frankie Roberto, and Mike Ellis to explore some of the ideas and processes behind the project.

Launchball was built to support and extend the Launchpad gallery experience. Launchpad is a highly interactive physics exploration space specifically aimed at 8-14 year olds.

How did it start?

Frankie Roberto:

“The key idea came from a realisation that the mission of the gallery was to allow kids to explore and play with real physical phenomena. As it’s nigh-on-impossible to experience real physics through a computer screen, we decided to drop this element and use simulation instead, and to focus instead on the exploration, playing, open-ended nature of the gallery . . . it follows the ethos of the gallery completely, and covers much of the same topic areas too (electricity, light, energy transfer, etc).”

Daniel Evans:

“As Frankie says Launchball is quite closely tied in to the gallery in many ways: the same set of themes are explored through similar types of activity. This isn’t a groovy game vs. a worthy gallery – Launchpad is a riotously popular place itself. We were very lucky that the exhibition team had an extremely thorough understanding of their brand and its meaning and were able to strip it of its gallery-specific contingencies and give us a brief at quite an abstract level. We were therefore able to work with a useful set of ideas (“Launchpad is about learning by doing what you fancy and seeing what happens”) rather than a more facile and literal interpretation that would have left us doomed (“Launchpad has a machine for blowing bubbles therefore its presence on the web must too”).

… we had series of brainstorms over a year or so exploring what Launchpad was and what it could look like online, with the web and gallery teams (including, importantly, the people who manned the old gallery on a day-to-day basis and really knew the audience) and a few gurus from outside the museum (Ben Gammon, Joe Cutting). This was interspersed with some research into audience needs and expectations and resulted in an ideas harvest, followed by an ideas elimination and finessing process.”

How did you keep the focus on making the game engaging, fun and addictive versus a more straightforward approach to making it overtly ‘educational’?

Mike Ellis:

“I had a really interesting meeting with the Head of Content at the Science Museum very early on in the project. I specifically asked her whether she thought the concept that we had just presented was “too fun and not educational enough”. She absolutely backed up our approach, pointing out that people in the “real” Launchpad space were having a great time and that the learning followed on from that rather than the other way round.”

Frankie Roberto:

“I felt strongly that the game should avoid the trap of having a traditional arcade-style gameplay, with a light level of theming and text-based interstitial screens that carry the educational method. 90% of museum games fall into this category. Instead I felt strongly that the playing and experimenting with the game should be an educational learning experience in its own right, and a fun one and enjoyable one.. For me, this idea follows the constructivist theory and follows in the footsteps of things like Lego and the Logo programming environment (which I also played with at school).

That said, when producing any simulation game, from a football manager to a theme park game, there have to be some simplifications from reality in order to make the game playable, and just to be able to physically make the game. In Launchball, for example, there’s no real friction, light can’t be diffracted, batteries never run out, and so on. Adding these in might have added additional learning outcomes, but it’d have made the gameplay more complicated, and not to mention would have made the game more complex to produce.

One of the key decisions we made, which I really insisted on, was a ‘sandbox’ mode where people could just play with all the blocks, with no limits, no set task, no specific learning objective. This I think is critical, as it really allows people to truly play, in an open-ended fashion, and to learn through doing all the way. Additionally, the sandbox allows people to create their own levels, truly opening up the game.”

Daniel Evans:

“It’s an interestingly loaded word, “educational”. In a sense your question is based on the very model that we were determined to avoid – the idea of using a game as a sort of diversionary tactic to buy some goodwill while you cram some facts down the audience’s throats, with the challenge for the developers being getting the right balance between sugar and pill. It’s amazing how persistent this fundamentally rather pessimistic idea is – the number of commentators for example who have seen the factoids at the end of a launchball level and thought “ah, that’ll be the educational bit”, when in fact the educational bit is the bit they’ve just finished.

It was absolutely crucial that the game was the education and the education was the game: the activity and the ideas it was communicating were indivisible. The key assumption behind the whole of Launchpad is that there is no tension between an activity being fun and it being physics-based. Online this is amply evidenced by the fact that almost all commercial games, including those with no educational remit whatsoever, are built around … physics engines. In a sense Launchball is just a giant exercise in drawing attention to this fact.”

What was the role of the external developers?

Daniel Evans:

“. . . it is impossible to overstate the role Preloaded had in the success of Launchball, both in terms of the craft skills of game design (hats off to Henry Cooke, Jon Mallinson and Phil Stuart in particular – three exceptionally talented individuals) and in terms of their endless willingness to rise to each new challenge (and we threw them quite a few) to deliver something truly excellent rather than just acceptably good.

User testing was the other major factor – there was a huge amount of testing by our in-house team on real members of the target audience at all stages of development. If you’re clear about your objectives, work with talented and creative sources of good ideas and then subject those ideas to really searching evidence-based quality control (and the developers engage positively with the findings, which Preloaded to their credit always did), then you stand a pretty good chance of getting a decent product.”

Digg played an early role in the viral promotion of the site, generating an enormous rush of visits to the site, putting strain on the servers.

Mike Ellis:

“I had actually left the museum at the point when I punted it to Digg :-) I got some fairly sharp words from the IT dept telling me I should have told them but to be honest what would they have done, gone and bought a server farm if I had let them know?”

Frankie Roberto:

“To be honest though, if it wasn’t Mike that had submitted it to Digg, someone else would have, and I think it would have had the same effect. Ultimately, it was the users of Digg who decided that the game was good enough for it to have made the Digg front page. Digg hasn’t actually been the biggest referrer to the game, that accolade falls to onemorelevel.com, followed by 2 Norwegian sites, then stumbleupon.com, then Digg. However Digg was certainly the most sudden.”

Daniel Evans:

“It wasn’t so much the traffic, it was when it hit: we hadn’t tested it under heavy load at that point. A few weeks later, bottlenecks identified and fixed, the game was coping comfortably with several times the traffic that Digg drove. In our final stress testing we simulated 100 times the load that brought the site down and although the servers were obviously straining they didn’t collapse. We were a bit naive and were caught slightly unawares by the instant attention. Although we were confident the game was pretty good, we underestimated the full extent and immediacy of its viral strength. Still, a nice problem to have, on balance.

… [now] we’ve had over 1.5 million visitors and about 100,000 people saving levels. 25% of Launchball visitors (most of whom are new and there for the game) go on to visit other parts of the Science Museum website … the figures for duration are a bit unreliable as it’s all on one page and a lot of people never go to any other page, but it’s obviously a lot longer than the website average.”

Frankie Roberto:

“It’s now the most popular page on our website!”

How much involvement has the museum had in engaging with the communities that have sprung up around the game? How is the education sector responding to it?

Daniel Evans:

“We’ve had ‘design a level’ competitions, there’s a facebook group and we’re continually getting feedback. There are over 25,000 pages on the web discussing Launchball though – so we can’t keep track of them all. Launchball discussions spring up in lots of surprising places too – there was a fansite for one of the other games at SXSW that had a thread complaining that Launchball won, that swiftly turned into a discussion about how you complete ‘The Volcano’. We’ve had lots of positive feedback from teachers too, including some unexpected stuff – for example some teachers are finding it very useful for teaching English as a Foreign Language.”

What are the lessons you have learnt from the experience?

Daniel Evans:

1. The quality of the brief is key: being clear what’s an end and not up for negotiation and what’s a means, with creative interpretation and challenge welcome, is vital in terms of both briefing and being briefed.
2. Argue your point strongly, and work with people who argue back just as strongly.
3. There are few challenges that can’t be overcome with a really first-rate Project Manager.
4. It’s fun. Enjoy it.
5. On the web you have no say in whether you’re doing things quietly or not.

Frankie Roberto:

1. Better to have one big, high-quality, immersive game than lots of smaller ones.
2. Trust in constructivism.
3. Shoot high.
4. Work with the best.
5. Build a multi-disciplinary team, and work together.

Mike Ellis:

1. Trusting the web team is absolutely vital in making a success of web products. The ‘traditional’ model of curator/content type coming up with web idea isn’t usually as well focussed.
2. Give freedom and time to ideas and let them flourish.
3. Use storyboards and wireframes at every stage of the process to help explain what exactly it is that you’re on about.
4. Be prepared for the Digg Effect (not even now entirely sure how?)
5. Go to creative agencies with a good idea of what you want to acheive. Brief it well and have lots of user testing research on board too.
6. Fight hard for realistic budgets.

Thank you to Mike Ellis, Frankie Roberto and Daniel Evans at the Science Museum for their time and openness in sharing more about the experience with Fresh & New.

Mike has blogged about the initial stages of the project with some early wireframes.

Categories
Interactive Media Interviews Web metrics

Museum transparency and the IMA Dashboard – an interview with Rob Stein

Last year the Indianapolis Museum of Art launched their Dashboard – a visual display of various data about the museum and its activities. Updated regularly the Dashboard gives open public access to much data that would usually be buried deep in an annual report.

The ‘transparency’ that the Dashboard offers is remarkable – it not only makes that information available on an ‘almost live’ basis, most importantly it makes it ‘accessible’. Everything from the number of new artworks on view and website visitors to new plantings in the gardens and budget performance, many statistics are available, and many more can be drilled down and explored in greater depth.

I’ve been very interested in the project and how it might have impacted organisational change at the IMA. I conducted an interview with Rob Stein, Chief Information Officer at the IMA, about the project.

Rob Stein explains the genesis of the project;

“Our CEO, Maxwell Anderson, has been interested in the role of transparency in museums for quite a long time. He has also spent a lot of time thinking about what kinds of metrics museums can use to measure their performance against mission based statistics (see his paper ‘Metrics for success in Art Museums‘). So, the decision to investigate what it might look like to create an institutional dashboard that could inform both the staff and the public was certainly initiated by Max, and reflects the museum’s commitment to operating as transparently and openly as possible.

Our goal was to create a site that could be accessed and understood easily and that would be of general interest at one level, but that could also eventually support a depth of investigation into how this museum measures up to our mission and strategic priorities. We don’t see that there’s any reason to keep these things secret, and in fact believe that making it easy for the public to see how we’re performing will offer a great incentive to the staff to understand why this is important.

The visual design of the Dashboard has been instrumental in making ‘sense’ of the data and opening up access.

Since statistics can sometimes been seen as boring and not interesting to the general public, we tried to keep the site as visually engaging as possible. We took quite a bit of inspiration from the dashboard screen of the Google Analytics tool as well as from Apple’s general design aesthetic. Google’s Analytics tool is great in that it offers bits of relevant information in one screen (the dashboard) that are easily digested, but also provides the ability for users to dig deeper into statistics that interest them. I think we were able to accomplish this effectively by incorporating “teaser” modes for each statistics on the Dashboard.

We also make pretty liberal use of an underlying set of taxonomies to help in organizing the information. Each statistic can be tagged, or categorized against a pretty simple taxonomic structure. This allows us to group statistics by department, or topic, or to say which statistics need to be grouped together for some reason (i.e. 2007 end of year reporting) The navigational tabs at the top of the screen are generated on the fly from these underlying taxonomies, so that whenever we add a new statistic, or topic to the dashboard they are immediately available.

Each node of the dashboard currently [also] provides its own RSS feed that users can subscribe to, In addition, users can also subscribe to any topic or departmental page as well. So, for instance if our finanace committee wants to always pull in new statistics related to IMA’s finances they could subscribe to the RSS for the Finance Topic.

Likewise there have been some sensible choices in the data made available to the public. Rob explains the focus on ‘interestingness’ in the choice of what to present;

We polled the staff and asked them to solicit information or statistics that they felt would be interesting, and particularly focused on those statistics that mirrored an activity or priority that supported the museum’s mission. We intentionally chose a small set of these statistics to start with, and probably placed a bit more emphasis on those statistics than changed relatively frequently. Now we’re in the process of going back and expanded on those sets of statistics and opening up the Dashboard to items that maybe don’t change very often, but are of general interest (i.e. the square footage of gallery space, the acreage of the museum’s grounds, etc…)

Dashboards rely on timeliness and there are many challenges in integrating back-end systems to deliver cross-organisational data. I asked Rob how important ‘live data’ was to the objectives of the project, and some of the implications that this has had internally to the museum.

This question illustrates a pretty important philosophical nuance that we’ve been talking about internally at the IMA. Currently, most of the statistics shown on the Dashboard are updated by staff members from many different departments at the museum. Our thinking in this is that the staff member responsible for tracking any particular statistic should, as part of their normal workflow be required to report that statistic to the dashboard. The reasoning here, is that we feel that when reports are automated, it is easy for staff members to become disconnected to the tracking of the information. We want the dashboard to be useful and interesting to the public, but also a tool for the museum to use in tracking its own progress across time. By asking staff members to take on the responsibility for reporting this information, we’re sure that they are aware of the trends in performance.

The flip side of this coin is that this does open the door to having statistics that could be fudged to make them look better than they really are. Also, if the responsible staff member is away from the office on vacation or a trip, the statistics they are responsible for may lag in their updates.

Our implementation of the Dashboard is definitely a work in progress. Since we created the software and web design in house, we’ve planned all along that we would feel our way through some of these difficult issues, and make changes to the sytem as we got feedback from our audience and the community on how dashboards should be operated. For example, in the next few weeks, we will be launching a set of new Dashboard nodes that will completely automate the reporting of attendance. We have systems in place in the museum that make this possible, and now understand and feel comfortable that these systems are reporting their numbers accurately. We’ll be moving from updating these numbers by hand on a weekly basis to live data being reported to the web every 5 min.

We’ve also been toying around with the idea of producing some kind of integration between the Dashboard software that we’ve built and Crystal Reports and the Flash integration that they support. We feel like this might give us a way to better integrate the Dashboard framework that we’ve built with a typical way that business systems support automated reporting. In doing this however, we’d still want to address the staff’s connection with the data and it’s reporting, and we haven’t quite figured that one out yet.

Might Dashboards ever ‘replace’ annual reports in terms of general public access?

I’m not sure that Dashboards should ever replace annual reports. I think annual reports are sometimes criticized in that they are hard to digest and tedious to produce, and of ultimately limited value in some settings. This may actually have more to do with poor execution than a critique of the annual report as a medium for communicating about the state of an organization. Dashboards, by their nature are designed to be good at communicating small bits of information in a somewhat random order. Navigation can facilitate themes or grouping of statistics, but Dashboards will have a hard time supporting much of a narrative regarding the performance of an institution. Annual reports or other long format texts can do a much better job of this, but will probably always struggle to interrelate large sets of seemingly disparate statistics. Given those two thoughts, it seems that dashboards and annual reports are probably pretty good compliments to each other, and we should probably leverage that relationship better than we do today!

With all this data now being publicly available there would be some exciting possibilities for cross-institutional data sharing and analysis. Rob explains some tentative future plans for the project;

We’d love to open source this product at some point in the future and hope that it would encourage other institutions to take the transparency of their operations to the next level. In order to make that really successful we’re in need of some good partner institutions that could look at the existing system with a critical eye and provide insight and resource in determining how the Dashboard could be more broadly applicable for many different kinds of institutions.

We take software quality pretty seriously here, and feel like there are some projects that treat open sourcing their software as almost a dumping ground for stuff they’re done with. We think that casts open source software in a bad light, and is not helpful in communicating that there are a lot of open source projects that are of extremely high quality and value. We’re not underselling what it would take to package the Dashboard in a way that’s easy to use and install, and to providing at least some amount of support to a future community of users.

Thanks to Rob for taking the time to answer my questions and being so open in his responses.

Try out the Dashboard.

Categories
Interactive Media

Doing online interactives properly – Science Museum’s Launchball at SxSW

The Science Museum’s Launchball has just taken out ‘best of show‘ at South by Southwest.

That a museum website interactive could possibly take out that award is truly remarkable and a testament to the Science Museum’s web team. I can’t think on another example where a cultural organisation has had the nouse to make a game that was firstly, great fun to play, secondly, was addictive, and thirdly, had this appeal even if you had no interest in the exhibition space (Launchpad) that it was made for. Likewise, whilst it is ‘educational’, it is first and foremost fun. And that really matters.

Not only is it great fun and challenging to play, it is a great example of how user communities spontaneously can spring up around ‘great content’. It is a timely reminder that really great content counts far more than anything else – still.

Soon after launch it was posted to Digg which ensured that it quickly was seen and played by global tech audience – a very savvy viral marketing plan that didn’t come from any marketing department.

Mike Ellis, formerly of the Science Museum, who was invovled in the project has blogged quite extensively about the process behind its development.

I hope to have an interview with Mike and others involved in the project posted up here in the next few weeks to explore this in greater detail.

For now, huge congratulations to the Science Museum and their web team.

Categories
Interactive Media Mobile

Location-aware web content in the cultural sector and Fire Eagle

Some readers may know that I and several members of my team are hard at work on a range of location-centric cultural sector data applications. We have been combining data sources from across the sector and government and building new ways of traversing very diverse data sets. (If you are going to be at Museums and the Web 2008 in Montreal you will be able to get a sneak preview!)

Categories
Interactive Media Mobile Young people & museums

Playing with the OLPC XO Laptop and the museum possibilities

I ordered an OLPC laptop under the ‘Give One Get One’ programme and via a friend in the US it arrived last week. My 3 year old has been having a great time playing with the TamTam Mini application, a very simple graphical sound triggering noise maker; the Paint application; a memory match game; and the inbuilt camera.

The Sugar GUI has been getting mixed reviews but in the hands of a 3 year old who hasn’t been indoctrinated into the aesthetics and usage patterns of Windows or OSX, it is seems logical, or at least sensible enough.

The wireless networking is excellent with great range and quick pickup. However this is where the gripes, or shall we say, ‘quirks’ start. You would think that the distance a ‘network’ icon was from your central OLPC icon is would indicate signal strength or proximity but in fact it is just random. Obviously there aren’t many of these laptops in Sydney, let alone Australia (yet!), so trying out the Mesh networking hasn’t yet been possible.

The bundled web browser is absolutely awful and slow. In fact until I installed a special build of Opera I was convinced that the laptop would be all but useless for Flash-based sites (which tend to be the ones that little kids actually want to start with). Flash support on the bundled browser works but it delivers things like Pingu at about 1 frame per second and forget about Youtube. Fortunately the support wiki is fantastic and a few handy Terminal commands and Opera had rectified the situation.

The screen of the OLPC can be swivelled around to turn the machine into a tablet e-book reader. A button on the screen allows you to rotate the screen through 90 degree steps which is nice too. Unfortunately using the bundled browser makes for a slow experience.

The final quirk is touchpad. Maybe it is a hardware fault but I have had to recalibrate it at least twice each session (which is fortunately done by holding down 4 keys simultaneously). Plugging in an external USB mouse makes it better.

But more of the good. The way Sugar stores your work is in a diary-like manner. Instead of ‘saving’ everything is just auto-saved by date and time. This allows you or an educator to look back over project work and see its development over time – this is a very nice feature that operates the same across all the bundled applications (called ‘Activities). The built in video camera is also remarkably good and is certainly usable for low level video conferencing given the right bandwidth.

So, having one of these to play with is fascinating. The potential applications within a museum environment are huge. Their size and the Mesh networking makes them attractive – they are remarkably small and the ability to connect them to each other automatically without the presence of an external wireless network opens up plenty of possibilities.

It would be very possible send students out in the field with a clutch of these tiny, robust machines to gather data, wirelessly commnunicate with each other, capture images, collaboratively write reports and then return to a lab to collate and present the results. The Sugar UI is suitably intuitive enough to make the learning curve of a properly set up machine easy, and there is little to attract the inevitable hacking and tomfoolery that occurs when students are plonked down in front of a Windows box.

But the question is, will these machines ever become available to museums to use or experiment in this manner?

Categories
Interactive Media

Ubiquitous connectivity and the ambient Internet . . . . in the kitchen

We’ve probably all heard of the Internet Refrigerator, but I’ve never really understood why you’d bother with one.

Last week my Chumby arrived (via a friend in San Francisco) and it is sitting in the kitchen alongside the tea. Although the Chumby is not the most versatile of devices, what I like about it is its simplicity. Basically at the moment it is an internet alarm clock with support for Flash and copious RSS feeds. However it has been developed to be ‘hackable’ and a growing community of hardware and software developers are developing new widgets and accessories for it. ‘Installing’ widgets requires a seperate computer to login to Chumby.com and deploy new content to your device.

At the network end it support only wifi – but without batteries, AC power only, it makes for a ‘tethered’ wireless experience. Making things interesting are its two USB ports, touch screen and motion sensors – all of which will offer the opportunity for expandability. My real gripe with it at present is its lack of support for streaming audio – it can obviously connect to anything on the net, but it lacks the codecs and the necessary licensing to currently allow me to use it to completely replace a clock/radio with streaming radio.

As a first generation device – currently in very limited pre-release – it is an interesting experiment. Setting up a museum screensaver type of widget for this would be pretty trivial, although it does raise the question of whether it is desirable for museum content to become ‘ambient’. Obviously this sort of ‘always on’ ambient Internet is well on its way and we may not have much of a choice . . . (do I really need to be updated of Facebook alerts when I’m making a pot of tea?)

Categories
Interactive Media Young people & museums

A dress up game for children

We’ve rolled out another simple game for young children over at our children’s website – Play at Powerhouse.

This one is called Zoe’s Dress Up Game and revolves around the Museum’s two children’s mascots – Zoe, a girl representing the local community, and Cogs, a robot that represents the Museum’s knowledge and collection. The game is very simple – find the appropriate clothes for Zoe to wear for one of three different outings.

Zoe’s Dress Up Game is one in a series of simple website interactives used to build familiarity with the Museum’s mascots and children’s brand, as well as teach basic memory and computer operation/coordination skills. They complement a range of offline craft activities that can be downloaded from the Make & Do part of the website.

Categories
Collection databases Interactive Media Young people & museums

C is for collection – an ABC book with collection objects

Two weeks ago we made a simple ABC book for young children available on our children’s website. It is called ‘C is for collection‘ and is a very basic extension of our online collection built in Flash with an XML file supplying the necessary collection data allowing for easy expansion.

A longer term objective of ‘C is for collection’ is to build a database of child-friendly object descriptions and explore the options for a children’s tagging game with the same XML.

Have a play and remember to turn up your speakers. More children’s games are coming shortly.

Categories
Interactive Media Web 2.0

The new Google Maps, Google Earth and Google Sky

Everyone is buzzing about the new features that have popped up with the easily embeddable GoogleMaps today. This is a big step towards making map mashups completely mainstream – increasing the popular acceptance of the map as a user interface.

For a look at how things might work for the museum and cultural sector take a look at this query. Scroll to the bottom and you will see a map showing all the places mentioned in the book, together with pop up page references! There’s obviously been a lot of parsing of OCRed text to pull out the place names but the result is pretty incredible.

Something a few have missed is the astronomy features now available in Google Earth called Google Sky.

Download the new version of Google Earth and you will find a new toolbar icon that toggles between Earth and Sky. Once in Sky mode you can find galaxies, constellations and planets – all of which link to data from NASA and other sources including Hubble telescope pictures. It is very impressive and lots of fun.

Next task is to look into making KML files to accompany our monthly night sky guide podcasts at the Sydney Observatory . . .

Categories
Conceptual Interactive Media Museum blogging Web metrics

Authority in social media – Why We Twitter: Understanding Microblogging Usage and Communities

From Akshay Java, Xiaodan Song, Tim Finin, and Belle Tseng comes an interesting academic paper titled Why We Twitter: Understanding Microblogging Usage and Communities.

Following my recent post looking at diffused brand identity in social media, this paper is a useful examination of the emergent ‘authority’ and ‘connectedness’ of users amongst a dataset of 75,000 users and 1.3 million ‘posts’.

Twitter is something that I’ve seen limited potential for in most museum applications so far, but increasingly Twitter-style communciation is replacing email – see the frequent updates that your friends do on Facebook’s ‘what I am doing/feeling now’ mood monitor for example.

Abstract:

Microblogging is a new form of communication in which users can describe their current status in short posts distributed by instant messages, mobile phones, email or the Web. Twitter, a popular microblogging tool has seen a lot of growth since it launched in October, 2006. In this paper, we present our observations of the microblogging phenomena by studying the topological and geographical properties of Twitter’s social network. We find that people use microblogging to talk about their daily activities and to seek or share information. Finally, we analyze the user intentions associated at a community level and show how users with similar intentions connect with each other.