Personalising the heritage visit

One the things that my external examiner pointed out during my viva is that I had not put in enough about personalisation. A number of the articles that she recommended I look at for my corrections address that issue and this is one. Not, Elena & Petrelli, Daniela. 2018. Blending customisation, context-awareness and adaptivity for personalised tangible interaction in cultural heritage. International Journal of Human-Computer Studies 114: 3-19. doi: 10.1016/j.ijhcs.2018.01.001.

I think one of the reasons why I had somewhat skimmed over the subject in my thesis is, coming out of a career based on live interpretation, which is essentially a conversation, personalisation is built into the way I think about heritage. My work in the PhD might be summed up as trying to ensure that conversation takes place even when there isn’t an excellent live interpreter working there. Of course, my examiner, Daniella is coming at the same aim, but from a different direction, and so she does not take personalisation for granted as I am wont to do. This paper however is a useful resource looking at it from the HCI point of view and I think there will be a number of quote from it and a summary among my corrections. But which quotes? What is summarised? As you might already have guessed these posts are a first pass at answering those questions. A Bit of practise as it were before creating a restructured version of my thesis. So, the paper starts off asking what personalisation actually means in this context:

“‘Personalisation’ is a broad term that encompasses three types ofsystem behaviour: adaptability (also called customisation, the term we use hereafter) offers users a number of options to set up the application/system the way they like it; context-awareness is the ability of the system to sense the current state of the environment and to respond accordingly; adaptivity implies the system maintains a dynamic model of the on-going interaction and dynamically changes its own behaviour to adapt to the changing situation.”

I can see why they chose to call adaptability customisation, adaptivity sounds far too similar and might be confusing. Of course one factor we have to consider is that although people do make heritage visits on their own, the vast majority are as part of a group; self-organised like couples, families, or friendship groups; or organised groups such as school visits and coach tours. As the authors point out “Research that directly addresses the social dimension is still limited” but they point the way to studies that look at conversation around a context aware-table, and sharing tables around a group, among others. However it is important to include this social dimension in any consideration of personalisation, which is something I did at Chawton – the choice there were made by the visiting “group” even if, sometimes that ‘group’ consisted of one person.

The paper of course starts with some case studies of similar work, including the Italian trenches soundscape I looked at a couple of days back. In another project at the same museum uses a “pebble” with NFC capability that activates media when places in certain places around the museum. When the visitor leaves, the pebble’s journey is read and a personalised postcards printed for the user to take home. In the Hague, a similarly NFC enabled system has the user place replica objects in “an interactive ring” which plays media from a choice of three different viewpoints (two military and one civilian). A third project, The Loupe, uses a phone disguised as a magnifying glass to present AR media. My problem with all these is an HCI one, two these systems force the users to learn a new interface, placing the pebble or replica in a certain spot to activate media that seems unintuitive, especially in environments where conditioned behaviour often precludes touch, picking things up, or even putting things on museum surfaces. On the other hand, the authors do make a point later that “A synergy can be created with tangible and embodied interactions to increase visitors’ awareness they are building their own visit path.” And I must admit that when the personalisation is invisible, the visitors do not perceive it. However my evaluation of Ghosts in the Garden suggest that even when tangible interactions are involved, the visitors may still not be aware that their experience was personalised.

But leaving my issues aside. There is some really good overview stuff in this – including a table that summarises some of the factors to consider when personalising interpretation. This includes: “stable” visitor factors – like age and disability, interests and Learning preferences; factors related to the current visit – motivations, fatigue, visit history and available time etc.; the type of tracking – two in this table, proximity tracking and interaction with objects; the location – indoor or outdoors, layout, noise etc.; and the content – the media, the story.

The team brought together 25 participants in a co-design workshop (curators , computer scientists and engineers) and they came up with a classification of features by the type of personalisation they support. The first group includes features that depend on content and are activated by “customisation preparation”: is this about on-site visits or virtual visits? Is it indoors or outdoors? What are constraints – is there power and wifi? The next set is decided by the curator or interpretation staff, Most of these come under “customisation preparation” too: what is the heritage topic?; The media type?; the genre of the text?; The thematic threads?; the supported visitor profiles? the type of group? Then what is the structure of the narrative, for example a story or a Q&A? Finally what is the structure of the visit? For example, is it guided, free exploration, or a treasure hunt?

One curatorial decision that falls into context awareness is does the interaction involve augmented objects, an if so wha are input and output abilities of those objects? were I the curator on this project I would look for forms of content awareness which do not rely on objects, even though some I have written about elsewhere are fun. But that move me into a set of context awareness features that are modelled by the system itself (according to the authors): user location, proximity to exhibits, proximity to other users, and the current state of the exhibits. To give the experience the adaptivity it needs, the he system will also use data about the shorty of the individual interactions with the space/objects and delivered content – just as in my Chawton experiment the system selected content based on what had been shared with the user before.

Finally comes the customisation choices, chosen, or course by the visitor and based on their motivation and expectations. They might have been given the opportunity to express interest in topics and narrative threads, as I did (somewhat clumsily) with my Clandon prototype. And, as at Chawton, the expected a duration of the visit is a factor (though I suggest it is less an active choice of the visitor, and better modelled by the system). Of course another factor that is totally out of the control of anyone other than the visitor is what the visitor thinks the type of visit is – they might be coming for an emotional reason, or social, or fun or for learning.

The paper concludes that “fully automatic adaptivity, where the system takes all the decisions on what to present to which visitor, when and how, may not be the best solution” and argues that therefore what curators (or interpreters) value as most meaningful should be the driver of of the personalisation model. I agree, but with the proviso that if the intent is top emotional engage the visitor, many heritage stories don’t do the job well enough. The authors say “This requires a radical rethinking of how personalisation in cultural heritage manifests itself and the role curators and visitors play” and I think think that my thesis might contribute to that rethinking.

Mobile devices in heritage, why not?

Ages ago I surveyed people about mobile gaming and heritage. The results were not encouraging for my thesis, because interest in mobile gaming seemed low. Just under 200 people completed the survey, and most of them had at least heard of Minecraft (just 5% had not). But when asked about the most popular location-based game at the time, Ingress, the vast majority, 178 people (81.3%) hadn’t even heard of it.

Since then of course Pokemon Go happened. It’s by the same company as Ingress, and build on their limited success with that game by adding a globally recognised brand. So I wanted to see how much it had increased awareness of location based mobile gaming. I opened a second, shorter internet survey. Initially the results looked good. Awareness of Pokemon Go pretty much matched Minecraft. Just 2.5% of respondents were unaware of it. compared with 2.4% who were unaware of Minecraft.

There is some evidence that people are more aware of location based games in general. Only 64.6% of respondents were unaware of Ingress. In the both surveys I also asked about Zombies Run!, a mobile game which while not strictly location based, does involve taking your mobile device outside to track you as you move. In the earlier survey, 63.6% were unaware of it. By the second survey that proportion had reduced to 45.1%. So, though I had discounted further developing a location based game for cultural interpretation after the first survey, growing interest in location based games may make it a more fruitful avenue to explore in the future.

There is a another barrier to consider however. I have mentioned a perceived reluctance to use apps and the internet on mobile devices in previous posts. But I haven’t found much research on why people don’t seem to like using their phones. This second survey offered an ideal opportunity to actually ask that question.

Well, not just that question. I asked a few more. I started off asking which ways of learning about the site they used. I offered a list:

  • Just looking at stuff
  • Reading labels panels or gallery fact-sheets
  • Reading a guidebook
  • Talking to a guide, docent or interpreter
  • Talking with the people who came with you
  • Joining a tour (led by a guide)
  • Using an audio-guide or multimedia guide
  • Using an app on a mobile device
  • Using the internet on a mobile device

People could choose as many as they wanted. What I particularly wanted to know was which ones they did not pick. So in order of preference, it turns out that the most popular interpretive media are

  1. Reading labels, panels or gallery fact-sheets (16% did NOT tick this)
  2. Just looking at stuff (28%)
  3. Talking with the people who came with you (47%)
  4. Joining a tour (led by a guide) (61%)
  5. Using an audio-guide or multimedia guide (62%) and Reading a guidebook (62%)
  6. Talking to a guide, docent or interpreter (64%)
  7. Using the internet on a mobile device (74%)
  8. Using an app on a mobile device (78%)

It’s worth pointing out that some people use mobile devices for apps but not the internet, and vice versa, but still, only 11% use mobile devices for either one or both. That said, 11% is about twice as many as as we have observed in the National Trust, and about twice as many as has been identified in other data. This might be a systemic bias of collecting data in an online survey. I would like to try and ask a similar question on site. Partly because it’s thrown up some interesting results – I imagined that talking to guides, docent or interpreters might be more popular than taking a guided tour, but actually it turns out that taking a tour it more popular than conversation.

The sample for these questions is only 85, so its not particularly robust. But actually this question was a preamble to supplementary questions asking for qualitative rather that quantitative data. Respondents who said they did not use mobile devices were asked simply “What are the reasons why you prefer not to use an app on your mobile device?” and/or “What are the reasons why you prefer not to use the internet on your mobile device when visiting heritage sites?” each with a free text field. Some replies were just one simple short statement. Others gave multiple reasons. Analyzing all the responses, I first defined twelve categories of statement. Each reply scored one in each category to which it referred. In order the twelve categories are:

  1. Presence – for example “Want to be present in the place.” or “Detracts from looking at the exhibits and the moment” (33)
  2. Data/signal/battery limits – for example “Not always got data/coverage.” (32)
  3. One-use apps – for example “I have limited memory on my phone, and don’t want to install apps that I’ll only use temporarily” (10)
  4. Pre/post-reading – for example “I do normally read and research about the subject beforehand at home (computer, books…), so I don´t need to use such apps.” (6)
  5. Tech lack – for example “I don’t have that sort of phone” (6)
  6. Tech break – for example “I regard tech’ as a work tool so don’t engage with it for fun.” (5)
  7. Analogue experience preference – for example “I prefer my interaction with heritage to be unmediated by tech!” (5)
  8. Competence – for example “Do not know how to” (4)
  9. Social preference – for example “I generally visit with my family so want to explore with them and feel that using an app could be an experience that potentially minimises our interaction.” (4)
  10. Conversation preference – for example “I like to talk to real people and enjoy their enthusiasm” (4)
  11. Focus – for example “Too many other distractions with an open internet.” (1)
  12. Hassle – the simple statement “Too much hassle” (1)

So, regular readers will guess I might be expecting the presence category to be the overwhelming reason why people didn’t use mobile on site. As so it proves to be, but only just. I wasn’t expecting data/signal/battery limits to be an almost as big (and given the limited sample size – possibly bigger) objection to using mobile devices. The reluctance to download apps with limited or one-time use has been documented elsewhere, but given that 74% of my sample said they didn’t use the internet on their mobile devices when on site, a web-based on-site solution still doesn’t look like an attractive investment proposition. Web-based pre- and post- reading however seems like a reasonably strong impulse among an minority of visitors. As long as web content is made responsive, and easy to look at on small screen, it may help migrate users to on-site use as data/signal/battery issues are resolved (though I note that the latest generation of phones at the end of 2018 seem to have short battery life than their predecessors).

Smart conservation

Lascaux2

Yesterday, to Oxford, to meet with the brilliant Niki Trigoni, who among many other things founded Navenio, a company that provides infrastucture free mobile location analytics.

It occurred to me, during our conversation, that there is a case for MLA in heritage sites that may be stronger than the story delivery that I’ve seen concentrating on. Organisations that look after heritage sites are normally incorporated with a mission something along the lines of “preserving (the site) for public benefit.” The “benefit” in that phrase is most commonly understood as access. Sometimes however, allowing access to the site so risks the preservation of the site that it has to be closed, for example at Lascaux.

So heritage sites must balance their duty of public benefit against their duty of preservation. A balance that its complicated by the fact that the visiting public support the preservation, with admission fees at the very least,or being so inspired by the preserved site that they go to contribute by subscription, donation, volunteered time etc. There is thus, generally, a conservation imperative to increase visits, to better finance preservation.

To help get that balance right, heritage sites monitor the impacts of visitor upon the place, and one tool they use is mapping the way visitor behaviours change, over time as visiting habits change, or in responses to changes within the site itself. The National Trust, for example, uses a methodology called Conservation for Access, or C4A.

But C4A is relatively resource heavy – it requires the (generously given) support of a small army of volunteers, and the analysis of the data takes time. So it is done only occasionally, every few years, and provides only a snapshot of  visitor behaviors from the period when the data collection took place. It is thus a relatively blunt tool. It is used to help the organisation budget for conservation, including staffing levels, and sometimes to inform changes to the visitor route, to protect fragile environments. But the effect of those changes might not be measured until the next time resources are dedicated to a C4A data collection and analysis.

Could we use MLA to crowdsource similar data? Could we persuade our visitors to share their movements around the place every day, building up a more accurate, always up-to-date and year round (the C4A toolkit was originally developed when most National Trust buildings only opend between March and October) picture of how the place is used? Would we find out that visitor behaviours change as, for example, ambient light levels change with the seasons?

A first iteration could offer us more accurate data for conservation monitoring and forward planning, but if it also demonstrated dynamic changes to visitor behaviors triggered by changes in the environment, then it might help make the case for real time analytics. Imagine being able to change the offer subtly to reduce the conservation pressure on one part of the site. Imagine the site being able to do that automatically, for example playing an audio presentation in an adjacent room, not triggered by visitors entering that room, but to attract visitors into that room, when the heritage assets next door are under too much visitor pressure.

Is it possible? I’m sure it is. Is it cost effective yet? That I don’t know, but a suitable experiment, over a few years across and number of sites might help us find out.

 

Pokémon Big Heritage event, Chester

It had to happen, and Big Heritage stepped up to the plate and made it happen. Tomorrow and Sunday, there will be a Pokémon Big Heritage event around the streets of Chester.

Part of Chester’s Heritage Festival, but officially in partnership with Niantic, the creators of Pokémon Go, the event was brought to my attention via the Pokemon Go app. Chester Castle will be open to the public for the first time, and there will be re-enactors a-plenty there, but there will also be Pokestops and Pokegyms. There are also two paper-based trails: a Pokémon Pastport that you can get stamped at four (currently secret, to be revealed on the day) locations; and, a ten question quiz trail that you’ll need the help of the app to solve.

Big Heritage may have been canny in approaching Niantic for an event this weekend, and it’s the first anniversary of the launch of Pokémon Go. Would Niantic be so willing to support similar events in the future at different times of the year?

My family are cast to the three corners of the country that aren’t near Chester this weekend, so I won’t be able to go. But I’ll try and drop Big Heritage a line, and see if they’ll share their evaluation. 2400 Facebook users have said that they are planning to attend. Are they all from Chester? Or are any of the travelling? Of course Niantic will know exactly where everyone comes from 😉

Pokemon Go: Why is it such an extraordinary success?

A Ratatta in a glass, Jerry mouse he ain’t. Photo: Tom Tyler-Jones

I was talking with my son about Pokemon Go today, and I thought it might be useful to run the game though my model of affect and affordances. Would it reveal why this game is so spectacularly popular, given the barriers to engagement that locatative games have had in the past?

My son pointed out that one thing the game has, especially over its Niantic stablemate, Ingress, is the Pokemon brand, which two or three generations have grown up with since the mid-nineties. Speaking as someone who didn’t grow up with Pokemon however I could not believe this was the only reason for its success.

A huge difference from Ingress is ease of entry. As my survey a couple of years ago may have indicated (though I could not disprove the null hypothesis) here-to-fore locatative games have only held any interest for Hard Fun (otherwise Hardcore) gamers. Pokemon seems to be the first truly casual locatative game (though some might give that honour to Foursquare, I don’t think it was much of a game).

So lets run it though the model:

Game Affects stripped

Leaderboards – Although Pokemon Go doesn’t have a leaderboard as such, it does have Gyms. Just today with my 11 year old son’s advice I managed to (very temporarily) take over a local gym from some quite high powered Pokemon of an opposing team.  So a few minutes after that, I was indeed at the top of a very local leaderboard.

Badges – There are a huge variety of medals you can win for achievements like, for example, collecting ten Pokemon of a particular type.

Rewards – Pokemon Go has LOADS of rewards. For a start, visit a Pokestop, and spin the dial and you will acquire a randomly generated reward of Pokeballs, Eggs, and Potions etc, all of which will be useful in the game. Take over a Gym (as I did this afternoon) and you can claim a reward of 10 Pokecoins every day that you keep the Gym under your control.  Capture a Pokemon, and not only can you add it to your collection, but you are also rewarded with Stardust and Evolution Candy. Every time you go up a level you also earn rewards such as new equipment.

Points and Levels – To level up, you need to earn experience points, which you get for pretty much everything you do, collecting Pokemon, especially new types, spinning Pokestops, hatching eggs, earning badges, evolving Pokemon, battling in gyms, etc.

Story/theme – There isn’t much of a story inherent within the Pokemon Go game, but players who have been brought up on the other computer games and TV series, will know of quite a complex backstory. However, not knowing this story does not seem to be a disadvantage to players. Story knowledge isn’t essential to play, and the lack of story within the game seems to attract (or at least not be a barrier to) players of all generations, many too old to have been captured by the original Pokemon game. My son also points out that as you play you do procedurally generate a story of your own trainer avatar, even if that is only in your head, as Sylvester describes.

Progress – As you go up in level, you do get better equipment, and are more like to catch Pokemon with higher combat power, and you are more likely to encounter rarer Pokemon.

Feedback – The game is casual enough that you don’t need to be looking at the screen all the time, but because the game does not allow you to put your device into sleep mode, you end up holding it, waiting for the tell-tale buzz of nearby Pokemon.

Spectacle and Environment – The graphics and Augmented reality are not very sophisticated, but they are fun. Two things make it so. One is that creatures that only exist in fiction now appear in our real life world. The other is that they can (with some luck and an little movement of the screen) appear in amusing places (on your knee, in your dinner or drink, on your friend’s head), and if they do, you can take and keep a photo.

Challenge – There isn’t much skill based challenge in the gameplay. Capturing rare Pokemon, is more of a feat of luck than skill. There is a real-world challenge of sorts though, and that is to walk around, which is the only way to hatch eggs. Some eggs only require two kilometer walks, but other more rewarding eggs require ten kilometres.

The game lacks (or doesn’t make the most of) a number of emotional triggers:

Music – My son likes the music, but I turned it off early in my play. The music isn’t a very sophisticated feedback generator. One track plays pretty much continuously, and the only changes are for evolution cut-scenes (my boy likes this track best) and Pokemon encounters.

Insight – There  is very little learning through play. My son teaches me most of what I need to learn, and he has leaned most of that through YouTube.

There is no Threat or Sex (even when you capture Male and Female Nidoran), and no real character arc.

So, given the affordancies listed above, we can predict which emotions players will be feeling: playful Amusement (from humorously placed AR Pokemon); the social emotions Fiero and Naches (because though the gameplay isn’t inherently social there are enough players currently on the streets for conversation; advice and insight; and even a degree of cooperation; to take place); the seeking emotions, Excitement and Curiosity (especially when find new types of Pokemon); Frustration, a rage affect (when Pokemon randomly break out of your Pokemon); and some degree of Care (from nicknaming, nuturing and powering up your stable of Pokemon).

And let us not forget the Panic/grief, when nothing makes your phone buzz -you are out of mobile reception or have a weak signal, and especially when your phone battery is running low!

Petworth Park and Pokemon too

Yesterday’s post was timely, it turns out, because today, Pokemon Go was released in the wild. I downloaded it and caught my first two Pokemon in the Great Hall at Chawton, waiting for a meeting that I’ll write more about tomorrow. But after that meeting I was off down to Petworth to have a go with the new(ish) Park Explorer.


The Park Explorer is one of the outputs of a three year long archeology project, exploring what’s under the Capability Brown landscape that survives today. I have some responsibility for the way it works. When my colleague Tom explained his plan to build a mobile application, I dissuaded him. There is little evidence that many people  download apps in advance of their visit to Heritage sites. And even fewer wish to deplete their data allowance on the mobile network to download it on site.

Together, we came up with an alternative – using solar powered Info-points to create wifi hotspots around the park that could deliver media to any phone capable of logging on to wifi, and browsing the web. Though in this case it’s not the World Wide Web, but a series of basic webpages offering maps, AV, etc. We’re running this installation as a bit of an experiment to gauge demand, to see, if it’s offered, how many people actually log on.

Pokemon Go demonstrated why the technology might be useful. With the app newly downloaded on my phone I, of course, wanted to try it out in Petworth’s pleasure grounds. I’d guessed right, the garden’s Ionic Rotunda and Doric Temple are both Pokestops.  But the wireless signal is so weak and patchy (on O2 at least) that the game could hardly log on, let alone do anything when I got within range. After a frustrating few minutes I gave up and returned to the local wifi.

That crummy phone signal is one of the reasons we went to solar powered local wifi. Once I logged on I was soon listening to the voice of my colleague Tom as he explained some of the archeology of the garden, watching an animated film of the development of the park and scrubbing away a photo of the current three person gardening team and their power tools to reveal a black and white photo of the small  army of gardeners that used to work here.

All of this was very good. But there are some issues that I think need to be addressed if the idea is to catch on. First of all, finding the wifi signal and logging on isn’t as intuitive as I’d hoped. Your browser need to be pointed at 10.0.0.1 to find the home page. The home page design leaves something to be desired. The floating button to change text size seems an afterthought that annoyingly obscures the text its trying to clarify. Navigation isn’t intuitive (no obvious way forward from the welcome splash pictured above, for example) or that well organised – I’d hoped that I’d be offered media that was closest to my position (as identified by the hotspot I was logged into), but the browse button just led to a list of things. Switching to the map view was easier, but it showed the design lacked a degree of responsiveness – see below how the word “Map” is partially obscured by the tile with the actual map on. The pins that link to different media suggest that its good to be standing in particular places to view that media, but on the few that I tried around the pleasure grounds, there seemed to be no discernible benefit to being in the right spot. In the end I settled under a spreading Oak to sit and work my way through what was on offer.

One feature that worked well to compare old and new and see change over the centuries was the scrub away photo feature. Even here though there was a fault in the responsiveness of the design. If I turned the phone into landscape mode, the picture became full screen and I lost the ability to reset it.

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I imagined how good it would be, if it looked and felt (and responded) like the National Trust’s current website. Maybe, with a bit of work, it can.

More work would be and investment though, so, first of all though we need to interrogate the system’s solar powered servers, and see how many people are giving it a try.

Heritage managers, you need to be thinking about Pokemon Go

I don’t normally post on Wednesdays, but I am driven to write tonight, because something is happening that seems to be an actual phenomenon. Pokemon Go, the locatative game from Niantic, using IP from Nintendo keeps breaking records. It is apparently already the biggest mobile game ever in the US. Not just the biggest locatative game, this game is bigger than Candy Crush.

Long-time readers may remember the post I wrote introducing some research into attitudes to locatative gaming. I’d run an internet survey pushed towards gamers from all around the world. At the time, the biggest locatative game around was Niantic’s Ingress. I’d asked everyone what they knew of a list of different digital games. I’d got about 220 responses. 178 respondents had never even heard of Ingress, which was at the time “taking the world by storm”. A site called Android Headlines said that. Let me tell you AH (I can call you AH can I?), you don’t know storms.

Another post on that same survey concluded “I can’t yet claim from this research, that the world is ready and waiting for locatative games.”

Well maybe it is now.

What does that mean for heritage sites? Well, I don’t think it means heritage organisations should rush out their own AR scavenger hunts. But it does mean that people are already using your sites to play games. A few weeks ago, a team member from one of the places I’m currently spending time at for work told me about a security alert. In the middle of the night they went to investigate and found three people who had broken into the gardens. The people explained that they were there to take control of an Ingress portal.

Heritage locations are already, without their knowledge, Ingress portals. They are very likely already “Pokestops” too. This may be a problem for some sites’ spirit of place. Its already being seen as an opportunity. [EDIT: This article on what you can do if you find that your place is a Pokestop is also interesting.] I bet there already many more Pokemon Go players in the UK than there are players of Ingress, and it hasn’t even been released in this country yet.

Its happening. Its big, very big. Heritage Managers, you need to be thinking about this.

A little bit of the history of interactive storytelling at Chawton


I spent yesterday morning at Chawton, locating and counting plug sockets so @ll know my limitations as I design whatever the experience there will be next March. The visit reminded me that I had meant to write here of a previous digital interpretation experiment at Chawton.

Back then, in 2005, the Chawton House Library was not widely open to the public. Primarily a centre for the study of Women’s Literature, one could argue that the visiting academics were also heritage visitors of a sort, and the house and gardens also welcomed some pre-booked visiting groups, such as the Jane Austen Society of America, and local garden societies. In their conference paper, a team from the universities of Southampton and Sussex describe how, looking for “curators” to work with they co-opted the trust’s Director, Estate Manager, Public Relations Officer, Librarian and Gardener. All these people may have taken on the role nut just of curator, but also guide to those visiting academics and groups. The paper attempts to describe how their tours interpret the place:

visitors’ experience of the house and its grounds is actively created in personalized tours by curators.

“House and grounds are interconnected in a variety of ways, e.g. by members of the family rebuilding the house and gardens or being buried in the churchyard. Thus artifacts or areas cannot be considered in isolation. There are many stories to be told and different perspectives from which they can be told, and these stories often overlap with others. Thus information exists in several layers. In addition, pieces of information, for example about a particular location like the ‘walled garden’, can be hard to interpret in isolation from information about other parts of the estate – there is a complex web of linked information.[…]

“Curators ‘live the house’ both in the sense that it is their life but also that they want to make it come alive for visitors. The experiences offered by Chawton House are intrinsically interpersonal – they are the result of curators interacting with visitors. Giving tours is a skilled, dynamic, situated and responsive activity: no two tours are the same, and depend on what the audience is interested in. They are forms of improvisation constructed in the moment and triggered in various ways by locations, artefacts and questions.”

Tours are a brilliant way of organising all those layers of information, and I’m sure a personal tour from any one of the curators that they identifies would have been excellent. But the problem comes as soon as you try to scale, or mass produce, the effect. As I said at a conference I presented at a couple of weeks ago (I’m reminded I should write about that too) people, even volunteers, are an expensive resource, and so only the smallest places can afford to give every visitor a guided tour experience. Even then, individuals or families have to book on to a tour, joining other people whom they don’t know, and whose interests they don’t necessarily share. The guided tour experience gets diluted, less personal, less tailored to your interests. Which is when you start getting people saying they would prefer to experience the site by themselves, rather than join a tour. Of course some tour guides are better at coping with these issues than others, but visitors are wary of taking the risk with a guide they don’t know, even if they can recount experiences of brilliant guided tour experiences.

The project written about in the paper had two sides, one was to try and produce content for schools, but the other was of particular interest to me:

“The curators are interested in being able to offer new kinds of experience to their visitors. We aim to find out what types they would like to offer, and help to create them. There is thus a need for ‘extensible infrastructure’ based on a basic persistent infrastructure that supports the creation and delivery of a variety of content.”

And four questions they ask themselves are also of particular interest:

  • “How can we enable curators to create a variety of new experiences that attract and engage different kinds of visitors, both individuals and groups?
  • “How do we engage curators in co-design of these experiences?
  • “How can curators without computer science backgrounds contribute to the authoring of content for the system?
  • “How do we create an extensible and persistent infrastructure; one that can be extended in terms of devices, content and types of experience?”

At the time of writing the paper, they had conducted a workshop with their chosen curators, using a map with 3D printed features. Although “use of a map in the first instance may have triggered somewhat different content,” they discovered that “Eliciting content from curators is most naturally and effortlessly done in-situ.” (Which is my plan – I’m in the process of fixing a date with one of Chawton’s most experienced tour guides.)

I particularly liked the observation that “Listening to them is much more lively and interesting than listening to professionally spoken, but often somehow sterile and dull audio tapes sometimes found in museums and galleries.” So enthusiastically did the team connect with the curators’ presentation, that they decided to record the tours and edit them into the narrative atoms that were delivered by their  infrastructure. That infrastructure was not the subject of the paper, but if I recall correctly, GPS based running on “Palm Pilot” style hardware.

More importantly, the most pertinent conclusion was that the curators were best placed, not just to select the narrative atoms from the recorded materials but also “sort them into
themes and topics, so that the system can cater for people with different broad interests, for example landscape, flora and fauna, or how Jane Austen’s writing reflects the environment. This necessitates a learning process, which must build on existing practices and over time develops new practices based on experience and reflection.”

Information Commissioner’s Office on mobile location analytics

Heritage sites experimenting with MLA take note. The ICO yesterday released a blog post addressing the potential danger to privacy of Mobile Location Analytics and, incidentally, Intelligent Video Analytics. Simon Rice, Group Manager for Technology, who also sits on the International Working Group on Data Protection in Telecommunications, says “Here at the ICO, we’re interested in Wi-Fi location tracking because it could involve the use of personal data. This means it falls under the Data Protection Act and that’s where we come in. […] The use of this type of technology is not just confined to the retail environment – airports, railway stations and even city-wide Wi-Fi networks could use it to monitor individuals. […] Therefore the working group has written a list of recommendations for use of the technology.”

The working paper itself is worth a read, and definitely more balanced than some newspaper coverage (as usual). It makes many references to checking out what you are planning against the local legislation wherever you are working, but also recommends seven safeguards that should be built into your work (and which, I imaging will be built into legislation over time):

  1. Notification to individuals – Organisations must ensure that there is sufficient information, including a range of physical and digital signage, to clearly inform individuals that location technology is in operation. The information must clearly state the purpose for collection and identify the organisation responsible. It is recommended that the industry develop a standard symbol which can be distributed throughout an area to remind individuals that the technology is in operation, similar to the effect from CCTV signage. Specific consideration must be given to staff, employees or other individuals who, if not excluded from the tracking, may be subject to extensive data collection;
  2. Limiting the bounds of data collection – Collection should only take place once the
    individual has been suitably informed and organisations must not seek to collect and
    monitor outside their premises. This can be achieved through careful placement of receivers, limiting data collection through a sampling method and to specified time periods or times of day (e.g., during store opening hours). The frequency of collection
    should also be limited to that which supports the specified purpose. The use of airgaps to create a non-contiguous data collection area and ensuring that collection only takes place in areas which are relevant to the specified purpose should also reduce the risk of privacy intrusion. Organisations should also seek to identify “privacy zones” where no tracking can take place as a result of technical or physical measures. This can be important in areas which have particular sensitivity such as toilets or rooms set aside for first-aid or worship. In jurisdictions where tracking outside of the organisation’s premises can be carried out in compliance with the law, sufficient safeguards should be in place to protect individuals’ privacy;
  3. Anonymise data without delay – Organisations should seek to delete or anonymise
    data as soon as the data is no longer required in its original form;
  4. Appropriate retention of individual level data – In cases where there is a clear legal
    basis for the processing of personal data, organisations should apply methods to
    convert unique identifiers, such as MAC addresses, into a form which reduces the potential for privacy intrusion. For example, if the identification of repeat visits is not envisaged then pseudonymising the identifier would prevent this possibility yet still provide sufficient analytics of daily footfall and routes taken. At the end of the legally
    permissible retention period, the relevant data should be anonymised or securely destroyed. An analysis comparing events over multiple reporting periods (e.g., percentage change in visitors in a given period of time) can be performed by comparing individual period aggregates;
  5. Consent for the combination with other information – Individuals should be fully
    informed when location data is intended to be combined with other information such
    as transaction history. This is especially relevant when location tracking is added as a
    feature to an existing loyalty scheme, for example, adding BLE beacon functionality to
    an existing retailer’s smart phone app. The user’s acceptance of an update via the
    app store is unlikely to be sufficient to qualify as being fully informed. Legislation in
    some jurisdictions may also require explicit consent for certain types of personal
    data;
  6. Consent for the sharing of individually identifiable data with third parties – Organisations should not share data which could be used to identify an individual with
    third parties without the valid informed consent of the individual concerned (this would include sharing data with other clients of a single third-party location analytics provider) unless there is a lawful exception; and
  7. Implement a simple and effective means to control collection – Organisations
    should also establish a system which allows individuals to control the collection of
    such data even in cases where this is not explicitly required by applicable privacy legislation. Organizations should prominently display the existence of choice and control options in the area of data collection. This should include an easily accessible, clearly communicated and effective means to exert control. It is recommended that a single mechanism be supported by all operators of location analytics services such that an individual is only required to express their preference once. If the tracking is based on informed consent then individuals must be enabled to revoke their consent in an easy and persistent manner. Where technically possible, clear audit trails allowing end users to know when and for what purpose data has been collected about their devices and by whom would also be recommended. Users should also be enabled to delete all or part of the previously collected data.

@HeritageJam 2015 diary 2 – MLA

Hmmmm, looks like I might have found myself on two online teams for Heritage Jam 2015. The first looks like being more story based, the second more technological. Were I more stupid I’d try and get the two teams working together, but the scope of the second team’s project seems perfect for the time available, and layering story on top would kick it into the realm of impossibility. Also though I know I have one conspirator on the story project, another who expressed an interest has since been silent, so it may not be a team as much as a duo!

I have a teleconference with the second team this afternoon, so beforehand I’m pulling together a few links I’ve seen recently about the challenge we have set ourselves: Mobile Location Analytics.

All the rage in the world of retail, this is technology that tracks mobile devices around shops and malls (shopping centres), to learn about how the people those devices are attached to, move around the space. A bit creepy, eh? The key thing is that this information is anonymised. The point is not to learn about the behavior of particular individuals, but rather to understand how the spaces work – how long do shoppers have to wait at the tills for example.

(It’s worth pointing out that there are creepier applications. One company, for example, offers to tell brands whether individuals go into their shops after being served an advert for the brand, which implies somewhat less anonymity.)

The (mostly American) companies that provide the anonymised analytics services have grouped together as the Future of Privacy Forum, to agree and promote ethical guidelines for the technology and run a customer facing website that allows users to opt out of tracking.

Most of the systems rely on extant wi-fi networks to do the job, as this white paper from Cisco explains. But of course many museums don’t currently have wi-fi throughout their galleries, so the opportunity to use established services, even the free Euclid Express, is limited.

So we’ve got an idea about using Heritage Jam as an opportunity to hack a cheap, open source solution for museums, without extant Wi-Fi, wanting to track their visitors around their collections. We’ve got a location that wants to try this out, too. One of the challenges (and luckily the one which I think, being a noninexpert-technologist, I’ll be most useful on) will be working out how we make visitors aware of, and (hopefully) comfortable with, the study and/or give them the opportunity to opt out.

If it works, it might even form the basis for a more responsive museum environment, as I described when I was last at York. But we’ll leave that idea until Heritage Jam 2016!