I've called this post 'Reflections on teaching Neatline' but I could also have called it 'when new digital humanists meet new software'. Or perhaps even 'growing pains in the digital humanities?'.
A few months ago, Anouk Lang at the University of Strathclyde asked me to lead a workshop on Neatline, software from the Scholar's Lab that plots 'archives, objects, and concepts in space and time'. It's a really exciting project, designed especially for humanists - the interfaces and processes are designed to express complexity and nuance through handcrafted exhibits that link historical materials, maps and timelines.
The workshop was on Thursday, and looking at the evaluation forms, most people found it useful but a few really struggled and teaching it was also slightly tough going. I've been thinking a lot about the possible reasons for that and I'm sharing them both as a request for others to share their experiences in similar circumstances and also in the hope that they'll help others.
The basic outline of the workshop was an intros round (who I am, who they are and what they want to learn); information on what Neatline is and what it can do; time to explore Neatline and explore what the software can and can't do (e.g. login, follow the steps at neatline.org/plugins/neatline to create an item based on a series of correspondence Anouk had been working on, deciding whether you want to transcribe or describe the letter, tweaking its appearance or linking it to other items); and a short period for reflection and discussion (e.g. 'What kinds of interpretive decisions did you find yourself making? What delighted you? What frustrated you?') to finish. If you're curious, you can follow along with my slides and notes or try out the Neatline sandbox site.
The first half was fine but some people really struggled with the hands-on section. Some of it was to do with the software itself - as a workshop, it was a brilliant usability test of the admin interfaces of the software for audiences outside the original set of users. Neatline was only launched in July this year and isn't even in version 2 yet so it's entirely understandable that it appears to have a few functional or UX bugs. The documentation isn't integrated into the interface yet (and sometimes lacks information that is probably part of the shared tacit knowledge of people working on the project) but they have a very comprehensive page about working with Neatline items. Overall, the process of handcrafting timelines and maps for a Neatline exhibit is still closer to 'first, catch your rabbit' than making a batch of ready-mix cupcakes. Neatline is also designed for a particular view of the world, and as it's built on top of other software (Omeka) with another very particular view of the world (and hello, Dublin Core), there's a strong underlying mental model that informs the processes for creating content that is foreign to many of its potential users, including some at the workshop.
But it was also partly because I set the bar too high for the exercises and didn't provide enough structure for some of the group. If I'd designed it so they created a simple Neatline item by closely following detailed instructions (as I have done for other, more consciously tech-for-beginners workshops), at least everyone would have achieved a nice quick win and have something they could admire on the screen. From there some could have tried customising the appearance of their items in small ways, and the more adventurous could have tried a few of the potential ways to present the sample correspondence they were working with to explore the effects of their digitisation decisions. An even more pragmatic but potentially divisive solution might have been to start with the background and demonstration as I did, but then do the hands-on activity with a smaller group of people who were up for exploring uncharted waters. On a purely practical level, I also should have uploaded the images of the letters used in the exercise to my own host so that they didn't have to faff with Dropbox and Omeka records to get an online version of the image to use in Neatline.
And finally it was also because the group had really mixed ICT skills. Most were fine (bar the occasional bug), but some were not. It's always hard teaching technical subjects when participants have varying levels of skill and aptitude, but when does it go beyond aptitude into your attitude about being pushed out of your comfort zone? I'd warned everyone at the start that it was new software, but if you haven't experienced beta software before I guess you don't have the context for understanding what that actually means.
I should make it clear here that I think the participants' achievements outshine any shortcomings - Neatline is a great tool for people working with messy humanities data who want to go beyond plonking markers on Google Maps, and I think everyone got that, and most people enjoyed the chance to play with Neatline.
But more generally, I also wonder if it has to do with changing demographics in the digital humanities - increasingly, not everyone interested in DH is an early, or even a late adopter, and someone interested in DH for the funding possibilities and cool factor might not naturally enjoy unstructured exploration of new software, or be intrigued by trying out different combinations of content and functionality just 'to see what happens'.
Practically, more information for people thinking of attending would be useful - 'if you know x already, you'll be fine; if you know y already, you'll be bored' would be useful in future. Describing an event as 'if you like trying new software, this is for you' would probably help, but it looks like the digital humanities might also now be attracting people who don't particularly like working things out as they go along - are they to be excluded? If using software like this is the onboarding experience for people new to the digital humanities, they're not getting the best first impression, but how do you balance the need for fast-moving innovative work-in-progress to be a bit hacky and untidy around the edges with the desires of a wider group of digital humanities-curious scholars? Is it ok to say 'here be dragons, enter at your own risk'?
Showing posts with label mental models. Show all posts
Showing posts with label mental models. Show all posts
Monday, 12 November 2012
Reflections on teaching Neatline
Posted by
Mia Ridge
Tags:
academia,
collections,
content management systems,
data visualisation,
digital history,
digital humanities,
experimental,
geospatial,
GLAM,
mapping,
mental models,
metadata,
spatial history,
user experience,
UX
Monday, 21 March 2011
Rockets, Lockets and Sprockets - towards audience models about collections?
This is something I wrote for my MSc dissertation ('Playing with difficult objects: game designs for crowdsourcing museum metadata', view the games I built for it at http://museumgam.es/ or check out the paper (Playing with Difficult Objects – Game Designs to Improve Museum Collections) I wrote for Museums and the Web 2011) about the role of 'distinctiveness' in mental models about collections, that's potentially relevant to discussions around telling stories with and collecting metadata about museum collections. I'm posting it here for reference in the conversation about instances vs classes of objects that arose on the UKMCG list after the release of NMSI (Science Museum, National Media Museum, National Railway Museum) data as CSV. One reason I've been thinking about 'distinctiveness' is because I'm wondering how we help people find the interesting records - the iconic objects, the intriguing stories - in a collection of 240,000 objects.
I'm interested in audiences' mental models about when a record refers to the type of object vs the individual object - my sense is that 'rockets', in the model below, are generally thought of as the individual object, and that 'sprockets' are thought of as the type of object, but that it varies for 'lockets', depending how distinctive they are in relation to the person.
I'm also generally curious about the utility of the model, and would love to know of references that might relate to it (whether supporting or otherwise) - if you can think of any, let me know in the comments.
References
Department of Media, Culture and Sport (DCMS) (2010) Principles of Selection for Listing Buildings [Online] Available from: http://www.english-heritage.org.uk/content/imported-docs/p-t/principles-of-selection-for-listing-buildings-2010.pdf
Karvonen, M. (2010). "Digitising Museum Materials - Towards Visibility and Impact". In Pettersson, S., Hagedorn-Saupe, M., Jyrkkiö, T., Weij, A. (Eds) Encouraging Collections Mobility In Europe. Collections Mobility. [Online] Available from: http://www.lending-for-europe.eu/index.php?id=167
Russell, R., and Winkworth, K. (2009). Significance 2.0: a guide to assessing the significance of collections. Collections Council of Australia. [Online] Available from: http://significance.collectionscouncil.com.au/
I'm interested in audiences' mental models about when a record refers to the type of object vs the individual object - my sense is that 'rockets', in the model below, are generally thought of as the individual object, and that 'sprockets' are thought of as the type of object, but that it varies for 'lockets', depending how distinctive they are in relation to the person.
I'm also generally curious about the utility of the model, and would love to know of references that might relate to it (whether supporting or otherwise) - if you can think of any, let me know in the comments.
Not all objects are created equal
Both museum objects and the records about them vary in quality. Just as the physical characteristics of one object - its condition, rarity, etc - differ from another, the strength of its associations with important people, events or concepts will also vary. To complicate things further, as the Collections Council of Australia (2009) states, this 'significance' is 'relative, contingent and dynamic'.
When faced with hundreds of thousands of objects, a museum will digitise and describe objects prioritised by 'technical criteria (physical condition of the original material), content criteria (representativeness, uniqueness), and use criteria (demand)' (Karvonen, 2010). In theory, all objects are registered by the collecting institution, so a basic record exists for each. Hopefully, each has been catalogued and the information transcribed or digitised to some extent, but this is often not the case. Records are often missing descriptions, and most lack the contextual histories that would help the general visitor understand its significance. Some objects may only have an accession number and a one word label, while those on display in a museum generally have well-researched metadata, detailed descriptions and related narratives or contextualised histories. Variable image quality (or lack of images) is an issue in collections in general. This project excludes object records without images but does include many poor-quality images as a result of importing records from a bulk catalogue.
This project posits that objects can be placed on a scale of 'distinctiveness' based on their visual attributes and the amount and quality of information about them. Within this project, bulk collections with minimal metadata and distinctiveness have been labelled 'sprockets', the smaller set of catalogued objects with some distinctiveness have been labelled 'lockets', and the unique, iconic objects with a full contextual history have been labelled 'rockets'. This concept also references the English Heritage 'building grades' model (DCMS, 2010). During the project, the labels 'heroic', 'semi-heroic' and 'bulk' objects were also used.
These labels are not concerned with actual 'significance' or other valuation or priority placed on the object, but relate only to the potential mental models around them and data related to them - the potential for players to discover something interesting about them as objects, or whether they can just tag them on visual characteristics.
In theory there is a correlation between the significance of an object and the amount of information available about it; there may be particular opportunities for games where this is not the case.
Table 1 Objects grouped by distinctiveness
Project label
Information type
Amount of information
Proportion of collection
Rockets
Subjective
Contextual history ('background, events, processes and influences')
Tiny minority
Lockets
Mostly objective, may be contextual to collection purpose
Catalogued (some description)
Minority
Sprockets
Objective
Registered (minimal)Majority
This can also be represented visually as a pyramid model:
![]() |
| Figure 2 A figurative illustration of the relative numbers of different levels of objects in a typical history museum. |
Department of Media, Culture and Sport (DCMS) (2010) Principles of Selection for Listing Buildings [Online] Available from: http://www.english-heritage.org.uk/content/imported-docs/p-t/principles-of-selection-for-listing-buildings-2010.pdf
Karvonen, M. (2010). "Digitising Museum Materials - Towards Visibility and Impact". In Pettersson, S., Hagedorn-Saupe, M., Jyrkkiö, T., Weij, A. (Eds) Encouraging Collections Mobility In Europe. Collections Mobility. [Online] Available from: http://www.lending-for-europe.eu/index.php?id=167
Russell, R., and Winkworth, K. (2009). Significance 2.0: a guide to assessing the significance of collections. Collections Council of Australia. [Online] Available from: http://significance.collectionscouncil.com.au/
Posted by
Mia Ridge
Tags:
audiences,
collections,
crowdsourcing,
digital heritage,
dissertation,
mental models,
MSc,
open data
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