Showing posts with label best practice. Show all posts
Showing posts with label best practice. Show all posts

Saturday, 1 October 2011

Usability: the key that unlocks geeky goodness

This is a quick pointer to three posts about some usability work I did for the JISC-funded Pelagios project, and a reflection on the process. Pelagios aims to 'help introduce Linked Open Data goodness into online resources that refer to places in the Ancient World'. The project has already done lots of great work with the various partners to bring lots of different data sources together, but they wanted to find out whether the various visualisations (particularly the graph explorer) let users discover the full potential of the linked data sets.

I posted on the project blog about how I worked out a testing plan to encourage user-centred design and set up the usability sessions in Evaluating Pelagios' usability, set out how a test session runs (with sample scripts and tasks) in Evaluating usability: what happens in a user testing session? and finally I posted some early Pelagios usability testing results. The results are from a very small sample of potential users but they were consistent in the issues and positive results uncovered.

The wider lesson for LOD-LAM (linked open data in library, archives, museums) projects is that user testing (and/or a strong user-centred design process) helps general audiences (including subject specialists) appreciate the full potential of a technically-led project - without thoughtful design, the results of all those hours of code may go unloved by the people they were written for. In other words, user experience design is the key that unlocks the geeky goodness that drives these projects. It's old news, but the joy of user testing is that it reminds you of what's really important...

Sunday, 21 November 2010

Museums and iterative agility: do your ideas get oxygen?

Re-visiting the results of the survey I ran about issues facing museum technologists has inspired me to gather together some great pieces I've read on museum projects moving away from detailed up-front briefs and specifications toward iterative and/or agile development.

In 'WaterWorx – our first in-gallery iPad interactive at the Powerhouse Museum', Seb Chan writes:
"the process by which this game was developed was in itself very different for us. ... Rather than an explicit and ‘completed’ brief be given to Digital Eskimo, the game developed using an iterative and agile methodology, begun by a process that they call ‘considered design‘. This brought together stakeholders and potential users all the way through the development process with ‘real working prototypes’ being delivered along the way – something which is pretty common for how websites and web applications are made, but is still unfortunately not common practice for exhibition development."
I'd also recommend the presentation 'Play at Work: Applying Agile Methods to Museum Website Development' given at the 2010 Museum Computer Network Conference by Dana Mitroff Silvers and Alon Salant for examples of how user stories were used to identify requirements and prioritise development, and for an insight into how games can be used to get everyone working in an agile way.  If their presentation inspires you, you can find games you can play with people to help everyone understand various agile, scrum and other project management techniques and approaches at tastycupcakes.com.

I'm really excited by these examples, as I'm probably not alone in worrying about the mis-match between industry-standard technology project management methods and museum processes. In a 'lunchtime manifesto' written in early 2009, I hoped the sector would be able to 'figure out agile project structures that funders and bid writers can also understand and buy into' - maybe we're finally at that point.

And from outside the museum sector, a view on why up-front briefs don't work for projects that where user experience design is important.  Peter Merholz of Adaptive Path writes:
"1. The nature of the user experience problems are typically too complex and nuanced to be articulated explicitly in a brief. Because of that, good user experience work requires ongoing collaboration with the client. Ideally, client and agency basically work as one big team.
2. Unlike the marketing communications that ad agencies develop, user experience solutions will need to live on, and evolve, within the clients’ business. If you haven’t deeply involved the client throughout your process, there is a high likelihood that the client will be unable to maintain whatever you produce."

Finally, a challenge to the perfectionism of museums.  Matt Mullenweg (of WordPress fame), writes in '1.0 Is the Loneliest Number': 'if you’re not embarrassed when you ship your first version you waited too long'.  Ok, so that might be a bit difficult for museums to cope with, but what if it was ok to release your beta websites to the public?  Mullenweg makes a strong case for iterating in public:
"Usage is like oxygen for ideas. You can never fully anticipate how an audience is going to react to something you’ve created until it’s out there. That means every moment you’re working on something without it being in the public it’s actually dying, deprived of the oxygen of the real world.
...
By shipping early and often you have the unique competitive advantage of hearing from real people what they think of your work, which in best case helps you anticipate market direction, and in worst case gives you a few people rooting for you that you can email when your team pivots to a new idea. Nothing can recreate the crucible of real usage.
You think your business is different, that you’re only going to have one shot at press and everything needs to be perfect for when Techcrunch brings the world to your door. But if you only have one shot at getting an audience, you’re doing it wrong."
* The Merholz article above is great because you can play a fun game with the paragraph below - in your museum, what job titles would you put in place of 'art director' and 'copywriter'?  Answers in a comment, if you dare!  I think it feels particularly relevant because of the number of survey responses that suggested museums still aren't very good at applying the expertise of their museum technologists.
"One thing I haven’t yet touched on is the legacy ad agency practice where the art director and copywriter are the voices that matter, and the rest of the team exists to serve their bidding. This might be fine in communications work, but in user experience, where utility is king, this means that the people who best understand user engagement are often the least empowered to do anything about it, while those who have little true understanding of the medium are put in charge. In user experience, design teams need to recognize that great ideas can come from anywhere, and are not just the purview of a creative director."

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If you liked this post, you may also be interested in Confluence on digital channels; technologists and organisational change? (29 September 2012) and A call for agile museum projects (a lunchtime manifesto) (10 March 2009).

Wednesday, 3 November 2010

What would Phar Lap do? AKA, what happens when Facebook and museum URIs meet a dead horse?

Phar Lap was a famous race horse.  After he died (in film-worthy suspicious circumstances), bits of Phar Lap ended up in three different museums - his skin is at Melbourne Museum, his skeleton is at Te Papa in Wellington, NZ, and his heart is in Canberra at the National Museum of Australia.

I've always been fascinated by the way the public respond to Phar Lap - when I worked at Museum Victoria, the outreach team would regularly get emails written to Phar Lap by people who had seen the film or somehow come across his story.  (I was also never quite sure why they thought emailing a dead horse would work).  So when I first heard that Phar Lap was on Facebook, I was curious to see which museum would have 'claimed' Phar Lap.  Does possession of the most charismatic object (the hide) make it easier for Melbourne Museum to step up as the presence of Phar Lap on social media, or were they just the first to be in that space?  The issues around 'ownership' and right to speak for an iconic object like Phar Lap make a brilliant case study for how museums represent their collections online.

And today, when I came across three posts (Responses to "Progress on Museum URIs", Progress on Museum URIs by @sebastianheath, Identifing Objects in Museum Collections by @ekansa) on movements towards stable museum URIs that problematised the "politics of naming and identifying cultural heritage" and the concept of the "exclusive right of museums to identify their objects", I thought of Phar Lap.  (Which is nice, cos 80 years and one day ago he won the Melbourne Cup).

Of the three museums that own bits of the dead horse, which gets to publish the canonical digital record about Phar Lap? I hope the question sounds silly enough to highlight the challenges and opportunities in translating physical models to the digital realm. Of course each museum can publish a record (specifically, mint a URI) about Phar Lap (and I hope they do) but none of the museums could prevent the others from publishing (and hopefully they wouldn't want to).

Or as the various blog posts said, "many agents can assert an identity for an object, with those identities together forming a distributed and diverse commentary on the human past", and museums need to play their part: "a common identifier promoted by and discoverable at the holding institution will ease the process of recognizing that two or more identifiers refer to the 'same thing'".

Of course it's not that simple, and if you're interested in the questions the museum sector (by which I hopefully don't only mean me) is grappling with, the museums and the machine-processable web page on Permanent IDs has links to discussions on the MCG list, and I've wrestled a bit with how URIs might look at the Science Museum/NMSI (and I need to go back and review the comments left by various generous people).  I'd love to know what other museums are planning, and what consumers of the data might need, so that we can come up with a robust common model for museum URIs.

And to reward you for getting this far, here is a picture of Phar Lap on Facebook as his skin and bones are about to be re-united:

Thursday, 20 May 2010

Edward Tufte on 'Beautiful Evidence'

Tonight I went to see Edward Tufte lecture on 'visual thinking and analytical design' at the Royal Geographic Society tonight. The room was packed, perhaps because lots of people were in town for UX London already. The event was organised by Intelligence Squared, who are apparently 'dedicated to creating knowledge through contest', which is an interesting goal in its own right.

It's been a long week, so I suspect my notes are pretty sketchy, but I'm posting them in case they're useful. Let me know if you spot any corrections. On with the talk...

[His basic thesis:] The method of production interferes with production [of knowledge?].

We do most of our serious visual thinking inside, on unreal flatland [2D] screens, looking at representations of real things, instead of being outside looking at real things. In the real world, most of our thinking would be about way-finding, rather than deep analysis.

Evidence is evidence. Information doesn't care what it is. The intellectual tasks remain constant regardless of the mode of production/consumption - we need evidence to understand and reason about the materials to hand. We might care about mode of production but we shouldn't segregate the information by modes of production. We need content-oriented design.

In manuscripts, the hand directly integrates words and image. When marks all come from same source e.g. hands then material is integrated. When technology has different modes of production e.g. type and drawings, then content is segregated by modes of production.

[He showed a 9th century centaur - the image was made of Latin words, a unification of text and image.] Visual meaning of Latin centaur is still clear despite language. The universality of images, the stupefying locality of languages. Images are cosmopolitan, words are local and parochial. When the language is unknown to the viewer, image and language are separated into comprehensible image and incomprehensible language.

'Content indifference' is the result of teaching that only design matters. The essential test is how well each assists understanding the understanding of the content, not how stylish they are. You must know the meaning of the content to design it.

The point of information display is to assist analytical thinking. One common task is to make comparisons. Take the intellectual task (e.g. 'make smart comparisons') and turn them into design principles. Tasks become instructions to the design. Otherwise it's just based on fashion or latest technology.

[He then had the lights turned up so people could view copies of Minard's map of Napoleon's Russian campaign in 1812. He used this to illustrate his Six Grand Principles of Analytical Design.]

  1. First Grand Principle of Analytical Design: show comparisons, contrasts, differences e.g. difference between those who left and those who returned.  Principles guide the design but also the content. A lot of his work is secretly about analytical thinking.
  2. Second Grand Principle of Analytical Design - show causality, dynamics, mechanisms, explanation. For policy thinking, intervention thinking - to produce an effect, you need to know about and govern the cause - show causality.  Thinking about how these are derived are producer commandments. But as they're derived from fundamental intellectual task they're also consumer tasks - you should be asking, as an audience, what is your task?  Minard's map shows causality with temperature.
  3. Third Grand Principle of Analytical Design - show multivariate data. Three or more factors, variables. i.e. show more than two variables. Reality is inherently multivariable.Minard showed six dimensions - the size of army, direction, temperature, dates, location (lat,long). It's not about the method of display. The design is so good that it's invisible. Good web design has to be enormously self-effacing. The task is for users to understand information, not admire the interface. People should be too busy going about their business to notice the design.
  4. Fourth Grand Principle of Analytical Design - the principle of mode indifference - completely integrate all content. No segregation by mode of content. Videos and tables should be embedded in text, not set aside with captions elsewhere. Information don't care what it is, cognitive tasks don't care what the mode of production is. Minard had paragraphs of text, statistical bits, annotations all over.  Cognitive styles in approaching material - really good analysts are indifferent to the mode of evidence, spirit is 'whatever it takes to explain it'. Driven by explanation. Enormous difference between process driven and content driven explanation. Academics make industry from process driven design but it should be whatever it takes to explain it - not what's lying around, not what I'm good at.
  5. Fifth Grand Principle of Analytical Design - document everything and tell people about it. Document sources, scales, missing data. It's the credibility argument. Two things you need to get across in a presentation - what the story is and why the audience should believe you. Audience has two tasks - trying to figure out the story and whether they can believe the presenter. An important way to have credibility is to have care and craft with respect to the data. Minard's two paragraphs are about documentation - assumptions, scales of measurement. Minard was a great engineer who designed bridges and canals - this has the facticity of an engineer. Minard didn't want quibbles about the facts - he wanted people to appreciate the disaster of war. It was meant as an anti-war poster right from the start. It was meant to show the horrors of war. Precision and accuracy in evidence helps his credibility.  Documentation is part of the fundamental quality control mechanism for preservation of credibility. As a consumer, you should be sceptical if people don't say where the data came from e.g. URLs or full data sets. Very few people look at the original data but making sure it's available is important.  Cherry picking is a big threat to the credibility of presenters - am I seeing the results of evidence, or of evidence selection? Providing source is a way of showing you're not a cherry picker.  Overall, incompetence is more likely to be an explanation than conspiracy. Intimacy with the evidence helps convince of credibility.
  6. Sixth Grand Principle of Analytical Design - serious presentations largely stand or fall on the quality, relevance or integrity of the content. 'Just fancy that.' ' If that's not true of presentations where you work, maybe you want to work somewhere else.'  His great insight into design from his books is that content matters, but 'it's a shame we live in a world where that counts as an insight'.The best way you can improve your presentation is to improve the content.
  7. [Then I think a Seventh Grand Principle of Analytical Design snuck in:] We want to try as much as we can to show information as adjacent in space than flip backwards in time. If information is stacked in time e.g. one slide after another, you have to try and make comparisons between something that's gone away and something you're not seeing. Important comparisons should be try to be made in the eye span. This seventh principle has all kinds of consequences for design. Power users have multiple monitors - trying to get more content real estate adjacent in space.
Digression 'strange word, users', only two industries describe their customers as users, illegal drug industry and computer industry.

The principles makes you think about how you display information to viewers - put the data in front of the user, show the comparison. The human eye is really good at comparing things, so having content rich screens and use just about every pixel that you can to carry content.

Trust the users optical capacity. New York Times has 400 links on its homepage. When working on a model for site for site reporting transparency, he suggested news sites.

User testing is not 'having some temps come in and look your screen over' but rather how your website performs in the wild. Know New York Times and Google News work because of the sheer number of visitors. Websites that are very successful in the wild provide models. Look at people who report - first rate news websites.

[He then turned to the sparklines handout.]

Bonus real live 'Powerpoint sucks' comment.
Sparklines - intense, high resolution display.
Graphics should have resolution of typography [not thickness of pencil]. 'Graphics are no longer a special occasion.' They can be anywhere that a word, image or number can be.

Grey band [in the handout ] is based on the types of tasks that clinicians want to do - they don't care about normal values, only exceptions. [The whole visualisation is based on the task, the user and the context]

'We want to be approximately right rather than accurately wrong'. An approximate answer to the right question is better than an accurate answer to the wrong question. [I think I misheard 'accurately' for 'exactly', judging by people's tweets]

We're subject to the recency effect - sparklines show most recent change but put it in context - patterns in change, other similarly shaped changes.

Data analytical design is about showing reality in flatland.

In response to questions: a lot of websites get corrupted because they're pitching, bringing the ethics of the marketplace into the design - important alongside the intensity of a good news website is its spirit - reporting spirit, not pitching.

Qu re current trend for data visualisation e.g. artists animating visualisations
'I think they can do exactly what they please' One reason it's alright is they're not making other claims about the content, just using it as a found object.

[Finally, out of interest - you could compare these written notes to this sketched version of his talk by @lucyjspence.]

Monday, 23 March 2009

Get thee to a wiki - the great API challenge in action

Help us work on an informal, lightweight way of devising shared data, API standards for museum and cultural heritage organisations - museum-api.pbwiki.com is open for business.

You could provide examples of APIs you've used or produced, share your experience as a consumer of web services, tell us about your collections.

Commenting on other people's queries and content is an easy way to get started.  I'd particularly love to hear from curators and collections managers - we should be working together to enable greater access to collections.  If you check it out and none of it makes any sense - be brave and say so!  We should be able to explain what we're doing clearly, or we're not doing it right.

Some background: as announced on the nascent museumdev blog, the Science Museum is looking at releasing an API soon - it'll be project-specific to start with, but we're creating it with the intention of using that as an iterative testing and learning process to design an API for wider use. We could re-invent the wheel, but we'd rather make it easy for people to use what they've learnt using other APIs and other museum collections - the easiest way to do that is to work with other museums and developers. The Science Museum's initial public-facing collections API will be used for a 'mashup competition' based on object metadata from our 'cosmos and culture' gallery.

Speaking of museumdev, I started it as somewhere where I could ask questions, point people to discussions, a home for collections of links and stuff in development.  It's also got random technical bits like 'Tip of the Day: saving web.config as Unicode' because I figure I might as well share my mistakes^H^H^H^H^H^H^H^H learning experiences in the hope that someone, somewhere, benefits.

Tuesday, 10 March 2009

A call for agile museum projects (a lunchtime manifesto)

Yet another conversation on twitter about the NMOLP/Creative Spaces project lead to a discussion of the long lead times for digital projects in the cultural heritage sector. I've worked on projects that were specced and goals agreed with funders five years before delivery, and two years before any technical or user-focussed specification or development began, and I wouldn't be surprised if something similar happened with NMOLP.

Five years is obviously a *very* long time in internet time, though it's a blink of an eye for a museum. So how do we work with that institutional reality? We need to figure out agile, adaptable project structures that funders and bid writers can also understand and buy into...

The initial project bid must be written to allow for implementation decisions that take into account the current context, and ideally a major goal of the bid writing process should be finding points where existing infrastructure could be re-used. The first step for any new project should be a proper study of the needs of current and potential users in the context of the stated goals of the project. All schema, infrastructure and interface design decisions should have a link to one or more of those goals. Projects should built around usability goals, not object counts or interface milestones set in stone three years earlier.

Taking institutional parameters into account is of course necessary, but letting them drive the decision making process leads to sub-optimal projects, so projects should have the ability to point out where institutional constraints are a risk for the project. Constraints might be cultural, technical, political or collections-related - we're good at talking about the technical and resourcing constraints, but while we all acknowledge the cultural and political constraints it often happens behind closed doors and usually not in a way that explicitly helps the project succeed.

And since this is my lunchtime dream world, I would like plain old digitisation to be considered sexy without the need to promise funders more infrastructure they can show their grandkids.

We also need to work out project models that will get buy-in from contractors and 3rd party suppliers. As Dan Zambonini said, ''Usability goals' sounds like an incredibly difficult thing to quantify' so existing models like Agile/sprint-esque 'user stories' might be easier to manage.

We, as developers, need to create a culture in which 'failing intelligently' is rewarded. I think most of us believe in 'failing faster to succeed sooner', at least to some extent, but we need to think carefully about the discourse around public discussions of project weaknesses or failures if we want this to be a reality. My notes from Clay Shirky's ICA talk earlier this year say that the members of the Invisible College (a society which aimed to 'acquire knowledge through experimental investigation') "went after alchemists for failing to be informative when they were wrong" - " it was ok to be wrong but they wanted them to think about and share what went wrong". They had ideas about how results should be written up and shared for maximum benefit. I think we should too.

I think the MCG and Collections Trust could both have a role to play in advocating more agile models to those who write and fund project bids. Each museum also has a responsibility to make sure projects it puts forward (whether singly or in a partnership) have been reality checked by its own web or digital specialists as well as other consultants, but we should also look to projects and developers (regardless of sector) that have managed to figure out agile project structures that funders and bid writers can also understand and buy into.

So - a blatant call for self-promotion - if you've worked on projects that could provide a good example, written about your dream project structures, know people or projects that'd make a good case study - let me know in the comments.

Thanks also to Mike, Giv and Mike, Daniel Evans (and the MCG plus people who listened to me rant at dev8D in general) for the conversations that triggered this post.


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If you liked this post, you may also be interested in Confluence on digital channels; technologists and organisational change? (29 September 2012) and Museums and iterative agility: do your ideas get oxygen? (21 November 2010).

Monday, 24 November 2008

Social Media Statistics

One of those totally brilliant and obvious-in-hindsight ideas. I'd like to see stronger guidelines on citing sources as it grows and clear differentiation by region/nation, because it's easy for vague figures and rumour to become universal 'fact', but it's a great idea and will hopefully grow: Social Media Statistics is:

A big home for all facts and figures around social media - because I'm fed up of trawling around for them and I'm also sure that I'm not the only one who gets asked 'how many users does Facebook have?' every hour of every day. ... I'm hoping that this wiki will not only include usage stats, but also behaviour and attitude stats. It's a bit of a skeleton at the moment, with v few of my stats having stated sources, but be patient - and help where you can!

Please add in any juicy stats as you come across them, and do cite your references and link to them where possible.


I'll put my money where my mouth is and add information I find. I find wikis a really useful tool for lightweight documentation - it's really easy to add some information while it's in your brain, and the software doesn't get in the way of your flow.

For a while now I've wanted a repository of museum and cultural heritage audience evaluation - this could be a good model. Speaking of which, I really must write up my notes from the MCG Autumn meeting.

[Edit to add: Social Media Statistics also links to Measurementcamp, which might be of interest to cultural heritage organisations wondering how they can 'measure their social media communications online and offline' (and how they can work with project sponsors and funders to define suitable metrics for an APId, social media world).]

Wednesday, 12 November 2008

WCAG 2.0 is coming!

That'd be the 'Web Content Accessibility Guidelines 2.0' - a 'wide range of recommendations for making Web content more accessible' with success criteria 'written as testable statements that are not technology-specific' (i.e. possibly including JavaScript or Flash as well as HTML and CSS, but the criteria are still sorted into A, AA and AAA).

Putting that in context, a blog post on webstandards.org, 'WCAG 2 and mobileOK Basic Tests specs are proposed recommendations', says:
It's possible that WCAG 2 could be the new accessibility standard by Christmas. What does that mean for you? The answer: it depends. If your approach to accessibility has been one of guidelines and ticking against checkpoints, you'll need some reworking your test plans as the priorities, checkpoints and surrounding structures have changed from WCAG 1. But if your site was developed with an eye to real accessibility for real people rather than as a compliance issue, you should find that there is little difference.
How to Meet WCAG 2.0 (currently a draft) provides a 'customizable quick reference to Web Content Accessibility Guidelines 2.0 requirements (success criteria) and techniques', and there are useful guidelines on Accessible Forms using WCAG 2.0, with practical advice on e.g., associating labels with form inputs. More resources are listed at WCAG 2.0 resources.

I'm impressed with the range and quality of documentation - they are working hard to make it easy to produce accessible sites.

Tuesday, 14 October 2008

UKOLN's one-stop shop 'Cultural Heritage' site

I've been a bad blogger lately (though I do have some good excuses*), so make up for it here's an interesting new resource from UKOLN - their Cultural Heritage site provides a single point of access to 'a variety of resources on a range of issues of particular relevance to the cultural heritage sector'.

Topics currently include 'collection description, digital preservation, metadata, social networking services, supporting the user experience and Web 2.0'. Usefully, the site includes IntroBytes - short briefing documents aimed at supporting use of networked technologies and services in the cultural heritage sector and an Events listing. Most sections seem to have RSS feeds, so you can subscribe and get updates when new content or events are added.

* Excuses include: (offline) holidays, Virgin broadband being idiots, changing jobs (I moved from the Museum of London to an entirely front-end role at the Science Museum) and I've also just started a part-time MSc in Human-Centred Systems at City University's School of Informatics.

Wednesday, 9 July 2008

20% time - an experiment (with some results)

A company called Atlassian have been experimenting with allowing their engineers 20% of their time to work on free or non-core projects (a la Google). They said:
You see, while everyone knows about Google's 20% time and we've heard about all the neat products born from it (Google News, GMail etc) - we've found it extremely difficult to get any hard facts about how it actually works in practice.
So they started with a list of questions they wanted to answer through their experiment, and they've been blogging about it at http://blogs.atlassian.com/developer/20_percent_time/. It makes for interesting reading, and it's great to see some real evidence starting to emerge.

Hat tip: Tech-Ed Collisions.

Learn web standards for free

So now you have no excuse - it's free, accessible, and "designed to give anyone a solid grounding in web design/development, no matter who they are" (and what they might/not already know):
Learning Web Standards just got easier. Opera's new Web Standards Curriculum is a complete course to teach you standards-based web development, including HTML, CSS, design principles and background theory, and JavaScript basics.
Interesting, the introduction says, "I am mainly aiming this at universities, as I believe the standards of education in web standards to be somewhat lacking at many universities".

More at Learn to build a better Web with Opera.

Wednesday, 21 May 2008

BBC on microformats, abbr (and why the machine-readable web is good)

This is a good summary of why content that has meaning to other computers (is machine-readable in an intelligent sense) is useful: Microformats and accessibility - a request for help:

The web is a wonderful place for humans but it's a less friendly place for machines. When we read a web page we bring along our own learning, mental models and opinions. The combination of what we read and what we know brings meaning. Machines are less bright.

Given a typical TV schedule page we can easily understand that Eastenders is on at 7:30 on the 15th May 2008. But computers can't parse text the way we can. If we want machines to be able to understand the web (and there are many reasons we might want to) we have to be more explicit about our meaning.

Which is where microformats come in. They're a relatively new technology that allow publishers to add semantic meaning to web pages. These might be events, contact details, personal relationships, geographic locations etc. With this additional machine friendly data you can add events from a web page directly to your calendar, contacts to your address book etc. In theory it's a great combination of a web for people and a web for machines. But it has some potential problems.

One potential problem is microformat's use of something called the abbreviation design pattern.

Basically, if you have a screen reader and have abbreviation expansion turned on, they'd like to hear from you.

This overloading of the abbreviation tag also has implications for people using abbr correctly. It's a nice inline way to help explain jargon, but if browsers and screen readers change the way they parse and present the content, we'll lose that functionality.

The BBC guys also have a very interesting post on 'Helping machines play with programmes'.

Wednesday, 7 May 2008

Amazon's new look (with a bit of transparency)

Just today I asked if anyone used drop-down menus anymore, and here Amazon have gone and launched a new design that uses them.

I don't know how many people would notice, but I like that they've provided a link (in the top right-hand corner with the text, 'We've had a redesign. Take a look') to 'A Quick Tour of Our Redesign'. The page highlights some of the changes/new features and provides answers to questions including 'Why did you change the site?', 'How did you decide on this design?' and 'What's different?'.

I'm guessing they've done their research and found that kind of transparency helps people deal with the changes - I was hoping to blog about our web redesign process, and I think this shows its worth doing. I wonder how many people notice the 'redesign' link and are interested enough to click on it.

Thursday, 24 April 2008

Notes from 'Unheard Stories – Improving access for Deaf visitors' at MCG's Spring Conference

These are my notes from the presentation 'Unheard Stories – Improving access for Deaf visitors' by Linda Ellis at the MCG Spring Conference. There's some background to my notes about the conference in a previous post.

Linda's slides for Unheard Stories – Improving access for Deaf visitors are online.

This was a two year project, fit around their other jobs [and more impressive for that]. The project created British Sign Language video guides for Bantock House. The guides are available on mp3 players and were filmed on location.

Some background:
Not all 'deaf' people are the same - there's a distinction between 'deaf' and 'Deaf'. The notation 'd/Deaf' is often used. Deaf people use sign language as their first language and might not know English; deaf people probably become deaf later in life, and English is their first language. The syntax of British Sign Language (BSL) is different to English syntax. Deaf people will generally use BSL syntax, but deaf people might use signs with English grammar. Not all d/Deaf people can lip-read.

Deaf people are one of the most excluded groups in our society. d/Deaf people can be invisible in society as it's not obvious if someone is d/Deaf. British sign language was only recognised as an official language in March 2003.

Their Deaf visitors said they wanted:
Concise written information; information in BSL; to explore exhibits independently; stories about local people and museum objects; events just for Deaf people (and dressing up, apparently).

Suggestions:
Put videos on website to tell people what to expect when they visit. But think about what you put on website - they're Deaf, not stupid, and can read addresses and opening hours, etc. Put a mobile number on publicity so that Deaf people can text about events - it's cheap and easy to do but can make a huge difference. If you're doing audience outreach with social software, don't just blog - think about putting signed videos on YouTube. Use local Deaf people, not interpreters. Provide d/Deaf awareness training for all staff and volunteers. Provide written alternatives to audio guides; add subtitles and an English voice over signed video if you can afford it.

Friday, 11 April 2008

Notes from Advanced Web Development: software strategies for online applications at MW2008

These are my notes from the Advanced Web Development: software strategies for online applications workshop with Rob Stein, Charles Moad and Edward Bachta from the Indianapolis Museum of Art at Museums and the Web 2008 (MW2008) in Montreal. I don't know if they'll be useful for anyone else, but if you have any questions about my notes, let me know.

They had their slides online before the presentation, which was really helpful. [More of this sort of thing, please! Though I wish there was a way to view thumbnails of slides on slideshare so you can skip to particular slides.]

The workshop covered a lot of ground, and they did a pretty good job of pitching it at different levels of geekdom. Some of my notes will seem self-evident to different types of geeks or non-geeks but I've tried to include most of what they covered. I've put some of my own comments in [square brackets].

They started with the difference between web pages and web applications, and pointed out that people have been building applications for 30 years so build on existing stuff.

Last year's talk was about 'web 2.0' and the foundations of building solid software applications but since then APIs/SDKs have taken off. Developers should pick pieces that already work rather than building from the bottom up. The craft lies in knowing how to choose the components and how to integrate them.

There are still reasons to consider building your own APIs e.g. if you have unique information others are unlikely to support adequately, if you care about security of data, if you want to control the distribution of information, or if a guarantee of service is important (e.g. if vendors disappear).

Building APIs
They're using model driven development, using xmlschema or database as your model.

Object relational mappers provide object-oriented access to a database. Data model changes are picked up automatically and they're generally database-agnostic so you can swap out the back end. Object relational mappers include Ruby, Hibernate (also in .Net), Propel and SQLAlchemy.

IMA use Hibernate with EMu (their collections management system) and Propel. They've built an 'adaptive layer' for their collection that glues it all together.

Slide on Eclipse: 'rich client platform', not just an IDE. Supports nearly every language except .Net; is cross-platform.

Search
Use full-text indexes for good search functionality. They suggest Lucene (from apache.org) or Google gears. Lucene query types offer finer control than Google e.g. fielded searching [a huge draw for specialist collections searches], date range searching, sorting by any field, multiple index searching with merged results. Fast, low memory usage, extensible. Tools built on Lucene include Nutch (web crawler) and Solr - REST and SOAP API.

Bite size web components and suggestions for a web application toolkit
Harking back to the 'find good components' thing. Leverage someone else's work, and reduce dev/debugging costs - in their experience it produces fewer errors than writing their own stuff.

Storage - Amazon, Nirvanix, XDrive, Google, Box.net. Use Amazon S3 if accessed infrequently cos of free structure.

Video - YouTube, Revver, blip.tv also have developer interfaces. The IMA don't host any video on their website, it's all on YouTube.

Images - Flickr, Picasa. [But the picasa UI sucks so please don't inflict that on your users!]. Flickr support for REST, SOAP, JSON.

Compute (EC, Amazon web service) - Linux virtual machines. Custom disk images for specific requirements. Billable on use. See slides on costs for web hosting.

Authentication services - OpenID, OAuth.

Social computing
Consider social computing when developing your web applications - it's evolving rapidly and is uncertain. Facebook vs OpenSocial (might be the question today, but tomorrow?). Stick with the eyeballs and be ready to change. [Though the problem for museums thinking about social software applications remains - by the time most museums go through approval processes to get onto Facebook it'll be dead in the water. Another reason to have good programmers on staff and include content resources in online programs, so that teams can be more flexible while still working within the overall online strategy of their organisation.]

Developing on Facebook
Facebook API - REST-based API. Use their developer platform - simpler than original API calls. JSON simpler than XML responses. Facebook Query Language (FQL) reduces calls to API. Facebook Markup Language (FBML). HTML + Facebook specific features, inc security controls and interfaces features. [There's a pronoun tag with built-in 'they' if not sure of gender of person. Cute.] Lots more in their slides.

Widget frameworks
Widgets are the buzzword that hasn't quite taken off. The utility isn't quite there yet, so what are they used for? Players are Google, Netvibes (supports more platforms including Apple Mac dashboard, Yahoo, iGoogle, etc) but is Adobe AIR the widget killer? Flash-based runtime for desktop apps. e.g. twhirl. Run as background processes, and can access desktop files directly, clipboard, drag and drop. [I downloaded the AIR Google Analytics application during the session, it's a good example.]

Content management
The CMS is the container to put all the components together. A good CMS will let you integrate components into a new site with a minimum of effort. [Wouldn't that be nice?] Examples include Joomla, WordPress, Drupal, Plone.

There aren't slides for the next 'CMS tour' bit, but they gave some great examples.

Nature holds my camera: they tried visitor blogging with a terminal in gallery so people could ask questions.

They talked about the IMA dashboard. [I asked a vague question about whether there was a user-driven or organisational business case for it - turns out it was driven by their CEO's interest in transparency, e.g. in sharing how they invest monies, track stats and communicate with their visitors. It helps engender trust and loyalty e.g. for donors. Attendance drives corporate sponsorship so there was a business case. It's also good for tracking their performance against actual actions vs stated goals.]

The advantages of using a web application toolkit - theromansarecoming.com took $50,000 to build for a four month exhibition. It hit the goals but was expensive. [The demo looked really cool, it's a shame you don't seem to be able to access it online.]

Breaking the Mode was built using existing components on the technical side, but required the same content investment i.e. in-house resources as The Romans Are Coming. The communication issues were much better because it was built in-house - less of a requirement to explain to external developers, which had some effect on the cost [but the biggest saving was i re-usable component] - the site took 25 hours to build and IT staff costs were about $1000. [So, quite a saving there.]

They demonstrated 'athena', the IMA's intranet. It has file sharing and task management and is built on drupal, looks a bit like basecamp-lite but without licensing issues. "Everything you do in a museum is project-based" and their intranet is built to support that.

There was discussion about whether their intranet could be shared with other museums. Rob Stein is a firm believer in open source and thinks it's the best way to go for museum sector. They're willing to share the source code but don't have the facilities to support it. There's a possibility that they could partner with other institutions to combine to pay small vendors to support it.

[I could hear a sudden burst of keyboards clicking around me as the discussion went onto pooling resources to create and support open source applications for stuff museums need to do. Smaller museums (i.e. most of us, and most are much smaller than MoL) don't have the resources for bespoke software or support but if we all combined, we'd be a bigger market. Overall, it was a really good, grounded discussion about the realities and possibilities of open source development.]

Back to the slides...

Team Troubles
[It was absolutely brilliant to see a discussion of teamwork and collaboration issues in a technical session.]

Divide and conquer - allow team members to focus on area of expertise. Makes it easier to swap out content and themes.

They're using MVC - Model (data management), Controller (interaction logic), View (user internface). They had some good stuff on MVC and the web in their slides (around 77-79). They also discussed the role of non-technical team members.

Drupal boot camp
[This was a pretty convincing demo of getting started with Drupal and using the Content Construction Kit (CCK) to create custom content types e.g. work of art to publish content quickly, though I did wonder about how it integrated with ORMs that would automatically pick up an underlying data structure. Slide 103 showed recommended Drupal modules. It's definitely worth checking out if you're looking for a CMS. If you're on Windows, check out bitnami for installation.]

Client side development
"The customer is always right"
They talked about the DOM (document object model) and javascript for Web 2.0 coolness.
They recommended using Javascript toolkits - more object-orientated, solve cross-browser issues, rapid development. Slide 109 listed some Javascript toolkits and they also recommended Firebug.

Interface components
They should be re-usable, just like the server-side stuff. They should some suggestions like reCAPTCHA, image carousels and rating modules. Pick the tools with best community support and cross-platform support.

CSS boilerplates
Treat CSS like another software component of web design and standardise your CSS usage. Use structured naming for classes and divs in server-side content generation. Check out oswd.org for free templates.

XML in the real world
They demonstrated Global Origins (more on that and other goodness at www.ima-digital.org/special-projects) which uses XML driven content.

Questions and discussion
I asked about integration with legacy/existing systems. Their middleware component 'Mercury' binds their commercial packages and other applications together. e.g. collection management system extraction layer. [This could be a good formalised model for MoL, as we have to pull from a few different places and push out to lots more and it's all a bit ad hoc at the moment. I think we'll be having lots of good discussions about this very soon.]

Some discussion about putting pressure on vendors to open data models. It's a better economic model for them and for museums.

Their CEO is supportive of iteration (in the development process). The web team is cross-department, and they have new media content creators.

[I was curious about how iterative development and the possibility of making mistakes work with their brand but didn't want to ask too many questions]

They made the point that you have a bigger recruiting pool with open source software. [Recruiting geeks into museums has been a bit of a conference meme.]

They give away iPods for online surveys and get more responses that way, but you do have to be aware that people might only give polite answers to survey questions so pay close attention to any criticism.

The IMA say you should be able to justify the longevity of projects when experimenting. Measure your projects against your mission, and how they can implement your mission statement.

So, that's it! I hope I didn't misrepresent anything they said.

Wednesday, 26 March 2008

edna on the benefits of metadata repositories for educational resources

Some random doodling about the possibilities of using the functionalities of an OAI repository as an API lead me to information about metadata repositories, harvesting and edna (Education Network Australia, ' Australia's free online network for educators').

In linked document, Harvesting Overview, they state: "In addition, the edna search API is embedded into numerous other websites – providing access to the edna repository and indexes from external websites. The benefit to you is that, by providing your metadata records for harvesting by edna, you increase exposure to your valuable education and training related resources."

It's a good summary of the processes involved in setting up an OAI repository for harvesting and of the benefits for the organisation; including increased visibility of resources, maximising return on investment [ROI] for created resources and associated metadata and benefiting from services such as RSS that can be delivered back to the organisation.

Tuesday, 18 March 2008

IE8 and web standards

A quick pointer to the Joel on Software piece 'Martian Headsets' on IE 8 and standards:

The IE 8 team is in the process of making a decision that lies perfectly, exactly, precisely on the fault line smack in the middle of two different ways of looking at the world. ... it’s the difference between "idealists" and "realists".

Monday, 3 March 2008

Recommendations for AJAX and accessibility

A new Webcredibles article, AJAX accessibility for websites, highlights some of the potential benefits and disadvantages of AJAX technologies.

The section on recommendations for AJAX and accessibility was particularly useful, and a lot of the advice probably applies to non-traditional browsers such as mobile phone users. Basically:

  • Inform users early in the page that dynamic updates will occur
  • Highlight the areas that have been updated
  • Don't change the focus
  • Offer the option to disable automatic updates
  • Ensure the site works if JavaScript isn't enabled

Thursday, 30 August 2007

Useful summary of data visualisation methods and tools

Data Visualization: Modern Approaches presents the "most interesting modern approaches to data visualization" for displaying mind maps, news, data, connections, websites, articles and resources and tools and services.

Tuesday, 26 June 2007

Best Practices for Shareable Metadata

What looks like an excellent resource from the (American) National Science Digital Library, a wiki on Best Practices for Shareable Metadata including crosswalking logic, describing versions and reproductions, recommendations for classes of data elements and technical aspects.