NORDISK MUSEOLOGI 2011 1 ● Forord Den femte NODEM1-konference om digitale medier og kulturarv blev afholdt i København den 24.-26. november 2010 med titlen ”From Place to Presence”, hvor de digitale teknologiers betydning for centrale museologiske emner blev præsenteret og diskuteret af oplægsholdere og deltagere fra museer, styrelser og universiteter. Konferencen var flersporet og bestod af præsentationer og demonstrationer af igangsatte digitale museumsprojekter fra Norden, USA og Australien, workshops med diskussioner og mere teoretiske forelæsninger om digitale teknologiers indflydelse og betydning for museums- og kulturarvsbegrebet. Fra denne konference2 har Nordisk Museologi valgt at publicere fem artikler, som sammen med tre andre indsendte artikler danner grundlaget for dette nummers fokus på Digital museologi.3 Digital museologi er ganske vist ikke et helt nyt felt, hverken videnskabeligt eller institutionelt. I 1999 publicerede Steve Dietz, der dengang var leder af New Media Initiatives ved Walker Art Gallery i Minneapolis, netartiklen ”CyberMuseology: Taking the museum to the Net/bringing digital media to the museum”,4 hvor han argumenterede for, at ”cybermuseologien” ville flytte museologiens fokus fra fysiske samlinger til digitale databaser, fra særudstillinger til on-line-udstillinger, fra envejskommunikation til interaktivitet og kommunikation. Han opererede både med et museum 2.0 og 3.0. Om ”Museum 3.0” skrev Steve Dietz i samme artikel: ”‘Museum 3.0’ will be a hybrid that is both physical and digital, both center and a node in the network, destination and portal, museum and archive. The more seamlessly the aspects are integrated, the greater FORORD 2 the potential to engage our audience, anytime, anywhere, including here and now. To achieve this evolutionary mutation, we must learn how to socialize cyberspace. It must be a place and a means for interaction between people, not just ideas.” Museum 3.0 er endnu langt fra en realitet for de fleste museer, men museerne verden over har været og er forsat nødt til at gentænke sig som sted, organisation og sin samfundsmæssige funktion. Artiklernes forfattere i dette nummer beskæftiger sig især med gentænkningen af museumsformidlingen og vidensindsamlingen ved hjælp af nye sociale medier. I de næste mange år vil den digitale museologi sætte sit præg på museerne og tilsvarende kulturarvsinstituioner og justere eller ligefrem ændre deres selvforståelse og samfundsmæssige opgaver; og teorier fra de beslægtede medievidenskaber vil give ny næring til museologiens begrebslige grundlag. Sigurjón Baldur Hafsteinsson og Ane Hejlskov Larsen 1. NODEM er en forkortelse for Nordic Digital Excellence in Museums og har holdt konferencer siden 2003. 2. Konferencens hjemmeside for 2010 var: http://www.nodem.dk/. Senest set 13.maj 2011. 3. Redaktionen for Nordisk Museologi takker for et godt samarbejde med NODEM-komiteen om publiceringen af udvalgte artikler fra konferencen. 4. Denne artikel findes ikke længere på nettet. Den var i 1999 en central artikel sammen med andre artikler af Steve Dietz. NORDISK MUSEOLOGI 2011 1, S. 3-14 ● Social Media and Community Involvement in Museums A case study of a local history wiki community DAGNY STUEDAHL* Abstract: The article focuses on a study of knowledge creation and organizing in a local history wiki. The background for this study was to understand how web 2.0 and social media might open new possibilities for museums to collaborate with communities and lay professionals in cultural heritage knowledge creation. Digital technologies provide tools that in many ways overcome challenges of physical collaboration between museums and amateurs. But technologies also bring in new aspects of ordering, categorizing and systematizing knowledge that illuminates the different institutional as well as professional frameworks that writing local historical knowledge into digital forms in fact represents. Key words: Digital cultural heritage, wiki and social media, collaborative knowledge creation, online local history. During the past twenty years, there has been considerable practical and theoretical interest in the relationship between heritage sites and communities, and we are facing many new initiatives undertaken by museums, archives and heritage institutions with a view to community involvement. These are profiling museums as responsive, democratic and reflective institutions that promote civil participation of communities actively (Stevens, Flinn and Shepherd 2010). The interest can be traced back to the promotion of community development ideas in the 1950s and 1960s, which was understood as an opportunity to involve civil society in public policy (Crooke 2007). In addition to creating social practices that could transcend institutional borders, the involvement of communities has also become an ethical issue in the ICOM Code of Ethics – where museums are defined as being in the service of the community, respecting their interests and working in close collaboration with communities “from which their collections originate” (Crooke 2007). Social media have lately been embraced due to their potential to meet with this call for museums and heritage institutions to be responsive, democratic and reflective and subsequently take “museum conversation” beyond the museum (Black 2010). We find a considerable amount of practical and theoretical studies of the ways digital DAGNY STUEDAHL 4 technologies are being used by museums to involve visitors and communities (Witcomb 1999 and 2003, Cameron and Kenderdine 2007, Parry 2009, Bowers et al. 2007). Many studies show how museums are comfortable using social networking technologies, such as Flickr, Facebook, YouTube, Twitter and blogging, and are welcoming the possibilities these provide to invite communities and participants into dialogues and sharing (Dicker 2010). Meanwhile, social media are yet to have a significant impact on museums’ overall strategic approach to communication and engagement with visitors, audiences and communities. Museum communication remains fundamentally one-to-many and has been slow to recognise visitors as active participants (Russo et al. 2007). Studies of blogs authored by curators suggest that such activities do not align easily with the physical practices of curators, which are still strongly linked to collections, objects and their stories (Dicker 2010). It seems that the integration of social media into museums’ curatorial and pedagogical practices preserves a situation in which these media are primarily used to engage visitors in short-term voting and rating, or to engage communities in collecting images. Accordingly, the social and institutional boundaries established by authority, authorship and ownership challenge the relationship between museums and its communities when social media are introduced (Russo et al. 2008). Meanwhile, numerous cultural heritage communities such as local history organizations and genealogical societies, organizations and NGO initiatives have integrated social media technologies into their practices. This article draws attention towards these cultural heritage communities outside, and interdependent of, the museums’ institutional frameworks and the way they integrate social media to invite members and registered users to contribute with their local knowledge as well as their stories of private experiences related to historical sites, objects and places. As introduction of social networking technologies may give communities a role in new relationships between museums, policy politics and the cultural heritage knowledge field (Stuedahl 2009), it becomes emergent to ask how communities use these technologies, and how social media support or constrain the interpretation and writing of history and heritage, as well as how they enhance the collaboration between community members. Local history organizations have taken interesting directions enhanced by wiki technologies, and this article reports from an ongoing study of a Norwegian Media WIKIbased site for the production and sharing of local historical knowledge from numerous districts and small towns around Norway. Launched in 2008, the www.lokalhistoriewiki.no project has collected over 9593 articles and 10174 photos,1 written in collaboration between 700 lay and professional local historians who have registered into the wiki. This community collaboration provides an interesting case for studies of how wiki technologies frame knowledge building in heterogeneous communities and how the structuring, categorization, writing and production of representations of historical knowledge take place between amateurs and professionals within this framework. The article will seek to answer the following research questions: How does wiki technology enhance and constrain collaborative activities of writing history and categorizing historical site, artefacts, photos and events – building historical knowledge and facts? SOCIAL MEDIA AND COMMUNITY INVOLVEMENT As virtual communities in the cultural heritage sector are increasingly seen as supplementing institutional knowledge (Affleck and Kvan 2008), it seems imperative that collaborative approaches get explored in ways that allow institutions and communities to work on an increasingly even footing and to augment the leadership role played by community groups when establishing partnerships (Perkin 2010). The last research question therefore asks how existing wiki communities can inform involvement of communities in museums? CONCEPTS OF COMMUNITIES AND INVOLVEMENT The responsiveness museums have established to meet communities and the cultures they represent has taken many and diverging forms of re-contextualising and re-localizing cultural heritage objects and knowledge (Message 2006). Still, critical voices have been raised claiming museums are “floating above the community”, and are not as hospitable as we expect them to be (Hazan 2007). This points to the complex processes of boundary crossing and partial connections that collaboration between museum institutions and communities involves (Meyer 2010). These communities represent groups of people linked by a shared interest, who collaboratively build knowledge and negotiate facts about historical artefacts, sites and events outside the museum, but are still deeply related to the institutional frameworks that museums and heritage institutions represent. Also, the critique challenges the traditional understanding of museums as places that attempt to achieve some form of homogeneous order by classificatory, aesthetic or narrative means (Hetherington 1999), and push the issue of community IN MUSEUMS involvement in museums into considering new forms of collaboration as well as re-contextualising museums’ knowledge responsibilities into new forms of engagement and involvement. The multiple forms of communities, community dynamics and social actions related to communities are highly linked to the character of community in question, as well as the perspectives used in studying them. Communities can be understood as social spaces for the formation of identity, they can be understood as tools in local and national government and they can be understood as a form of social action (Crooke 2007). The symbolic, the political and the civic communities are involved in societal and political processes at different levels, and as such ask distinguished and specific questions related to the type of knowledge building featured by community engagement. Models of engagement can be highly successful, but without caution can also result in unsustainable projects that might erode the trust of communities (Perkin 2010). Understanding the character of the community thus clearly deserves attention, as do its forms of engagement, how it comes to be assembled concerning the work, the politics, the materialities, the identities and the uncertainties that go into the formation and maintenance of a community (Meyer and Molyneux-Hodgson 2010). Moreover, involving communities also calls for a deeper understanding of the knowledge building processes that are prevalent and that might affect involvement endeavours. Understanding communities in the heritage sector might need other perspectives and approaches than studying – for example – the involvement of communities in health sector policy. The notion of involvement of 5 DAGNY STUEDAHL 6 communities also needs to be specified: is it part of a trajectory where communities are invited by museums into developing the knowledge frameworks for curating exhibition, or the societal activities related to visitor programmes, are communities involved in the collecting and documenting activities on a practical level, or are they involved in the indexing and categorizing of objects as well? These are only brief examples. There are several related concepts of communities that are relevant for an analysis of cultural heritage communities, such as the one we meet in the local history wiki in our study. Overall, the different concepts point to different goals and orientations of the community, such as the policy-relevant knowledge denoted by the concept of epistemic communities (Haas 1992), which is used in studies of how activist groups and self-help groups are emerging in the health sector (Akrich 2010). Or the more activity-based concept communities of practice, which is a concept that involves the knowledge production that takes place in informal settings inside and between collectives. Communities of practice have developed a repertoire of languages, routines, sensibilities, artefacts, tools, stories, styles, etc. in building a shared understanding of what their community is about (Lave and Wenger 1991). The notion of communities of practice has been used to describe the connections and collaboration between amateurs and professionals related to museums collection (Meyer 2010 and 2008) and exhibition development (Høg Hansen and Moussouri 2004), arguing that these also consist of partial connections in which participants not have clearly defined roles. These collaborations are based on the enrolment of lay people in the professional knowledge building in museums, and have been used as examples in the discussion of re-thinking museums in terms of their relation to wider society (Meyer 2008). Collaborations between lay people and professionals is boundary work, in which the practices of amateurs and professionals are articulated, performed and protected. Protection of time builds one practical example, where amateurs collaborate in a different time frame from professionals. Collaborating in their leisure time, amateurs seem to refuse deadlines and devices that bind them to the time regime of museums’ practices. For collaborators, deadlines can be disabling since they limit or at least clearly frame their activities. Also, amateurs’ spatial situatedness leads to located performances of (for example) collecting data as based on other criteria than those used by professionals. Private life and the practical restrictions this poses for collaboration are one concrete example (Meyer 2008). When the museum and the collaborators work together, different spaces, times and practices are brought together – challenging the alignment and enrolment between amateurs and professionals. There are multiple, varied, more-or-lessengaged and inclusive ways of being located in collaborative participation (Lave and Wenger 1991, Meyer 2008). Involving collaborators in the scientific work of museums makes it clear that the connections between amateurs and professionals are fragile. “When they do science, where they do science, how they do science and with what tools they do science is what differentiates collaborators from museum staff members and more generally, amateurs from professionals” (Meyer 2008: 48). Involving communities in museums’ knowledge work may therefore produce demarcations between SOCIAL MEDIA AND COMMUNITY INVOLVEMENT amateurs and professional that requires boundary work. Reports from projects that involve new communities, such as indigenous people, point to the inadequacy of standard collection documentation (see Verran et al. 2006, Verran 2007; Brown 2007; Witcomb 1997 and 2003; Cameron and Robinson 2007) as examples of how categorization involves boundary work when involving new collaborators. These studies also show how multiple categories can be integrated and play a role for involving new communities in the indexing. In historical studies of development of classification systems at Berkeley’s Museum of Vertebrate Zoology, a more pragmatic view of categories as tools in boundary work is put forward. The studies show how understanding of categories might be heterogeneous in that they work as boundary objects, in the sense of flexible concepts that build a common framework for defined communities (Star and Griesemer 1989, Bowker and Star 1999). The development of categories in online cultural heritage communities, as well as the role of technology in this development, therefore makes an interesting entry point for understanding the role of technology as tools for boundary work and knowledge building between amateurs and professionals. We need deeper studies of how the online collaboration and knowledge building in fact takes place, to understand how time, space and materiality might have different shapes and roles in online communities of practice than in physical collaborations between museums and their communities. WIKI AND CULTURAL HERITAGE COMMUNITIES With the advent of digital technologies, new social practices emerge, such as user-led IN MUSEUMS content creation. New forms of community develop that are defined through voluntary, temporary and tactical affiliations and that are held together through the mutual production and reciprocal exchange of knowledge (Jenkins 2006). In what has been defined as convergence culture (ibid), everyone is a participant, although participants may have different degrees of status and influence. As with understanding online communities, understanding members as participants that are both producers and consumers of content has caused the evolvement of new concepts to capture the co-creative engagement of online community members: “Producers engage not in a traditional form of content production, but in produsage – the collaborative and continuous building and extending of existing content in pursuit of further improvement” (Bruns 2008: 21). In Wikipedia, the produsage principle becomes clear in the work with unfinished articles in a continuing process. Related to wiki communities, the concept of produsage speaks directly to the perceived affordances of wikis as emerging knowledge spaces that are collaboratively created and edited, and where the form of knowledge representations significantly departs from encyclopedia, which encapsulate the current state of accepted knowledge. The content creation of wiki spaces is an always incomplete and continuing process that relies on constructive participation. Contrary to the discussion of encyclopedia, this builds an ability to arrive at a full and complete definition of any topic (Bruns 2008). The concepts of produsage and co-creation may not give a basis for understanding the novelty of knowledge production in online cultural heritage communities per se, given that historical knowledge and memory have always been cumulative and modified through 7 DAGNY STUEDAHL 8 articulatory practices that stand in relation to the context, as for example the technology (Reading 2003). Meanwhile, online heritage and the writing of history in wiki form require structuring and categorizing the past, and give room for establishing new structures that might give communities opportunities to develop their own indexing of knowledge. WIKI COMMUNITIES – BRIDGING EXPERT AND LAY KNOWLEDGE IN LOCAL HISTORY The wiki community we are studying was launched by the Norwegian Institute of Local History in 2008. This is an independent public institution partly financed by the Norwegian Ministry of Culture. Founded in 1955, the institute has kept its purpose of promoting local and regional activity through providing services, research and documentation with a focus that spans from local historical interest and engagement to professional and academic interest. The institute collaborates closely with the Norwegian Association of Local History, founded in 1920 and established by 421 local history associations, comprising 80,000 individual members among local historians in Norway. The political and historical background and goal for the community of local historians evolving at the local history wiki is therefore closely related to the Norwegian modern local history movement that took shape in the early 20th century. The cultural and ideological background can be traced back to the agrarian populist and national democratic movement of the time (Alsvik 1993). There was a reinforced local history trend from the 1970s onwards, connected to the general upsurge of (leftist) populism, regionalism and the emphasis on history from below (Burke 1992). The Institute is connected to most history departments of universities and colleges in Norway, since staff historians have been engaged in major local history projects. In Norway, the publishing of “Bygde” books (book collections rendering the history of the rural, urban district or town) or the farm and family history accounting for individual farms and families are financed by public authorities of the municipalities and mostly written by professionals. In addition, approximately 300 local history annuals – in which local history amateurs dominate – are published every year. The story of how the Norwegian Institute of Local History tried to provide technology to enhance community activities in several iterations informed us that efforts are needed to customize and match technology to actual community needs, ease of use and providing means for learning and development. As early as 2003, they opened a site on the Internet that was originally thought of as a site that could open up for collaboration with, and between, different institutions. This initiative was met with low activity and the institute reorganized the site to present the activities of the institute. In 2006, the institute started a local history network to connect people working with local history projects. These projects shared the common need for a methodology and solving practical problems. However, this initiative ended up being one-way interaction; the institute serving other institutions, organizations and people. While considering re-editing the Norwegian Historical Lexica, the institute started to develop the idea of using a wiki format for organizing the contents. In 2008, they launched lokalhistoriewiki.no, which now has close to 900 registered users. Unlike a forum, SOCIAL MEDIA AND COMMUNITY INVOLVEMENT participating in a wiki requires that users are registered as clearly identified individuals. Individuals cannot participate in a wiki discussion without being registered. In addition, wiki collaboration is based on participants having different roles. These roles are defined by 4 “bureaucrats” for the wiki administration, 17 technical administrators and 12 vocational supervisors who help users with questions of method, defining source qualities, etc. as well as license questions, editing or closing pages – these being just some examples of the functions involved. Reporting from the first steps of this longitudinal study of how the local history wiki is developing, this article will focus on how the co-construction of knowledge is evolving in relation to the development of concepts and categories that structure the wiki space. The wiki contains an own space for categorizing discussions. We have chosen an excerpt that evolved during summer 2010, in which professionals and lay historians negotiate about categories for ships, boats and marine vessels. The discussion thread was started by one of the professional historians, beginning in June 2010 and stating that categorizing boat types is challenging, because most formal categories are built on categories in the registration systems provided by the Directorate of Fisheries, which does not cover all the historical boats and vessels in the Norwegian tradition. Pointing to the fact that in the future boats might be described in numerous articles in the wiki, the collaborator (here anonymised as AK) states that it might be wise to start making a system of categories that does not need to be reorganized. AK notes that a group from the west coast of Norway has started to build a structure of categories based on a registration structure on fishing boats provided by the local IN MUSEUMS museum, and publishes a hyperlink to the page as a proposal. This structure contains information about localities in the municipality, formal category, attribute, name of the boat related to type of operation, name of type of boat, materials used in construction, building year, size, volume, name, year in which the motor was built, etc. The structure clearly captured both the material and the functioning aspects of the boat. All in all, the proposal suggested providing 15 subcategories for categorizing boats. The request was immediately responded to by the administrators (anonymized as OU, SJ and IT), who discussed how the structure of categories could be built in more simple ways. Suggesting that marine vessels might be the main category, and then start building subcategories, the administrator OU tries to keep the amount of categories on a decent level. After some discussion with his fellow administrators, he suggests opening up for categorizing vessels after type. SJ asks how the type of vessels would identify the material character, the function and the use of the vessel. At this point, one of the collaborators points to the many vessels that are characterized by their functions (cargo ships, oil tankers, service –ships, etc.). At the end of the day the administrator OU proposes categorizing vessels by type, function, progress and construction. Next day, the collaborator OH (the member of the community on the west coast that started the discussion, and also an active amateur expert in marine history) posts a new question into the discussion. He asks about using a structure of categories that is well known and widely used among people on the coast as well as in maritime communities. He points out that the index used by the Directorate is based 9 DAGNY STUEDAHL 10 on well-known acronyms that have been used for 100 years, and that these concepts are integrated in the category system that his community has developed in collaboration with the coastal museum. He points to the importance of the system of categories used in the wiki being developed close to the categories that are well known and used in communities and museums outside the wiki – because, as he argues, it will be important that the concepts are used in their natural form in writing and storytelling. The post from OH resulted in the administrator IT suggesting categorizing on the basis of type, function, material and construction. This was responded to by “Å”, arguing that this system will neglect the open traditional boats of Norwegian maritime history and suggesting that the categorizing enrols type, function, material, construction and rig. Å also ends his post by pointing out that the wiki should develop according to normal thesaurus practice – and that it is important to clarify this early in the wiki discussion. Two days later, the administrator IT asked whether the categorizing could start on a simple level – to be extended when it is clear what needs people in the wiki community have. Å answers by asking what would be fruitful for the wiki – seen in relation to the concepts used by management institutions such as the Norwegian Directorate for Cultural Heritage and the Cultural Heritage Act. The discussion thread ends here, and at the moment of analyzing this category discussion three months later, the lokalhistoriewiki.no has built the structures of categories related to vessels based on locality, vessel according to period and vessels according to type, and boat types. DISCUSSION While the open structure of the wiki platform clearly provides the technological means that enhance the negotiations – crossing time, making the multiple contributions visible, providing access to participate in discussions from multiple viewpoints – it still seems that the administrators are given an important degree of authority, in that it is their responsibility to find solutions that solve the challenges of establishing a category structure that is simple and easy to use for all. It is also their job to find a granularity of categories professional enough to provide a conceptual level that makes the wiki sufficiently specific for professional knowledge building. The vocational supervisors appointed by the Institute of Local History have the role of checking the articles to adhere to professional criteria, and they have competencies in history and/or in related fields. Supervisors can also discuss relevance, use of methods and questions related to resources with authors of articles in the wiki, and will check referencing, validity and source criticism related to published articles. The technical administrators have the role of adjusting wiki technology, helping new users and following up on new publications in the wiki. They can delete or re-publish pages, they can lock pages, they can block individual users, they edit messages in the system and they can import from other wikis. As such, they have a double role as both technical and administrative gatekeepers, and their boundary work contains technical and systemic challenges as well as professional evaluations. The discussion of categorizing boats, ships and vessels mentioned above shows the importance of administrators (IT, S and OU) and supervisors (AK), who started the SOCIAL MEDIA AND COMMUNITY INVOLVEMENT discussion. We also see how the collaborators (OH, GE and Å) participate by providing their knowledge in the field. Interestingly, what we do see in this thread is that collaborators are not in the periphery of practice – instead they are in the centre of the discussion, providing their experience and practices as well as negotiating the quality level of categorizing a new field in the wiki. Being lay people, they demonstrate a high level of competence, and they also show how their competencies lean on formal indexical systems used by maritime institutions and museums. The argument of using existing indexing because this is what is well known to people indicates that the boundary between lay and professional knowledge in this field is not important for practical reasons. Rather than observing a boundary between lay and professionals in the categorizing of vessels, we observe a boundary related to the multiple requirements that are related to the wiki. We see how the role of wiki administrators to keep the amount of categories at a low level collides with the shared responsibility they have with the collaborators and supervisors to keep the quality of the wiki at a high professional level. As such, we need to study the practices of administrators of wiki in their endeavours to align conflicting interests and controversies to understand how the writing of local history and heritage crosses boundaries between communities, museums, institutions and technology. Our observation of the negotiation of categories tells us that in fact we observe several communities of practice that are involved in building the knowledge space of the wiki; the administrators, the vocational supervisors and the collaborators. Each of these communities is involved in knowledge development with other communities outside the wiki. Developing a IN MUSEUMS policy of categorization for the wiki therefore becomes a complex alignment of diverging practices and considerations. The participants in this discussion thread are well aware that the outcome of the discussion, achieving a solid tree of categories that will structure future articles about marine vessels, will in fact decide whether this wiki will be interesting for coastal historians and historians of coastal culture as well as for communities and museums outside these. Because they are in positions of responsibility regarding the growth of the wiki, the participants in this discussion are therefore also aware that the discussion has a policy level. As such, the wiki community could be defined as an epistemic community that has a recognized expertise and competence in a particular domain and an authoritative claim to policy-relevant knowledge (Haas 1992), in which normative and principled beliefs inform the administrators, according to prescribed qualities of a wiki. The knowledge building on lokalhistoriewiki.no can as such be understood as being based on negotiating practices between several diverging communities – the community of historians as well as the community of wiki administrators. These negotiations become on the one hand an epistemic discussion in which the quality of knowledge structure will be an important part of building trust for new participants to become involved in the wiki community, as well as for building the wiki as a knowledge space that connects well with diverse communities. Apart from this constraint, we also see that the collaborative negotiations on lokalhistoriewiki.no enhance discussions that illuminate relations to institutional frameworks and to official knowledge systems as well as to multiple community knowledge. This might characterize 11 DAGNY STUEDAHL 12 the cultural heritage field apart from the knowledge production in other wiki spaces, such as Wikipedia, and we need further studies to understand if and how cultural heritage communities differ in their uptake of technology and how this gives new opportunities for knowledge creation and sharing. For now, only brief contours of a complex and intertwined network of relations between actors, institutions and communities are drawn that calls for deeper understanding of the epistemic collaborations and reliance in the cultural heritage field. 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Perkin, C. 2010. “Beyond the rhetoric: negotiating the politics and realizing the potential of community-driven heritage engagement”. In: International Journal of Heritage Studies, 16:1, pp. 107–122 Russo, A., Watkins, J., Kelly, L and Chan, S. 2007. “Social media and cultural interactive experiences in museums”. In Nordisk Museologi 2007, vol. 1, pp 19-29. Russo, A., J. Watkins, L. Kelly and S. Chan 2008. “Participatory Communication with Social Media”. Curator. 51. pp. 21–31. Published online January 15 2010. From http://pdfs.altamirapress.com/Cu/rat/CuratorV51N1sample_article.pdf. Visited June 5, 2010. Stevens, M., Flinn, A., Shepherd, E. 2010: “New frameworks for community engagement in the archive sector: from handling over to handing on”. International Journal of Heritage Studies, 16:1, pp. 50–76. Star, S. L. and Griesemer, J. (1989). “Institutional Ecology, “Translations” and Boundary objects: Amateurs and Professionals in Berkeley’s Museum of Vertebrate Zoology 1907–39”. Social Studies of Science Vol. 19. pp. 387–420. Stuedahl, Dagny 2009. “Digital Cultural Heritage Engagement: A New Research Field for Ethnology. Ethnologia Scandinavica 2009; Volume 39. pp. 67–81. 13 DAGNY STUEDAHL 14 Verran, Helen, Christie, Michael, Anbins-King, Bryce, van Weeren, Trevor, Yunupingu, Wulumdhuna (2006). “Designing Digital Knowledge Management Tools with Aboriginal Australians. Performative knowledge making”. Charles Darwin University, Darwin, Australia www.cdu.edu.au/centres/ik/pdf/ DDKMTAA.pdf . Visited April 2007. Verran, Helen 2007. “Designing digital knowledge management tools with Aboriginal Australians”. In: Digital Creativity, Volume 18, Issue 3 September 2007, pp. 129–142. Witcomb, Andrea 1997. “The end of the mausoleum: Museums in the age of electronic communication”. In Museums and the web. Los Angeles, CA: archives and museums informatics. http://www.archimuse.com/mw97/speak/witcomb.htm. Visited June 2010. Witcomb, A. 1999. “Museums as cultural brokers: Producing rather than representing communities” in B. Henson (ed): Exploring culture and community for the 21st century: Global Arts Link: a new model for public art museums. Ipswich, Queensland: Global Arts Link 1999 pp. 101–104. Witcomb, A. 2003. Re-Imagining the Museum: Beyond the Mausoleum. London and New York: Routledge, 2003. *Dagny Stuedahl, dr. polit og MA I folkloristikk ved Universitetet i Oslo. Adresse: Universitetet i Oslo, P.o.box 1161, Blindern, 0375 Oslo E-mail: dagny.stuedahl@intermedia.uio.no NORDISK MUSEOLOGI 2011 1, S. 15-34 ● Challenges for the Technological Augmentation of Open-Air Museums: Bridging Buildings, Artefacts and Activities LUIGINA CIOLFI* AND MARC MCLOUGHLIN* Abstract: This paper reports research and design work focused on enhancing visitor experience of an open-air museum, Bunratty Folk Park in County Clare (Ireland). We will discuss how existing work in the domain of museum technologies has so far dealt little with open-air sites. Our approach aimed at developing themes of participation and visitor contribution at a site that differs from indoor exhibitions on the grounds of size, structure and material on display. We will describe the background research and design research towards an interactive multi-device installation entitled “Reminisce” for Bunratty Folk Park, informed by a focus centred on visitor activities and their experience of place. We will then provide examples of visitors’ interactions with Reminisce in order to show how this approach can lead to successful design interventions. Key words: Open-air museums, interaction design, place, interactive installation. We present a design case that was conducted as part of a feasibility study for the introduction of Information and Communication Technologies (ICTs) at museums and other visitor attractions. An integral part of the project was the investigation of current visitor experience at one particular site, and the development of design recommendations and scenarios. The project was conducted in partnership with business/marketing experts and telecommunications engineers. Our role was that of envisioning new tools and services that would bring added value to the visitor experience of a heritage site. The particular perspective we adopt is that of Human-Computer Interaction and Interaction Design, whereby technology is always designed from the point of view, needs and requirements of users and participants. The design approach includes examining the nature of visitor movements, social interaction and participation in the visit to a particular site, and – based on this understanding – developing ideas for technological augmentation. The project’s initial timeframe of twenty months allowed for a substantial amount of empirical fieldwork at Bunratty Folk Park, an Irish open-air museum displaying historical buildings, and for a number of design workshops. Subsequently, a LUIGINA CIOLFI AND MARC MCLOUGHLIN 16 follow-up project grant made it possible to develop and deploy an interactive installation on-site for the purposes of user evaluation. In the follow-up grant, we conducted a series of design workshops inspired by our fieldwork in the Folk Park, followed building incremental prototypes leading to the final interactive installation, that we titled “Reminisce”. “Reminisce” experimented with integrating multiple interactive components (including mobile phones, audio displays and tangible user interfaces) into a visiting trail through the Park. In the following sections, we will present the research grounding for our work, followed by an overview of results of empirical work conducted on site to show how themes of participation are crucial when understanding the visitor experience at Bunratty Folk Park and at open-air museums in general. We will subsequently describe the design work carried out for the site, highlighting the novel interactional qualities that our final installation, “Reminisce”, offered to visitors, and conclude the paper with some discussion of the results emerging from testing “Reminisce” with the public. TECHNOLOGY FOR OPEN-AIR MUSEUMS: OPPORTUNITIES AND CHALLENGES Open-air museums are a very popular visitor attraction worldwide1. They are interesting settings for technological augmentation, as they retain many of the qualities of “traditional” museums (organised in roomsized exhibits), but also present different challenges, such as their out-of-doors nature, the different physical path and time frame of the visit, the importance of location and of movement between different buildings and corners of the landscape. Place making and dwelling are also important aspects of the visit to an open-air museum, as these sites exhibit buildings and man-made landscapes that can be inhabited by the visitors, who can also relate to the original inhabitants and their way of life in that environment. Moreover, the individual objects are displayed in a richer context (compared to the “standard” exhibit case in a gallery, which is by its own nature displaced from its original and/or appropriate context) making the connection between lived place experience and artefacts on display more evident than what can be achieved in selfcontained exhibits. Both the HCI/Interaction Design and museum communities have produced extensive literature documenting case studies of the introduction of interactive technologies in museums and exhibition sites (see for example Grinter et al., 2002; Sparacino et al., 2000; Hsi and Fait, 2005, etc. to mention but very few well-known examples). However there is a need to extend current theoretical and practical approaches to guide such design interventions when considering sites that are spatially distributed and that are structured in ways different from the traditional one-room, oneexhibit approach typical of traditional museums. Whereas the majority of research on the use of portable devices (mobile guides, in this case) refers to indoor exhibition sites (see for example Aoki et al. 2001), and recently about the use of visitors’ own mobile phones in these settings (Samis, 2007), some work has been conducted with respect of outdoor visitor experiences, such as field trails in cities or at other sites, rather than open-air museums proper. Recent endeavours have focused on the use of smart phones in support of outdoor visitor CHALLENGES FOR THE TECHNOLOGICAL AUGMENTATION trails. Paterson et al. (2010) developed a Viking Ghost Hunt game trail for the City of Dublin, based on GPS technology, offering players the overlay of a playful theme for their visit to the city centre. Another example is the Culloden Battlefield visiting aid (Pfeifer et al., 2009), which was developed with the goal of making GPS guide tools a commercial success, offering little in the way of reflection over user needs and design process. The “visit as game” scenario is not the only one to have been explored. Another significant area to have been researched is that of the social dimension of the visit, and of the sharing of individual experiences to some extent. In their paper describing mobile shared visitor experiences at London Zoo, O’Hara et al. (2007) discuss aspects of bookmarking and socially sharing relevant “milestones” during the visit, arguing how incorporating the social aspect in the design of a personal device helps foster engagement and social interaction. Collaboration was also inscribed in the design of city games (for example Brown et al., 2005) which had the goal of not guiding participants, but rather to extend their experience of a city with an added layer of social interaction and engagement. The visitors’ own active role and contribution to outdoor trails has also recently been discussed. Giaccardi and Palen (2008) reflect on the role of cross-media interaction in the experience of a community project that allowed participants to overlay their physical journeys in an area with sound “snapshots” for reflection and sharing. Similarly, Walker (2007) discusses social sharing of the visit in “MyArt Space”, where tagged objects that participants selected in their visit to several museums become a personalised “history” of the visit. The majority of these examples have OF OPEN-AIR MUSEUMS employed mainly mobile solutions for use in visitor trails, often incorporating elements of collaboration and sharing. Others have looked at alternative technologies. Pletinckx et al. (2000) and Schnädelbach et al. (2002), for example, suggest Augmented Reality and Mixed Reality as appropriate technologies to support visitor interpretation of outdoor sites, where visitors could operate a VR “scope” to view reconstructions of buildings in the surroundings of the viewing station. Of course, these technological aids are limited with respect to their position on the site, not really providing support throughout an extended visit. Most of the settings featuring in the examples above are not curated. The only two examples of installations documented in the HCI community that were specifically aimed at open-air museums were the photo-tagging system developed for the Valle Crucis Abbey in Wales (Baber et al, 2008), which involved visitors taking pictures of the site during the visit, but which supported all interaction postvisit through social tagging; and Kylä, a roomsized exhibition on the theme of historic photographs and folk music for the village of Viena Carelia in Finland (Ilmonen, 2007), where visitors can trigger the display of visual and auditory content by approaching “sensitive” corners of the space by candlelight. Kylä does not allow for any collaborative interaction and works on a standard information-delivery mode, although the input device is quite novel. Overall, there is a need for a more focused view on open-air museums, which are a common attraction in many countries, and could hugely benefit from recent developments in location-based services, geotagging and powerful personal devices as described in the brief review we have presented above. 17 LUIGINA CIOLFI AND MARC MCLOUGHLIN 18 Fig. 1. Some images of Bunratty Folk Park. Also, there is a need to consider solutions alternative to mobile devices only, as certain limitations of mobile technology have been highlighted – isolation, detachment from the setting – and could be overcome. Mobile devices alone might cause people to detach themselves from the exhibits, and often the mobile content provided is disconnected from the place. Open-air museums offer an interesting environment for the consideration of how mobile personal devices could be used in synergy with standalone interactive installations and information points to provide a more seamless visitor experience: to not have visitors concentrate only on the mobile device, but to keep the focus on the site. The features of open-air museums already include elements of active engagement, which could be extended and augmented through design: for example the role of human animators showcasing activities and engaging visitors in conversation and discussion are a common feature, important to “draw the spectator in”. Open-air museums are ideal sites to experiment with user participation, building on the interaction with animators, the experience of “inhabiting” the exhibit and the multi-sensory aspect of the visit that sometimes lack in other settings. Our research differs from other work both on the explicit focus on understanding the situated visitor experience at an open-air CHALLENGES FOR THE TECHNOLOGICAL AUGMENTATION museum for the purpose of design, and on the attention towards participatory elements that engage visitors. In the following section, we describe the empirical work we conducted at Bunratty Folk Park and discuss some main findings that informed our design. EMPIRICAL WORK AT BUNRATTY FOLK PARK Bunratty Folk Park recreates aspects of Irish life of the past 2 centuries through a collection of 32 original historic dwellings. At Bunratty, the landscape, the buildings, their contents and the activities taking place in them thanks to human animators, are all elements of a complex display that visitors encounter in their wanderings around the Folk Park (Fig. 1). Here we provide an outline of the main findings of the extensive field studies at the site. This is important to show what aspects of the visitor experience at Bunratty Folk Park represent design opportunities, and to provide a description of the context in which our design was deployed and evaluated. The overall qualities of the visit are different from enclosed museums and resemble more closely outdoor experiences such as city visits At the same time, however, the “content” of the site is of a museological nature and so it should be approached when thinking of design interventions: dwell time, distance between the exhibits, switch in proportions between sites and between indoors and outdoors (e.g. visiting a building entails both observing its architecture as a whole, but also exploring its contents, the décor, the objects, etc.) are all crucial aspects to be considered when thinking of additional layers of digital content and services. We have also noted interesting challenges in the curatorial and interpretation OF OPEN-AIR MUSEUMS practices of such a large, diverse and multifaceted site. METHODOLOGY In our work, we adopt a theoretical and methodological approach focusing on situated experience. This presents some common points with the tradition of ethnomethodological studies of social interaction and collaboration around exhibits, that highlight the social nature of visits, and articulate the unfolding of visitor activities surrounding exhibits, with an eye to inform or evaluate design (Brown, 2005; Vom Lehn et al., 2001; Galani and Chalmers, 2002). This approach contrasts with more traditional visitor studies, where an exhibit is “measured” in terms of its ability to attract visitors to stop in front of it and the length of time it is able to hold them there – the “dwell time”. However, these examples of work do not display a grounding in the physical nature of exhibitions, leaving out contextual and situational factors that have an impact on how a site is approached: the material qualities of a site, its sensory characteristics and its cultural identity. In our work, we look at visitor experiences as they are grounded in the experience of place: the lived experience of the physical world at personal, social, cultural and physical levels (Ciolfi and Bannon, 2005). We feel that in the case of this particular project, it was important to approach the study of Bunratty Folk Park with a view to understanding situated experience. Our approach is also inspired by the Falk and Dierking model of interactive museum experience (Falk and Dierking, 1992), in the sense that each layer of place experience (which can be compared to the “contexts” outlined by Falk and Dierking) is “continuously constructed” by the visitors: “Whatever the 19 LUIGINA CIOLFI AND MARC MCLOUGHLIN 20 visitor does attend to is filtered through the personal context, mediated by the social context, and embedded within the physical context” (Falk and Dierking, 1992, p. 4). The museum experience is at the intersection between these dimensions, and all of them play an equal role, and good design should be mindful of them all. We applied such frameworks to our work in Bunratty Folk Park, where the importance of including the aspects of the physical context in the visitor experience is paramount, including movement through the site, dwell time and the possibility of physically entering the objects on display (the buildings). In order to collect data, we employed qualitative methodologies. We conducted observation sessions, both documenting visitor behaviour at particular sites that are attracting notable hubs of activity (such as, for example, the Golden Vale Farmhouse, where baking demonstrations take place regularly), and accounting for the entire trail around the Park. This was accomplished by shadowing several groups of visitors as well as engaging them in informal conversations. We also involved the Fig. 2. Different types of spatial environments and different levels of crowdedness at Bunratty Folk Park. CHALLENGES FOR THE TECHNOLOGICAL AUGMENTATION Folk Park staff in our study, by interviewing some of the animators and observing them in their activities. SOME EMERGING THEMES Overall, the visitors’ responses to the site are very positive: people enjoy the atmosphere and the exhibits, with many visitors return to the Folk Park for further visits. The open and informal nature of the site encourages social interaction among visitors and groups, particularly when facilitated by the animators. Discussions among visitors regarding the buildings and objects on display are commonplace, thus showing the engaging nature of the site. When developing a design strategy for the introduction of interactive technology, a number of particular issues need to be considered for the appropriateness of technological interventions at the site. The main findings of our fieldwork (which have been described more in detail in Ciolfi, McLoughlin and Bannon, 2008) can be articulated around the following themes: - Spatial distribution and paths: there are several critical issues regarding the physical journey around the Folk Park, which is long and may be exhausting, especially for people with reduced mobility. Many visitors converge on the village main street where the shops and bar are located, whereas some other sites are less visited than others. In open-air museums this is a key factor in how visitors will plan their explorations, particularly if the weather is inclement. There is a social element to this as well, if a group of visitors include children or elderly people, who tire more easily and might not be comfortable with exploring the entirety of the site. Integrating technology mindfully into the ongoing activities of people as they OF OPEN-AIR MUSEUMS move through the site means being aware of the physical demands of the site. Visitors could potentially be encouraged to explore further, or could receive a glimpse of what they have decided not to physically visit. - Availability of Information (Fig. 3): fieldwork revealed that the information available to visitors on the different sites of the Folk Park is quite insufficient. Beside a map/guide leaflet, which is distributed to all visitors on their arrival, there is only a minimal amount of information presented at the different sites to inform visitors what these sites represent. From the observation of visitors, it has been noticed that there is often little understanding of what the sites represent, and sometimes misunderstandings arise in relation to the specific function of certain artefacts. A dearth of information was observed about the distinct aspects of each of the Bunratty Folk Park buildings (for example, the fact that these buildings were originally from different regions): to a visitor who is not familiar with history and heritage, many sites seemed similar, the differences between the sites that make them unique from each other (in building style, furnishings and decoration) were not made clear. Considering the nature of the open-air museum, also many of the signs and information items that do exist are positioned in problematic locations where they go unnoticed by many visitors. Overall, the availability and use of existing information around the sites needs to be considered further, particularly regarding the scale and layout of buildings, and how people approach them; and it is an issue that may require a targeted redesign intervention. - Demographics of visitor groups (Fig. 4): Bunratty Folk Park attracts many different groups of visitors, varying in age, nationality 21 LUIGINA CIOLFI AND MARC MCLOUGHLIN 22 Fig. 3. Poor-quality signage at the farmhouses. and group size. People’s experience of the visit, therefore, varies greatly. For example, senior visitors and those old enough to remember certain artefacts and environs from their youth relate to the exhibits in a different way compared to younger visitors: their personal memories of being in houses such as those on display at the Folk Park, or using farm tools, brings the exhibition to life in a way that cannot be replicated for younger visitors (particularly non-nationals). This indicates that a way for visitors to share their thoughts and comments around the exhibits would be important in the engagement of all visitors and will help increase the understanding of the relevance of what is to be seen. - Human help (Fig. 5): A central feature of Bunratty Folk Park is the presence of a number of staff members, who provide animation at different locations around the site. The Bean An Ti’s (“woman of the house”) are the most significant group of characters in this respect (a minimum of five is always present on site). The presence of “characters” animating buildings is a very important element shaping visitors experience of the Folk Park. The staff Fig. 4. Older visitors discussing their experiences using traditional farming equipment. CHALLENGES FOR THE TECHNOLOGICAL AUGMENTATION OF OPEN-AIR MUSEUMS 23 Fig. 5. Some of the animators from the Park. members are very skilled in engaging visitors in conversations and discussions, as well as presenting interesting information regarding the buildings and artefacts. “Hands-on” activities are also attractive to visitors. The work of the characters must remain crucial in bringing the environments and artefacts to life for the visitors: the tangible experience of the building and objects, the possibility of socially discussing them and of expressing one’s own opinions and ideas about them is at the core of visitor experience. - Maintaining the character (Fig. 1): The concept of Bunratty Folk Park is to recreate scenes from national history through the reconstruction and presentation of buildings and sites representing the way in which people lived in previous centuries. The developers of the Park have gone to great lengths (in many cases relocating entire buildings and refurbishing them with authentic artefacts) to recreate each scene so that they are faithful to their original historical context. The role of human animation of certain sites, such as for example the Bean An Ti described earlier, is that of further conveying the character of the building and of its original setting. The design and deployment of technology needs to be mindful of this quality of the place, and to consider strategies to achieve a good integration between the site and the technology, particularly regarding the latter’s physical design. These themes provided a basis to begin the development of design concepts. In subsequent design sessions, they were used as points of discussion on the nature of the visitors’ experiences of the Folk Park. In the following section, we describe how these salient issues characterizing the visitor experience were used as a basis for conducting design sessions for the creation of the installation. DESIGN SESSIONS Firmly grounded in the fieldwork conducted on site, two brainstorming workshops were carried out focusing on the development of concepts and the generation of scenarios for LUIGINA CIOLFI AND MARC MCLOUGHLIN 24 novel interactive installations that would encourage visitor participation and sense making of certain aspects of Bunratty Folk Park. Colleagues from our group and other researchers with experience in interaction design practice and an interest in cultural heritage, but not involved directly in our project, were invited to participate. All the participants had been to Bunratty Folk Park at least once and were familiar with it as visitors. The space for the brainstorming sessions was prepared with excerpts of the data collected from field studies displayed around the space, this data included: aerial images of the Park and images of the sites, artefacts, animals and human activities; excerpts from interviews with the visitors and snippets of video footage the Fig. 6. Discussion and Concept Board. taken from a walk around the Park; key words related to the major findings from empirical work. We started with a discussion of the fieldwork and the salient issues that arose from the data fieldwork data. Then the sessions moved on to brainstorming activities, where the participants were asked to generate key words and concepts relating to the site. These were then pooled together and arranged on a board (see figure 6) in the space so participants could discuss the concepts and to develop links between them. From an early stage in the brainstorming, it could be seen that the concepts put forward could relate to different levels of support for the visitor experience: ● Concepts that provide a foundation for CHALLENGES FOR THE TECHNOLOGICAL AUGMENTATION OF OPEN-AIR MUSEUMS 25 Concept Theme Description Interactivity and variety Using a mobile device and based on the visitors’ interests, a variety of different information could be presented to the visitors as they move around the park. The information would be in the form of short pieces of textual, graphical and audio data. At the beginning of their tour around the Park, visitors could set preferences on the subjects they could get information on (farming, transport, etc). Memory / stories Presenting or recalling to the visitors’ memories and stories regarding the sites and artefacts in the Park. Two types of memories or stories were considered: the visitors’ own personal memories that they could leave in the space, and historical archival records represented through photos, film, audio recording and written documents. Collecting things This scenario involved the visitor building a representation of a particular character or aspect of the Park through collecting items that form individual parts of the representation. This could be a historical image or postcard that is divided into puzzle pieces that the visitors could collect at different points around the Park. In order to collect a piece, the visitors would have to do certain things like talking to the animators, touching objects, etc. activities: collect things, game, recall memory, geocached, guidance, follow a path, the day of a fisherman/farmer, etc. ● Different types of information spaces: visitor generated content, event location (Is something on? Where? When?), a personal codex, timelines, everyday life, objects that tell a story, object (what am I, where am I from), tell its story / history, etc. ● Types of relevant technological artefacts: camera, audio recorder, RFID, mobile phone, etc. ● Interaction techniques: touch it, interact with animators, etc. (Fig. 6). At the end, three potential design concepts emerged: The design team evaluated these concepts based on the level of engagement that could be offered to visitors, particularly on the potential to involve them in active participation and appreciation of the material qualities of the site. One of the common observations to emerge from the discussion was the limitations of both standalone installations (such as kiosks in certain parts of the Folk Park) and of mobile aids (such as visitor mobile guides), if thought of in isolation. Standalone installations would look disconnected and slightly out of place; a mobile aid alone would support the idea of “trail”, but might lead to a disconnection from the place and its qualities. As museum technologies are heading toward a new type of convergence, whereby “clouds” of devices, information and access points provide a digital layer of content and services that overlays exhibits, the design concepts started to revolve around the idea of a multi-device installation, which would feature both standalone elements and the use of visitors’ personal devices, such as smart phones, and the integration of social/shared media functionalities to connect visitors to the site also before and after their visit. The team agreed that a multi-device LUIGINA CIOLFI AND MARC MCLOUGHLIN 26 installation could be an effective solution for an open-air site such as Bunratty Folk Park, where there is a need to provide insights into the individual “objects” on display as much as to create a coherent narrative bridging different buildings, locations and layers of content. The final scenario involves visitors collecting memories about particular activities (butter making, turf cutting, etc) from 19th century characters who would have lived in the sites in the Folk Park, “Farmers of the Land” and “Women of the Houses”. These memories are “placed” at different sites in the Park, and, as visitors progress and collect them, they are given clues about where they can find more memories. Visitors have the opportunity to leave their own memories or comments about the sites or activities and to listen to memories or comments that other visitors have left. Visitors could buy-in and out of the activity as they wished, and they did not have to follow a strict path. They could be guided by the clues that were available at some sites, or they could serendipitously engage in the activity if they entered a site that was annotated with memories. In this way visitors could be immersed in the historical context of the site without the system disturbing the flow of their visit. Creating a relationship between the visitors and the places where people would have lived was the objective of the installation: through listening to characters reminiscing about their lives at the site, visitors could be given an insight into their lives in the context of the historic houses. The houses would not simply be buildings, but rather scenes of experiences of times past. The primary audience for the installation was Irish visitors and visitors of Irish descent, statistically the most significant group to visit Bunratty Folk Park. Other visitors who could speak English could also appreciate the installation. In terms of added value, we developed ideas for allowing real-time contributions to the experience. This is an important innovation on other trail-based museum installations and it fits into a major trend in current museum research (Simon, 2010; Meisner et al., 2007), and an approach to visitor support that we have pursued in our previous research (Ciolfi, Bannon and Fernström, 2007). In the following section we will describe the final design of the installation, presenting in more detail its components, navigational structure and mechanisms for participation. “REMINISCE” IN THE MAKING The final installation, “Reminisce”, was deployed in Bunratty Folk Park in August 2010 over three full days. Due to its exploratory nature, visitors could try the installation free of charge and we provided all the accompanying materials. The installation consisted of an array of interactive technologies each supporting specific parts of the activity. ● When visitors entered the Park they were directed to a central “portal”, here they could create a unique profile where all the content they collected and recorded during their visit would be stored. They could also select which character they wished to hear memories from, and receive an initial clue about where to find the first memory from this character. The portal was also where they collected the mobile device that they used to gather the memories. At the end of their trail, visitors would come back to the portal, where they would be presented with a map of their visit annotated with the memories they collected and recorded. Finally, the portal allowed CHALLENGES FOR THE TECHNOLOGICAL AUGMENTATION Fig. 7. The central portal. them to share this content with family or friends through email or social networking sites (Fig. 7). ● At the portal visitors were given a mobile OF OPEN-AIR MUSEUMS phone, as they travelled around the site they could use a specially developed application to collect memories at specific sites and record their own memories.2 At the different sites, the memories were represented by QR markers, which could be scanned using the camera on the phone. The codes would trigger an audio recording of the character’s memory at that site to be played on the handset. Then, if they wished, visitors could record and save in real time their own memories or comment using the handset’s microphone (Fig. 8). ● The portal provided visitors with the first clue about where to find the memories from their specific characters. Subsequently, at each of the memory sites, visitors could collect specially designed packs of tangible Fig. 8. Visitors using the mobile device to listen to a memory after having scanned a QR marker (on the wall on the left of the image). 27 LUIGINA CIOLFI AND MARC MCLOUGHLIN 28 tokens, containing a souvenir that they could bring home with them and that were connected with each site (bread recipes, pieces of turf, small hanks of wool…) and a clue about the next site where they could find memories. The purpose of theses packs was threefold: to provide the visitors with a memento of their visit, to guide them to the next memories available to them, and to allow them access the memories that other people left at the site. The clues were printed on cards with RFID tags embedded in them, when they reached the schoolhouse, the last site on the “Reminisce” trail, they could use the tangible tokens as input for the interactive desk in the schoolhouse (Fig. 9). ● In the schoolhouse, the last site on the trail, an interactive school desk allowed people to listen to recordings that other visitors had left at the sites in the Park. Placed on the desk were books with embedded RFID tags, each of them related to one of the characters that visitors could collect memories from. A book holder and a basket with embedded RFID readers were also placed on the desk. When Fig. 9. The tangible token packs. Fig. 10. (Press 22/Don Moloney) The interactive desk in the schoolhouse. one of the books was placed on the holder and one of the tangible tokens was placed inside the basket the recordings left by other visitors were played back. These recordings were of the site that the tangible token was collected in (Fig. 10). ● A web resource allowed visitors to share their experience of the site after the visit. It provided visitors with a map of their visit annotated with the memories they collected from the character they were following and the memories or comments they would have recorded (Fig. 11). “Reminisce” was available to visitors for trials for three full days during the Bunratty Folk Park regular opening times. During this time, approximately one hundred people used the system at different degrees (e.g. from taking a full tour, to a partial one, to using some of the individual components at the different sites). We collected data regarding their experiences through observations, shadowing and informal interviews. At least three people from our team were always present on site to facilitate the participants and monitor the equipment. “Reminisce” provided the visitors to CHALLENGES FOR THE TECHNOLOGICAL AUGMENTATION OF OPEN-AIR MUSEUMS 29 Fig. 11. The web resource. Bunratty Folk Park with a unique experience: differently from other systems designed for outdoor sites, it mixed a variety of components to maintain a link to both the physical, perceptual qualities of what is on display and to the wealth of digital information that enriched the visit. Related work has shown how the combined presence of tangible artefacts and of a digital layer of information overlaid on to physical artefacts is effective in sustaining visitor engagement at exhibition sites (Fraser et al., 2003; Koleva et al., 2009). This was maintained in our design, but the innovative elements include the connection to the material qualities of the site (the identity of each of the houses and the artefacts that are identified with it), the attention to the physical design of the installation so that it could retain at least partially the character of the site, and the ample opportunities for participation that the array of components of “Reminisce” afforded to participants (Fig. 12). DISCUSSION AND CONCLUSIONS At Bunratty, the core to the added value of “Reminisce” was in the design focus on the lived nature of place: all the elements of “Reminisce” presented material, cultural and social connections with the environment, from LUIGINA CIOLFI AND MARC MCLOUGHLIN 30 Fig. 12. A group of visitors on the “Reminisce” trail collecting a memory at the Forge. the content they provided, to the shape and material quality they took, to the ability to encourage social interaction and sharing on the nature of the Folk Park. This is a completely new approach to design compared to previous research explorations. The character’s memories provide visitors with human perspectives on the “lived” aspects of the sites to complement the material qualities of the spaces, something that other trail-based systems also offer. However the installation also allowed for a high degree of personalisation in each component. The mobile phone enabled participants to create their own content at the same time as accessing their character’s memories, and the two activities were coupled to suggest to visitors that their contribution was as important (Fig. 13). The tangible tokens were given to visitors as personal souvenirs that all participants happily took home and used often during the trail as a tangible “trigger” to conversations and discussion even when not directly used to operate one of the “Reminisce” components. They provided a tangible connection to the “lived in” aspects of the spaces with a direct reference to their “feel” and character: something that many visitors find one of the most engaging feature of Bunratty Folk Park The interactive desk introduced a further CHALLENGES FOR THE TECHNOLOGICAL AUGMENTATION shared element into the visit by linking the individual tokens with other participants’ contributions. This allowed visitors to gather different perspectives from other visitors about what they experienced during their journey around the Park. Finally, the portal and web resource provided visitors with a way of reviewing their unique trail in the Folk Park, providing them with an overview of their journey as well as with the entire set of memories generated in their visit, making their experience at Bunratty something that they could share to some extent, and re-visit afterwards. “Reminisce” is a novel example of advanced interactive installation (e.g. moving away from simple delivery of content through a device) explicitly designed for an open-air museum. We aimed at bringing an interaction design approach mindful of the visitor-situated experience to the setting of a rich exhibition site that includes a variety of dwellings, artefacts and activities and is organised into a complex physical trail. Fig.13. Visitor recording content. OF OPEN-AIR MUSEUMS The lessons learned in the process, and that can be useful insights for other designers and/or museum practitioners working in a similar setting, include the importance of understanding in depth the material qualities of the artefacts on display, in order to create interactional possibilities that resonate with the lived experience of visitors in the context of an open-air museum – which makes the possibility of inhabiting the site their most attractive quality. Several examples of installations have been deployed at open-air visitor attractions, but often maintaining a detached status from the physical layer of the place. Although “Reminisce” is not a permanent installation yet and could only be tested for a limited time, the response we received showed that it had a significant impact on the visitor experience. Participants actively engaged with all the components, and their interactions with and around the system attracted interest from other visitors and members of staff. These results show how important it is to follow a design process that is centred on situated activities in order to achieve a successful and engaging installation. The design features that worked in a particularly effective way include: - Matching digital qualities with material qualities: introducing elements that link the layer of digital interaction introduced into the site with its “authentic” characteristics. The use of low-tech components can work very well in this situation, giving visitors the opportunity to engage with simple and accessible artefacts and not overload them with high-tech gadgets. - Maintaining variety and surprises: “Reminisce” assembled a number of components and modes of interaction. It provided for small surprises to be found at each site (things would always be slightly different at 31 LUIGINA CIOLFI AND MARC MCLOUGHLIN 32 each of the houses), although anchored to one overall narrative guiding visitors. The school house was the backdrop for a dedicated piece inspired by the setting itself: the interactive desk where people could browse through social memories. Overall “Reminisce” allowed for variety of interactions and of content provided, keeping visitors interested and entertained. - Facilitating participation: the participatory component of “Reminisce” was one of the strongest reasons for its success. The ability that visitors had to contribute in real time with a personal layer of information to their character’s story was greatly appreciated by all who tested the system. Numerous recordings were made and re-played for the benefit of companions. The interactive desk also provided a “live” display of other visitors’ stories, and the opportunity of “stepping out” of the characters’ storylines and into those of the participants. We are planning to further develop the functionality of sharing the visit through social media in order to monitor more fully the life of the visitors’ trails post-visit, including the comments that would be received, other forms of sharing such as re-posts, and the references to Bunratty Folk Park encouraging new visitors to explore the site. With “Reminisce”, Bunratty Folk Park became the setting for unique visitor experiences, thanks to the possibility of recording personal content, as well as increased social interactions due to the theme of the installation. People compared their memories and discussed their knowledge of the past while exploring the houses, and appreciated the additional dimension of the personal character stories that were overlaid on the physical structure of the buildings. As an experimental case, it provided the research team with the opportunity of testing a design approach as well as a technical demonstration, and of learning a useful lesson on design for public engagement in an open-air museum. ACKNOWLEDGMENTS This research is funded by Faílte Ireland and by the University of Limerick Seed Funding initiative. The authors gratefully acknowledge the support of Shannon Heritage, the management and staff at Bunratty Folk Park, and all the visitors who tested “Reminisce”. Many thanks also to all the IDC colleagues who participated in the design sessions and in other project activities throughout. Special thanks go to Eamonn Finn for his support on the ground during the public trial of “Reminisce”. NOTES 1. A comprehensive directory of open-air museums in Europe does not exist. However, ICOM, the International Council of Museums, has recently endorsed AEOM (http://aeom.org), the Association of European Open-Air Museums, and EXARC (http://www.exarc.net/), the international organisation of Archaeological Open Air Museums and Experimental Archaeology, which brings together open-air museums of an archaeological theme. Another related group is ALHFAM (http://www.alhfam.org/), the Association for Living History, Farm and Agricultural Museums, with members predominantly from the USA. 2. If visitors phones supported it, this application could also be download and installed their phones but this was not achievable in the time frame of the project CHALLENGES FOR THE TECHNOLOGICAL AUGMENTATION REFERENCES Aoki, P. M., Grinter, R., Hurst, A., Szymanski, M.H., Thornton, J and Woodruff, A. (2001), “Sotto voce: exploring the interplay of conversation and mobile audio spaces”, Proceedings of CHI 2001, Minneapolis. New York: ACM, 431–438. 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Bearman (eds.), Proceedings of Museums and the Web 2007. Toronto: Archives & Museum Informatics. Schnädelbach, H., Koleva, B., Flintham, M., Fraser, M., Izadi, S., Chandler, P., Foster, M., Benford, S., Greenhalgh, C., Rodden, T. (2002), “The augurscope: a mixed reality interface for outdoors”, in Proceedings of CHI 2002, Minneapolis. New York: ACM, 9–16. Simon, N. K. (2010), The Participatory Museum, Museum 2.0, http://www.participatorymuseum.org/ Sparacino, F., Davenport, G., Pentland, A. (2000), “Media in performance: Interactive spaces for dance, theater, circus, and museum exhibits”, IBM Systems Journal, Vol. 39, Nos. 3&4, 479–510. vom Lehn, D. and Heath, C. (2005), “Accounting for New Technology in Museums”, International Journal of Arts Management, 7: 11–21. vom Lehn, D., Heath, C. and Hindmarsh, J. (2001), “Exhibiting Interaction: Conduct and Collaboration in Museums and Galleries”, Symbolic Interaction 24:189-216. Walker, K. (2008), “Structuring Visitor Participation”, in Tallon, L. and Walker, K. (eds.), Digital Technologies and The Museum Experience, Plymouth: AltaMira Press. Woodruff, A., Aoki, P.M., Hurst, A., and Szymanski, M.H. (2001), “The Guidebook, the Friend, and the Room: Visitor Experience in a Historic House”, in Extended Abstracts, ACM SIGCHI Conf. on Human Factors in Computing Systems, Seattle, WA, Mar. 2001, 273–274. Luigina Ciolfi* Address: Interaction Design Centre, ER1005, Dept. of Computer Science and Information Systems, University of Limerick (Ireland). Email: luigina.ciolfi@ul.ie Marc McLoughlin* Address: Interaction Design Centre, ER1005, Dept. of Computer Science and Information Systems, University of Limerick (Ireland). Email: marc.mcloughlin@ul.ie NORDISK MUSEOLOGI 2011 1, S. 35-44 ● The Media Mixer: User Creativity through Production, Deconstruction and Reconstruction of Digital Media Content CHRISTIAN HVIID MORTENSEN* AND VITUS VESTERGAARD* Abstract: We explore how remixing and content sharing can be used as a means for user participation in a digital museum age. Remix culture is seen as a culture that allows and encourages the production of derivative works; works that are based on already existing works. This cultural practice thrives throughout the Internet, most notably on web 2.0 sites like YouTube. The Media Museum has embraced the remix paradigm with the development of an interactive media experience centre called the Media Mixer. Here the museum users can produce, deconstruct, reconstruct and finally publish and share digital media content. The media content is created by the user in the museum’s physical environment, but it can be mixed with material from web archives. It is the intention that the users learn about media through participatory and creative processes with media where the borders between producing, playing and learning are blurred. Key words: User participation, digital media, remixing, web 2.0, video, audio, RW culture. The Media Mixer is a new media experience centre in the Media Museum located in Odense, Denmark. We were both directly involved in developing the Media Mixer: CHM was the overall project manager, and VV designed and implemented one of the exhibits. The Media Mixer opened on August 20th 2010 after a long and challenging development process that this paper will elaborate upon. The main focus of the new media centre is the utilization of digital media to promote user participation and the creative production of media content through multimedia editing and “mashups” or “remixes”. The Media Mixer features several interactive exhibits revolving around media, such as a Chroma Key Studio, an interactive interview exhibit and a foley sound booth. All user-created content from exhibits is stored digitally and can be edited, shared and published by the users at will. In our opinion, there is a largely unused potential in making mashups of digital content in museums, and we will discuss how and why it was done in the Media Mixer project. Digital mashups are understood as derivative works, and almost any museum could provide users CHRISTIAN HVIID MORTENSEN AND VITUS VESTERGAARD 36 The Mixer Station is the hub of the MediaMixer. The orange cube on the left is the Sound Box and on the right is the Chroma Key Studio. ©Peter Nielsen 2011. with content, tools as well as incentives to engage in a process where user-generated content and curated content lead to new expressions and understandings. To include remixing in a museum’s practice is simply to reflect what is already happening in society, most prominently on web 2.0 sites such as YouTube. 24 hours of audiovisual content is uploaded to YouTube (YouTube n.d.) every single minute. Of course, not all of this content is mashups, but a great deal of the popular content is. Consider for example the remixing of Internet memes such as “The Star Wars Kid” or Bruno Ganz’ portrayal of Hitler in the 2004 German film Der Untergang. These mashups range from subtitling a video clip to completely reinventing the material with advanced post- production software, and they are extremely popular. One subtitled parody of Der Untergang was viewed on YouTube more than 4 million times before it was removed due to copyright infringement claims (Rohrer 2010). Copyright issues will be briefly touched upon later. The important point here is that digital remixing is a practice of this generation; a democratic way of dialogue and meaning making. In his book Remix (Lessig 2008), Creative Commons founder and law professor Lawrence Lessig discusses how the copyright system and the economy need to change to embrace this cultural practice. Lessig draws a distinction between RO (Read-Only) culture and RW (Read/Write) culture where RW culture denotes the practice of remixing where THE MEDIA MIXER people “add to the culture they read by creating and re-creating the culture around them” (Lessig 2008: 28). This is, of course, not a new cultural practice, but the tools by which we can create and remix are indeed new. Consider “writing” as an example. A novel could be considered more or less Read-Only. However, a scientific article is in some ways Read/Write, because here it is common practice to explicitly draw upon and build on top of other peoples’ writing. An Internet blog where users can comment, discuss and link is perhaps an even more obvious example of Read/Write expression. The same democratic forms of creativity and meaning making take place in multimedia forms of “writing”. But the multimedia tools for expression are new, and society needs to adapt to the new cultural practices that digital technologies have fostered. Lessig sees an optimistic future with “better RO culture, a more vibrant RW culture, and a flourishing world of hybrids,” but, as he puts it, this requires “changes in law, and changes in us” (Lessig 2008: 252). We suggest that museums could also contribute to a culturally rich hybrid future where digital remixing is a natural and democratic mode of creative expression and meaning making. But in order to do that, museums, too, need to change. Not by abandoning centuries of RO museum practice, but by building on top of the existing museum resources and by providing new resources like we have tried with the Media Mixer. THE GOAL OF THE MEDIA MIXER The Media Mixer was developed to accommodate small groups of users rather than entire school classes, and we especially wanted to reach and engage a new and younger audience (in a 14–24 age bracket). A visit to the Media Mixer should facilitate a more reflective perspective on the information we get from our media as well as inspiration to take a more (inter)active part in the public sphere by engaging in the RW culture of the web. There are two categories of means to achieve this goal: ● Provide the user with resources they do not have in front of their computer at home. ● Place the user in situations where they can experience the inner workings of media. Getting the users actively engaged in creating media content of course aims at offering a certain way of learning about media that other parts of the museum do not facilitate. Since user participation in modern media is a learning In the Hot Seat the user is interviewed by a virtual TV host such as the well known Danish news anchorman Jes Dorph Pedersen. © Peter Nielsen 2011. 37 CHRISTIAN HVIID MORTENSEN AND VITUS VESTERGAARD 38 goal in itself, it was natural to make the Media Mixer a place where users “learn by doing”. In terms of didactics, we consider digital remixing of media content a useful tool in museums and exhibitions organized on either discovery learning or constructivist lines (Hein 1998: 25). In the remixing process, users construct meaning themselves. The user-constructed meaning could be based on knowledge viewed as independent of the learner (which is discovery learning) or knowledge constructed in the mind of the learner (which is constructivist learning). The Media Mixer contains elements of both discovery learning and constructivist learning. In the interactive exhibits, users are able to discover the nuts and bolts of media. For example, being interviewed themselves by a virtual interviewer gives users a sense of the interview genre and techniques by experiencing it with their own body. This kind of situated learning is supposed to give the user a more profound understanding of how difficult it can be to answer coherently in an interview situation. We view such knowledge as independent of the learner. Remixing the interview with other content afterwards, on the other hand, does not lead to a discovery of established external knowledge. Instead we view it as an activity where new knowledge is constructed in the mind of the user. So the Media Mixer as a learning site does not subscribe to a certain epistemology, but simply aims at letting users construct meaning, whether from internal or external knowledge. Other museums would perhaps position themselves in a more radical and fixed epistemological position aiming at either letting users discover established facts or letting users construct their own knowledge. It is important to stress that we don’t believe that the different epistemological positions are necessarily linked to the type of museum. An art exhibition could be organized on the basis of discovery learning just as well as a science exhibition could be organized on constructivist lines. We therefore also believe that the some of the didactic design of the Media Mixer can be utilized by a range of different museums. A DETAILED VIEW OF THE MEDIA MIXER The Media Mixer consists of three audiovisual recording studios, a remix worktable, and a small exhibition area. In addition, there is also a small cinema and a digital media library where the user can browse through a collection of Danish TV and radio shows. The activities in each of the three studios are dedicated to one specific topic of the media: In The Hot Seat, the Here the sound of a cardboard box rolling down a staircase is created in the Sound Box. © Peter Nielsen 2011. THE MEDIA MIXER A user editing his chroma key production. It is possible to adjust the chroma key sensitivity and change the background to another location. © Peter Nielsen 2011. user can engage in an interview with a virtual host portrayed by famous Danish television reporters. In the Chroma Key Studio, the user can report “live” from different locations and eras. The user can choose between a positive, negative and neutral speak to be shown on the teleprompter, thus emphasising the significance of narrative framing in television reporting. In the Sound Box, users take on the role of foley artists, creating sound effects for film clips by analogue means such as shoes, cardboard boxes, etc. – enhancing awareness of the role and inner workings of sound in audiovisual media. The central hub of the exhibition is the Mixer station, where users are able to edit their productions, remixing them with content from the Internet or private sources and finally share their remixes with friends online, as well as with other users in the museum. Because of security issues, it was decided that users could not have direct access to the Internet from the Mixer. Instead, they have to find the material on two dedicated internet computers and store it on a USB key that they can then plug into the Mixer. For more direct inter-user communication and meaning making, the small exhibition area called The Word is Yours presents a hot topic from the current Danish media debate. Users are then able to express their own opinions through simple or novel media ranging from Post-it notes, a blackboard, a telephone to a typewriter linked to a digital billboard. The area also features a computer logged on to the Media Mixer weblog, serving as a direct link from the physical museum space with the Media Mixer’s online domain. This activity is inspired by the Hot Spot methodology with a focus on awareness-making on contemporary issues in museums (Mupira 2004). The first issue on display was whether some erotic manga-style comics and hentai films could be considered child pornography and therefore banned, like in some other countries. This topic generated major interest from the news media as well as numerous comments from the users, which was, of course, the most important success criterion. The concepts for all the exhibits were initially chosen by museum staff focusing on the points about the workings of our media that we wanted to illustrate to the users. The concepts were then presented to groups of young test users who rated them and also gave 39 CHRISTIAN HVIID MORTENSEN AND VITUS VESTERGAARD 40 concrete feedback on the content (e.g. which TV host they wanted to be interviewed by in The Hot Seat). CONTENT AND COPYRIGHT When museum users are encouraged to create, build upon and remix digital content, copyright is of course an issue. This is especially the case when user-created content can be published directly on the Internet, as in the Media Mixer. The copyright laws vary from one country to another, so we advise attention regarding local legislation on this area. Danish law does not include a notion of “fair use”, so in the Media Mixer project the users are not provided with bits and pieces of commercial content, although that would have been a relevant resource. Except for one video clip of the Hindenburg disaster, entirely new content was produced to serve as video backgrounds for the Chroma Key Studio and video and sound sequences for the Sound Box. That way the museum became the sole copyright holder and was therefore able to allow users to publish derivative works. On the positive side, this arrangement allowed for the production of very specialized content, but on the negative side such content lacks the authenticity and cultural significance of actual historical clips. In the end, the most important content is the clips produced by the users themselves and this content is, of course, theirs to do with what they want. Users must actively click on a file to share it in the museum and online, and this sharing can be undone at any time. There is obviously no way to make sure that users do not bring copyrighted (or offending) material, but should this happen, the museum staff will remove it when it is discovered. And this has not yet happened during more than half a year of use. Being part of a museum of media history, the Media Mixer features a curated selection of national historical video and sound clips in the so-called Mediatheque. Originally, it was hoped this would be a resource that could also be used in digital user remixes. But this is impossible due to the copyright of the clips. To be even allowed to show these historical clips in the Media Mixer, the museum pays a monthly copyright fee just like a private company would do, and if the content was to be used, remixed and published, the fee would be huge, and impossible for the museum to pay. We feel that museums being important learning sites with specific responsibilities in the areas of art and culture are in some degree hindered by the current copyright practices, and we suggest that policy makers acknowledge the needs for a more fertile practice in the current digital museum age. CHALLENGES An unconventional exhibition project such as the Media Mixer faced many other challenges of an financial, technical and organizational nature. The main financial challenge was that an IT infrastructure with a content management system (CMS) for handling user profiles with affiliated multimedia content is expensive but does not look like much in an exhibition space. The biggest expenditures are almost invisible in the end result. Regarding technical challenges, what were initially viewed as simple ideas often turned out to be demanding from a developer viewpoint. The fact that the museum IT staff consisted of just one system administrator made the museum dependent on the main IT THE MEDIA MIXER subcontractor to estimate technical challenges and come up with solutions that were realistic technically, financially and time-wise. In the Media Mixer project, this didn’t work out very well, andsome core functionalities were still not implemented when the exhibition opened. Most of the technical problems were related to the handling of user multimedia files – a core feature in the Media Mixer. After the exhibition opening, the quality of files was low, audio/video synchronization was inaccurate, some audio was missing, some videos would appear upside down, files privileges would fail so that one user’s video suddenly appeared in another user’s files, etc. These problems were addressed during the next months, and many were corrected. But after more than half a year, there are still technical problems, so the technical challenge should not be underestimated in this type of project. The organizational challenges were both external and internal. Externally, the museum had to draw upon several subcontractors with various specialties to realize this project, including an exhibition architect, programmer, graphic designer, electrician and computer scientist. It was new to the museum to have to coordinate the actions and different perspectives of so many specialists, and the subcontractors were given considerable influence on the outcome. Internally, a digital project like the Media Mixer had to face entrenched notions of what an exhibition should be and what relation the museum should have with its users. There was a consensus among the curatorial staff at the Media Museum that change and rethinking was needed on these issues, as also noted by several museologists (e.g. Hooper-Greenhill 2007: 1). But there were different opinions on how radical the change should be. The traditionalists among the staff feared that by letting the users (as co-producers) have considerable influence on what would be shown in the museum space, the museum would lose its professional authority and degenerate into a digital playground. The radicalists had no such fears, arguing that the users should have influence on the content, just as they are used to from the Internet and modern RW culture. The solution here was to build the Media Mixer in a separate room with no direct contact with the museum’s more traditional exhibitions. SCAFFOLDING PARTICIPATION IN THE MEDIA MIXER The Media Mixer project aims at encouraging users to participate, be creative and reflect upon themselves as both media producers and consumers. This is a big challenge, and the Media Mixer therefore uses different methods for scaffolding the creative processes. We use the term scaffolding to describe all tutoring mechanisms that are aimed at engaging, helping and keeping the users at task (Wood, Bruner & Ross 1976). In order to make users explore the different interactive exhibits, there is virtually no text in the Media Mixer room. Every interface should speak for itself when users log in with their electronic ticket. When logged in, the users get a short range of choices – in scaffolding terms a reduction in the degrees of freedom. In each of the main exhibits, users can choose from four to six different predefined tasks. When chosen, there is strong direction maintenance in the fact that each task is a narrative (e.g. an interview) taking from around 1 minute to 6 minutes to complete. There are also freestyle modes where users for a short amount of time 41 CHRISTIAN HVIID MORTENSEN AND VITUS VESTERGAARD encouraging users to try a certain exhibit, as well as in frustration control when exhibits break down. However, one of the most interesting scaffolding devices comes from the users themselves. Users demonstrate different ways of handling the tasks when publishing productions online and onsite,. Ideally, the boundaries between these will be crossed and exhibits will be used in creative ways that the museum did not foresee. 42 At The Word is Yours the user can contribute to the exhibition with comments or opinions on the old typewriter, the telephone, the weblog or by putting a Post-it note on the wall. © Frederik Jørgensen 2010. are able to produce video or audio free of constraints on content. But tasks that include some predefined video, audio or text material are seen as a necessary means of scaffolding most productions until users are familiar with the production process and inspired to break the boundaries of the basic tasks built into exhibits. Throughout the exhibits, controls are kept as simple as possible in order to focus on the mechanics of media content rather than the mechanics of media production tools. Editing software has been custom made using the same interface style as the exhibits. The museum considered using professional media editing software but chose to highlight the critical features of multimedia editing by providing only simple controls such as cutting and moving blocks of content on just two video tracks and two audio tracks. The museum hosts are also very active in scaffolding the creative processes, and our observation studies have shown that they are involved with almost all users. The museum hosts are especially active in recruiting, i.e. RECEPTION At the time of writing, the Media Mixer has been open to the public for about seven months. The reception by both the press and the users has been positive, but the real impact of the Media Mixer experience is somewhat obscured by the fact that there have been technical problems throughout the whole period. We have conducted user tests, participant observation and surveys shortly before and after the opening – not surprisingly showing that users were enjoying themselves but were frustrated when the software or hardware broke down. Reports of errors or crashes were very consistent among the respondents, and when asked what could be improved in the Media Mixer, the most common answer was “technical stuff”. To our surprise, the same respondents generally want to revisit, and report that they have really enjoyed themselves. However, we cannot rule out the possibility that this is simply a forgiving attitude by users who know that they are experiencing a system that is new and therefore not stable yet. There are, however, some consistent findings that are independent of the technical issues. One example is the desire for more content in each exhibit. Users, for example, want more THE MEDIA MIXER background videos for the Chroma Key Studio and more video clips in The Sound Box. The reason is not that the users have tried everything – instead users simply want a large range of choices and are quick to select the one that seems most appealing. Initially, we believed that a limited range of choices would serve as a helpful reduction in the degrees of freedom, but the users actually do not want a reduction here. One could speculate that this is simply because the users are used to browsing through large quantities of data on the Internet, in their personal music collections and so on. The desire for more content is encouraging for museums wanting to offer access to digital collections, and in projects like the Media Mixer there is a potential for offering media content from the museum’s own collections as a production resource for remixing. In the Media Mixer, however, actual remixing is very rare. Our studies have shown that while most users are recording video and sound in the exhibits, very few use the editing tools or the options for sharing. There seem to be several reasons for this. First of all, there is a lack of archival video and audio material readily available for mixing purposes. Secondly, the editing tools have turned out to be a bit clumsy and frustrating to use. And thirdly, the platform for sharing, rating and commenting is virtually non-existent, so there is no actual community around the user productions. Recent interviews with young users indicate that there is nevertheless an understanding of the Media Mixer as a place for expression, dialogue and collaboration. Users contrast the Media Mixer with traditional museums, which they often find “boring”, and they like the fact that they are able to do and create something together in the Media Mixer. This strengthens our view that RW museum practices can be a fruitful supplement to traditional RO practices. CONCLUSION The process of evolving a museum based on analogue print media to an interactive and participatory site has been challenging in a lot of ways. Most notably there have been a lot of technical challenges in implementing a system for user multimedia production, remixing and publishing. What the museum initially thought were simple ideas and the developers’ problems have become the problems for the museum and the users. We suggest, however, that the practice of remixing can be a potent means to achieve meaningful user participation in the digital museum age. And despite technical issues, initial user testing and feedback show that users are engaged, joyful and willing to produce and sometimes also share their creative productions. When working with external developers, the key is good communication, realistic project planning with sufficient time allocated for testing and early technical prototyping. We recommend insisting on an iterative process where critical system components are prototyped in the early iterations and demonstrated with placeholder content. Although important, the interfaces and end content should be independent of critical system components, and museums should insist on flexibility in the iterative process where changes in interfaces can be gradually adopted in iterations. Being a small museum, the Media Museum curators developing content were also the ones highly involved in the technical issues. We suggest that any museum wishing to involve users in a custom-made digital exhibition 43 CHRISTIAN HVIID MORTENSEN AND VITUS VESTERGAARD 44 consider the division of assignments, so that curators are not too involved in dealing with purely technical problems. The curators’ focus should be the tasks, the content and – most importantly – the users and their creative participation. In the Media Mixer, the systems are now beginning to work and the development process that began with the users soon will therefore be all about the users again. All exhibits are developed so that content and tasks can be added and modified. There seems to be a need for more curated content as a remixing resource as well as a clearer indication of what can be done at the different exhibits. Future user research will show how the complete Media Mixer experience hopefully promotes creativity and reflection works, and how the different tasks should be adjusted to optimize these processes. REFERENCES Hein, G.E.: Learning in the museum. Routledge: London 1998. Hooper-Greenhill, E.: Museums and Education. Routledge: London 2007. Lessig, L.: Remix: Making art and commerce thrive in the hybrid economy. Penguin: New York 2008. Mupira, P: (ed.): Hot spot: Awareness making on contemporary issues in museums. SAMP: Stockholm 2002. Rohrer, F.: “The rise, rise and rise of the Downfall Hitler parody”. BBC News Magazine. Retrieved from http://news.bbc.co.uk/2/hi/uk_news/magazine/8617454.stm 27 September 2010. Wood, D.J., Bruner, J.S. & Ross, G.: “The role of tutoring in problem solving”. Journal of Child Psychiatry and Psychology. 17, 1976: pp 89–100. YouTube: YouTube fact sheet. Retrieved from http://www.youtube.com/t/fact_sheet 27 September 2010 *Christian Hviid Mortensen, PhD fellow, Curator Address: The Media Museum Brandts Torv 1, 5000 Odense C, Denmark Email: christian.mortensen@brandts.dk *Vitus Vestergaard, PhD fellow, DREAM Address: University of Southern Denmark Campusvej 55, 5230 Odense M, Denmark Email: vitus@dream.dk NORDISK MUSEOLOGI 2011 1, S. 45-59 ● The interactive museum and its non-human actants JONATHAN WESTIN* Abstract: This explorative study highlights the different strands of interactive learning technologies available to museums and educational institutions, and analyzes their function as non-human actants from a perspective of power and discipline. Through a generalized symmetry I describe a specific technology – the interactive display – as an actant exercising the same autonomy as the other actants. This raises the non-human actant to the same level as the human actants and emphasizes how it controls an equal part of the communication. In this way I try to map out how an exchange is manifested through a network of actants where the technologies conserve the inquiring actant’s knowledge space rather than broaden it. Despite being offered as a technology to make the visitor heard, the result is as curated as the classic exhibition. I conclude that by themselves, interactive displays do not challenge authority at museums but instead reinforce it. Key words: Interactivity, non-human actant, technology, communikation. Scene 1: The visitor contemplates the reconstruction in front of her. It is a digital rendition of the Sanctuary of Hercules Victor. At first glance it looks static, but then she notices that it is slowly changing into an alternative interpretation of the same space. And then another one! This catches her eye. The visualization is open; she can interchange various elements or completely remove them. She can cycle between different versions of the same scene and choose from a library of available media presenting different aspects of the sanctuary; sound clips, animations and text. As she cycles between the different elements of the visualization – removing a wooden structure here and changing the colours of a wall there – she notices that with every variation comes a bibliography of publications that support or discuss that very interpretation. She scribbles down the name of an article that seems interesting (Sanctuary of Hercules Victor). Scene 2: A coloured trail winds through the landscape. It pulsates and beckons. She starts running, following it over rocks, crossing a brook and in through the trees. Suddenly she sees her goal; a stag! Motionless they stand observing each other, looking for signs of imminent action. How can she notify her pack about her prey? She pushes the H-key and howls. Seconds later the land is alive with responses. It was very effective. Exiting the simulation she seeks more information about this behaviour online (WolfQuest). JONATHAN WESTIN 46 Interactivity, learn-through-play, participatory elements, community building and augmented reality; technologies all at the heart of the future of exhibitions. Not to be perceived as stale, many museums are slowly embracing the post-modern notion that history – and society – is a multitude of conflicting and unique voices and that the museum should be a meeting place where these can be made heard (Westin 2009). In this tradition they nurture a positive wish to position the exhibition as a heterogeneous dialogue instead of a homogeneous monologue – a communication where the visitor’s voice is an important aspect of the exhibition and should therefore be engaged. Technology in the shape of the interactive digital display is often seen as the most fitting instrument to establish this dialogue (Witcomb 2007; Santillo Frizell and Westin 2009). In this new milieu, the visitor is free to choose her own path, sort through conflicting reasonings and shape her own experience. Where a museum visit was once a collective experience where a common objective message, pace and order were set, the interactive display allows for alternative subjective narrations. Susan Hazan argues that media applications serve to “enhance and extend the museum mandate in novel ways, and even open up new possibilities for those who may have conceptualized themselves outside of the museum, to be able to find a way in” (Hazan 2007: 134),. This article shares this sentiment, but my view differs when it comes to the media applications’ function as interpreters of information. Far from being neutral forces, I argue that although these participatory technologies are aimed at improving communication and education, they are above all else a disciplinary force – an impoverished realization of a two-way communication brought on by an unchecked technologydeterministic way of thinking. The technology in these ‘spaces of interaction’ – described as two distinct scenes above—constitutes a nonhuman actant that forces certain questions and subdues others, turning an infinite number of possibilities into a pre-programmed few. The focus this creates is an effective tool in education since it establishes a controlled milieu which allows for exploration within set limitations leading to the exact series of conclusions that are being taught. Without question, technology allows for new ways of reaching and teaching an audience (as exemplified in Kahr-Højland 2007; Hazan 2007; Kenderdine 2007; Awouters et al 2009; Anzai 2009; Cooper et al 2009), but it prevents new solutions from being expressed. The aim of this exploratory study is to highlight two different strands of interactive teaching/learning technologies and analyze their function as non-human actant from a perspective of power and discipline, as described by Michael Foucault (Foucault 1978. Discussed in Westin 2009). By putting focus on power exercised by both sentient and nonsentient actants, I try to map out how an idea is manifested through a network where the technologies – to the same extent as the humans – uphold a knowledge space and enforce it (see Latour 1992; Ivarsson 2010). Furthermore, this study attempts to explain the practical ramifications of moving the communication to an interactive milieu where action has to be represented. While the technology in the network seemingly allows action, it is its capacity to forbid action – to limit – that makes it an interesting actant we can follow. These limitations shape our interaction with what is presented through the THE representation in the virtual space of the display, and decide what can and what cannot be expressed. A representation is a rethought substitution for an event – not the event itself – where a layer of interpretation and focus has been added. Hence, the complexity of an event is displaced by a manageable representation that can be communicated, but is in this act translated to something new. I argue that you can never directly act in the interactive space, only choose between a series of predefined re-actions, which translates that the interactivity subject to this study is not about releasing power, but about forcing certain answers. This is a problem when an exhibition wishes to use interactivity as a technology to entice an audience to enter a dialogue, since – as this paper proposes – digital interactivity does not in its current form support that kind of communication. As a growing number of museums and educational institutions move their communicative ambitions into a digital space, a lack of understanding about the non-human actants that reside in most communicative technology could result in a dialogue that is conservative rather than progressive. It is therefore important when designing interactive displays that the limitations of interactivity are recognized, since they constitute a disciplining of the subject not always intended. To discipline the communication between two subjects is in itself not wrong, and it can be argued that it is often the preferred model, but digital interactivity should be revised or combined with other venues of communication in situations where it is important that the opinion – or knowledge – of a visitor can be expressed. In terms of structure, I approach this issue by dividing the article into two main parts. In the INTERACTIVE MUSEUM AND ITS NON-HUMAN ACTANTS first I try to define what technology is in a museum context, while I in the second describe and analyze two empirical studies of interactive communication in an attempt to argue my thesis. The interactive spaces studied have been chosen for their diversity as well as the amount of material they have afforded. Though they are not presently deployed at any museum, they represent two typical examples of interactivity aimed at communicating research to an informed third party. They have their technical counterparts in numerous museums around the world and will be a common sight in future exhibitions. The first of the two spaces, the Sanctuary of Hercules Victor, has been codeveloped by the author as part of an interdisciplinary research project on heritage management and communication – giving access to both the reasoning behind it and its technical specifications – while the second interactive space, WolfQuest, has been thoroughly studied from its inception to its present state. The interactive display of the Sanctuary of Hercules Victor was presented at a press event in Rome 2009 at the Swedish Institute of Classical Studies on the occasion of a state visit by the King and Queen of Sweden. Present were the Swedish Minister of Education, the Soprintendenza Archeologica di Roma e del Lazio and representatives from several of the foreign scientific institutes in Rome. Since then, the display has been presented at various institutes internationally as an example of the possibilities of interactive displays and how they could be used in a museum setting. It demonstrated how a representation shapes our perception of an occurrence, and how the visual language could be used to encourage the audience to understand that there exist many possible interpretations. WolfQuest is a freely available 47 JONATHAN WESTIN 48 precursor to the immersive digital representations of historic settings thought to become a common sight at many museums in the future as collections give way for context. By visualizing this context through displays and virtual reality settings, it becomes ”mobile, immutable, and reproducible” (Hermon 2008: 37; Latour 1986). WolfQuest has been awarded prizes by several institutions, including a 2009 MUSE award from the American Association of Museums and an official selection by the National Science Foundation in the US to make a presentation at the 2009 Senate Education Technology Showcase in Washington D.C. (www.wolfquest.org/about_overview.php). METHODOLOGY As a method, I lean heavily on Actor-Network Theory (ANT) and the work of Michel Callon and Bruno Latour (see Callon 1986; Latour 1992; Latour 1993; Latour 2005). I describe the exchange between the two communicating parties and the technology through which they communicate as they were all actants capable of action. Through this generalized symmetry a structure consisting of three subjects becomes apparent, a structure which is then analyzed in its capacity of allowing or limiting action. ANT is a sociology of associations which map out how material and semiotics are combined into a whole that is constantly challenged and confirmed through negotiations. Just as in the power theories of Foucault, where power is not something you can own, only exercise, the actor-networks need to be active not to fall apart. A network is therefore not a constant but always new and dependent on all actants’ collaboration. An actant is a neutral term that includes both actors capable of action and systems that simply behave. An actant, like a machine or technology, could consist of several micro-actants important to the macro-actant but possible to ignore until the macro-actant fails in some way. Consider a computer. Until it starts behaving erratically, flickering and turning itself off, it is to the end user a single actant akin to a black box (Latour and Callon 1981). However, if the user opens it up, trying to fix it, it stops being a single actant and becomes a network of actants – circuit boards, power inverters and CPU fans – all vital to the computer but until recently something that the end user could ignore. Apart from the actants that make up the technology of an interactive display, I will for this article not dwell on all the actants that make up a museum or visitor. In the communication network between two actants, A and C, through a third actant, B, they all need to perform their duties in the network for communication to work. If the third actant – the technology through which A and C interact – stopped functioning or if actant C refused to acknowledge actant B, the network would dissolve and communication would be interrupted. For a new network to establish itself and for the communication to continue, all actants must re-negotiate their positions in a way that makes them accept and perform their duties. How can actant A and C formulate themselves in a way that is both true to the message and allowed by actant B to be expressed? How can actant B mediate this communication in a way that allows actant A and B to understand each other? Actant B, the technology, emerges here as a mediating actant – an actant that transforms the communication to make it mobile – and not a neutral intermediary, since both actant A and actant C need to adapt their message to a form that actant B allows. This adaptation is in ANT THE terminology referred to as a translation where the offspring is a hybrid, the result of a negotiation between several actants. To make this process visible, and to show how an open communication is translated into an enforced structure through supposedly neutral technologies, I intend to map out the negotiation process in the initially described interactive spaces. This to problematize interactive media as a mediating actant that plays an increasingly larger role in museums’ communication with their visitors. Before that, however, I wish to flesh out a definition of technology in a museum context where previous technologies have shaped the institution and future technologies help conserve or develop it. MUSEUM TECHNOLOGY / CREATING THE ARTEFACT The museum – though often perceived as a conservative space – has always relied on technology all through the process of preservation and exhibition, and as a consequence it has been shaped as an institution by that very technology. Likewise, the object, and how we perceive it, has forever been changed. It is turned into a museum artefact – disconnected from its original context – as a result of how it has been processed through all the transformations that the technologies of a museum make up. The technological process that transforms an object into a museum artefact – or museal fact, as Grahn puts it (Grahn 2005) – includes a written description that decides what aspects are important; photography that decides how it should be remembered; conservation efforts that decide how it should be perceived; exhibition design that decides how important it is; spotlights that INTERACTIVE MUSEUM AND ITS NON-HUMAN ACTANTS render it neutrality and displays that decide how it should be understood (see Goodwin 1994 for an analysis of how an archaeological site is organized through the use of technology). This process does not end with the physical artefact but extends into its digital representation where visual, dimensional, locational and environmental aspects are translated into images and numbers (for an account of this process see Arnold 2008). Just as past technologies have shaped our perception of the museum object, new technologies often help conserve this perception instead of bridging the gap between object and visitor. So why talk about these latest technologies in museums and education as something different? Because they are communicative technologies that encourage action on behalf of the visitor. As an increasing number of questions are raised concerning the shaping of knowledge and what ideologies govern an exhibition, an outspoken objectivity is not enough (Stead 2004: 6). Technology – in the shape of inclusive displays that encourage the visitor to contribute – is thought to remedy this by exposing the subjectivity of history. However, an ever-present risk with interactivity is that it disciplines the actant into a structure of finite choices rather than creating a milieu which allows alternative interpretations to be expressed. Instead of communicating that there are several different ways of interpreting an occurrence, it can be understood as if the presented choices are the only choices, effectively solidifying their status. This is a byproduct of how interactivity imperfectly caters to the body’s function as both receptor and transmitter – while it stimulates reception, it allows only reactions to transmit and not actions (Westin 2009). In that perspective, that which the museum believes to be a relaxing of 49 JONATHAN WESTIN 50 the old subject–object power relations is really just a repackaging which enforces the structure. The non-human actant By letting the visitor’s body become a part of the exhibition, you engage her analogue senses and create a connection. In the physical interactivity of the classical science museum, the body fills the function of powers – it creates movements and connects elements. This differs from the digital interactivity present in humanistic arts where interactivity does not always trace back to the activity, or reactivity, of the visitor’s body in other ways than through choices. However, the goal is the same; activate the visitor in a way that makes her involved in the exhibition and makes her feel more like a contributor than a visitor and more like a creator than a user, thus promoting a creative reasoning that trains her inductive problem solving skills (for a discussion of the positive effects, see Greenfield 2009; Lee 2009). Neither a user nor a visitor can be a target group since these are descriptions of occurrences tied to a body for a finite period of time. It is therefore not practical to address them as a social/psychological group or demographic (Barry 2001: 135). Of course, a body can be compelled to use, or visit, something on a regular basis creating a user situation or an active visitor. An active visitor is created by presenting a – for the recipient – attractive end result as highly accessible, which makes the actions to reach a certain goal tractable. In user interface design this is traditionally measured in steps or choices, where the optimal solution is the one that requires the lowest amount of conscious reactions to reach a certain goal. It should be noted that the above sentence reveals the complexity of the problem; the digital interface can’t allow access to every part of an intricate system from one point in an effort to reduce steps since that would expose the user to too many conscious choices to be meaningful. Likewise, the interface cannot compartmentalize every choice since it would introduce too many reactions in reaching the required goal and therefore be perceived as less tractable. To manage this conflict, the interface anticipates what the user wishes to do and guides her. Herein dwells the “Non-Human Actant”; digital interactivity must by design be a series of possibilities presented as choices in a hierarchical structure and those choices are non-negotiable (Westin 2009). By introducing limitations in the form of choices, the user is guided by the non-human actant residing in the structure of interactivity, not by a person she can communicate freely with. In a simple interactive space, two alternatives are being presented by the interface. Thus, the visitor has three choices; Pick 1, pick 2 or leave it as it was. However, she may choose, she has defined herself as a re-active object in this structure – she has relented to the will of the interface, since those choices have been prepared and therefore only reflect the knowledge put into the interface by the programmer, and not the knowledge of the visitor. When you accept an option, you always re-act, never act. Hence, the dialogue between two subjects has been displaced by a formula where the responding subject is limited to expressing what the inquiring subject allows. The technology in this network of actants consists of a Non-Human Actant that promotes and solidifies a reasoning; Communicating Actant A (the Museum) that communicates with Communicating Actant C (the Visitor) through Mediating Actant B (the Technology) that disciplines Actant A into certain questions THE and Actant C into certain responses. Actant A can then remove itself from the conversation – and does so quite often – and let Actant B handle Actant C all by itself, creating a milieu in which no new opinions can be voiced. STRANDS OF INTERACTIVITY: LABYRINTH AND SIMULACRA Power relations expressed through communication – both inside and outside the museum – take many forms and may not always be apparent. By identifying action and reaction – along with consumption – as a distillation of the processes that make up interactivity in the digital space, we can analyze different forms of communication to see how they are disciplined. Below I give a short description of two interactive models which I argue represent two distinct types of teaching/ learning situations, where communication is established through a digital interface set to engage an audience in exploring layers of information in a way that aids a deeper understanding. The aim is not to give a comprehensive account of all elements of these interactive spaces but to identify and communicate the role of the “Non-Human Actant”. These descriptions will constitute the empirical material of my analysis. The main focus of this paper is the digital form of interactivity, and I only briefly mention the physical form of interactive displays. Additionally, I am mostly concerned with the communicative aspects of interactivity where the technology is used to create a connection, and I will therefore primarily address the strands of interactivity aimed at communicating research. Through this narrowing- down process, I have identified two types of interactivity. I will refer to the design of a INTERACTIVE MUSEUM AND ITS NON-HUMAN ACTANTS digital space the visitor is expected to navigate at his or her own leisure as labyrinth interactivity. This interactivity is not limited to the navigation of digital representations of physical rooms – the space that labyrinth interactivity concerns itself with is a space of stories, movies, interviews, texts and images that can be consumed and presented in any variation and constellation. Labyrinth interactivity, as a pedagogical tool, is prevalent in the humanistic arts. Museums are frequently using labyrinth interactivity in their exhibitions when they offer up a selection of information in the form of text or audio clips, images and movies. In historical museums, interactivity is often presented as a freedom of paths or a shuffling of cards. Information can here be digested at the visitor’s own pace through different media and augmented reality. Through the interactive display, the visitor can pick what she is interested in, go back and forth in the hierarchy of options, or simply choose to follow the default pre-programmed path. Interactivity has a wider meaning than being a simple narration device; in a museum context it “promises to turn the unfocused visitorconsumer into the interested engaged and informed technological citizen” (Barry 2001: 129). This description is applicable to labyrinth interactivity since it can be used to foster an understanding for alternative branches within a given field. The interactivity where the actant is shouldering a role – with its own specific rules – I call simulacra interactivity. This interactivity differs from labyrinth interactivity by including artificial restrictions based on the analogue conditions and relations it sets out to mimic. Simulacra interactivity differs from the labyrinth interactivity by introducing the simulation of a body. The reactions are filtered 51 JONATHAN WESTIN 52 Fig: 1: The interactive visualization of the Sanctuary of Hercules Victor. © 2010 J. Westin. through this body. The body does not have to be a digital representation of an analogue body, but does consist of a series of restrictions that discipline the user into a modus operandi. These restrictions constitute an imperfect mimesis since they imitate the knowledge of the body – not the body itself – and are changed through their translation into figures in the digital sphere. The actant entering the simulacra interactivity accepts the restrictions as tropic and works within them. The simulacra convey the idea that the figure is seen, and treated, as a perfect representation of reality. It is an aspiration of simulating reality with something that is perceived as a possible substitution for reality. NASA, developing a massive multiplayer game, sees the educational gaming platform as a persistent, synthetic environment supporting education as a laboratory (BBC 18.01.2008, Wired 21.01.2008, Wired 22.01.2008). “Virtual worlds with scientifically accurate simulations could permit learners to tinker with chemical reactions in living cells, practice operating and repairing expensive equipment, and experience microgravity[…] [It] will foster career exploration opportunities in a much deeper way than reading alone would permit and at a fraction of the time and cost of an internship program” (Laughlin 2007). The simulacra interactivity, like the simulacra of Baudrillard, produces an inter-link with the real that is tropic, but cannot be treated objectively as true or false (Baudrillard 1988: 166–170. See also Doel and Clarke 1999: 266). Labyrinth interactivity and the Sanctuary of Hercules Victor The interactive visualization of the Sanctuary of Hercules Victor consisted of a reconstruction – a scene depicting the templum of the sanctuary in Tivoli, Italy – that was mercurial in its constellation; the image shifted between two distinct versions of the same scene – one as a serene garden area and the other as a lively market. Most objects were removable, or could be changed into alternative interpretations which were supported by text that explained the reasoning behind them (fig. 1). The goal was to communicate an uncertainty rather than trying to convince the user of a truth, and give her the freedom to express her own interpretation of the space (see Santillo Frizell and Westin 2009 and Westin and Eriksson THE 2010 for a comprehensive description of the project). To reach this goal there had to be negotiations between a series of actants; the instigator, the media and the recipient. In the negotiations between the museum (Communicating Actant A) and the interactive display (Mediating Actant B), the initial ideas of the museum had to be translated into a structure that was supported by the tools at hand. Technological possibilities, skill and time affected this translation and shaped how the interactive display mediated the idea to the visitor (Communicating Actant C). Further, not to break the communication, the visitor demanded that the idea followed a certain structure for it to be understood – as a recipient she had to be familiar with the meaning of the components of the interface to be able to navigate the idea successfully – which further translated the idea into a collaboration between all three actants. Through this negotiation process the project took a detour from the initial plan – a plan which was interrupted by the visitor’s perceived lack of interest – to a less complicated one that was considered better suited to the task of engaging the visitor. Only symbols and modality markers that the visitor would instinctively recognize were used. Options were reduced and simplified so that the visitor wouldn’t feel overwhelmed, and the language was adapted to be comprehensible by non-scholars. The interactive display was made possible through a number of software applications, which all shaped the product: Strata 3D Studio CX 5, Adobe Photoshop CS3 and Adobe Flash CS3. A series of 3D models were first created in Strata 3D Studio CX 5, each reconstructing the scene differently. Key components were selected from each scene, rendered as high-resolution Photoshop INTERACTIVE MUSEUM AND ITS NON-HUMAN ACTANTS documents with alpha channels, and then imported into Adobe Photoshop CS3, where they were assembled as a multilayer document. This allowed them to be combined in a variety of ways. Each component of the assembled Photoshop document was then exported as a PNG image with the alpha channel intact and imported into Adobe Flash CS3 as unique movie clips that could be interchanged using the ActionScript 3 language. The initial idea of the museum has now – by being codified in graphics, symbols, text and clear choices – been translated into a hybrid that both the interactive display and the visitor accepts. The interactive display acknowledges this by working and the visitor acknowledges this by partaking in the communication. In making the components of the visualization interchangeable, the interactive display allows the visitor to express her ideas about the space by controlling the combination of components. A wooden rail or a stone balustrade? A coloured tent or a white canopy? Red or white columns? Hence, a finite space was created and offered up for exploration. Simulacra interactivity and WolfQuest WolfQuest, developed by Minnesota Zoo in conjunction with EduWeb (www.eduweb.com), is described in the press release as a wolf simulator aimed at educating the player about the wolf. Through the simulation of being inside a wolf body and being confined to those motions allowed by that body – lack of speech and hands, but with great speed, hearing and sense of smell – the visitor is expected to learn about the ecology of the wolf. In the character of a wolf, the visitor can freely move about a vast digital landscape populated by prey and other wolves with which she interacts (fig. 2). Furthermore, she is encouraged to seek 53 JONATHAN WESTIN 54 Fig 2: WolfQuest © 2010 Minnesota Zoo and Eduweb. alternative sources – one such source being the wolf biologists available through the game’s online presence – and contribute to the community through art and stories. So how do you create a digital wolf simulacra? EduWeb (Communicating Actant A) had an assignment from Minnesota Zoo to create an interest in the ecology of the wolf through interactive media. The aim of this interactive media (Mediating Actant B) was to give the visitor (Communicating Actant C) a deeper understanding of the various aspects of a wolf’s life. For there to be uninterrupted communication between EduWeb and the visitor, WolfQuest had to attract the attention of the visitor. This was achieved through presenting WolfQuest as a fun experience that let the visitor quickly learn through play. A translation on a grand scale was necessary; information was adapted and codified so the visitor could navigate it from a wolf’s point of view. By putting her in the simulated body of a wolf and then let her experience and react to different situations that highlighted the ecology of a real wolf, she was both enticed to stay in – or keep returning to – the interactive teaching/ learning space and gain an understanding for aspects of the wolf that are hard to obtain solely through literature. The developers choose Unity as a 3D game engine and brought in external expertise on both 3D modelling and game engine optimization to adapt their vision for the integrated authoring tool. Furthermore, they established an advisory committee to provide the project with additional expertise to inform both the design and dissemination of the project. WolfQuest, as a teaching/learning space, had to be a product of EduWeb’s collected knowledge about wolf ecology – obtained from Minnesota Zoo and a group of consultants – where certain key characteristics were identified that could easily be communicated and learnt through experiences, or translated into stylized, turn-based social interactions. These characteristics were then turned into figures and, as a method to even out the learning curve, translated into a language of symbols that could both be processed and visualized by WolfQuest and which the visitor could relate to. A coloured trail represented lingering scent and a compass communicated the wolf’s ability to “read” the land. The complex emotions involved in a howl were mapped to a single key stroke. EduWeb’s and Minnesota Zoo’s knowledge of the wolf has successfully, just as THE in the case of the Sanctuary of Hercules Victor, been translated into a hybrid that is both allowed by the interactive space and accepted by the visitor. Once again the interactive display acknowledges this by working and the visitor acknowledges this by partaking in the communication, an act measured by the reported 400,000 downloads and the over one million forum posts (www.wolfquest.org/ about_overview.php). ANALYSIS The two strands of interactivity briefly described – the result of a series of detours and negotiations made necessary by earlier failures – are teaching/learning environments that work in seemingly very different ways, but the communication is disciplined through the same non-human actant. The simplest form – labyrinth interactivity – functions as a visualized presentation of ideas. These ideas are available through a series of choices presented by the interface. The interface – the nonhuman actant – allows the visitor to navigate information made available, but does not afford her any active way of communicating her interpretation of the space back to the museum, since her expressions are limited by the pre-programmed alternatives handed down to the interactive display from the museum. Hence the non-human actant allows the visitor to react to what is presented, but does not allow her to act. Labyrinth interactivity is therefore the freedom of choosing from available versions of stories, consequently navigating conflicting themes, and choosing from a variety of media representing aspects of these stories. As the description implies, these stories can be navigated as a labyrinth where the visitor may choose different paths on the way through the INTERACTIVE MUSEUM AND ITS NON-HUMAN ACTANTS information space controlling order, selection and pace. This interactive setting is a closed space where the visitor is only free to transmit within its borders. Simulacra interactivity gives you a role to play. By playing this role, you learn about its relations in the surrounding world. The simulacra interactivity functions as a visualized presentation of these relations, setting up rules for how certain reactions foster subsequent reactions. However, these relations are figures based on pre-programmed conclusions that are enforced by the non-human actantt. In your role you try to solve a problem – how to find food – but the tools at hand only let you proceed in ways the non-human actant deems right. By utilizing knowledge gained outside the role, the player evolves the simulacra interactivity, making the experience richer by applying a layer of insights to the motions of the role. This creates what Baudrillard calls the hyperreal; something more than what is imitated, augmented into a perfected reality through the ambition of mimicking reality. This is analogue to the physical interactivity present at natural science museums, where the reality of the effect is the starting point and a state is conjured where the interaction of the user produces that effect through movements that are tropic to the actual relations. Though both of the described strands of interactivity allow movements, what sets them apart is the way the non-human actant disciplines the movements of the user; the forced movement within the created borders of the labyrinth interactivity or the forced movements within the created digital body of the Simulacra interactivity. The first presents a finite material for the body to arrange in a finite number of possible ways while the second puts you in a digital body that operates in a world 55 JONATHAN WESTIN 56 with clear and unbreakable rules. Even though they seem disparate, what unifies these spaces is how they displace action with reaction and thus – through the non-human actant – limits the communication to choices within the established knowledge space. The museum shoulders the role as a guiding subject who, gracefully, reaches out to another subject, the visitor, and asks her to voice her meaning through the interactive space. By putting the answering subject into a milieu built by the enquiring subject, the latter controls the possible expressions of the former. Thus all choice given in the interactive sphere is by consequence a disciplining of the respondent into a knowledge space controlled by the instigator (Westin 2009). However, even Actant A, the instigator, has been disciplined into certain expressions by the non-human actant. When Actant A wishes to communicate with Actant C, Actant B forces Actant A to express this communication through specific questions and responses. In the interactive visualization of the Sanctuary of Hercules Victor, this is expressed by Actant A through the indirect question “how do you think it might have looked?”, a question that must be answered by Actant C through the series of possible responses presented by Actant B in the interface. There is no way for the visitor to point out a fourth or fifth option based on her own expertise and truly partake in the dialogue on her own terms. The museum’s knowledge space remains intact, and unchallenged, since no other voice can make itself heard. In WolfQuest, the power relation is established by Actant A through the indirect question “how do you wish to notify your pack?”, a question that must be answered by Actant C through the series of possible Fig 3: Both the museum’s and the visitor’s knowledge spaces are mediated, and thus translated, by the narrow interactive space. © 2011 J. Westin. responses presented by Actant B in the interface. If Actant A has decided that a wolf can only contact other wolfs through a certain behaviour, then that behaviour is by code the only one that is accepted by Actant B. The visitor must play along even if she has other additional ideas about how to solve the problem. The question changes from “what can I as a wolf do?” to “what would EduWeb and their enrolled experts think a wolf would do and how have they translated that behaviour to WolfQuest?”. Thus, action is in all instances displaced by reaction, confined to a few permitted responses, and a vast knowledge space is narrowed down to fit within the interface of the interactive space (fig. 3). When designing an interactive interface the museum essentially locks it down; it brings its building blocks to the table, blocks that the visitor could arrange in a number of ways, but the museum will not allow them to be replaced. However, this analogy is intentionally flawed – at an actual table the visitor, if unhappy with the present selection of building blocks, could clear some of them away and empty her bag right there, exposing to the museum and other visitors her selection, and build a structure true to her message. It might not look as professional as those built by the museum’s THE blocks, but it would be a more honest answer to the museum’s wish that the visitor’s voice be heard. There is no non-human actant there at the table to discipline her response and stop her from partaking in the dialogue on her own terms, even though, admittedly, all the nonhuman actants that make up a museum environment could have enough of an intimidating effect to make her not to. Back in the interactive space, all movements are disciplined by the available options in the interface – a digitized selection of the museum’s knowledge put there at the birth of the nonhuman actant and since then enforced by the interface – and there is no channel that allows the visitor to express herself outside the building blocks the museum hands her. There is no digital equivalent of clearing the table and emptying your own bag of experiences and ideas. So why do the museums then keep asking the visitor to make her voice heard when all she can do is choose between answers given to her? CONCLUSION The technologies at the heart of the future of museums are all communicative technologies, and in all communication there are at least three actants; two communicating actants and the medium through which they communicate, be it voice, signs or technology. In this study I have described, through a generalized symmetry, a specific technology – the interactive display – as an actant exercising the same autonomy as the other actants. This raises the non-human actant to the same level as the human actants and emphasizes how it controls an equal part of the communication in an exhibition. The non-human actant is initially programmed by the instigating actant INTERACTIVE MUSEUM AND ITS NON-HUMAN ACTANTS 57 Fig 4: An alternative channel outside the interactive space, which permits a less constrained communication. © 2011 J. Westin. to engage the visitor and make her a part of the exhibition, but, as I have shown, functions as an autonomous actant in the communicative exchange, which limits the dialogue to the museum’s knowledge space rather than including the visitor’s. I have described two interactive situations, each representing a typical example from a distinguishable form of interactivity. In both examples there has been a network consisting of three macro-actants; Communicating Actant A, Mediating Actant B and Communicating Actant C. When Actant A and Actant C wish to communicate they have to go through Actant B, the non-human actant. What lacks in both models is an element of feedback from Actant C that alters the fundamentals of the interactivity, and transforms it beyond the intentions of the initial action by breaking the fishbowl all interactivity resides in. The simulacra interactivity described, however, had established a communication channel outside the interactive space in the form of the available “wolf biologists” and a dedicated forum. The user, if enterprising, could turn to these channels and establish a dialogue about the subject where she can express herself in a way not permitted within the interactive space. This holds true in a museum context; when JONATHAN WESTIN 58 employing interactive displays aimed at creating a communication with the visitor – a communication where the visitor’s input is taken seriously – you also have to provide a channel outside the interactive space where the visitor can express her thoughts about the experience (fig. 4). As stated in the introduction; interactivity is a great pedagogic tool since the visitor is free to navigate a large amount of information at her own pace. However, most interactive models can never be a source of information beyond the scoop of their creator – they can never in themselves be a dialogue between museum and visitor. By itself, an interactive display does not challenge authority but instead reinforces it through discipline. It is a challenge to find a pedagogic approach that opens up a technology to action instead of reaction, by-passing the inherent subject– object relation of the museum. A visitor could very well be better informed about a certain subject than the museum, but interactive displays in their current form, I argue, do not offer an opportunity for these visitors to express themselves and share their knowledge, as a consequence of the non-human actants. 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The MIT Press: London 2007: 35–48. *Jonathan Westin, M.A, PhD-student Address: Department of Conservation, University of Gothenburg, Box 130, SE-405 30 Göteborg, Sweden E-mail: jonathan.westin@gu.se 59 NORDISK MUSEOLOGI 2011 1, S. 60-80 ● Digital levendegørelse - 1700-tals faktionsleg på Facebook METTE BORITZ*, MIA RAMSING JENSEN*, CHARLOTTE S.H. JENSEN* OG IDA LUND-ANDERSEN* Title: Digital living history – playing with eighteenth-century “faction” on Facebook. Abstract: Living history is becoming increasingly popular within the museum world, and is found in many different forms. In this article, we wish to introduce the term ”digital living history” and consider what happens when a decision is made to generate living history in digital form in conjunction with cultural history and museum collections, and what kinds of potential and which challenges are involved in such a process. At the same time, the article will consider to what extent ”digital living history” can be used to engage in a dialogue with target groups not often encountered in museum contexts. The article is based on a project about a fictive young girl named Ida Charlotte, who posted an account of her thoughts and experiences on Facebook, as these unfolded day by day over a sixmonth period in 1772. This project, which was targeted at young women and girls, was run by the National Museum of Denmark in 2010, and was followed by a series of surveys that are examined in this article. Key words: Digital living history,”faction” games, eighteenth century, user involvement, Facebook. IDA CHARLOTTE PÅ FACEBOOK Den 1. april 2010 gik Nationalmuseet på Facebook med den fiktive 19-årige borgerskabspige Ida Charlotte Finnelstrup. Den unge Ida Charlotte var netop rejst fra Ålborg til København, hvor hun skulle opholde sig et halvt år hos sin onkel og tante. Herefter var målet, at hun skulle rejse til De Vestindiske Øer, hvor hendes forlovede Jørgen – og et liv som frue – ventede. I det halve år, hun var i København, skrev Ida Charlotte på sin Facebookside, og det var gennem disse daglige skrivelser, at 1700-tallet langsomt blev vakt til live. Det var her, at hun berettede om både store og små hændelser og om livet i almindelighed, som det formede sig i Kongens København i året 1772. Det var også her, hun delte både sorger og glæder med sine Facebook-venner og kunne spørge dem til råds, når tvivlen nagede hende. DIGITAL LEVENDEGØRELSE Med støtte fra Kulturarvsstyrelsen satte Nationalmuseet sig for at afprøve, om det er muligt at anvende netop Facebook som redskab til at levendegøre kulturhistorien. Overordnet handler levendegørelse om at simulere liv i en anden tid (Anderson 1991). Det er en metode, som kan anvendes til at præsentere en historisk periode ved hjælp af aktører, som i handling portrætterer og udlever forholdene i en given tid og på et givent sted (Hunt 2004). I disse år bliver der netop eksperimenteret med mange former for levendegørelse, og brugen udvikler sig hele tiden (Drost Aakjær 2008). I denne artikel vil en ny form føje sig til, nemlig den Digitale levendegørelse. Den vil med udgangspunkt i projektet om den fiktive borgerskabspige Ida Charlotte og hendes skriblerier på Facebook søge at analysere, hvad der sker og hvilke potentialer og udfordringer, det rummer for museerne, når de søger at levendegøre kulturhistorien og museernes samlinger digitalt. Samtidig vil den forholde sig til, hvorvidt digital levendegørelse kan bruges til at komme i dialog med en målgruppe, som ikke, eller kun i ringe grad, bruger museerne – i dette tilfælde unge kvinder i alderen 15-30 år. Ifølge den Nationale Brugerundersøgelse udgør de 14-29 årige kun 13 % af museernes samlede besøgstal, og ser man på hvor mange, der kommer uden for skoletiden er det sikkert endnu mindre (KUAS 2009). I stedet for i første omgang at få de unge kvinder til at gå på museum, var intentionen at bringe museets samlinger og viden i spil der, hvor de unge kvinder selv befinder sig. Det var derfor oplagt at anvende Facebook som platform, idet brugen af Facebook er særdeles udbredt blandt unge kvinder i Danmark. Beregner man løseligt ud fra Facebooks egne annonceoplysninger, tæller gruppen af kvindelige brugere til og med de 35 år over 750.000.1 LEVENDEGØRELSE OG RE-ENTACTMENT Det at undersøge levendegørelsen af historien vinder stadig større tilslutning inden for museumsverdenen, og særligt på Frilandsmuseer er det en formidlingsform som har vundet indpas. Levendegørelse er en iscenesat konstruktion, som i praksis kan antage mange former og praktiseres i form af rollespil, teater, demonstration af håndværk, brug af avancerede AV-midler, ved inddragelse af publikum osv. (Jørgensen 2003). At gøre historien levende kan med andre ord gøres på et utal af måder, og overordnet omfatter begrebet levendegørelse flere forskellige tilgange. Der tales fx. både om levendegørelse og om re-entactment, som repræsenterer forskellige tilgange til det at levendegøre historien. Levendegørelse er en meget bred term, som anvendes til at beskrive historisk autentiske aktiviteter udført i en konkret kontekst, fx. på et Frilandsmuseum. Aktørerne, som deltager i levendegørelsen, kan, for nogens vedkommende, være i rolle, mens andre ”blot” er klædt ud. Re-enactment betegner i reglen genskabelsen af en enkelt historisk episode eller hændelse (fx. et historisk slag), hvor mange aktører ofte er involveret, og hvor handlingen, kostumerne og selve slaget er vigtigere end det talte ord.2 Hvor reentactment nærmer sig en forestilling, der har udøvere og tilskuere, så ligger levendegørelse i sin form nærmere “aktivitet” end “forestilling”. Med levendegørelse kan gæster, brugere etc. vælge at være tilskuere, men de kan også interagere aktivt med de aktører, som skaber en historisk illusion. Og hvor re-entactment primært handler om at rekonstruere historiske begivenheder, som f.eks. historiske slag, så korrekt som muligt, så fokuserer man med levendegørelse i højere grad på hverdagslivet, som det formede sig på et givent sted i en gi- 61 METTE BORITZ, MIA RAMSING JENSEN, CHARLOTTE S.H. JENSEN 62 ven tid. Begge metoder til at søge at levendegøre historien i den analoge verden har også vundet indpas i den digitale verden. Der er bl.a. flere eksempler på re-enactment-genren, hvor én eller flere personer genskaber et historisk hændelsesforløb så præcist og historisk korrekt som muligt. Kendte eksempler er “Harry’s blog”, som offentliggjorde soldaten Harry Lamins breve fra første verdenskrigs skyttegrave i simuleret realtid. De blev blogget præcis 90 år efter, at de var skrevet - et projekt der fik masser af læsere og opmærksomhed fra medierne. Mikrobloggingtjenesten Twitter er også flere gange blevet brugt til at genskabe – twitenacte – fx historiske begivenheder som Slaget ved Gettysburg og JFK’s valgkamp. Storbritanniens rigsarkiv bringer med ukwarcabinet historien om anden verdenskrig – baseret på originale kilder, og Masschusetts Historical Society twitter John Quincy Adams’ liv. Et andet eksempel kan også være initiativer, som bruger originale personlige kilder – fx @genny_spencer, der twitter en ung piges dagbogsnotater fra 1930’erne eller @samuelpepys, der tager udgangspunkt i den flittige engelske dagbogsskriver Samuel Pepy’s mange bind. Det kan diskuteres, om “digital re-enactment” er et rimeligt begreb at anvende i sammenhænge, hvor der kun er én udøvende “re-enacter”, der fx blogger og twitter, men i situationer, hvor flere personer interagerer, er ligheden med fysisk re-enactment slående. Her er det nødvendigt at kende det virkelige hændelsesforløb og de agerendes indbyrdes forhold, timing etc., præcis som hvis et slag eller lignende genopføres. Projektet om Ida Charlotte er mere et udtryk for digital levendegørelse, end digital reenactment. Levendegørelse baserer sig ofte på andre kreative og symbolske former – specielt OG IDA LUND-ANDERSEN drama, ritualer eller leg. Det er ofte teateragtigt med brug af kostumer, og kan også opfattes som en slags rollespil, hvor man har mulighed for at identificere sig med historiske karakterer. Det var netop denne aktive ageren og denne identifikation, som projektet om Ida Charlotte gerne måtte ramme. En forskel mellem digital og analog levendegørelse, som også skulle afprøves, er den simulerede realtid, som i den digitale form kan opretholdes over et meget længere tidsrum, end det er muligt analogt. I projektet Ida Charlotte var levendegørelsen således planlagt til at løbe over ½ år, hvilket næppe havde været praktisk muligt i den analoge verden. Brugen af levendegørelse i museumsverdenen er langt fra et nyt fænomen, men at det i dag har fået så stor en udbredelse skyldes, ifølge den amerikanske historieprofessor Jay Anderson, at mange i dag virkelig interesserer sig for, hvordan hverdagslivet er blevet levet i tidligere tider (Anderson 1986). Denne interesse for hverdagslivet i fortiden opstod allerede i Europa i sidste halvdel af 1800-tallet, hvor man fra museernes side begyndte at indsamle genstande, som bl.a. tog udgangspunkt i bøndernes hverdagsliv, der i takt med industrialiseringen ændrede sig markant. Det gjaldt dermed om at indsamle denne kulturarv inden den forsvandt, men også om at bruge den aktivt og fremadrettet til bl.a. national- og identitetsskabende formål (Stoklund, Floris & Vasström). Men det handlede også om at få folket til at identificere sig med historien. I 1878 udstillede den svenske museumsmand Arthur Hazelius på Verdensudstillingen i Paris et bondestueinteriør, hvor dukker klædt i originale dragter stod sørgende omkring ”Lillans sidsta bädd”. Konceptet med at dramatisere hverdagsliv i et museumsinteriør overførte Hazelius til museumsverdenen med ønsket DIGITAL LEVENDEGØRELSE om, at et museumsbesøg godt måtte være med til at vække følelser hos publikum. I Nordamerika blev levendegørelse med levende og udklædte aktører, der agerede eller dramatiserede over historie, populært allerede i midten af det 20. århundrede. Der skulle imidlertid gå noget længere tid, inden levendegørelse for alvor kom til at indgå som en formidlingsstrategi på de europæiske museer, hvor det at levendegøre længe begrænsede sig til demonstration af håndværk eller folkedans, når bølgerne gik højt. Men i de seneste årtier er levendegørelse blevet en strategi eller metode, som bruges i stadig stigende grad. Gennem levendegørelse søger museerne at hjælpe de besøgende til at forstå kulturen i en bestemt periode, eller hvordan livet blev levet på et bestemt sted (Reinheim 1991:170). Ifølge Anderson kan der være flere grunde til at anvende levendegørelse som formidlingsgreb (Anderson 1991). For det første kan det være et greb til at simulere livet i en anden tidsalder og få folk til at leve sig ind i denne samt hverdagslivets gøremål dengang. Levendegørelse kan også være en metode til at fortolke museernes genstande på nye måder og sætte genstande i spil, som ellers står passive hen. I den henseende kan levendegørelse fungere som et forskningsværktøj for det, Anderson kalder eksperimentel arkæologi. Endelig kan levendegørelse tjene som en underholdende fritidsaktivitet for folk, som elsker historie og er interesseret i at finde ud af mere om, hvordan livet i fortiden virkelig var. Med levendegørelse er det imidlertid ikke en fortid der vises, men en fortid der skabes. Og det er lige præcis dét, levendegørelse kritiseres for. ”Kan man stoppe tiden – fryse et øjeblik – vække historien til live? Kan man få os, som lever i dag, til at forstå hvordan, det var at leve dengang?” Sådan spurgte museumsformidler Ingrid Zakrisson i MID’s nyhedsbrev i 2003. At søge at levendegøre fortiden er langt fra uproblematisk, og spørgsmålet er om, eller i hvilket omfang, det overhovedet lader sig gøre. Svaret på Zakrissons spørgsmål må derfor være dobbelttydigt. For vi vil aldrig præcis kunne gengive fortiden og de tanker som fortidens mennesker gjorde sig. Ifølge etnologen Hans Ole Hansen er det ikke muligt at levendegøre noget fortidigt – det være sig 1000 år gammelt eller 10 dage gammelt, for som han fremhæver, vil vi aldrig kende hele sandheden, og derfor kan vi kun levendegøre dele af fortiden eller en valgt forestilling om fortiden (Hansen 2003). Der er nemlig så meget ved fortiden, vi simpelthen ikke ved, bl.a. om sprog og kultur i tidligere epoker, og det rejser selvfølgelig spørgsmålet om, hvorvidt levendegørelse i virkeligheden i højere grad er med til at mislede folks opfattelse af fortiden, fordi der er så meget, som ikke kan fortælles og som ikke bliver fortalt (Hunt 2004: 389). Levendegørelse som medierende formidlingsform kan derfor let lede til enten en stereotypisering eller en idealisering af fortiden (Carstensen et. al 2008). Omvendt kan levendegørelsen, hvad enten den er 100 % korrekt eller ej, bidrage til at gøre historien vedkommende og vække interesse, hvilket i høj grad var intentionen med projektet om Ida Charlotte. FAKTIONSLEG Hvordan får man unge kvinder, der måske ikke engang er historieinteresserede, til at engagere sig i 1700-tallets kulturhistorie? Hvordan giver man dem bedst et indblik i en tid, der med sine store kjoler, pudderparykker, manglende underbukser, fornuftsægteskaber og utallige visitter synes meget anderledes end i dag, men hvor det alligevel ikke er alt, der er 63 METTE BORITZ, MIA RAMSING JENSEN, CHARLOTTE S.H. JENSEN 64 så anderledes endda? Det umiddelbare bud blev at skabe en person, som det var muligt for de unge at identificere sig med eller spejle sig selv i – en person, der kunne bruges som omdrejningspunkt for at diskutere en lang række fænomener, som er interessante på tværs af tid, som fx kærlighed, moral, ægteskab, fødsel, død, tøj, hår og makeup. Ida Charlotte blev skabt som faktion. Faktion er et begreb, som er kendt fra bl.a. tv og betegner et produkt, som bygger på både fakta og fiktion. Virkelighed og historisk realitet blandes her med opdigtede figurer, hændelsesforløb og steder. Både fakta og fiktion kan noget, men også noget forskelligt, når det handler om at engagere folk i forhold til kulturhistorien. En fiktiv person kan frit tillægges følelser, tanker, værdier og handlinger. Men hvis man vil holde sig på faglighedens dydige sti, kan tilsvarende være svært at tillægge en person, som virkeligt har levet uden hurtigt at havne i historieforvanskning. Kildebelægget og forskningen omkring borgerskabskvinder i slutningen af 1700-tallet er fragmentarisk, og det vil være svært at komme helt tæt på en af tidens kvinder uden at skulle digte en del (Boritz 2000). Med den fiktive Ida Charlotte kunne der digtes og dramatiseres mere frit – en digtning som dog foregik på så plausibelt et grundlag som muligt. Fx fik Ida Charlotte et nøje konstrueret stamtræ, og der blev skabt et persongalleri, hvor alle fik navne, som passede til tiden og standen. Samtidig var det afgørende, at projektet også skulle bygge på den videnskabelige viden, vi i dag har om 1700-tallet. Brugerne skulle ikke kun underholdes men også lære. Med Ida Charlotte blev der således skabt en faktionsleg, hvor den fiktive personlige fortælling blev krydret med fakta fra tiden som f.eks. henrettelsen af Kong Christian VII’s livlæge Struensee, opskrifter OG IDA LUND-ANDERSEN fra 1700-tals kogebøger, gode råd fra husmoderbøger og billeder af genstande fra Nationalmuseets samlinger. Dagbøger m.m. bidrog til, at Ida Charlottes dage formede sig efter, hvad der reelt skete i 1772. Da hun den 1. maj tog til maskebal med sin onkel, var det fordi, der i 1772 faktisk blev afholdt et maskebal i København på den dato, og på samme vis så hun de stykker, som reelt blev vist på teatre i København. Andre typer af fakta fulgte ikke den konkrete dato, men blev alligevel brugt som forlæg. Det gælder antallet af visitter, regler for sorg og begravelsesskik, synet på og behandlingen af sygdomme, overtro, holdningen til forbrydere, behandlingen af tjenestefolk, praktiske daglige gøremål og endda mængden af pudder som skulle indkøbes.3 Ida Charlottes historie på Facebook er med andre ord ikke egentlig historieskrivning, og lader sig samtidig heller ikke passe ind i de mere traditionelle litterære genrer. Det er frem for alt ikke som en roman eller en novelle, der skrives af en forfatter fra ende til anden. Hovedformålet var da heller ikke at fortælle en historie, men i stedet at skabe eller opleve en historie, sammen med en gruppe af interesserede. I et sådant setup bliver historien til, mens den foregår – dvs. i realtid. Fra Nationalmuseets side var der naturligvis lagt visse rammer og bestemt en række nedslagspunkter. Der var udvalgt nogle væsentlige pointer, som gerne skulle være en del af oplevelsen, og udformet en skitse til et storyboard. Men oven på dette skelet af historiske realia skabte brugere og arrangører i fællesskab det “kød på historien”, som gav figuren og fortællingen liv. Realtid er formidlingens svar på slow-food. I en film rulles begivenheder frem i hastigt tempo, og et helt liv kan fortælles på 90 minutter. I en bog kan læseren smugkigge på handlingen ved at bladre nogle sider frem – eller endda DIGITAL LEVENDEGØRELSE springe helt hen til slutningen og finde ud af, hvem morderen er, uden at have fulgt hele historien. Men i realtid foregår alt, også rejser, brevvekslinger m.m., ideelt set i samme tempo som det ville være blevet levet i 1772. I en sådan proces er der ingen genveje eller smuthuller til at finde ud af, hvad der sker. Vi har derfor valgt at give Ida Charlottes historie på Facebook betegnelsen “faktionsleg”. Ved at forbinde faktionsbegrebet med “leg” indikeres en uformel aktivitet men samtidig også et fokus på aktivitet. En invitation til leg er en opfordring til et samvær, der bygger på gensidighed og udfordrer til kreativitet. Hele intentionen med projektet var at de, der fulgte Ida Charlottes liv og færden, ikke skulle være passive beskuere men have mulighed for også aktivt at deltage. Ønsket var at de, som brugere, skulle være med til at skabe historien – med deres spørgsmål, kommentarer, interesser og valg. Projektet har med andre ord haft aktiv brugerinddragelse og deltagelse som målsætning. DET DELTAGENDE MUSEUM Museerne står i dag over for store udfordringer. Antallet af besøgende falder på mange museer, og rundt om i verden ses et behov for, at museerne genopfinder sig selv og deres samfundsmæssige rolle, hvis de ikke skal stå tilbage som støvede templer, der ikke er i brug. Rundt om på museerne bliver der derfor tænkt mange tanker om, hvilken rolle og funktion de skal spille i samfundet (Gurian 2007). Fra politisk side er der samtidig et stigende krav om, at museerne ikke kun skal tilgodese dem, som vanligt kommer på museerne, men også søge at tiltrække nye brugergrupper. I dag arbejder mange museer derfor aktivt med at komme ud til et bredere publikum, samt med at søge at give den brede be- folkning et større ejerskab til samlingerne (Message 2006). Det stiller krav til museerne om også at skulle arbejde på nye måder. Nina Simon peger i sin bog: ”The Participatory Museum” (Simon 2010) på, at hvis museer vil i kontakt med brugerne, og hvis museerne vil demonstrere deres relevans og værdi, så gælder det om aktivt at engagere folk og om at gøre dem til deltagere i stedet for blot at være passive beskuere. Hun fremhæver at folk i dag forventer at få en mulighed for at respondere og for at blive taget alvorligt. Nutidens museumsgængere vil have lov til at diskutere, dele og forholde sig til det de oplever. Derfor skal museerne i højere grad bestræbe sig på at fungere som ”deltagende kulturelle institutioner”, forstået som steder, hvor de besøgende kan skabe, dele og komme i dialog med hinanden omkring et indhold eller emne. Ida Charlottes side på Facebook fungerede som et mini-community inden for det store community, Facebooks, rammer. På både Facebook og andre netværkssites findes mange mindre, brugerskabte communities, hvor kulturarv fungerer både som socialt objekt og som informelt læringsobjekt. At skabe nye netværk, selv for en kortere tid, er ikke nogen enkelt opgave. Et community skal skabe værdi for de deltagende, men brugeraktivitet kommer ikke, blot fordi en platform er skabt, stillet til rådighed og forsynet med et grundlæggende indhold. Samtidig er det vigtigt ikke at lade aktiviteten være for åben. I indlægget “Participation Inequality: Encouraging More Users to Contribute” lister usabilityeksperten Jakob Nielsen på useit.com en række faktorer, som han tilbage i 2006 fandt, kunne få betydning for interesse i at deltage: • Gør det lettere at deltage • Gør deltagelse til en sidegevinst 65 METTE BORITZ, MIA RAMSING JENSEN, CHARLOTTE S.H. JENSEN 66 • Rediger, skab ikke fra bunden • Beløn deltagelse – men overdriv ikke • Forfrem kvalitets-bidragsydere Ved at anvende Facebook som platform blev en række af disse faktorer tilgodeset. Det er fx nemt at deltage i et digitalt rum, hvor teknologi m.m. allerede er kendt. Et andet væsentligt aspekt er, at det basale niveau for deltagelse, at “like” eller “synes godt om” er meget enkelt. Brugeren behøver ikke engang at deltage med selvformuleret tekst, men kan nøjes med et museklik. En vigtig præmis for brug af sociale medier er, at antallet af brugere, som vil bidrage med indhold, formentlig vil være langt mindre end antallet af deltagere. Hvis målet derfor er at opnå en høj deltagelsesprocent, er det værd at overveje en form for incitamentstruktur og – i hvert fald i den indledende fase – at arbejde aktivt for at drive aktiviteten fremad, i stedet for blot at skabe rammen, og derefter overlade det til brugerne selv at deltage og skabe relationer. Det er derfor vigtigt at have en manager, for at få et netværks-community til at fungere. Manageren har en vigtig rolle som både facilitator og deltager. Vigtigt er det frem for alt at lytte til de udsagn og aktiviteter, som foregår og undgå “sælgeragtig” adfærd, samt at skabe relationer, autenticitet og nærvær. Navnlig i begyndelsen af et communitys liv er dette i høj grad afhængigt af grundlæggerens aktivitet. Først i en senere fase kan fællesskabets medlemmer skabe tværgående relationer, og lidt efter lidt frigøre sig fra såvel grundlæggerens som de første eksperters eller med-facilitatorers autoritet. Simon peger på, at hvis man bruger det at deltage som et værktøj, så er det nødvendigt at definere nogle klare roller for brugerne om, hvad de må og hvad der forventes af dem (Simon 2010). Samtidig må institutionerne være gea- OG IDA LUND-ANDERSEN ret til, at når folk vælger at deltage og bidrage til en institution, forventer de også at deres indsats bliver integreret og taget alvorligt (Simon 2010). Institutionerne må lære at stole på brugernes evner til at være både medskabende, bidragende, distribuerende osv. Det fordrer samtidig en villighed til, fra museernes side, at indtage en ny rolle. Fra at være autoritære eksperter, der øser af deres viden, bliver den rolle museerne skal indtage i højere grad rollen som vidensfacilitator museet og brugerne imellem (Gurian 2007). HVORDAN SKABTES GRUNDLAG FOR DELTAGELSE? Intentionen med projektet var at brugerne, deres interesser, behov og ønsker skulle være med til at drive historien om Ida Charlotte frem. Spørgsmålet var blot hvilke ønsker, de havde. Hvad skal der til for at få unge kvinder til at engagere sig i 1700-tallet? For at komme dette lidt nærmere, blev der etableret en fokusgruppe bestående af 7 kvinder i alderen 14-30 år. Pigerne var ikke specielt interesserede i historie, for nogle af dem var det næsten tværtom. Det var heller ikke alle i fokusgruppen, som gik på museum – en enkelt havde fx aldrig været på Nationalmuseet før. Ideen med at invitere en fokusgruppe var desuden at søge at få gruppens medlemmer til at komme med nogle gode pejlemærker til, hvilke emner og historier, det kunne være interessant at inddrage i projektet, samt hvilke andre elementer som musik, film, quizzer, blogs eller hvilken type af fotos som kunne være gode at bruge. Det var imidlertid ikke alle de gode forslag fokusgruppen kom med, som det var muligt at imødekomme. Fokusgruppen anbefalede fx helt entydigt, at Ida Charlotte selvfølgelig skulle være oprettet som en person på Facebook, DIGITAL LEVENDEGØRELSE så det var muligt at blive ven med hende personligt. Dette viste sig imidlertid ikke muligt, da det ikke er tilladt at oprette profiler i andres navn på Facebook, hvilket Nationalmuseet valgte at tolke sådan, at det også gælder fiktive personer. Ida Charlotte fik derfor sin egen side i stedet for. Den helt personlige veninderelation med Ida Charlotte blev dermed ikke muligt, hvilket nogle af de yngste brugere beklagede undervejs, mens de lidt ældre ikke rigtigt havde bidt mærke i, om det var en ”person” eller en ”side”. Ved at bruge Facebook som formidlingsplatform, var der via mediets design lagt op til at brugerne skulle inddrages og interagere med den unge pige. Som udgangspunkt er Facebook et socialt medie skabt til netop kommunikation og for så vidt også til interaktion. Det er dog ikke en forudsætning, at man skal deltage. Facebooks design lægger op til, at brugerne kan interagere på flere forskellige måder. De kan kommentere på updates, billeder, links m.m. men også blot nøjes med at trykke ”synes godt om” og dermed ikke indgå i direkte dialog. Meget af den umiddelbare interaktion med brugerne foregik ved, at de kommenterede på Ida Charlottes daglige stausopdateringer. Det stod dog hurtigt klart, at opdateringer i sig selv ikke altid er nok, til at få folk til at interagere. Opdateringen: ”Er ryggen på kjolen ikke fantastisk?” sammen med et billede af Ida Charlotte set bagfra i en af sine fine kjoler4 gav ikke færre end 12 kommentarer med alt fra: ”Hvor har De fået den lavet?” til: ” Det ligner, du har en kæmpe bagdel ; b”. Til gengæld gav opdateringen: ”Rosenduft, frisk luft, the i haven, latter, solskin, natur – eeeelsker at ligge på landet”, som blev skrevet den 21. juni kun to kommentarer. Det kan selvfølgelig skyldes, at den blev sendt på en dejlig sommerdag, men det kan også skyldes, at en updatering som denne er svær for brugerne at kommentere på. Generelt var der større respons, når der blev formuleret et klart spørgsmål, som folk kunne svare på eller tage stilling til. Via Facebook kan man få adgang til forskellige funktioner, der kunne hjælpe os med at skabe andre muligheder for interaktion. Applikationen ”PollDaddy” gjorde det muligt at lægge afstemninger ud, hvor brugerne både kunne stemme anonymt men også kommentere åbenlyst. Det var med denne funktion, det blev besluttet, at Ida Charlottes lille nye moppe skulle hedde Melampe, og at hun bestemt måtte købe en tobaksdåse til spillelæreren som tak for, at han reddede hende fra den frække, nærgående og yderst upassende ungersvend Ditlev, en ven til Ida Charlottes fætter. Det var også Facebook-vennerne, der hjalp hende med at træffe sit livs beslutning: Skulle hun følge sin fornuft og gifte sig med handelsmanden Jørgen, som var et godt parti, eller skulle hun følge sit hjerte og løbe væk med den ubemidlede spillelærer? Mange deltog i afstemningerne, og en del valgte ligeledes at begrunde deres valg med en kommentar. Og da valget stod mellem kærlighed og fornuft var vennerne på Facebook ikke i tvivl: Ida Charlotte skulle selvfølgelig følge sit hjerte. Det ville nok ikke være sket i 1700-tallet, hvor fornuften rådede. Men vil man lade brugerne være med til at skabe historien, må man også være åben over for deres valg. På trods af udfaldet, lykkedes det alligevel at få diskuteret forskellen mellem fornufts- og kærlighedsægteskab, samt at bevæggrunden for valg af ægtefælle i høj grad er præget af den tid, man lever i og de muligheder, den enkelte person har. Efter et stykke tid begyndte Ida Charlottes venner selv at spørge om ting, og langsomt 67 METTE BORITZ, MIA RAMSING JENSEN, CHARLOTTE S.H. JENSEN 68 ændredes dialogen fra primært at være mellem brugerne og Ida Charlotte til, at brugerne også begyndt at kommunikere med hinanden. De mest aktive kendte hinanden og hinandens standpunkter. De vidste hvem, der talte spillelærerens sag og hvem, der stædigt holdt på, at Ida Charlotte selvfølgelig skulle følge sine faders befaling og gifte sig med Jørgen. Men brugerne kunne også hjælpe hinanden og begyndte ofte at svare på hinandens spørgsmål, inden Ida Charlotte overhovedet kunne nå at komme til tasterne. Den 26. maj skrev Ida Charlotte fx på sin side: ”Er i dag blevet åreladt – for sundhedens skyld altså. Det er nu smart, altså åreladning – man åbner en blodåre, så kroppen renses. Jeg er desværre så hysterisk inden, selvom det egentlig ikke gør så ondt. Men jeg kan ikke gøre for det – kender i det?” Til denne statusupdatering kom 7 meget lange kommentarer, heriblandt: ”Der er nu ikke noget som en halvårlig åreladning.”, men også én der stillede spørgsmålet: ”Anvender man kopsætning hertil for at trække blodet frem?” Før spørgsmålet blev besvaret, var der en anden, der spurgte: ”Hvad er en kopsætning?”, og det blev en tredje person som besvarede spørgsmålet med en længere udredning om, hvad en kopsætning bestod i. Brugerne begyndte også at komme med gode ideer, forslag og links til hinanden om materiale til videre læsning, musik fra tiden samt om andre museumsudstillinger eller events om 1700-tallet. Undervejs i projektet opstod der også en slags interessegrupper, og det var muligt at følge, hvilke personer, der interesserede sig for hvad. Fx var der flere mænd, der deltog og kommenterede, da opdateringerne handlede om henrettelsen af Struensee. De var til gengæld ikke rigtigt på banen, da Ida Charlotte bad sine venner om hjælp til, hvad hendes lille hund skulle hedde, eller da hunden løb OG IDA LUND-ANDERSEN væk. Her var det i stedet de helt unge piger, som kom på banen. Da Ida Charlotte skrev sin allersidste updatering på Facebook, var hendes fans ikke klar til at give slip. De fortsatte deres indbyrdes dialog og begyndte sågar at digte videre på historien, så da siden endelig blev lukket ned i midten af november, var der ikke alene skabt interesse for 1700-tallet hos brugerne. Med Ida Charlotte var der også langsomt vokset et fællesskab frem hos en gruppe mennesker med samme interesse for historie og 1700-tal – en interesse der førte til, at brugerne, efter at Ida Charlotte-siden helt blev lukket ned, åbnede deres egen side på Facebook under titlen ”Theklubben fra 1772”. MELLEM DEN ANALOGE OG DIGITALE VERDEN Som et forsøg skulle det afprøves, om det ville fungere at flytte Ida Charlotte fra den virtuelle verden til den virkelige, og se om det ville forstyrre eller styrke historien at se hende i levende live? Projektet var godt nok ikke skabt med henblik på at lokke flere til fysisk at gå på museum. Det var heller ikke tænkt som en skjult reklame for udvalgte udstillinger, men skabt til nettet og skulle fungere på nettet. Omvendt ville det være sjovt at se, om den megen dialog omkring 1700-tallet skærpede brugernes nysgerrighed for at se eller prøve ting, som har med 1700-tallet at gøre – og for at møde hinanden i virkeligheden. Den digitale formidling skulle gøres analog. Fokusgruppen havde tilkendegivet, at de godt selv kunne finde på at deltage i særlige arrangementer på Nationalmuseet, som fx at prøve tøj eller dans, og de understregede, at de ville deltage eller prøve noget og at det ikke bare skulle være foredrag. I slutningen af september blev der afholdt en afskedsfest hvor Ida Charlottes 69 Ida Charlotte ved spejlet i interiørerne i Prinsens Palæ, Nationalmuseet. Foto: Nationalmuseet. METTE BORITZ, MIA RAMSING JENSEN, CHARLOTTE S.H. JENSEN OG IDA LUND-ANDERSEN syneladende glade for blot at forblive i den virtuelle faktionsleg, ligesom nogle var forhindret i at komme til disse fysiske arrangementer, fordi de boede for langt væk – en problematik den virtuelle formidling ikke mødte. Men de, der mødte op var yderst begejstrede og nød at prøve kjoler, sminke sig, og ikke mindst ”lege” at de den 25. september 2010 var til 1700-tals bal. Nogle så meget at de ikke på et eneste tidspunkt trådte ud af deres ”roller” som 1700-tals mennesker. Med andre ord vakte det begejstring også at kunne få lov at bruge andre sanser end dem man tog i brug i det virtuelle. Ligeledes oplevede vi også at arrangementerne, og særligt det sidste (ballet), netop af brugerne blev set som en mulighed for at møde hinanden. 70 NÅEDE Fig. 2: Under ”skabelsen” af Ida Charlotte. Ligesom i 1700-tallet tog det flere timer inden sminken var lagt og håret sat. Foto: Nationalmuseet. fans kunne danse 1700-tals dans, smage mad lavet som i 1700-tallet, høre opera fra tiden og møde den unge pige. Ballet var det sidste i en række af gratis arrangementer på Nationalmuseet, formidlet gennem Ida Charlotte-siden. Brugerne havde således også haft mulighed for i løbet af det halve år forinden at komme ind og lære at sminke sig og danse, som man gjorde i 1700-tallet samt prøve et par kopier af kjoler og korsetter fra tiden. Vi oplevede, hvordan særligt de unge fans var begejstrede for den fysiske formidling, selvom tilslutningen ikke var overvældende i forhold til Ida Charlottes samlede antal fans. Mange var til- PROJEKTET SIN MÅLGRUPPE? Da Ida Charlotte skrev sin sidste opdatering 1. oktober var der 854 brugere på hendes side. Ikke umiddelbart noget stort tal. Projektets styrke skal da nok heller ikke findes i antallet af brugere, men snarere i hvem brugerne var, og hvordan de interagerede. I projektets næstsidste uge, dvs. før afstemningen om den unge piges skæbne, havde siden 1.226 besøg og 633 månedlige brugere. Til sammenligning havde Nationalmuseets primære Facebook-side 875 besøg og 402 månedlige brugere – uagtet at fangruppen her omfattede næsten 2.400 personer på det angivne tidspunkt. Opslagskvaliteten på Ida Charlotte-siden var således betydeligt højere end på museets sædvanlige Facebook-side. Med opslagskvaliteten har man mulighed for at måle hvilken respons, der kommer på siden og dermed få et indblik i hvor meget, brugerne engagerer sig og hvordan, man fanger deres interesse. Med Ida Charlotte deltog ca. 800 mennesker gennem DIGITAL LEVENDEGØRELSE 71 Fig. 3: Fotos af originale genstande fra Nationalmuseets samlinger blev flittigt brugt til at underbygge Ida Charlottes historie. Foto: Nationalmuseet. mange måneder i en kulturhistorisk aktivitet – for nogles vedkommende flere gange om ugen – for andre faktisk dagligt. I modsætning til museernes udstillinger hvor der typisk kommer langt flere mennesker, og hvor besøget jo også varer langt kortere tid. Det vidner om en helt anden form for deltagelse end ved fx museumsbesøg men også om, at forskellige medier kan bidrage til at museerne opbygger meget forskellige relationer til brugerne. Vil man analysere, hvad der ellers kom ud af projektet, er Facebook et meget taknemmeligt medie at arbejde med. Sidens administratorer kan nøje følge med i brugernes gøren og laden på siden via Facebooks egen statistik. Hver uge kommer der fx opsummeringer om antallet af kommentarer, antallet af brugere som ”synes om” samt hvor mange, der har været inde på siden i løbet af den forgangne uge, ligesom man kan se køns- og aldersfordelingen på dem, der har ”tilmeldt” sig siden. Statistikken giver imidlertid ikke et indblik i, hvorfor folk har valgt at bruge siden og hvad, de har fået ud af at følge Ida Charlottes gøren og laden. Da Ida Charlotte havde lavet sin sidste opdatering, blev der lagt et elektronisk spørgeskema på siden, som brugerne kunne besvare.5 Ud af de 854 brugere valgte 211, altså ca. en fjerdedel, at besvare de 10 spørgsmål, og mange skrev desuden egne kommentarer i spørgeskemaet. Med stor sandsynlighed har det nok været de mest interesserede og positi- METTE BORITZ, MIA RAMSING JENSEN, CHARLOTTE S.H. JENSEN OG IDA LUND-ANDERSEN 72 Fig. 4: Unge piger i gang med at sminke sig som Ida Charlotte, ved et af arrangementerne i forbindelse med projektet. Foto: Nationalmuseet. ve, der ofrede tid på at besvare et spørgeskema. Alligevel giver besvarelserne et billede af projektets udfald. Ud over de 211 besvarelser blev der desuden lavet 5 kvalitative interviews via telefon – både med nogle af de brugere, som havde deltaget meget aktivt på siden, og DIGITAL LEVENDEGØRELSE med et par af dem, som nok havde fulgt projektet, men som ikke selv havde deltaget aktivt. Samlet giver alle disse data et godt indblik i ikke bare hvem, der havde valgt at følge projektet men også i hvad, de fx havde fået ud af at deltage. Ifølge Facebooks registrering var 46 % af de kvinder som havde tilmeldt sig Ida Charlottes side i aldersgruppen 13-34 år, skarpt efterfulgt af den lidt ældre aldersgruppe fra 35 til 54 år, som udgjorde 18 %. I spørgeskemaundersøgelsen blev der desuden spurgt til, om Ida Charlottes Facebook-venner i forvejen så sig selv som brugere af Nationalmuseet eller ej. Svarene viste, at 31 % af Facebook-vennerne ofte kom på Nationalmuseet i forvejen, men nok så væsentligt at hele 41 % af Facebookvennerne ikke opfattede sig selv som brugere af Nationalmuseet (nogle af dem havde dog været der engang med skolen). De 41 % havde måske næppe opdaget og deltaget i et projekt som Ida Charlotte, hvis det fysisk havde været placeret på Nationalmuseet. Det vidner om, at de sociale medier, herunder Facebook, godt kan fungere som et sted, hvor museerne kan komme i dialog med brugere – og måske særligt nogle af de unge brugere, som normalt ikke benytter sig af museernes tilbud. Det fortæller samtidig, at det også kan være en vej til at give de faste brugere af museet nye og andre oplevelser med museet end dem, de normalt benytter sig af. Af dem der havde besvaret spørgeskemaet var 43 % blevet opmærksomme på projektet om Ida Charlotte via en Facebook-ven, 28 % havde fået kendskab til projektet via Nationalmuseet6 og 20 % har anført ”andet”, hvilket bl.a. kan have været omtale i radioens P1 eller snak med venner og bekendte. Det var således især det sociale netværks egen mekanisme, som skabte kredsen af interesserede ud fra alle- rede deltagendes eksisterende relationer og venskabsforhold. Direkte eller indirekte anbefaling fra venner kan virke meget stærkt, og som et vigtigt incitament til deltagelse. Men det er væsentligt også at være opmærksom på at en brugerskare, der opstår på denne måde, kan have mange træk til fælles, fordi vore venner ikke sjældent ligner os selv. Kun 5 % havde fået kendskab til Ida Charlotte-projektet via de markedsføringsinitiativer, som Nationalmuseet selv havde iværksat i form af annoncer og et gratis postkort, som stod fremme på S-togsstationerne – en markedsføring der, i denne henseende, ikke synes at have den store effekt. Hvad der til gengæld gav en vis effekt i form af nye brugere i den ønskede målgruppe var, da ungdomsbladet ”Vi unge” i maj måned bragte en omtale af Ida Charlotte og hendes Facebook-side på deres hjemmeside. Overskriften på omtalen lød: ”Hvordan scorede man for 300 år siden”, og de unge kunne bl.a. læse, at den unge Ida Charlotte gik uden underbukser, fik sat sit hår med dyrefedt og i øvrigt tændte på mænd med pæne ben. I forbindelse med omtalen var der mulighed for, at de unge kunne skrive kommentarer på websiden. Nogle reagerede positivt på opslaget og Ida Charlotte-projektet og syntes, at det var en sjov idé. Andre reagerede mest på oplysningerne i omtalen, hvilket affødte en diskussion blandt de unge om, hvad man så gjorde når man havde menstruation. Og så var der også de kommentarer, der vidnede om, at nogle af de helt unge syntes, at ideen var lidt for ”wierdo”, ”nederen” eller ”keeeedeliiiiiiiiiig”.7 Måske var det bare for mærkeligt for nogle af de helt unge brugere, og måske bruger de Facebook og andre sociale medier på en anden måde og til andre formål. Fx indikerer Charlotte Malene Larsens ph.d.-afhandling “Unge og online sociale netværk” fra 2010 73 METTE BORITZ, MIA RAMSING JENSEN, CHARLOTTE S.H. JENSEN 74 bl.a. en høj grad af sammenhæng mellem de meget unges fysiske venner og mellem det liv, der leves i den virkelige verden og online. Kommentarer m.m. kan være meget korte, og mange skriver med et meget inderligt ordvalg om deres indbyrdes forhold – fx til bedsteveninde og andre meget nære venner. At oprette fangrupper for hinanden, anføre sig som “gift”, “forlovet med” eller “søskende til” særlige veninder er ligeledes forekommende. Alt sammen måder at anvende en social platform på, som kun vanskeligt kunne være blevet en del af Ida Charlotte-projektet. Det blev meget tydeligt undervejs i projektet, hvor meget brugernes interaktion med siden og brug af siden varierede. En almindelig tommelfingerregel for online-communities er 90-9-1 reglen. Dvs. at 90 % af brugerne er “læsere”, der kigger med, 9 % deltager og kommenterer en gang imellem og den sidste 1 % er superbrugere, som står for hovedparten af kommentarerne og ofte har en høj tilstedeværelsestid, der gør det muligt for dem at reagere meget hurtigt på hændelser i fællesskabet. En tommelfingerregel, som meget godt lod sig afspejle blandt brugerne af Ida Charlottes side. Væsentligt for udviklingen af en digital aktivitetsprofil er derfor også en forståelse for den måde, som brugere ønsker at anvende digitale medier på. Som ved andre aktiviteter, fx et foredragsarrangement eller lignende, er det langt fra alle, der ønsker at dele deres erfaringer eller stille spørgsmål til oplægsholderen. I communities er det heller ikke ualmindeligt, at en stor del af det aktive engagement bæres af enkelte deltagere. Det var da også langt fra alle Ida Charlottes venner, der kommenterede og skrev med på hendes historie. ”Jeg har vist aldrig selv kommenteret, men det betyder ikke, at jeg ikke har fulgt med”, skrev en af brugerne i spørgeskemaet. En 34-årig kvinde, OG IDA LUND-ANDERSEN Fig. 5: Ida Charlotte med sin frisør Leonard. Foto: Nationalmuseet. som efterfølgende blev interviewet om projektet, havde heller ikke selv deltaget aktivt. Hun sagde, at hun ikke helt følte, at hun havde noget at skrive, og når hun læste de andres kommentarer, følte hun, at de var mere inde i sagerne, end hun selv var. De meget aktive brugere kan med andre ord godt have afskrækket nogle fra at skrive, ikke mindst fordi nogle af dem levede sig så meget ind i det, at de endda skrev med et tillempet 1700-tals sprog og stavemåde. Omvendt peger Nina Simon også på, at det netop ikke er alle, som har lyst til at del- DIGITAL LEVENDEGØRELSE tage, og at det derfor er vigtigt at skabe mulighed for fleksibilitet, idet man ikke kan regne med, at alle deltager på den samme måde og med samme niveau (Simon 2010). I den henseende fungerede Facebook som medie godt i forbindelse med at tilgodese forskellige digitale livsstile.8 Samtidig formåede projektet at få skabt rum, både til dem som havde lyst til meget aktivt at lege med, og til dem, som helst blot ville læse med. HVAD KAN DEN DIGITALE LEVENDEGØRELSE? Med projektet om Ida Charlotte er det lykkedes at engagere og komme i dialog med en målgruppe og nogle mennesker, der ikke normalt eller kun sjældent kommer på museet. Det kan være svært at komme med en entydig forklaring på hvorfor dette lykkedes, og det afsluttende spørgeskema samt de efterfølgende interviews peger da også på, at projektet har ramt flere af brugernes meget forskellige behov og ønsker. Det at flytte formidlingen fra det fysiske rum til den virtuelle verden gav i sig selv nogle geografiske men også nogle tidsmæssige fordele. En af de omtalte interviewpersoner udtrykte netop begejstring for at hun, fordi projektet foregik på Facebook, ikke skulle tage hensyn til åbningstider, og at hun kunne gå til og fra, når det passede hende: ”Når barnet er lagt i seng, kan jeg gå på museum.” Ligeledes lagde selve udformningen af projektet op til at man kunne ”deltage passivt” – man kunne følge med uden direkte at interagere. Hele 35 % af dem der deltog i spørgeskemaundersøgelsen svarede, at det de bedst kunne lide ved projektet var at læse, hvad andre havde skrevet, eller at det bare var sjovt og hyggeligt at være med. Denne besvarelse sender et signal til museumsverdenen om, at det sociale element i læring for mange er af stor betydning. Undersøgelser af bl.a. skolebørns præferencer omkring museumsbesøg viser også, at for at et museumsbesøg skal være vellykket, skal det også være en god social begivenhed, hvor man kan lære med og af sine venner (Groundwater-Smith & Kelly 2003). Det handler ikke blot om at lære af autoriteterne, men også om at lære med og af andre ligesindede. Det interessante er, at denne mere sociale side af museumsoplevelsen og den læring, som finder sted, også kan skabes i den virtuelle verden, hvilket projektet om Ida Charlotte har været et godt eksempel på. Det peger også på, at museerne med fordel kan bruge medier som Facebook til at facilitere viden samt til at bringe vidt forskellige folk sammen om et emne. 4 % af de adspurgte svarede, at det, at lære noget om 1700-tallet, havde været det bedste ved at deltage, mens 6 % bedst kunne lide at følge med i Ida Charlottes kærlighedshistorie. Begge svar peger i det små på, at der jo selvfølgelig kan være mange forskellige årsager til at deltage. Nogle søger måske en øget indsigt i en periode, mens andre gerne vil have en ”god historie”. Særligt interessant i relation til projektets formål var desuden at hele 30 % svarede at det bedste ved projektet var at leve sig ind i 1700-tallet. Sidstnævnte vidner netop om at levendegørelsen i den grad var til stede hos brugerne til trods for at den var digital og ikke fysisk. Det vidner også om, at den digitale levendegørelse også kan noget i forhold til at få unge (og andre) til et interessere sig for og engagere sig i fortiden. At flytte levendegørelsen fra den analoge til den digitale verden gør samtidig at museet har langt bedre muligheder til rådighed, når man ikke er hæmmet af fysiske eller materielle begrænsninger. Man skal ikke tage hensyn til, at en aktør ikke kan klare sig uden briller, at man ikke må tænde 75 METTE BORITZ, MIA RAMSING JENSEN, CHARLOTTE S.H. JENSEN 76 ild osv. Med den digitale levendegørelse kan man let og ubesværet bevæge sig fra baggård til de bonede gulve og fra det pulserende byliv til skønne landlige omgivelser. Men når man anvender digital levendegørelse, står man samtidig over for en stor udfordring. Netop fordi oplevelsen ikke er sanselig eller taktil, som den er, når man fysisk befinder sig på et museum, bliver ”den gode historie” afgørende for deltagelse og interesse. Tal og kommentarer vidner dog om, at projektet kunne imødekomme både sociale, emotionelle og kognitive behov hos brugerne. Da projektet om Ida Charlotte sluttede, skrev en af de helt unge brugere: ”Jeg synes, at det er et rigtig godt projekt i har haft kørende, og selvom jeg kun er 13 år, synes jeg, at det har fanget mig rigtig godt!”. En anden skrev: ”Det gode var også at det blev bragt ned på dagligdagen. Det var ikke kedelige montrer med lange tekster – det blev bragt ned på hverdagsplan og blev gjort håndgribeligt”. Flere brugere kommenterede at det, at lære noget på en underholdende måde, var en vigtig bevæggrund for at deltage i projektet. Nogle ville endda gerne have haft flere fakta og mere baggrundsmateriale. Som én skrev i spørgeskemaundersøgelsen: ”Først vil jeg sige: Hvor var det fantastisk, at I brød muren mellem faglig historieformidling og Facebook ned med så god en historie! Jeg synes, at det er et rigtig godt eksempel på formidling, der tør overskride grænsen mellem fiktion og faglig historieformidling og dermed at gøre historien levende, vel og mærke på hendes egne præmisser”. En anden skrev: ”Jeg synes at det har været rigtigt underholdende og lærerigt tiltag, det har givet en ny vinkel på historieformidling” og en: ”Det er en moderne historieformidling, som åbner for mange andre muligheder. Jeg kan kalde måden Den Oplevende Historieformidling – og den gik rent ind hos mig.” OG IDA LUND-ANDERSEN I undersøgelserne blev der imidlertid også plads til lidt konstruktiv kritik. Nogle klagede over, at Ida Charlotte havde været for flittig på tasterne og kom med for mange opdateringer om dagen. En af de interviewede personer kunne godt have tænkt sig, at der var mere sex, drama, kærlighed og snusk fx kysserier ved ballerne osv. Det ville ikke have gjort noget for hendes fornemmelse af den historiske korrekthed. En anden skrev: ”Man kan godt blive lidt irriteret på den tåbelige småborgerlige pigeskikkelse, tænk bare at livet kunne være så ensidigt og indskrænket i oplysningstiden”. At drive et projekt som Ida Charlotte er dog mere krævende end som så. Spørgsmål og kommentarer ”æder” hurtigt hinanden og gør at overvågningen af siden er meget tidskrævende. Åbner man op for at brugerne skal høres og inddrages, skal deres bidrag også tages alvorligt. I dette tilfælde betød det, at siden, i det halve år, den var i brug, skulle tjekkes flere gange dagligt for at kunne kommentere på eller tilgodese brugernes ønsker. Beslutningen, om at projektet skulle forløbe i realtid, betød samtidig, at det indimellem var nødvendigt at kommentere og lave opdateringer både tidligt om morgenen og sent om aftenen. En anden tidskrævende faktor var, at en sådan faktionsleg stiller krav til en meget bred faglig viden for at kunne holde legen kørende og følge brugernes ønsker og spørgsmål. De aktive brugere og deres mange spørgsmål gav en del researcharbejde, og der skulle handles hurtigt, inden spørgsmålet blev opslugt af nye spørgsmål, kommentarer og opdateringer. Det krævede mange udregninger og opslag en sen aften at finde ud af, hvad et godt stykke linned koster ”nu til dags”. Ligesom det var vigtigt at sikre, at brugernes kommentarer ikke påvirkede fagligheden i forkert retning. Fx foreslog en bruger en duel for at forsvare Ida Charlottes DIGITAL LEVENDEGØRELSE ære. Her måtte der reageres hurtigt, fordi dueller ikke var almindelige i 1772. Samtidig blev der efterhånden skabt en forventning blandt brugerne om, at de også kunne få lov at se fotos af de ting som Ida Charlotte omgav sig med eller skrev om. Da det langt fra er alt fra 1700-tallet, det lige er muligt at finde et passende foto af, måtte der indimellem arbejdes lidt kreativt, og programmer som PhotoShop blev mere end én gang redningen, da Ida Charlottes kjole pludselig skulle være sort, når hun bar sorg - og ikke den vanlige lyserøde. Men en vigtig lære er, at så snart man åbner op for brugerne, skal man også være rede til at tage imod dem. Brugernes konkrete bidrag var jo samtidig afgørende for, at projektet kunne fungere. Selve interaktionen og kommentarerne var samtidig med til at skabe yderligere debat og interaktion. Det forudsatte samtidig, at brugerne havde lyst til at lege med og ikke blot skrev kommentarer som ”nederen” eller ”nasty” som det skete i ”Vi unge”-omtalen kommentarer, det ville være svært at følge op på. Flere kommenterede faktisk i spørgeskemaundersøgelsen, at de var glade for, men samtidig også overraskede over, at ingen undervejs havde forsøgt at ødelægge ”legen” med upassende kommentarer eller en useriøs dialog. Projektet kom samtidig til at fungere så godt, fordi der netop var en passende dialog. Mængden af kommentarer gjorde det muligt gennem 6 måneder at opretholde en direkte dialog med alle de aktive brugere. Var antallet af kommentarer eksploderet, ville det ikke have været muligt at interagere på samme niveau, og nogle brugere havde måske følt sig overset. Rigtig mange kommentarer ville måske også virke overvældende at skulle sætte sig ind i og forholde sig til for de brugere, som befandt sig bedst som ”passive deltagere”. KONKLUSION Generelt kan man sige, at projektet har vakt stor interesse, og mange brugere har, bl.a. på Nationalmuseets almindelige Facebookside, udtrykt ønske om, at Nationalmuseet vil gentage succesen med lignende projekter – f.eks. en anden person fra en anden tidsperiode. Relevant er det selvfølgelig at stille spørgsmålene: Fik vi fat i de unge brugere? Fik vi engageret dem? Og hvilken fremtid peger projektet i retning af – både for Nationalmuseet selv, men også for andre museer? Som tidligere nævnt havde Ida Charlotte 854 fans, da siden lukkede ned. I det halve år, siden eksisterede, brugte vi 255.000 kroner og var 4 medarbejdere, der brugte omkring 1100 timer. Nogle vil mene, at det er mange penge og mange timer i forhold til de 854 fans og spørgsmålet, om det var det værd, er i denne sammenhæng uundgåeligt. Vi synes, det har været alle pengene og anstrengelserne værd og det af flere årsager. Vi har engageret et relativt stort antal mennesker over en længere periode, modsat den tid en besøgende på et museum er engageret i en bestemt udstilling eller arrangement på museet. Ligeledes har vi også engageret mennesker, der geografisk befandt sig langt væk fra Nationalmuseet. Yderligere viser tallene, at en stor procentdel af sidens tilmeldte netop kom fra målgruppen de 15-30 årige kvinder, og mange af dem, der efterfølgende besvarede det spørgeskema, ikke anså sig selv som brugere af Nationalmuseet. Disse resultater skal selvfølgelig ikke ses som et udtryk for at projektet var ufejlbart eller udelukkende succesfuldt. Vi kunne måske have nået endnu flere fra målgruppen og aktivt engageret dem, hvis vi fx havde markedsført Ida Charlotte anderledes. Men skal vi vurdere hvad resultatet af projektet har været, er den viden om digital 77 METTE BORITZ, MIA RAMSING JENSEN, CHARLOTTE S.H. JENSEN 78 og interaktiv museumsformidling, vi har fået, næsten uvurderlig. Med fingrene i et konkret projekt er det netop muligt at opleve og erfare hvilke udfordringer samt fordele og ulemper, der ligger i at søsætte et digitaliseret projekt som Ida Charlotte – lige fra brugerinddragelse til ressourcer. Den digitale levendegørelse har bestemt ulemper i form af ikke at være sanselig eller taktil på samme måde som levendegørelse i den analoge verden. Til gengæld rækker den, i sin digitale form, langt ud over museets grænser og åbningstider og puster nyt liv i mulighederne for at arbejde i realtid, hvor den gode historie kan være med til at fange og engagere brugerne. Den digitale levendegørelse har netop, i sin form af en faktionsleg, gjort det muligt at skabe en identificerbar formidlingsform, hvor unge piger oplevede og skabte historien sammen med en anden ung pige. Den ene del er ren fiktion, mens den anden er som faktuel historie gjort vedkommende. Hvad projektet særligt har vist er, at mange helt tydeligt har noget at sige og bidrage med i forhold til museernes formidling, og at de i den grad kan lære noget af hinanden. Dette peger igen i retning af hvor vigtigt, det er, at museerne tilskynder denne proces ved at fungere som facilitator og samtidig autoritet. Mange undersøgelser viser, at det, at gå på museum, ofte er en social begivenhed. Med Facebook som platform har det vist sig, at det sociale absolut ikke behøver at falde bort, blot fordi man ikke fysisk er sammen. Tværtimod tyder Ida Charlotte projektet på, at behovet for at være social og for at opleve samme sagtens kan imødekommes i det virtuelle. Endda tyder meget på, at det sociale aspekt blev udvidet yderligere, eftersom brugerne gerne ville både interagere med ”fremmede”, lære dem at kende og høre, hvad de havde at sige. Til trods for projektets mange spændende resultater, OG IDA LUND-ANDERSEN skal de dog ikke forstås som udtryk for en holdning, der advokerer, at digital levendegørelse og formidling helt skal eller overhovedet kan erstatte den mere traditionelle museumsformidling eller udstillinger. De skal dog ses som et interessant indblik i, hvad fremtiden bringer af spændende supplementer og videreudvikling af den velkendte museumsformidling. NOTER 1. Ifølge Facebooks egen annoncegenerator vil man, hvis man laver en målrettet annonce den 24. januar 2011, kunne nå 754.020 personer, der ifølge de oprettede statusprofiler, opfylder følgende 3 kriterier: De bor i Danmark, de er præcis 35 år eller yngre, og de er kvinder. 2. Definitionerne er her hentet fra International Museum Theatre Alliance’s (IMTA) hjemmeside http://www.imtal-europe.com/resources.php 3. Anette Hoff: Karen Rosenkrantz de Lichtenbergs dagbøger og regnskaber. Hverdagsliv 1771-1796 på herregården Bidstrup og i Horsens. Horsens Museum og Lanbohistorisk Selskab 2009.Karen køber tre år i træk (1792 - 1794) 58 pund (29 kg) pudder. NB: I København er det på det tidspunkt gået af mode med så meget pudder, men Karen bor jo langt fra Staden og er blevet ældre. To andre vigtige dagbogskrivere var søofficeren Peter Schiønning og apoteketerfruen Anne Sofie Becker. 4. Updated den 5. juli 2010. 5. Spørgeskemaet blev lavet med PollDaddy applikationen. 6. 14 % af dem som besvarede spørgeskemaet var enten selv tilknyttet Nationalmuseet eller havde venner eller familie på museet; 9% så det via Nationalmuseets Facebook- side og 5% fra Nationalmuseets website. DIGITAL LEVENDEGØRELSE 7. http://www.viunge.dk/Teenager/Guides_Tips/ Hvordan_scorede_unge_for_300_aar_siden.aspx 8. En undersøgelse af digitale livsstile, som tns Gallup publicerede i efteråret 2010, viste bl.a, at internetpenetrationen i Danmark ligger på 86,10%. Dette angiver den procentdel af den danske befolkning, som har adgang til internettet. Undersøgelsen viste også, at hovedparten af danskere kan karakteriseres som funktionelle (32%), der primært anvender nettet til at finde faktuelle oplysninger o.lign. eller netværkere (22%) der anvender digitale medier til sociale aktiviteter. En anden gruppe udgøres af “Influencers”, der som regel er yngre og storforbrugere af digitale ytringsmuligheder. REFERENCER Anderson, J (1986): Time Machines – The World of Living History. The American Association for State and Local History. Nashville, Tennessee. Anderson, J (Ed) (1991): A Living History Reader – Volume 1. Museums. The American Association for State and Local History, Nashville, Tennessee. Black, G (2005): The Engaging Museum – Developing Museums for Visitor Involvement. Routledge, London. Boritz, M (2000): “Anne Christine Beckers dagbog 1887-1790. Ideal og praksis i borgerskabskvindernes liv”. I Fortid og nutid 2000 nr. 4 pp 251-270. Carstensen, J, Meiners, U & Mohrmann, R (Eds) (2008): Living History im Museum – Möglichkeiten und Grenzen einer populären Vermittlungsform. Waxmann, Berlin. Falk, J & Dierking, L ( 1992): The Museum Experience Whalesback Books, Whasington DC. Floris, L & Vasström, A (1999): På museum. Roskilde Universitets Forlag. Gibbs, Kirsten; Sani, Margherita; Thompson, Jane (eds) (2007) Lifelong Learning in Museums – A European Handbook. Ferrara 2007. Groundwater-Smith, S & Kelly, L (2003): As We See It: Improving Learning in the Museum, paper represented to the British Educational Research Annual Conference, Edinburgh, september 2003. Gurian, E (2007): “The Potential of Museum Learning – The Essential Museum”. In: Lord, B (ed): The Manual of Museum Learning. AltaMira Press, Plymouth. Hansen, H (2003): “Om en levendegjort fortid”. Museumsformidlere i Danmark, MID, Nyhedsbrev nr. 8. februar 2003 pp 11-13. Hoff, A (2009): Karen Rosenkrantz de Lichtenbergs dagbøger og regnskaber. Hverdagsliv 1771-1796 på herregården Bidstrup og i Horsens. Horsens Museum og Landbohistorisk Selskab 2009. Hunt, Stephen (2004): “Acting the part:”living history” as a serious leisure pursuit”. In: Leisure Studies Vol 23, No 4, October 2004 pp 387-403. Jørgensen, A (2003): “Levendegørelse”. In Museumsformidlere i Danmark, MID, Nyhedsbrev nr. 8. februar 2003 pp 4-5. KUAS (2009): National brugerundersøgelse på de statslige og statsanerkendte museer i Danmark. Kulturarvsstyrelsen 2009. Larsen, C (2010): Unge og online sociale netværk. Ph.d. afhandling upubliceret. Message, K (2006): New Museums and the Making of Culture. Berg, Oxford. Nielsen, J: (2006) Participation Inequality: Encouraging More users to Contribute www.usite.com Simon, N (2010): The Participatory Museum. Museumz, California. Stoklund, B (1993): “International Exhibitions and the New Museum Concepts in the latter Half of the Nineteenth Century”. In Ethnologia Scandinavica 23 pp 87 -113. Stoklund, B (1994): “The Role of the International Exhbitions in the Construction of National Cul- 79 METTE BORITZ, MIA RAMSING JENSEN, CHARLOTTE S.H. JENSEN 80 OG IDA LUND-ANDERSEN tures in the 19th Century”. In: Ethnologia Europaea nr 24 pp 35-44. Ronsheim, R (1991): “Is the past dead?” In: Anderson, J (Ed) (1991): A Living History Reader – Volume 1. Museums. The American Association for State and Local History, Nashville Tennessee Zakrisson, I (2003): “Stoppa Tiden! Levendegørelse på Hallwylska Museet”. In: Museumsformidlere i Danmark, MID, Nyhedsbrev nr. 8. februar 2003 pp 11-13. Aakjær, M (2008): “Levendegørelse – en anden måde at lave god formidling på?”. In: NORDNYTT nr. 105/2008 pp 27 - 37. *Charlotte S.H. Jensen, mag. art. Webredaktør Nationalmuseet, Forsknings- og Formidlingsafdelingen, CSA. *Mette Boritz, ph.d-stipendiat/museumsinspektør Nationalmuseet. Adresse: Nationalmuseet, Frederiksholms Kanal 12, 1220 København K Adresse: Nationalmuseet, Forsknings- og Formidlingsafdelingen, CFF. Frederiksholms Kanal 12, 1220 København K E-mail: mette.boritz@natmus.dk *Mia Ramsing Jensen, stud mag. Europæisk Etnologi, Københavns Universitet samt studentermedhjælp Nationalmuseet. Adresse: Nationalmuseet, Frederiksholms Kanal 12, 1220 København K E-mail: miaramsing@natmus.dk Adresse: Nationalmuseet, Frederiksholms Kanal 12, 1220 København K E-mail: Charlotte.S.H.Jensen@natmus.dk *Ida Lund-Andersen, cand.mag. Museumsinspektør, Nationalmuseet, Forsknings- og Formidlingsafdelingen, CFF. E-mail: Ida.Lund-Andersen@natmus.dk NORDISK MUSEOLOGI 2011 1, S. 81-97 ● Den vanskelige dialogen Om universitetsmuseenes praktiske utfordringer i møtet med web 2.0-samfunnet GURO JØRGENSEN* Title: The difficult dialogue – about the practical challenges involved when a university museum meets the world of web 2.0 Abstract: The NTNU Museum of Natural History and Archaeology in Trondheim, Norway, has recently started exploring web 2.0 technologies as a new means of communicating with museum visitors. Through social media and the launching of public databases for museum collections, the wider public is invited to participate in dialogues with the museum on scientific subjects. Drawing on the experience from two different museum projects, namely a science blog and a science wiki, I will review how the structures and practices from traditional science disciplines are challenged when meeting with the fluid nature of social media. This has implications for the practice of imparting scientific knowledge, and shows that the museum is situated in a hybrid space of public discourse (Nowotny 1993). Key words: Dialogue, digital, democracy, web 2.0, mode 1, mode 2, hybrid space of public discourse, blog, wiki. Digitalisering, dialog og demokratisering er tre velkjente begreper innenfor dagens museumsdebatt. På lik linje med andre museumsinstitusjoner har NTNU Vitenskapsmuseet1 nylig startet en satsning på bruken av web 2.0-teknologi i sin formidlingsvirksomhet. Gjennom Internett og sosiale medier som Twitter, Facebook, Flickr, blogger og wikier, inviteres museenes publikum til dialog. Det foregår dessuten en nitid registrering av museumssamlinger i nasjonale databasesystemer til offentlig bruk. Tilgjengeliggjøring av felles kultur- og naturarv er tidens mantra, og museene kjemper om besøkernes fritid og oppmerksomhet ved å synliggjøre seg selv og invitere til interaktive opplevelser. Museenes legitimitet begrunnes i verdien av allmenndannelse som redskap for at alle skal kunne være aktive deltagere i utviklingen av et demokratisk samfunn. Det er imidlertid legitimt å spørre om i hvilken grad museenes deltagelse i sosiale medier egentlig leder til en dialog med ikke-spesialistene ute i samfunnet, og hvorvidt digita- GURO JØRGENSEN 82 liseringen av millioner av museumsobjekter og lett tilgjengelige samlingsdatabaser på Internett i seg selv bidrar til en økning av kunnskapene og refleksiviteten blant folk flest. Med bakgrunn i erfaringer fra to pilotprosjekter NTNU Vitenskapsmuseet nylig har gjennomført, vil jeg her reflektere rundt disse spørsmålene. De to prosjektene ble kalt henholdsvis Sommerlarm og Vitenwiki, og var interaktive tilbud som tok i bruk digitale kommunikasjonsplattformer som verktøy. Sommerlarm var en sommerskole for barn i alderen 10-14 år, der deltagerne blant annet blogget om sine forskeropplevelser hver dag. Vitenwiki var et verksted for å lage en populærformidlende ressursside på Internett, med pålitelig kunnskap om natur- og kultur. Deltakerne var elever fra videregående skole, i alderen 16-17 år. De skulle skrive om en natureller kulturhistorisk gjenstand fra museets utstillinger ved hjelp av informasjon de fant på Internett, og ble stilt overfor vurderinger om hva som var gode eller mindre gode digitale kunnskapskilder. En nærmere beskrivelse av prosjektene kommer seinere i artikkelen. Min rolle i pilotprosjektene var som deltaker i prosjektgruppene, som bestod av ansatte ved NTNU Vitenskapsmuseets Seksjon for formidling, blant annet pedagoger tilknyttet seksjonens skoletjeneste. Under gjennomføringen av begge prosjektene var jeg også med som voksenperson, eller leder. I kraft av å være utdannet arkeolog hadde jeg dessuten en rolle som fagspesialist når deltagerne skulle gå i interaksjon med arkeologisk kunnskap på ulike måter. Jeg vil understreke at pilotprosjektenes fokus først og fremst lå på et praktisk plan, der museet ønsket å høste erfaringer med nye kommunikasjonsmåter. Det som presenteres her er derfor ikke basert på systematisk innhentet og bearbeidet empiri. Evalueringsskje- ma som ble fylt ut av deltakerne i etterkant av prosjektene var hovedsakelig knyttet til spørsmål om den praktiske gjennomføringen, og ikke til den betydningen museets invitasjon til interaksjon, dialog og kunnskapsproduksjon hadde for hver enkelt deltaker. UNIVERSITETSMUSEENE, KOMMUNIKASJONS- SAMFUNNET OG KUNNSKAPSSAMFUNNET NTNU Vitenskapsmuseet er et av seks universitetsmuseer i Norge. Universitetsmuseene skiller seg fra de fleste andre museer ved at de er både forsknings-, forvaltnings- og formidlingsinstitusjoner. De har tradisjonelt hatt forskningssatsning innenfor arkeologi, etnografi, biologi og geologi, og forvalter samlinger av arkeologisk, etnografisk, biologisk og geologisk materiale. De formidler sine samlinger og forskningsresultater gjennom utstillinger og aktiviteter, og skal også være utstillingsvindu for universitetenes øvrige fagdisipliner. De norske universitetsmuseene nyter stor troverdighet som formidlere av vitenskap, og de er offentlige institusjoner som skal tjene samfunnets beste. Når samfunnets syn på kunnskap endrer seg, må museenes kunnskapsformidling endre seg, og når informasjonssamfunnet utvikler nye strategier for kommunikasjon og merkevarebygging, må også museene gå nye veier for å nå fram med sitt budskap. Allerede for 16 år siden utga Mark Poster boka The Second Media Age (1995). Poster påpeker her at mens teknologien bak den første mediealderen ble definert av få produsenter og spredning av samme budskap til mange konsumenter, blir den andre mediealderen definert av mange produsenter, distributører og konsumenter, der Internett står fram som et åpenbart eksempel. Han bruker begrepet DEN ”kommunikasjonens supermotorvei” som et bilde på den hastigheten som moderne informasjonsteknologi tilbyr, der tekst-, lyd- og bildefiler kan overføres mellom alle mulige punkter i nettverket i ”real time”. Poster hevder videre at kommunikasjonsmulighetene på Internett reiser fundamentale spørsmål vedrørende institusjoner, lovverk, vaner og identiteter som utviklet seg under moderniteten (Poster 1995: 24-29). Etter at Poster lanserte hypotesen om medienes andre tidsalder har sosiale medier kommet på banen for fullt, med et mangfold av arenaer for kringkasting. Den massive utbredelsen og bruken av kommunikasjons- og samhandlingsmuligheter som er blitt tilgjengelige gjennom Internett og mobiltelefoni, gjør at vi snakker om utvikling fra informasjonssamfunn til kommunikasjonssamfunn (Levold and Spilker 2007: 18). De digitale mediene har revolusjonert tilgangen på både kunnskap og underholdning, og Web 2.0-samfunnet, der sosiale medier, informasjonsdeling og dialog spiller en hovedrolle, gir nye utfordringer for universitetsmuseene. Samtidig som samfunnet har gjennomgått en elektronisk medierevolusjon, har det de siste par tiårene versert en diskurs om endringer av den vitenskapelige kunnskapens produksjonsvilkår. Ulike forskere peker på ulike endringer og årsaker, og de har alle både tilhengere og kritikere (Hessels and van Lente 2008: 240). Blant forklaringsmodellene som har fått størst gjennomslag er tesen som Michael Gibbons, Helga Nowotny og Peter Scott, med flere, lanserte med bøkene The New Production of Knowledge (1994) og Re-Thinking Science. Knowledge and the Public in an Age of Uncertainty (2001). Her beskrives endringene som en overgang fra det de kaller kunnskapsproduksjonens Mode 1 til Mode 2. Forfatterne re- VANSKELIGE DIALOGEN degjør for sentrale samfunnsområder der grunnleggende endringer griper inn i vilkårene for kunnskapsproduksjon. De viser til en utbredt usikkerhet i samfunnet vedrørende vitenskapens sanne natur; til en dreining mot mer refleksivitet og selvforståelse i forskermiljøene; til markedskrefter og brukerevaluering som stadig mer tungtveiende evalueringskriterier for forskningens kvalitet og relevans, og til den revolusjonen i informasjons- og kommunikasjonsteknologier som radikalt har endret samfunnets forhold til tid og sted (Gibbons et al. 1994; Nowotny et al. 2001, 2003). Kunnskapsproduksjonens Mode 1 overensstemmer i stor grad med et tradisjonelt syn på vitenskapelig kunnskap. Det vil si at kunnskapsproduksjonen oppfattes som en praksis utført innenfor avgrensede vitenskapsdisipliner og opprettholdt av spesialister og intern selvjustis. Kvaliteten på kunnskapen bedømmes gjennom fagfellevurdering, etter disiplinenes egne krav til faglighet. Et slikt kunnskapssystem har ikke tilgang for ikke-spesialister. Kunnskapsproduksjonens Mode 2 er derimot basert på en oppfatning om at kunnskap i økende grad produseres blant tverrfaglige samarbeidspartnere, snarere enn innenfor avgrensede, akademiske disipliner. Bedømmelsen av kvaliteten på Mode 2-kunnskapen skjer ikke så mye gjennom fagfellevurdering, men heller gjennom samfunnets anvendelse av produktet. Det innebærer nye parametere for vurdering, for eksempel økonomi, miljøvennlighet, eller etiske og moralske verdier. På denne måten blir vitenskap kontekstualisert for et bredere publikum, som kan påvirke videre kunnskapsproduksjon gjennom sine tilbakemeldinger. Det åpnes opp for at ”society now speaks back to science” (Nowotny et al. 2001: 50). Produksjonsvilkårene for Mode 2kunnskap gir rom for det Gibbons og kollege- 83 GURO JØRGENSEN 84 ne kaller ”socially robust knowledge”, som har et annet epistemologisk utgangspunkt enn Mode 1-kunnskap. Endringen innebærer at kunnskap ikke blir vurdert som viktig og riktig i kraft av å være framstilt av spesialister, men fordi den har betydning og anvendelsesmulighet utenfor forskningsmiljøet – den er relasjonell, tåler offentlig debatt og er stadig under reforhandling (Gibbons 1999; Nowotny et al. 2001: 117, 167). De norske universitetsmuseene er forskningsinstitusjoner der anvendt vitenskap spiller en særlig stor rolle. På utstilling blir vitenskapelig kunnskap framstilt på mange måter og anvendt i ulike kontekster, og publikums interesse kan ses som en umiddelbar test på kunnskapens sosiale robusthet. I vestlige land får museene i økende grad pålegg om å bli mer tilgjengelige, inkluderende og demokratiske. Det stilles spørsmål ved eksisterende profesjonell praksis, ved tolkning av samlingenes betydninger og meningspotensial, de narrativene som fortelles og ved den måten institusjonene drives på. Kravene er ikke små. Det kraftigste dyttet går i retning av en reforhandling av museenes forhold til sitt publikum, og tema som kommunikasjon, dialog, kulturmangfold, identitet og læring har kommet i søkelyset (Hooper-Greenhill 2002: 209; NOU 1996/7; NOU 2006/8). Interaksjon som kommunikasjonsstrategi i museumsformidlingen har kommet i fokus det siste tiåret. Gjennom lekende aktiviteter kan publikum avsløre vitenskapelige prinsipper ved bruk av ulike sanser. Ofte er det teknologiske løsninger som gir vilkårene for interaksjonen, for eksempel apparater som reagerer på stimuli og synliggjør fysiske lover på vitensentre. Arkeologisk utgraving for barn, håndverkskurs, dissekering av fisk og telling av ender i vannkanten er imidlertid også akti- viteter som synliggjør, eller gir erfaring om, vitenskapelig teori og metode. På natur- og kulturhistoriske museer vil dette være mer relevante, interaktive publikumstilbud. Andrew Barry har pekt på flere sider ved interaksjon på vitensentre og museer, både politisk og teoretisk. Interaksjonen har i følge ham en politisk virkning ved at publikum ansvarliggjøres overfor sin egen deltagelse, som et ledd i en demokratisk prosess, og fordi den kan være en egnet brobygger mellom populærkultur og vanskelig tilgjengelig vitenskap (Barry 1998: 98, 102). Fokuset på interaksjon på museum har dermed overføringsverdi til en samfunnsutvikling som bærer preg av en overgang mellom Mode 1 og Mode 2 for produksjon og anvendelse av kunnskap. Publikum går i dialog med museumsutstillingen og dens vitenskapelige budskap. Men interaktivitet på universitetsmuseene bør ikke oppfattes som ensbetydende med å gi publikum mulighet til ”å snakke tilbake” til vitenskapsmiljøene. Dagens universitetsmuseer befinner seg i en overgangsfase, der spesialistenes enveisformidling av ”riktig” kunnskap i økende grad ønskes erstattet av åpenhet, aktiviteter og publikumsdeltagelse. Publikum ses ikke lenger som blanke ark som skal fylles med kunnskap og dannelse, men som aktive meningsskapere og potensielle opponenter. Museumspedagogene har skiftet fokus fra ”å huske” til ”å forstå” kunnskap (Frøyland 2003: 51). I utredningen ”Kunnskap for fellesskapet” fra 2006, sies for eksempel følgende: Formidlingen bør invitere til dialog med publikum, skape nysgjerrighet, gi rom for undring og invitere til debatt, og det kan være viktigere å stille gode spørsmål enn å presentere ferdige svar (NOU 2006/8: 15). Denne oppfordringen reflekterer et syn på DEN kunnskapsformidling som i stor grad overensstemmer med sentrale trekk i beskrivelsen av kunnskapsproduksjonens Mode 2 og museenes satsning på interaktiv publikumsdeltagelse. Mye ligger til rette for at museene kan være gode arenaer for å skape dialog om sosialt robust kunnskap og bidra til aktive og deltagende demokratiske samfunnsborgere, men det er ikke helt uproblematisk å få til en god dialog når forskere skal snakke med (og ikke til) allmennheten. Årsaken kan forklares med et skjevt maktforhold, eller ulik diskursiv utsagnskraft, mellom det Michel Foucault beskriver som vitenskapelige domener og vitenskaplige territorier2 (Foucault 1972; Svestad 1995: 69-70). Innenfor domenene finnes seriøse, vitenskapelige utsagn, slik arkeologien kan sies å ha monopol på seriøse utsagn om forhistorie. Territoriet omfatter også andre uttrykk om forhistorie, som for eksempel historiske romaner, filmene om Indiana Jones, dinosaurer og tapte sivilisasjoner. Forskjellen mellom domenet og territoriet ligger i de prinsippene som strukturerer og organiserer ordningen av kunnskapen: Only propositions that obey certain laws of construction belong to a domain of scientificity; affirmations that have the same meaning, that say the same thing, that are as true as they are, but which do not belong to the same systematicity, are excluded from this domain (…) Archaeological territories may extend to “literary” or “philosophical” texts, as well as scientific ones. Knowledge is to be found not only in demonstrations, it can also be found in fiction, reflection, narrative accounts, institutional regulations, and political decisions (Foucault 1972: 183-184). Foucaults beskrivelse av de moderne vitenskapenes vilkår, med et avgrenset skille mellom territoriet og domenet, er i tråd med et Mode VANSKELIGE DIALOGEN 1-perspektiv på kunnskapsproduksjon. Han fokuserer på hvordan maktstrukturer og posisjoner skiller vitenskapelig kunnskap fra annen kunnskap. Det gjør at muligheten for en feedbackprosess mellom lekmenn og spesialister, og sosialt robust kunnskap, er vanskelig å tenke seg. Nowotny påpeker vanskelighetene med å trekke opp en grense for hvor vitenskapeligheten begynner og hvor den ender, i forhold til samfunnet omkring. Hun velger i stedet å vektlegge den folkelige diskursen om vitenskapelig kunnskap som et hybridfelt, der blant annet tradisjonelle kunnskapsformidlere som skoler og museer kontekstualiseres. Utfordringene de akademiske disiplinene i økende grad møter når det gjelder krav om legitimering av sin virksomhet ”is the price to be paid for the successful distribution of scientific expert knowledge into the wider society”(Nowotny 1993: 318). På hybridfeltet kommer ulike målestokker for bedømming av kunnskap til syne, både vitenskapelige og ikke-vitenskapelige. Det er imidlertid viktig å understreke at Nowotny og kollegene ikke hevder at en overgang til Mode 2 har skjedd, men beskriver samfunnsprosesser som indikerer at endringen er i ferd med å skje. Og som jeg seinere vil vise, kom en demarkasjonslinje mellom vitenskap og ikke-vitenskap til overflaten under både Sommerlarm og Vitenwiki. WEB 2.0-SAMFUNNET OG DEN VITENSKAPELIGE KUNNSKAPEN Kravet om dialog mellom vitenskapsspesialistene og samfunnet kommer til uttrykk i ulike arbeidsoppgaver og satsningsområder ved universitetsmuseene. Interaktive museumstilbud er blant dem. Det investeres også store summer hvert år for å få museenes samlinger digi- 85 GURO JØRGENSEN 86 talisert. Objektene fotograferes og registreres i nasjonale databasesystemer, slik at de ideelt sett blir lettere tilgjengelige for både forskere og folk flest.3 Man kan for eksempel søke etter arkeologiske funn i hjemkommunen sin, eller på hjemgården hvis man ønsker det, og man kan laste ned et foto på egen PC i stedet for å kontakte museets magasinpersonale og arrangere et besøk for å se tingene. En annen dreining mot digitale løsninger kommer med bruken av sosiale medier. Universitetsmuseenes hjemmesider oppdateres stadig, og det twitres og blogges om aktiviteter og forskning. Institusjonens markedsverdi blir dessuten konstant overvåket av ivrige kommunikasjonsrådgivere som genererer statistikker over siste måneds web-aktiviteter og forskernes suksess med å skape overskrifter for nyhetssaker. Universitetenes forskere blir dessuten oppfordret til å være synlige i samfunnsdebatten, både i aviser, på TV og på Internett. NTNU Vitenskapsmuseets to pilotprosjekter, Sommerlarmbloggen og Vitenwiki, må ses som respons på denne samfunnsutviklingen, der web 2.0-teknologi tas i bruk til nye former for kommunikasjon og interaktivitet med publikum. Under Vitenwiki fikk museet også testet brukervennligheten til de norske universitetsmuseenes offentlige samlingsdatabaser. Web 2.0-teknologi er en beskrivelse av andregenerasjons Internett, som i større grad enn tidligere åpner for brukerdeltagelse og interaktivitet. Forenklet kan man beskrive førstegenerasjons Internett som et ”lesemodus”, mens andregenerasjons Internett er et ”leseog skrivemodus”. Men dette er ikke helt korrekt, siden også tidlige utgaver av Internett hadde brukerutviklede og interaktive applikasjoner. ARPANET fikk e-post allerede tidlig på 1970-tallet, og USENET utviklet en applikasjon for diskusjonsgrupper som ble populær utover på 1980-tallet. Omtrent samtidig utviklet også undergrunnsnettverket BITNET en mer uformell chat-applikasjon, og litteraturstudenter i Essex utviklet nettbaserte rollespill under betegnelsen MUDs4 (Spilker 2004: 16-19). Hovedsaken er at Web 2.0 byr på et vell av brukerstyrte og kreative muligheter med lavt brukergrensesnitt. Folk flest inviteres til å skape objekter selv, og stadig utvikling av nye applikasjoner fremmer brukernes muligheter til å delta kreativt i lansering av nye nettsteder. Teknologien tillater også brukerne å gjenbruke allerede eksisterende databaser og nettsider til å lage mashups, der informasjonen presenteres i nye kombinasjoner. Den friheten som delingsmulighetene gir har ført til en ”ny økonomi”, og ulike bransjer, som medieindustrien og musikkindustrien, har valgt ulike strategier i sitt møte med denne (Spilker 2004, 2007). Tradisjonelt har universitetene og deres museer et klart eierforhold til kunnskapene de produserer og samlingene de forvalter. Men eiendomsretten til kunnskap forvitrer når den blir digitalt tilgjengelig. Foto av objekter kan redigeres til det ugjenkjennelige, eller utgis for å være noe annet på et annet kunnskapsfelt. Objektene skifter kontekst og et mangfoldig meningspotensial settes i spill. Og vitenskapenes krav om etterrettelighet, referanser og kreditering settes samtidig på prøve (Bayne et al. 2009). Via internettbaserte medier søker publikum informasjon uten at eksperten er til stede. Hvem som deltar i kommunikasjonen blir mindre forutsigbart, og forholdet mellom avsender og mottaker mer diffust (Hetland and Borgen 2005: 12). For universitetsmuseene som skal satse digitalt, betyr dette at forholdet mellom spesialister og publikum endres, og at vitenskapens tradisjonelle autoritet må legitimeres på andre måter enn tidligere. Under pilotprosjektet Vitenwiki DEN gjorde NTNU Vitenskapsmuseet erfaringer med hvordan delingskulturen nettopp er med på å justere vilkårene for kontroll over vitenskapelig innhold. Elevene viste nemlig overraskende lite refleksjon i sin omgang med kunnskap på Internett. Sosiale media er en viktig bestanddel av Web 2.0-samfunnet, og kan defineres som en gruppe av Internettbaserte applikasjoner tilpasset for å dele brukergenerert innhold (Kaplan and Haenlein 2010). Facebook, Youtube, Twitter, Myspace, blogger og wikier er typiske applikasjoner for denne sjangeren. I motsetning til tradisjonelle medier som TV, radio og aviser, er det ofte ingen redaktørfunksjon for de sosiale mediene – brukeren er sin egen redaktør. Offentlige institusjoner som tar i bruk sosiale medier i sin profilering må imidlertid ha rutiner for godkjenning av blogginnlegg, bilder og kommentarer for å hindre virus og spredning av innhold som er i strid med norsk lov, eller institusjonens profil. Innlegg og kommentarer til NTNU Vitenskapsmuseets blogger og Vitenwiki blir for eksempel godkjent av en ansvarlig redaktør før de legges ut på nett. Dette synliggjør en kontrovers mellom museets ønske – og politiske pålegg – om dialog på den ene siden, og institusjonens vitenskapelige ansvar for å opptre korrekt og troverdig på den andre siden. De to interaktive pilotprosjektene som NTNU Vitenskapsmuseet gjennomførte i 2010 tok web 2.0-teknologi, i form av blogg og wiki, i bruk for å gi publikum en mulighet til å spille ut sine vitenskapelige erfaringer til det digitale samfunnet, og åpne for dialog. En blogg er en jevnlig oppdatert webside for uformell kommunikasjon mellom forfatteren og et publikum. Det er mange måter å blogge på, og kommunikasjonen kan rangeres fra veldig personlig til temmelig institusjonell. Viten- VANSKELIGE DIALOGEN skapsblogger er blogger som har fokus på vitenskap, skrevet enten av forskere/spesialister eller vitenskapsjournalister (Kouper 2010: 2). Jeg vil utvide denne definisjonen til også å gjelde blogger som ”eies” av vitenskapelige institusjoner. De som skriver er ikke nødvendigvis spesialister, men de skriver om erfaringer med vitenskap på en eller annen måte, slik som i Sommerlarmbloggen. Det er foreløpig gjort lite forskning på dette området, men Inna Kouper har nylig analysert et utvalg av amerikanske vitenskapsblogger og konkluderte med at de er for heterogene til å kunne forstås som en egen sjanger for vitenskapskommunikasjon. For å kunne bli et reelt verktøy for ikke-spesialisters deltagelse, må de stabilisere seg som sjanger (Kouper 2010: 8). Før man starter en blogg bør det altså tydeliggjøres hva slags målgruppe man sikter seg inn mot og hva slags type dialog man ønsker. En wiki er kort fortalt en leksikalsk ressursside som samler informasjon fra ulike kilder og inneholder linker og referanser til disse. Ordet ”wiki” betyr kjapp. Informasjonen i en wiki er hypertekster som inneholder raske linker til andre digitale filer. Wikipedia er kanskje den best kjente wikien, men dette er langt fra det eneste nettstedet som anvender wikiteknologi. Mens bloggens hovedfokus er dialog, med innlegg og kommentarer, er wikiens hovedfokus informasjon og åpen deling av informasjon. Men det er stort rom for variasjon innenfor begge sjangrene. Plattformen NTNU Vitenskapsmuseet brukte i begge sine pilotprosjekter var verktøyet Wordpress.com, som NTNU har valgt å satse på. Verktøyet gir mange ulike designvalg, og med litt hjelp fra IT-tjenesten var det enkelt å lage tilpasninger i funksjonaliteten som ikke fantes som forhåndsinnstillinger. 87 GURO JØRGENSEN 88 OPPTAKT TIL EN PUBLIKUMSDIALOG NTNU VITENSKAPSMUSEET: TO PILOTPROSJEKTER PÅ Eksempel 1: Sommerlarmbloggen Pilotprosjektet Sommerlarm 2010 5 var en sommerskole for forskerspirer i alderen 10-14 år, som gikk av stabelen i løpet av de to første ukene av sommerferien. Prosjektet tok utgangspunkt i multippel læringsteori og stor grad av interaksjon. Barna skulle ”gjøre” forskning. I tillegg skulle de blogge om sine forskeropplevelser på slutten av hver dag, i en slags vitenskapsblogg.6 Sommerlarm kom i gang som et resultat av utlyste prosjektmidler fra Norsk Forskningsråd og Pro Real, et profileringsprogram for realfag blant barn og unge. Vår prosjektsøknad la derfor vekt på et samarbeid med realfags- og teknologimiljøer ved NTNU. Både Medisinsk fakultet ved Instituttgruppen for anatomi, patologi og rettsmedisin og Senter for fornybar energi var villige til å bidra. Dessverre fikk vi ikke støtte, men prosjektet ble likevel gjennomført. Målet med Sommerlarm var å gi barna en positiv erfaring med å være på museum og gjøre aktiviteter, ved siden av å være et tilbud for familier som ikke startet sommerferien samtidig med barna sine. Museet startet med å annonsere tilbudet via NTNUs eget Intranett, og sommerskolen ble fulltegnet i løpet av to dager. To grupper med 20 barn deltok i hver sin ferieuke, og deltagerne var hovedsakelig barn eller barnebarn av ansatte ved NTNU. Fra et Bourdieu-perspektiv kan man anta at de hadde ganske lik bakgrunn og habitus – oppdratt innenfor en forståelse av at kunnskap og utdannelse er viktig. I følge en ny dansk brukerundersøkelse for museer var deltakerne dessuten barn av det segmentet av befolkningen som bruker museer oftest (Kulturarvssty- relsen 2009). Tilholdsstedet på museet var det såkalte Newtonrommet, som har fem computer-stasjoner i tillegg til et lite auditorium og et laboratorium. Deltakerne ble inndelt i fem grupper og fikk blant annet et digitalt kamera og en notatbok for å dokumentere ”forskningen” sin. Sommerskolen var inndelt i fem ulike aktivitetsdager. Første dag var temaet biologi ved elven, og deltakerne telte fuglearter og tok vannprøver som de etterpå analyserte i mikroskop på laben. Dagen etter var temaet anatomi, med besøk på anatomisk samling ved St. Olavs Hospital. De fikk høre om patologi og rettsmedisin og se preparerte kroppsdeler fra mennesker. Etterpå dro de tilbake til museet og dissekerte fisk, for å sammenligne organer. Tredje dag var temaet arkeologi. Da hadde de utgraving i jord fra middelaldergrunnen i Trondheim sentrum.7 Funnene ble tatt med til museet for rengjøring og systematisering. Fjerde dag bygde de solcellebiler som ble prøvd ut i et bilrace på museets gårdsplass, og femte dag var det ”energikamp” på gressplenen foran museet, med utstyr vi fikk låne fra Trondheim kommune. Barna var teknisk kompetente og hadde ingen større problemer med å bruke digitale kamera eller Mac til å dokumentere aktivitetene. De lærte også raskt å lage innlegg og laste opp bilder til bloggen. Fra museets side forventet vi at bloggen kunne bli både en positiv reklameeffekt for institusjonen og en arena for barnas familie og venner til å kommentere og starte en dialog på Internett. Elleve mødre og fedre blogget tilbake til oss med kommentarer som: ”Jøss, det var litt av en fangst! Ser ut som om dere har artige og interessante dager! Gleder meg til å lese fortsettelsen av bloggen deres”.8 Statistikk fra Google Analysis viser at bloggen fram til april 2011 har hatt totalt DEN 1068 besøk, foretatt fra 519 ulike datamaskiner, med en klar besøkstopp de to ukene prosjektet pågikk. I gjennomsnitt har besøkerne sett på fire saker i bloggen og brukt 4:45 minutter, og det er lagt igjen totalt 20 kommentarer fra elleve enkeltpersoner, alle av foreldre innenfor de to ukene sommerskolen varte. Eksempel 2: Vitenwiki Høsten 2010 lanserte NTNU Vitenskapsmuseet sitt andre pilotprosjekt med bruk av web 2.0-teknologi i kommunikasjonen med publikum. Denne gangen var det tre skoleklasser ved første trinn på Thora Storm videregående skole, i museets nabolag, som ble invitert for å teste ut produksjonen av Vitenwiki,9 et ressursnettsted for gjenstander i museets utstillinger. Museet henvendte seg direkte til lærerne, og ønsket først og fremst å teste ut wikiproduksjon i praksis. Pilotprosjektet kan derfor karakteriseres som et verksted, og oppfølging i form av eventuelt for- og etterarbeid ble overlatt til den enkelte lærer. Prosjektet ble initialisert av en utlysning fra Nettskap 2.0, i regi av Fornyings-, administrasjons- og kirkedepartementet. Nettskap 2.0 støtter prosjekter som fokuserer på hvordan offentlige data og informasjonskilder kan benyttes innenfor ulike service- og informasjonssammenhenger. Denne gangen fikk vi støtte som ga oss et romslig budsjett og mulighet til å kjøpe nytt teknisk utstyr. Også wikiproduksjonen foregikk hovedsakelig i museets Newtonrom, men elevene kunne fritt ta med laptop og kamera rundt i utstillingene. Som pilotprosjekt ble Vitenwiki arrangert som et verksted for 16-17-åringer, men i en framtidig utvikling av prosjektet vil det også være rom for å invitere andre grupper til wikiverkstedet. Elever fra videregående skole er en aldersgruppe som er lite å se blant museets pu- VANSKELIGE DIALOGEN blikum – utenom obligatoriske skolebesøk. Under evalueringen ble det ikke spurt etter familiebakgrunn, og sett i forhold til den nevnte danske brukerundersøkelsen har man ikke holdepunkter for å si noe om hvilke segment av befolkningen de hører til. Prosjektet ble gjennomført i tre omganger med skoleklasser på rundt 30 elever hver gang. Elevene ble delt inn i fem grupper som fikk utdelt et utstyrssett hver. De skulle skape en kort ”leksikonartikkel” om en natur- eller kulturhistorisk gjenstand i en av museets utstillinger. Som kilder skulle de bruke informasjon de fant på Internett – helst offentlige ressurssider. Museet hadde på forhånd laget en liste over anbefalte nettsteder, som blant annet inneholdt sider som Universitetsmuseenes nasjonale arkeologidatabase og Artsdatabankens sider for biologisk mangfold, i tillegg til forskningsjournalistiske nettsteder som Forskning.no og nrk.no/skole. For å krydre artiklene var det også rom for å legge til humoristiske referanser, som en film fra Youtube eller lignende. Det viktigste aspektet ved NTNU Vitenskapsmuseets Vitenwiki var ikke at elevene skulle lære seg fakta om de ulike objektene i museets utstillinger. I stedet ønsket museet å fokusere på kildekritikk og øke oppmerksomheten rundt sikre og usikre kilder til informasjon om vitenskap på Internett, samt viktigheten av å referere til opphavskildene. Fokus på kildekritikk er et generelt krav i læreplanen for videregående skole. Det åpner for at skoleklasser kan delta som ledd i undervisningen for de fleste skolefag. Deltakerne skulle altså kvalitetssikre den informasjonen de fant ved å vurdere avsenderens troverdighet; en offentlig institusjon, en fagperson eller en allment interessert person? Hvis museet lykkes i å rekruttere nye skoleklasser til å delta i en fortsettelse av prosjektet, som nå inngår blant institusjonens 89 GURO JØRGENSEN 90 øvrige skoletilbud, kan wikien kanskje bli en ressursside til bruk for museets publikum generelt – både hjemmefra og ved besøk. Per i dag mangler museet nemlig lett tilgjengelig digital informasjon om mange av sine gjenstander. Forhåpentligvis vil Vitenwiki også kunne gi PR til noen av de offentlige databasene og informasjonskanalene som finnes på Internett. Wikien er åpen for å legge inn kommentarer og endringer, og har potensial for å fungere som et dialogverktøy mellom museet og allmennheten. Statistikk fra Google Analysis viser at Vitenwiki per april 2011 har hatt 1238 besøk fra til sammen 1083 datamaskiner. Hver besøkende har sett på i underkant av to saker på wikien og brukt 1:45 minutter. Ved en feiltagelse startet ikke målingene før etter at pilotprosjektet var ferdig, og besøkskurven har ingen klare topper i løpet av tiden som er gått etterpå. Ingen andre enn museets ansatte har kommentert innleggene i wikien, og da i form av opplysninger om endringer de har gjort i den opprinnelige teksten. Et statsdrevet universitetsmuseum har ansvar for å fremstå med troverdighet. Derfor er det selvfølgelig viktig for NTNU Vitenskapsmuseet at informasjonen i Vitenwiki ikke er feilaktig, og alle endringer må godkjennes av nettstedets administratorer. I tillegg er det lagt inn en forfatterpresentasjon, slik at man kan se bakgrunnen til de som har skrevet artiklene. Ideelt sett kan wikien bidra til at museet kommer nærmere et mål om å gjøre samlingene sine mer tilgjengelige for folk flest, noe som i en større sammenheng kan tjene til økt kunnskapsnivå og bidra til demokratisering. Men for universitetsmuseene oppstår potensielle dilemmaer i prosessen med å slippe publikum til som aktører i vitenskapsformidlingens tjeneste. DEN VANSKELIGE DIALOGEN Prosjektene Sommerlarm og Vitenwiki var direkte resultater av NTNU Vitenskapsmuseets ønske om å komme menneskene i dagens kommunikasjonssamfunn – og den andre mediealderen – i møte. De er samtidig muliggjort fordi vilkårene for vitenskapsproduksjon er i endring, og takhøyden for å slippe andre stemmer til er blitt høyere. De nye utfordringene i museenes kommunikasjonsstrategier åpner for en diskusjon av demarkasjonslinjen mellom vitenskap og samfunn generelt. Erfaringene fra de to pilotprosjektene gir rom for å reflektere over hvorvidt museet lyktes med å skape en dialog rundt forskning og vitenskap med deltagerne på prosjektene, og med å tilrettelegge for en demokratiserende praksis gjennom høy grad av interaktivitet og bruk av digitale kommunikasjonsplattformer. Sommerlarm var et aktivitetstilbud der barna først og fremst skulle lære mer om forskning og vitenskap gjennom å prøve forskningsmetoder og aktiviteter selv. Interaksjonen var ikke betinget av teknisk utstyr. I tråd med Barrys argumentasjon var interaktiviteten tenkt som en bro mellom vanskelig forskningsteori og barnas egne erfaringer, og målet var å utløse et læringspotensial. Sommerlarmbloggen fungerte som en ”feltdagbok” for hver dag, men var ikke et viktig digitalt produkt for prosjektet. Snarere var det et biprodukt som kunne gjøre museet synlig på Internett. Bloggen åpnet også for dialog med folk som ikke var med på prosjektet, og museet håpet på god respons blant deltagernes familie og venner. Statistikken fra Google Analysis viser at bloggen ble besøkt, og at elleve foreldre la igjen kommentar, noen av dem flere ganger. Det er ikke nødvendig å karakterisere denne bloggen som verken vellykket eller mislykket. I følge DEN tallene for antall besøk og kommentarer fungerte den nok ikke veldig godt som invitasjon til en dialog om forskningsaktivitetene og barnas erfaringer, men bedre som en informasjonskanal. Kanskje gjorde museet den samme feilen som mange andre vitenskapsbloggere, nemlig at spillereglene for deltagelse ikke ble tydelig presentert (Kouper 2010). I tillegg er det selvsagt fullt mulig å besøke en blogg uten å legge igjen en kommentar. Museet har så langt liten erfaring med bruk av sosiale medier, og det var derfor vanskelig å ha eksakte forventninger i forkant. Det er heller ikke uproblematisk å ta stilling til gode vurderingskriterier i etterkant. På sikt vil statistisk empiri fra enda flere museumsblogger kunne gi et godt kvantitativt sammenligningsgrunnlag, men det sier likevel lite om hva slags kvalitativt utbytte enkeltpersoner får ved et besøk på nettsiden. Den mest synlige dialogen under Sommerlarm var samtalen mellom museets ansatte og barna som deltok på prosjektet, og den som oppsto mellom deltakerne under aktivitetene. Alle aktivitetene ble styrt i form av en introduksjon til emnet før barna fikk prøve selv, og de fikk oppfølging underveis. Aktivitetene alene avslørte ikke nødvendigvis den vitenskapelige kunnskapen som lå bak, og mange så ingen sammenheng mellom de ulike aktivitetene med mindre det ble påpekt for dem. Som Barry også innvender, er det ikke uvanlig at interaktive stasjoner på vitenssenter fungerer best for de som har relevant forkunnskap fra før, og at læringsutbyttet ikke nødvendigvis blir det avsenderen hadde tiltenkt hvis slike forhåndskunnskaper mangler (Barry 1998: 105). Under byggingen av solcellebiler var det for eksempel få som skjønte sammenhengen mellom motoren, de elektriske ledningene og selve solcellepanelet. Da bilene ble tatt med ut i VANSKELIGE DIALOGEN sola myldret det imidlertid av kreative ideer om hvordan de kunne endres slik at de kjørte fortere. Den teoretiske koblingen var altså vanskelig tilgjengelig for barna, mens de fleste hadde masse praktisk erfaring som kom til nytte i neste trinn. Det er fristende å trekke en parallell til kunnskapsproduksjonens Mode 2, der produkter får sin dom av brukerne, og der brukerne i fellesskap foreslår andre løsninger hvis produktet ikke fungerer optimalt. Men i vårt tilfelle var ikke brukerne med på å endre de vitenskapelige kriteriene – de var slett ikke med på å produsere ny vitenskapelig kunnskap, eller et revolusjonerende nytt teknisk produkt. Det demokratiserende læringsutbyttet ved Sommerlarm kan sies å være flertydig, i tråd med en oppfatning av universitetsmuseene som et hybrid kunnskapsfelt. For det første ønsket museet at barna skulle lære noe om forskning i ulike fag, og i så måte var sommerskolen et tradisjonelt dannelsesprosjekt. Men det var også et interaktivt, deltagende og ansvarliggjørende prosjekt, der barna selv utførte aktiviteter og ble stilt overfor valgsituasjoner. Sommerlarm bygde en bro mellom vitenskap og samfunn med museet som arena, men ledet ikke til likeverdig samhandling mellom representanter fra samfunnet utenfor akademia og spesialister innenfor. Spesialistene i dette prosjektet hadde i stor grad en tradisjonell rolle som kunnskapsformidlere, noe som var helt nødvendig, siden barna var for unge til å ha innsikt i de prosessene de deltok i. Prosjektet synliggjorde dermed, gjennom praksis, en grense mellom et vitenskapelig domene og vitenskapens territorium. Barna opplevde nok at de fikk tilgang til domenet, de fikk jo være med på biologisk feltarbeid, på utgraving med ekte funn og til patologenes disseksjonssal på sykehuset med en død manns skrumplever 91 GURO JØRGENSEN 92 som bevis. Men det hele kan også beskrives som en velarrangert lek, der de gestaltet populærkulturens illusjon av forskeren på jakt etter spennende vitenskapelige oppdagelser. Fra museets side ble det invitert til interaksjon og dialog mellom vitenskapen og deltakerne, men uten at det ble åpnet opp for håndtering av deltakernes feedback som seriøse utsagn om vitenskap, eller forhandling av vitenskapens sosiale robusthet. Jeg gjorde dessuten en erfaring med at det ikke nødvendigvis er enkelt å overføre referanser fra arkeologidisiplinens territorium til domenet, eller omvendt, da jeg forsøkte å bruke Indiana Jones i introduksjonstimen til arkeologidagen. For arkeologer er Indiana Jones populærkulturens fremste symbol på yrket, mens barna ikke så ut til å skjønne denne referansen når den ble hentet inn og brukt av en arkeolog inne i den forhistoriske utstillingen på museet. Til tross for at denne bok- og filmfiguren de siste årene er relansert som både PC-spill og legofigurer, fungerte den altså ikke som en referanse til den vitenskapelige arkeologidisiplinen for deltakerne på sommerskolen. Framtidig forskning på folk flest sine oppfatninger av universitetsmuseenes og vitenskapenes samfunnsrolle kan forhåpentligvis utruste museologene med bedre forståelse for referanser som kan være gode bindeledd mellom spesialistenes og ikke-spesialistenes ”verdensbilder”. Som jeg har forsøkt å vise her, ga sommerens forskerskole på NTNU Vitenskapsmuseet erfaringer med overføring av museumspolitikkens gode hensikter til praksis blant et ungt publikum. Gjennom et interaktivt læringsopplegg fikk vi testet mulighetene for dialog mellom museet og samfunnet – både i hverdagslig og overført betydning. Dialogen var på ingen måte likeverdig, og den skapte ikke ny kunnskap innenfor de forskningsdisiplinene som ble formidlet gjennom interaktivitet. Men den skapte økt kunnskap hos de unge deltakerne, som på sikt kan gjøre dem bedre rustet til å møte kunnskapssamfunnets krav til både allmenndannelse og demokratisk deltagelse. Vi testet også bruken av blogg som sosialt medium med potensial til å løfte dialogen fra museet og ut på den digitale allmenningen. Invitasjonen til dialog var imidlertid utydelig, og samtalen uteble. Det digitale virkemiddelet var ikke i seg selv nok til å skape en dialog mellom universitetsmuseet og allmennheten. Mens Sommerlarmbloggen var en sjanger for personlige beskrivelser av interaksjon med kunnskap og vitenskap, var Vitenwiki en mer autoritær leksikonsjanger og et digitalt produkt i seg selv – hovedsakelig skapt i en prosess av interaksjon mellom deltagerne og vitenskapelig informasjon på Internett. Deltagerne foretok valg og formet tekstene sine ut fra de kildene de ønsket å bruke. På en helt annen måte enn Sommerlarm, som først og fremst ble et oppdragende dannelsesprosjekt, satte Vitenwiki grensene mellom vitenskapens domene og territorium i spill. Museet fikk dessuten testet ut hvordan det siste tiårets store satsning på digitalisering og tilgjengeliggjøring av universitetenes store objektsamlinger fungerte i praksis for en gruppe av vanlige samfunnsborgere utenfor akademia. Vitenwikis interaktivitet var betinget av teknisk utstyr, digital teknologi og tilgang til Internett. Elevene møtte utfordringer i form av kildevalg og utforming av brukbare søkebegreper, og de måtte bygge opp en logisk, sammenhengende tekst med referanser til opphavskildene. Elevene var dermed selv hovedansvarlige for å bygge bro mellom egne erfaringer og forhåndskunnskap, og nye vitenskapelige innsikter. Wikien var som nevnt et digitalt sluttprodukt, men med muligheter for vi- DEN dere interaksjon, dialog og endring. Elevene var innforstått med at det de skrev kunne bli endret, hvis det ikke tilfredsstilte institusjonens kvalitetskrav. Kravene til tekstenes faglige tyngde var imidlertid ganske lave, og innholdet kan uten tvil karakteriseres som temmelig generelt og populært. Likevel fyller Vitenwiki et hull i museets formidlingstjeneste, som et oppslagsverk for gjenstander i museets samlinger. I tillegg er det et digitalt ressurssted som er tilgjengelig også fra ”de tusen hjem”. Wikiproduksjonen var på samme måte som Sommerlarm et interaktivt kommunikasjonsprosjekt som krevde aktiv og ansvarlig deltagelse, og kan ses som et bidrag til utvikling av det demokratiske samfunnet. I tillegg er selve produktet demokratisk, i og med at innholdet i Vitenwiki i prinsippet er tilgjengelig for alle deltagerne på den digitale allmenningen. Museets krav til vitenskapelig etterrettelighet i innholdet påvirket imidlertid elevenes mulighet til helt selvstendige og frie valg, og på den måten la domenet – i kraft av å være både en forsknings- og en formidlingsinstitusjon – sterke føringer på resultatet. Under wikiproduksjonen hadde hver gruppe en fagspesialist tilgjengelig. Formidlerne i museets skoletjeneste er henholdsvis biolog og arkeolog, og i tillegg stilte noen av museets stipendiater innenfor arkeologi og biologi seg til disposisjon for prosjektet. På den måten oppsto en konkret dialog mellom fagspesialister og elever om det produktet som skulle lages, i tillegg til at deltakerne inngikk i en dialogisk prosess med tilgjengelige kunnskapskilder på Internett. Det skulle vise seg at det var lettere for elevene å gå inn i en dialog om museets biologiske objekter enn de arkeologiske. Gruppene fra den første skoleklassen hadde fritt valg fra en lang og blandet liste med objekter der det på forhånd var sjekket ut at det VANSKELIGE DIALOGEN faktisk fantes nettkilder. Alle valgte et utstoppet dyr. For å få testet museenes arkeologiske gjenstandsdatabase måtte neste skoleklasse velge blant kun arkeologiske/kulturhistoriske gjenstander, mens den siste skoleklassen igjen fikk velge fritt – og fire av fem grupper valgte nok en gang et biologisk objekt. Jeg tror dette forteller noe om de ulike vitenskapsdisiplinenes posisjon i samfunnet. Naturen er en mer konkret erfaring for de fleste, og naturfag er et obligatorisk fag helt fram til andre trinn på videregående skole. I tillegg er naturfilmer på TV en velkjent sjanger, og mangfoldet av pålitelige og offentlige kilder på Internett for naturfagene er stor. Arkeologisk kunnskap om forhistoriske perioder blir hovedsakelig presentert i pensum på barneskolen, og er mindre synlig i mediebildet. Det er dermed ikke overraskende at det føltes tryggere for elevene å skrive om villsvinet enn om en lærsko fra eldre jernalder. Også noen av de biologiske databasene, for eksempel muligheten for kartfesting av botanisk samlingsmateriale, var vanskelig for 16-17-åringene å få meningsfull kunnskap ut av. Men inngangen til forståelse av de arkeologiske objektene var generelt sett langt mer kronglete. Museenes arkeologiske gjenstandsdatabase inneholder et gjenstandsfoto med målestokk, samt begrensede tekstopplysninger om hvert objekt. Teksten er basert på museenes kataloger, som kun gir museumsnummer, gjenstandstype, strategiske mål og funnsted, men ikke informasjon om den kulturelle konteksten gjenstanden har inngått i – som for spesialistene er innlysende. Beskrivelsesteksten kan for eksempel se slik ut: T19391. Tveegget sverd av jern, av vikingtidstypen M, svært godt bevart, med tydelig glødeskall. Klingen er på noen steder svakt bøyd, og viser hakk i eggen. 93 GURO JØRGENSEN 94 Samlet l. 90,0 cm, derav 78 cm på klingen, som har br. ved hjaltet 5,5 cm. Underhjaltets l. 12,2 cm, br. 1,3 cm, st. tykkelse 2,3 cm. Overhjaltets l. 8,1 cm, br. 1,3 cm, st. tykkelse 2,1 cm. F. 1973 på Skottvollen beite av Skottgården, gnr. 92-93, Brekken s., Røros p. og k., Sør-Trøndelag, (matr.nr. 1640000920000) (matr.nr. 1640000930000) på elvemælen (inntil 5 m fra kanten) ca. 200-300 m ned og s.v. for Torsvollbrua, ved en sving i elva. Gave fra finneren, grunneier Norvald Jamtvold. Innlevert 1974 v. O. Farbregd.10 Elevene måtte dermed bruke Internett for å finne utdypende informasjon om den forhistoriske perioden og viktige trekk ved det samfunnet som brukte gjenstanden, og de trengte mye hjelp til å forstå hvordan de kunne sette gjenstanden inn i en større sammenheng. For elevene virket arkeologi synonymt med å finne ting, ikke å utlede kunnskaper fra tingen om fortidens mennesker og deres meningsunivers. For å vende tilbake til Foucaults begreper, synliggjorde arbeidet med wikien en større kløft mellom domenet og territoriet for arkeologidisiplinens del, enn for biologidisiplinen. I møtet med universitetsmuseenes arkeologiske gjenstandsdatabase ble det svært tydelig at det store arbeidet med å tilgjengeliggjøre samlingene på Internett i seg selv ikke er nok til å spre kunnskap til samfunnet – det kreves visse forkunnskaper som er knyttet til fagdisiplinenes organisering av vitenskapelig kunnskap, for å dra nytte av denne offentlige databasen. ”Kommunikasjonens supermotorvei” gjør informasjon lett tilgjengelig. Det å kunne skille mellom hva som er pålitelige og mindre pålitelige kilder blir derfor en vesentlig egenskap for aktørene på den digitale allmenningen. Elevene viste overraskende lite refleksjon omkring dette, uansett objektkategori. Verkstedet startet med en introduksjon om kildekritikk og viktigheten av å oppgi kildene sine innen- for vitenskapene, under mottoet: ”Deling, ikke stjeling på nett”. I tillegg fikk elevene utdelt en liste over pålitelige nettsteder som stort sett var tilrettelagt for allmennheten av fagspesialister eller offentlige instanser. Straks elevene satte i gang på egenhånd, utviste de imidlertid stor kreativitet og mindre kritisk sans i valg av kilder, og mange var så ivrige at de glemte å kopiere linker til opphavskildene etter hvert som de konstruerte tekstene sine. Det ble nødvendig å følge opp gruppene nøye underveis, for å sikre at de ikke pådro seg en masse ekstraarbeid til slutt. Universitetsmuseets mål om å formidle forskning og vitenskap krevde en disiplinering av Vitenwiki-deltakerne til å tenke som vitenskapsfolk i sin omgang med kilder. Dette viser tydelig at interaksjon med vitenskapelig kunnskap på Internett ikke nødvendigvis øker det vitenskapelige kunnskapsnivået for deltakerne på den digitale allmenningen. Samtidig tydeliggjør det den utfordringen universitetsmuseene står overfor, som en hybrid institusjon som er nødt til å forholde seg både til akademiske og ikke-akademiske praksiser, og til ulike målestokker for hva som kan karakteriseres som pålitelig kunnskap. HYBRIDFELTETS MUSEALE UTFORDRINGER Digitalisering, dialog og demokrati er komplekse målsetninger å leve opp til for universitetsmuseene, og det finnes mangfoldige måter å møte disse på gjennom formidlingspraksisen. NTNU Vitenskapsmuseets Sommerlarmblogg og Vitenwiki er kun to eksempler. I hvilken grad det å bidra til Vitenwiki, eller å blogge med museet er demokratiske og dialogiske øvelser sett i forhold til et idealbegrep, er ikke avklart her. Snarere har jeg reflektert rundt hva slags aktiviteter museet har omsatt disse DEN begrepene til i praksis. En bedømmelse av hvorvidt museenes ulike valg av aktiviteter og kommunikasjonsstrategier er vellykket eller ei, avhenger av hvilket utgangspunkt man tar, og hvilke analysekriterier man bruker. Og kanskje vil det være nyttig med en nærmere granskning også av meningsinnholdet i de store ordene ”digitalisering”, ”dialog” og ”demokrati” for ulike aktører innenfor museumssektoren. Innledningsvis stilte jeg spørsmål ved hvorvidt digitaliseringen av millioner av museumsobjekter i seg selv bidrar til en økning av kunnskapene til folk flest. Som jeg har vist ovenfor, peker særlig våre erfaringer fra Vitenwiki mot at dette ikke er tilstrekkelig, fordi databasene til dels var vanskelige å bruke uten allmenne forkunnskaper om biologi, arkeologi og kulturhistorie. Om NTNU Vitenskapsmuseet i framtida inviterer andre grupper til å delta i arbeidet med Vitenwiki, for eksempel interesserte og motiverte voksne, vil dette bildet kanskje bli mer fasettert. Det ser heller ikke ut til at universitetsmuseenes deltagelse i sosiale medier nødvendigvis fører til en digital dialog med publikum og ikke-spesialister. Foreløpig er det kun museets egne spesialister som har gjort endringer i Vitenwiki, og det er ikke lagt til kommentarer fra publikum. Sommerlarmbloggen førte heller ikke til veldig mye dialog. Jeg tror imidlertid ikke at det er utenkelig at museene lykkes bedre med sin inntreden i sosiale medier i fremtiden. For tiden er det mange spennende digitale formidlingsprosjekter på gang, med stort potensial for utveksling av erfaringer og museologisk teoriutvikling (Løssing et al. 2010). Universitetsmuseenes tradisjonelt autoritære rolle som forvalter og formidler av sannheter om kultur og natur utfordres når ledetråden er dialog, og web 2.0-samfunnet maner til VANSKELIGE DIALOGEN refleksjon omkring en ny ordning av kunnskap. Forskningsformidlingens dilemma oppstår i møtet mellom gamle og nye tradisjoner, og Nowotnys beskrivelse av hybride kunnskapsfelter er betegnende for universitetsmuseenes utfordringer. Det vil bli spennende å se i hvilken grad sosiale medier og fildelingskulturen, i samspill med andre samfunnsendringer, bidrar til å endre tidligere strukturer og praksiser knyttet til vitenskapsproduksjon og vitenskapskommunikasjon. Enn så lenge eksisterer det fremdeles skiller mellom disipliner, og tradisjonelle Mode 1-praksiser er helt vanlig i mange forskeres hverdag (Hessels and van Lente 2008: 758). Uansett om endringene i samfunnet og i vitenskapens produksjonsvilkår er av overflatisk eller grunnleggende ontologisk art, må imidlertid universitetsmuseene finne praktiske løsninger på dagens hybridsituasjon for å være aktuelle dialogpartnere for samfunnet. NOTER 1. http://www.ntnu.no/vitenskapsmuseet 2. Foucault bruker begrepet arkeologiske domener og territorier, der begrepet arkeologi refererer til hans genealogiske undersøkelse av vitenskapenes historie (Foucault:1972). 3. Se for eksempel Universitetsmuseenes arkeologidatabase: http://www.unimus.no/arkeologi/ og de norske kulturhistoriske museenes samlingsdatabase: http://www.digitaltmuseum.no/ 4. MUD står for ”MultiUser Domain” eller ”MultiUser Dungeon” (Spilker 2004:18). 5. Navnet Sommerlarm refererer til NTNU Vitenskapsmuseets jubileumsutstilling i forbindelse med Det Kongelige Norske Videnskabers Selskabs 250-års jubileum og NTNUs 100-årsjubileum, kalt Kunnskapslarm 2010. 95 GURO JØRGENSEN 96 6. http://www.vm.ntnu.no/sommerlarm/ 7. Denne jorda er fra de minst sentrale funnområdene ved arkeologiske utgravinger i Trondheim by på 1980-tallet. Jorda er ikke blitt gjennomsøkt av arkeologer og kan ikke kasseres, men NTNU Vitenskapsmuseets skoletjeneste bruker den til å arrangere utgraving for skolebarn. 8. http://www.vm.ntnu.no/sommerlarm/: En kommentar til “Arkeologidag Gruppe4”, fra Sigrun, 30/06/2010 kl. 17:39. 9. http://www.vm.ntnu.no/vitenwiki/ 10. http://www.unimus.no/arkeologi/#/details View?search=T19391 LITTERATUR Barry, Andrew: “On Interactivity: Consumers, Citizens and Culture”. In: Sharon Macdonald (ed.): The Politics of Display: Museums, Science, Culture. Routledge: London 1998: 98-117. Bayne, Siân, Jen Ross and Zoe Williamson: “Objects, Subjects, Bits and Bytes: Learning from the Digital Collections of the National Museums”. Museum and Society 7. No. 2, 2009: 110-24. Foucault, Michel: The Archaeology of Knowledge and the Discourse on Language. Pantheon Books: New York 1972. Frøyland, Merethe: “Multiple erfaringer i multiple settinger – Memus: Et teoretisk rammeverk for museumsformidling”. Nordisk museologi no. 2, 2003: 51-70. Gibbons, Michael: “Science’s New Social Contract with Society”. Nature. No. 402, December 1999: 81-84. Gibbons, Michael, Camille Limoges, Helga Nowotny, Simon Schwartzman, Peter Scott and Martin Trow: The New Production of Knowledge: The Dynamics of Science and Research in Contemporary Societies. Sage: London 1994. Hessels, Laurens K. and Harro van Lente: “Re-Thinking New Knowledge Production: A Literature Review and a Research Agenda”. Research Policy 37. No. 4, 2008: 740-60. Hetland, Per and Jorunn Spord Borgen: Evaluering av universitetsmuseenes digitaliseringsarbeid. Arbeidsnotat 27/2005. NIFU STEP: Oslo 2005. Hooper-Greenhill, Eilean: “Critical Pedagogy in the Post-Museum”. In: A. Johansen, K. G. Losnedahl and H.J. Ågotnes (eds.): Tingenes tale. Innspill til museologi. Universitetet i Bergen: Bergen 2002: 209-30. Kaplan, Andreas M. and Michael Haenlein: “Users of the World, Unite! The Challenges and Opportunities of Social Media”. Business Horizons 53. No. 1, 2010: 59-68. Kouper, Inna: “Science Blogs and Public Engagement with Science: Practices, Challenges, and Opportunities”. Journal of Science Communication. No. 09(01), 2010: 1-10. Kulturarvsstyrelsen: National brugerundersøgelse på de statlige og stadsanderkendte museer i Danmark. Kulturarvstyrelsen i Danmark: København 2009. Levold, Nora and Hendrik Storstein Spilker (eds.): Kommunikasjonssamfunnet: Moral, praksis og digital teknologi. Universitetsforlaget: Oslo 2007. Løssing, Anne Sophie Warberg, Jacob Hansen and Charlotte Hansen (eds.): Digital museumsformidling - i brugerperspektiv. Kulturarvstyrelsen: København 2010. NOU 1996/7: Museum. Mangfald, minne, møtestad. Norges offentlige utredninger. Kulturdepartementet: Oslo 1996. NOU 2006/8: Kunnskap for fellesskapet. Universitetsmuseenes utfordringer. Kunnskapsdepartementet: Oslo 2006. Nowotny, Helga: “Socially distributed knowledge: Five spaces for science to meet the public”. Public Understanding of Science 2. No. 4, 1993: 307-19. Nowotny, Helga, Peter Scott and Michael Gibbons: “Introduction:`Mode 2’ Revisited: The New Production of Knowledge”. Minerva 41. No. 3, 2003: 179-94. DEN Nowotny, Helga, Peter Scott and Michael Gibbons: Re-Thinking Science. Knowledge and the Public in an Age of Uncertainty. Polity Press: Cambridge 2001. Poster, Mark: The Second Media Age. Polity Press: Cambridge 1995. Spilker, Hendrik Storstein: Den store oppdragelsen: Utviklingen av kommersielle internettjenester i Norge, ca. 1997-2003. Norges teknisk-naturvitenskapelige universitet: Trondheim 2004. Spilker, Hendrik Storstein: ”Virtualitetens ironi: produksjonen av musikk og nyheter i “den nye økonomien””. In: Levold, Nora and Hendrik Storstein Spilker (eds.): Kommunikasjonssamfunnet. Moral, praksis og digital teknologi. Universitetsforlaget: Oslo 2007: 199-223. Svestad, Asgeir: Oldsakenes orden: Om tilkomsten av arkeologi. Universitetsforlaget: Oslo 1995. *Guro Jørgensen, stipendiat i museologi Adresse: NTNU Vitenskapsmuseet, Seksjon for formidling, 7491 Trondheim, Norge. E-mail: guro.jorgensen@vm.ntnu.no VANSKELIGE DIALOGEN 97 NORDISK MUSEOLOGI 2011 1, S. 98-105 ● Interaction and Performativity in Digital Art Exhibitions VUOKKO HARMA* Abstract: There is a growing commitment within cultural institutions such as museums and galleries to develop exhibitions that attract the public to engage with art. Digital technological innovations play an important role in this regard, enabling visitors to experience artworks in new ways. Contemporary museums and galleries have become increasingly concerned with promoting public engagement through the consumption of interactive installations, as opposed to the traditional approach of housing static curiosities and authentic pieces. In this article, I will explore the visitors’ responses to the technologically mediated artworks and the new forms of interaction(s) that arise in exhibition areas. The changed forms of interaction are twofold: participation with artworks creates interaction with the exhibit as well as with fellow visitors and members of staff. These new forms of interactions are linked to the individuals’ performance and thereafter to their subjective experience of the art exhibition. This article approaches the museum visit from a sociological perspective in order to find out what exactly happens in interactive digital exhibitions. The analysis addresses the ways in which these different forms of interactions affect the experience of visiting a museum, as well as perceptions of the arts and culture. Key words: Interaction, pervasive technology, cultural institutions, symbolic interactionism. The funding bodies from both public and private sectors have been placing pressure on cultural institutions to increase the public’s engagement with arts and culture. This development is partially driven by a desire to increase the number of visitors from wider backgrounds, but also to create opportunities for participation and learning. In order to attract children and young people, the museums have installed so-called ‘hands on’ exhibits, which allow people to touch and play around with artworks. More recently, the benefits of interactive artworks as part of ‘informal learning’ have been extended to reach museum visitors of all ages. In past few decades, digital technologies have been placed in museums and galleries to support the informative side of the museum visit: touchscreen information desks and personal digital assistants are relatively common in museums and galleries nowadays. Alongside with this development, artists and designers INTERACTION AND PERFORMATIVITY have adopted the use of digital technologies as part of their work. The digital interactive element in artworks is aimed at creating meaningful experiences for the visitors. Interactive art is discussed in the literature as ‘computer art’, ‘new media art’, ‘digital art’ and so on, and in other contexts interactive art is understood as non-technological hands-on artwork. In this paper, I have coined the term Digital Interactive Art (DIA) to cover art exhibits that are mediated to the public through digitally interactive technology, and which require active participation from the visitor. DIA exhibitions have significant emphasis on participation that appears to attract a wider public to become interested in visiting art exhibitions. However, despite the increased amount of DIA in cultural institutions, surprisingly little research has been conducted to discover how visitors actually perceive their visiting experience and what happens during the visit. Museums use resources on researching their visitors with quantitative surveys and evaluation and occasionally interviews and focus groups. However, these methods do not really reveal the patterns of interactions with both artworks and fellow visitors, nor do they intend to find an understanding of how visitors respond to these new forms of exhibits. I believe that the importance of social interaction of the museum visit cannot be ignored if one desires to understand the actual visiting experience. In this paper, I intend to briefly examine the forms of interactions that arise within and around in DIA. METHODOLOGY The paper uses the data collected in collaboration with Dr. Susie Scott and Dr. IN DIGITAL ART EXHIBITIONS Tamsin Hinton-Smith, sociologists from the University of Sussex, as part of the WINES3project1 called ‘Supporting Shy Users in Pervasive Computing’. We examined two contrasting case studies; Fabrica, a small local contemporary art gallery in Brighton that hosted Tina Gonsalves’ Chameleon, a multimedia artwork exhibition which utilizes facial recognition technology to provide emotional feedback to interactants i.e. visitors; and the V&A (Victoria and Albert Museum), a large traditional museum in London that hosted an exhibition called DeCode, which included a range of digital artworks by different artists that incorporate varying types of interactions from visitors. For the purpose of this paper, I have selected three particular exhibits from our data to illuminate the changed patterns of interaction in DIA, these examples will be discussed in depth later on this paper. Our methodological approach was simulating methods used in ethnographic tradition; this was the most suitable for our theoretical framework. The methods included qualitative observational field notes, visitor tracking maps, self-completion visitor questionnaires, emotion maps, and visitor interviews conducted face-to-face, by email and by telephone. We also conducted ‘walkaround interviews’, a mobile methodology (Ross et al 2009) that involved the researcher accompanying a participant as they moved around the gallery and recording ‘live’ their responses to exhibits. In addressing different forms of interaction in the exhibition area, including interaction with the exhibits and among other people, it became evident that intended aims such as informal learning, perception and experiencing arts were distracted by the performative dilemma of the visitor. 99 VUOKKO HARMA 100 THEORETICAL APPROACH Sociologists’ interests with regard to art have focused on the socially organized settings in which art is produced (Becker 1982) and exhibited (MacDonald 2002), as well as experienced by visitors (Heath and vom Lehn 2004). Museums and galleries have traditionally been seen as locations of ‘high’ culture (Williams 1958) whose visual and textual contents and spatial arrangements signify sophistication. Bourdieu and Darbel’s classic study of European museums (1969) notes that the certain visitor groups may feel that they lack the cultural capital (knowledge, skills and experience) needed to perceive and experience arts in ‘correct ways’. Bourdieu suggests that the ‘correct’ perception of artworks is a matter of cultural competence, acquired through socialization and education. Contemporary museums are adopting ideas from the visitorcentred design (Falk and Dierking 1992), participatory museums (Simon 2010) and inclusive museums. These ideas are examples of cultural institutions’ aims to increase accessibility to sectors of the public who might otherwise be excluded. Revisiting Bourdieu and Darbel in the context of DIA, it can be said that the visit to the DIA exhibition requires new levels of technological competences, which were not necessary in traditional one-dimensional art exhibition. The visitor’s roles are also changing in DIA exhibitions as they are resulting in the visitors adopting the interchangeable roles as experience creator as well as the experiencer. The visit to the interactive exhibition is created for the user who utilizes the technology but also for the visitor whose interests are aimed to be accommodated. However, museums’ and galleries as public spaces are still strictly coded with social rules and norms to which the visitors’ self-presentation is tied. Sociological analysis aims to understand how the transformations of cultural institutions are affectively changing the role of the visiting public. To participate successfully, the visitor should be equipped with relevant cultural and social capital in order to feel competent to interact (Bourdieu and Darbel 1969). As discussed, the sociological approach offers a new way of analyzing the visitors’ experiences of the museum visit. I have adopted a social theory of Symbolic Interactionism (SI) in order to link the aforementioned social and cultural competences to the social interaction taking place in DIA exhibition areas. The theory of Symbolic Interactionism is central to conceptualizing the social interaction in exhibition area as a social encounter whose meaning is negotiated between the actors (Denzin 1970, Silverman 1987). In particular, Erwin Goffman’s (1959) idea of presentation of self has been used to analyze the visitors’ emotional responses to the public engagement with interactive art. Following SI analysis in social emotions, it can be seen that they are emergent products of interaction and relative to the social context rather than a psychological trait or individual pathology (Scott 2006). Shyness and embarrassment can be defined as a situational state of dramaturgical stress (Freund 1998; cf. Goffman 1959), which arises from an actor’s perceived relative incompetence at managing a social encounter and their anticipation of embarrassment resulting from the communication of an unwanted impression of oneself to others (Scott 2007a; cf. Schlenker & Leary 1982). This notion leads to the Goffman’s (ibid) presentation of self in everyday life, where he sees interactions as forms of performances with audience, backstage and front stage regions. Following INTERACTION AND PERFORMATIVITY Goffman’s ( see also Scott 2004) approach the feeling or fear of breaking the rule or norm and appearing to others as an incompetent visitor is actually a reflection to the competent other; the actual or anticipated audience. The exhibition design is failing to acknowledge the affects of presence of other people in the exhibition area. In traditional museum or gallery settings, the visitors’ level of performativity is relatively low, as they could just stroll around passively. In the interactive exhibition, the increased performativity can be seen as a trigger for the feelings of relative incompetence. DISCUSSION: INTERACTION IN AND WITHIN THE EXHIBITION The museum visit consists of different elements which could be loosely included under the concept of ‘interaction’. In other words, in order to understand visitors’ position in the DIA exhibition, we should define the different forms of interactions and compare and contrast them to the traditional museum visit. The DIA exhibits and artworks are designed to encourage participation amongst the visitors. The art is therefore aimed to encourage experience through interaction with the artwork. DIA often relies on the relatively basic computerised technologies where the interaction takes place either with traditional push buttons or via touchscreens. More recently, pervasive technology has entered onto the art scene. Pervasive technology, or fit-inthe-environment technology, is used in exhibitions to offer complex and often passively captured forms of interaction, such as through sensors that monitor movements or other embodied activities. From our research data, I have selected three examples of DIA exhibits to illustrate the forms of interaction with artwork. IN DIGITAL ART EXHIBITIONS Vocal contribution, embodied movements and emotional feedback are examples of different forms of interactions that are captured in the DIA exhibits. Vocal contribution refers to the exhibit in DeCode (V&A London) which relied on the voice tracking technology, where the visitor’s voice was creating images on the screen. These images2 were changing due to the different tones, levels or frequencies of the voice. The interaction with this exhibit required vocal contribution from the visitors (Image 1.1). Another exhibit from DeCode was utilizing body movement trackers, where the visitors’ embodied movements were creating sprays of colours on the large display screen (Image 1.2). The participation required exaggerated movements in front of the large white interactive wall. The third example comes from Fabrica gallery which hosted Tina Gonsalve’s exhibition Chameleon (Image 1.3). The exhibition area had a number of screens which displayed an image of a human face. With the emotion tracker, the human face on the screen responded to the visitor’s face (a sad face made the screen face cry; smiling made the screen face laugh). The interaction in this exhibition simulated the real human-to-human interaction with emotional feedback. The DIA exhibition expects participation and engagement from the visitors, and it has the potential to create truly engendered experiences. These types of exhibitions require a competence to take part because they are so highly computerized and in order to understand the function and the mechanisms of the artwork, the visitor should be equipped with some knowledge of technology. The museums and galleries are public spaces, where the rules and norms of the social interaction between people should be enact. It has been estimated that approximately 75% of 101 VUOKKO HARMA 102 museum visitors come in accompanied by others – friends, family, groups, and the like (Butler and Sussman 1989; Heath and vom Lehm 2008). And even when alone, the visitor is likely to be surrounded by other people. As vom Lehn (et al 2001) argues, the actions of others have an important impact on people’s perception and experience of the exhibition. For example, the vocal contribution exhibit (see Image 1.1) in DeCode was perceived as ‘uneasy, discomforting and scary’ by the participants of our research. The visitors felt self-conscious when having to use their voice to Fig. 1: Vocal contribution (Universal Everything: Everyone Forever (2006) in DeCode Victoria & Albert Museum in London, March 2010. Photo. Vuokko Harma. Fig. 2: Embodied experience. (‘Body Paint’ (2009) by Mehmet Akten in DeCode in Victoria & Albert Museum, London. March 2010. Photo: Vuokko Harma. activate the exhibit, particularly if there were other people around. Using one’s own voice was considered as ‘too intimate’ or some people reported to ‘not really know what to say’ when asked what made them feel uneasy. These statements highlight the performativeness of the interaction, where the visitor feels selfconscious and fears revealing something unwanted about him/her. The interaction with the artwork along with the presence and interaction with others can be approached with Goffman’s dramaturgical theory (1959), where he describes social situation as a front stage region and a personal space as a back stage region. The front stage requires acts i.e. performance which are enacted to an ‘audience’. Just as in the previous example, we discovered similar outcomes in the embodied movement exhibit (Image 1.2). People approached the exhibit with caution, and many reported feelings of uncertainty and fear about unexpected events, and therefore preferred to look aside while ‘others’ were interacting. Therefore, it can be seen that the ‘watching INTERACTION AND PERFORMATIVITY others’ was their back stage region, a comfort zone, whereas interaction with artwork was performative front stage. The third example of the DIA exhibition is from the Fabrica case study (Image 1.3). The exhibition required the visitors to enact different emotions with their face movements. Visitor’s negative experiences were mainly related on the situations where the screen face ‘misunderstood’ the intended emotion, for example a participant felt embarrassed when she smiled at the screen and the screen face started to cry. Feelings of confusion and embarrassment were reported in such situations. These examples illustrate both practical and emotional implications, as they prevented the visitors from interacting fully with the artworks by creating additional demands upon their own performance. The visitors also wanted to know in advance what was going to happen in the interaction, and they requested more information from the staff members or by carefully reading the information provided. Some of the visitors stated that they wanted to look at other people interacting before they were willing to ‘give it a go’, to avoid embarrassment of doing it ‘wrong’. This scenario signifies people feeling incompetence in comparison to other visitors. These examples also relate back to Bourdieu and Darbel and these notions signify that in public perception there is still an idea of ‘correct way’ to participate and interact with artwork. Technological incompetence was also reported as being one of the factors that made the visitors feeling hindered to take part. Several respondents reported feelings of embarrassment, fear, shyness and anxiety, which can be labelled as social emotions (see more: Hochschild 1983, Bendelow and Williams 1998) or ‘selfconscious emotions’ (Tangney and Fischer IN DIGITAL ART EXHIBITIONS 103 Fig. 3: Emotional feedback. ‘Chameleon’ (09) by Tina Gonsalves. Fabrica Gallery, Brighton. October 2009. Photo: Philip Carr. 1995) that occur when people reflect upon their own behaviour or status in social interaction. CONCLUSION The changed forms of interaction are particularly evident in DIA exhibitions. The visitor’s response to the exhibits forms a part of its communicative power and creates the meaningful experiences for the visitor. The artworks and installations on display in exhibition areas are seen as incomplete without the agency of the visitor, whose active engagement brings the artwork ‘alive’. The interactivity pressures the visitors to the new performative actions as they engage with such exhibits. Ironically, interactive artwork objectifies the visitor by forcing each of them to become part of the artwork, a spectacle to look at and a possession of the artist. The visitors’ interaction becomes a performance that is observed by other passing visitors and staff, which may leave them feeling hindered or evaluated. This could bring in the concerns VUOKKO HARMA 104 about misunderstanding the intended meanings of the artwork and feelings of lacking the cultural competence. Digital technology transforms the norms as the visitor is present in the exhibition area through sensors and his or her performance could be tracked or even displayed with artworks. The positive museum experience arises from successful interaction with artwork and fellow visitors i.e. feelings of competence. Drawing from social theory of symbolic interactionism, I have noted that that the situationally emerging emotions are interconnected with increased performativity; instead of experiencing or perceiving arts the visitors are observing their own performances and those of fellow visitors. The performative turn in museum visits will change the way visitors perceive and experiencing arts. Museum and galleries want to attract more visitors and wider visitor groups, but by doing so they should also pay attention what the existing visitors do and how they act upon the exhibition area. The visitors may enjoy interactive artworks, but in this regard more support, knowledge and background information is required in order to build a truly exciting DIA exhibition. NOTER 1. WINES3 (Wired and Wireless Intelligent Networked Systems 3) is a research project funded by EPSRC (Engineering and Physical Sciences Research Council, UK). More information about the project mentioned in this paper: http://www.sussex.ac.uk/sociology/research/ researchprojects/pervasivecomputing 2. All the images are taken with the permission of the museum. REFERENCES Bagnall, Gaynor 2007. “Performance and performativity at Heritage Sites”. In Smith, L (ed.) Cultural Heritage: Critical Concepts in Media and Cultural Studies, (pp. 365–86). London: Routledge. Bannon, Liam, Steve Benford, Bowers, John, Christian Heath (2005). “Hybrid Design Creates Innovative Museum Experience” in Communications of ACM vol. 4(3). Becker, Howard. (1983). Art Worlds. University of California Press: Berkeley. Bendelow, Gillian and Simon Williams (1998). Emotions in Social Life. London, Routledge. Benjamin, Walter 1983. Charles Baudelaire: A Lyric Poet in the Era of High Capitalism, trans. by H Zohn, London: New Left Books (Verso). Bourdieu, Pierre and Darbel, A. (1991). The Love of Art – European Art Museums and their Public, Cambridge: Polity Press. Bourdieu, Pierre (1984). Distinction, London, Melbourne and Henley: Routledge & Kegan Paul. Butler, Barbara and Marvin Sussman (1989). Museum Visits and Activities for Family Life Enrichment. NYC, The Hayworth Press. Denzin, Norman (1970). The Research Act in Sociology. Chicago: Aldine. Falk, John and Lynn, Dierking (1997). The Museum Experience. Washington: Whalesback Books. Goffman, Erwin (1959). The Presentation of Self in Everyday Life. Harmondsworth, Penguin. Harré, Rom (1990). “Embarrassment: a conceptual analysis” in W. R. Crozier (ed) Shyness and Embarrassment: Perspectives from Social Psychology. Cambridge; Cambridge University Press. Heath, Christopher and Dirk vom Lehn (2008). “Configuring interactivity: enhancing engagement and new technologies in science centres and museums”. Social Studies of Science 38/1: pp. 63–91. Heath, Christopher and Dirk vom Lehn (2004). INTERACTION AND PERFORMATIVITY “Configuring Reception” in Theory, Culture and Society vol. 21 no. 6. Hein, Hilde (2000). The Museum in Transition – A Philosophical Perspective. Washington: Smithsonian Books. Hochschild, Ariel (1983). The Managed Heart: Commercialisation of Human Feelings. Berkeley. University of California Press. MacDonald, Sharon (2002). Behind the Scenes at the Science Museum, NYC, Berg. McLean, Kathleen (1993). Planning in People in Museum Exhibitions, ASTC. Ross, Nicola and Emma, Renoldand & Sally, Holland and Alexandra Hillman (2009). “Moving stories: using mobile methods to explore the everyday lives of young people in public care” in Qualitative Research vol 9. No.5. Scott, Susie (2004). “The shell, the stranger and the Competent Other: Towards sociology of shyness”. Sociology, 38/1: pp. 121–137. Scott, Susie (2005). “The red shaking fool; dramaturgical dilemmas in shyness” in: Symbolic Interaction, 28/1: pp. 91–110. Scott, Susie (2007). Shyness and Society: The illusion of Competence. Basingstoke: Palgrave. Simon, Nina (2010). The Participatory Museum. Museum 2.0 (http://www.participatorymuseum.org/) Tangley, June P. and Kurt W. Fischer (eds.) (1995). Self-Conscious Emotions. New York; Guilford Press. Thayer, Scott and Peter Steenkiste (2003). “An Architecture for the Integration of Physical and Informational Spaces” in Personal and Ubiquitous Computing, 7 (2): pp. 82–90. Williams, Raymond (1958). Culture and Society. London: Chatto & Windus. IN DIGITAL ART EXHIBITIONS *Vuokko Harma, PhD Candidate Address: University of Sussex, Department of Sociology, Friston Building, Brighton, UK, BN1 9SN Email: vh37@sussex.ac.uk 105 NORDISK MUSEOLOGI 2011 1, S. 106-116 ● Tradition (re)visited: from place to presence1 CHIEL VAN DEN AKKER* Abstract: Three ways of encountering objects belonging to our cultural heritage can be distinguished. We may encounter an object in its traditional environment, we may encounter an object in an environment of preservation, and we may encounter an object in an environment of representation. These three ways of encountering objects provide a framework for addressing the question of how we relate to cultural heritage by means of digital media. Digital reproductions of our cultural heritage belong to the third way of encountering objects. In our present day, we first and foremost relate to tradition by representing it, whereas before we first and foremost related to tradition by remembering it. Places of memory are exchanged for the presence of representation in a culture driven by information technology. Key words: Digitization, authenticity, tradition, memory, representation, historical consciousness. Digital imaging, simulations, reconstructions, search engines and visualization are but a few examples of representing tradition with the help of information technology.2 These technologies not only change the practices of cultural heritage institutions entrusted with the task of preserving tradition; they also change the way we relate ourselves to tradition. Three ways of encountering objects belonging to our cultural heritage will be distinguished by using the concepts of authenticity, consciousness, memory and history. This way we will acquire a conceptual framework that enables us to address the question of how we relate to cultural heritage by means of digital media. This framework will also help us to surpass the binary oppositions in terms of which this question is usually dealt with – opposition such as the real versus the virtual, the material versus the immaterial, and the original versus the copy.3 I will argue that in our present day we first and foremost relate to tradition by representing it, whereas in former times we first and foremost maintained a relation to tradition by remembering it. Places of memory are exchanged for the presence of representation in a culture driven by information technology. TRADITION (RE)VISITED: 1. TRADITION VISITED There are three ways we may encounter an object belonging to our cultural heritage. An object can be part of tradition, it can remind us of once being part of tradition, and the object being part of tradition can be represented or itself be representative of that tradition. I take objects to be tangible heritage as well as the intangible heritage associated with it. Coming across an object in its original environment means encountering that object in the environment of its original use value. Think, for example, of a farmer ploughing his field, a Catholic visiting his church, a cave painting depicting a successful hunt, or an imperial statue causing a feeling of awe and submissiveness. Here the plough, the church, the painting, the statue and their associated practices are part of the domain of tradition. A second way we may encounter an object is in an environment preserving that object, while visiting an archaeological excavation or a museum, for example. The farmer’s tools may be exhibited in a museum. The church may at some moment cease to function as a place of worship and instead be turned into a monument to be visited during opening hours. The cave painting may lose its ability to provide a successful hunt and turn out to be pre-historic art. The imperial statue, apart from being removed to protect it from weather and greenhouse gases, may no longer give rise to a feeling of awe and submissiveness in its visitor, and instead be admired for its aesthetic qualities, even if the statue reminds its visitor of its original use value. Objects in an environment of preservation are reminiscent of the tradition that the objects once belonged to. A third way we may encounter an object is in its documented or representational FROM PLACE TO PRESENCE environment. Reading information concerning the provenance of an object or a story about farmers and Catholics is such a means of encountering objects. Words are not the only way to document an object. A photograph, if not an artwork in its own right, is a means of documenting an object, too. Similarly, a reconstruction of a peasant village documents that village. Visiting a reconstruction of a prehistoric cave or a Roman forum is visiting a place documenting that cave or forum. The domain of representation also encompasses objects that are representative of their own past. These objects are documents themselves. If a plough is exhibited in a series of farmer’s tools representing agricultural tradition, the plough may lose its autonomy and become a document in itself, representative of the tradition it once belonged to. If a museum exhibits an object in a reconstruction or mimetic recreation of a traditional environment, then the object is displayed in situ. If an object is exhibited in such a way that the object is representative of the tradition it once belonged to, then the object is displayed in context.4 In both these cases, the objects represent tradition. Digital objects are representations and therefore belong to the third way of encountering objects. The digital reproduction of cultural heritage consists mostly of digital imaging. Far from purporting to be surrogates of original objects, these digital images represent relevant features of the objects they reproduce.5 Of course, even if they were surrogates and would be hovering above our terminals as holograms, they would still be reproductions and therefore representations of original objects. Many cultural heritage institutions also provide online search engines to search their database. These databases are 107 CHIEL VAN 108 DEN AKKER documentations (representations) of collections. Museums may also try to get users involved in this documentation process by tempting them to tag objects. Virtual reconstructions, simulations, 3D modelling and Geographic Information Systems (GIS) are also representations of the objects and their original environment, whether accessible online or as part of a museum exhibition. All these activities document tradition by representing it. The virtual museum may for that reason be called a documentation museum. For a proper understanding of these three ways of encountering objects belonging to our cultural heritage, we must realize that the same object at one moment is part of the first domain, at another part of the second domain, and at some moment will only be encountered by means of its representation or as representative of its tradition. The encounter determines what the object is like. We should also keep in mind that museum practices have a history, too: they are part of a tradition of collecting and exhibiting. This not only explains why there are such things as museums of museums – that is, museums documenting museum practices – but also why an object is preserved or turned into a document. Not all objects once belonged to tradition. This is true of such things as natural stones and seashells, except of course those stones and shells that were collected for their magical, aesthetic or representative qualities. Stones in a museum of natural history, for example, are collected for being representative of some part of the past and thus were once part of a tradition of collecting natural history objects. 2. TRADITION, AUTHENTICITY AND THE VIRTUAL The concept of authenticity may help us better understand these three ways of encountering objects. The authenticity of a thing is according to Walter Benjamin “the essence of all that is transmissible from its beginning, ranging from its substantive duration to its testimony to the history which it has experienced.”6 Authenticity is thus something that an object acquires. To be authentic, an object needs to accumulate a history, establishing in retrospect the authenticity of that object. Following this definition of authenticity, we may contend that in an environment of preservation objects are preserved for having collected a history.7 The concept of authenticity in an environment of preservation thus refers to the object’s former environment: the domain of tradition in which the object collected its history. We may say something similar regarding the concept of authority: the authority of an object in an environment of preservation depends on its original use value. For the reference to its original use value provides the object with an aura of authority. The authenticity of an object in the sense of its accumulated history is not the only sense of authenticity we have. For one can also argue that the authenticity of objects depends on its documentation. In that case, the authenticity of an object in a preserved environment refers to its documentation. Again, the same is true of the concept of authority. It is because experts make and control the records of objects that their documentation is authoritative. Documenting is not just a matter of the administration, registration and preservation of information. Documenting objects is in the first place providing historical testimonies, and with it a sense of authenticity and authority. There are thus two senses of authenticity. Authenticity in the sense of the object’s accumulated history and authenticity in the TRADITION (RE)VISITED: sense of its documentation. Only unique objects can accumulate such history, for only unique objects have a singular existence in time. Reproductions, on the other hand, are at best part of the history of the unique item. They do not collect a history by themselves, for they have no singular existence in time, as Benjamin emphasized.8 So reproductions can only be related to the second sense of authenticity. A reproduction documents the object it is a reproduction of. Once could oppose distinguishing between these two senses of authenticity by arguing that there is but one sense since the second sense is simply a record of the first. Moreover, the documentation of the object gives us the accumulated history rather than the other way around. The authenticity of an object is a social construct, depending on dominant curatorial and discursive practices, leaving no room for authenticity in its first sense.9 This argument need not convince us. For in case of the second sense of authenticity, it is indifferent whether the object is materially present or not, while the reverse does not hold. Since there is a difference between the presence and absence of material objects, there is a difference between authenticity as the accumulated history of the object and authenticity as the documentation or testimony of the object. This difference is obviously important when discussing the difference between objects and their digital reproductions. Museums and archaeological sites guard the authenticity of objects by preserving them. In a digital environment, we encounter virtual and immaterial reproductions of those artefacts instead. Since these reproductions lack a singular existence in time, they have not accumulated a history and therefore lack authenticity. It follows that virtual museums FROM PLACE TO PRESENCE cannot function as guardians of the authenticity of objects. Next, one could argue that in a virtual environment the distinction between reproduction and heritage disappears. Since a digital file is identical to its copy, there is no difference to be made between copies and originals in a virtual environment. The reproduction of our heritage, then, implies losing the connection with heritage itself. This is even more so if we realize that in a virtual environment objects are everywhere at any time as long as they are processed. Both arguments are much rehearsed in studies on the impact of new media, making use of respectively the original–copy and the material–immaterial opposition. But there is more to it. If heritage is encountered apart from any sense of place and time, we may doubt whether there is still anything left of our sense of cultural heritage. Along these lines, Jeff Malpas has warned us that “that which is culturally significant is not mere ‘information’ but is itself tied to particular places and things”. This “sense of place” is “bound up intimately with a sense of heritage, as well as with a sense of culture. Thus, inasmuch as new media threatens our sense of place, so it also threatens our sense of cultural heritage”.10 The same might be argued in terms of time. If new media threaten our sense of time, they also threaten our sense of cultural heritage. So digital reproductions of our cultural heritage threaten our sense of authenticity (and closely related notions such as “authority”), for the authenticity of an object is its collected history, and that history is in danger of getting lost in a virtual environment. But, as we have argued, authenticity in the sense of the object’s accumulated history is not the only sense of authenticity we have. The authenticity of an object can also be identified 109 CHIEL VAN 110 DEN AKKER with its documentation. So even if the first sense of authenticity is lost in a virtual environment, the second sense might still be there, taking the place of the first. If so, the virtual museum might be called a documentation museum. Moreover, all representation – not just the digital ones – must be linked to this second sense of authenticity. All reconstructions, all representative objects, are representations and in that sense virtual, immaterial and nonunique, too. So if we argue that the virtual museum is a documentation museum representing our cultural heritage, we do not return to using binary oppositions to formulate the difference that digital media makes. For a digital object in a virtual museum and a material object encountered in an environment of documentation are no different in that they both represent our cultural heritage.11 A painting exhibited in such a way that it is only representative of the tradition it once belonged to, is as such virtual and immaterial, too. If an object is representative, the distinction between that object and its documentation evaporates, for the object is itself a document. Digital objects are just one of the ways we encounter objects in our present-day culture. In a digital environment in which collections are documents, the distinction between an object and its documentation can also no longer be maintained. Of course, there is still a distinction to be made between the digital image of some object and its written documentation. But the distinction between the digital image itself and the written documentation is no longer a distinction between an object and its documentation. This is not so much because the boundaries between texts and images are blurring in digital environments (images are no longer primarily illustrative of accompanying texts and texts are no longer primarily comments on accompanying images), but simply because both the digital image and the written accounts are data files documenting cultural heritage. One could further argue that in a virtual environment there is a need for documentation. Since digital files are so easily multiplied and distributed, they need to be anchored to the object they document. If not, representations will eventually only be identified as belonging to a certain type instead of also being about a particular object. Rigaud’s painting of Louis XIV may then first turn into a Louis XIVpainting and subsequently into a king-painting or even a man-with-wig-painting. Furthermore, by anchoring the digital file to the object, the file is linked to the place where the original object is kept. That way the documentation can still be verified. Digital reproductions of our cultural heritage belong to the third way of encountering objects only. They document tradition by representing it. Before I further argue this, I will first elaborate on the three ways of encountering objects. 3. TRADITION, MEMORY, AND HISTORY The environment of an object’s original use value is the domain of tradition. This is the domain of habits, gestures and skills passed down from generation to generation.12 These habits, gestures and skills might be called embodied memories: they are stored in the body as practices. Memory may also be characterized as imitative. Habits, gestures and skills must be learned, and by repeating them tradition is transmitted. Moreover, practices constitute the tradition by carrying tradition on from one generation to the other. Finally, TRADITION (RE)VISITED: memory may be called natural memory. In the domain of tradition, memory is unmediated, direct and something that is not being reflected upon. If a farmer uses a tool, he may have learned to use that tool from his ancestors, but that is not something he reflects upon while using that tool. A Catholic visiting his church on Sunday will worship his God; he will not reflect on his God being worshipped in a certain way. In the domain of tradition, there is no difference to be made between tradition on the one hand and being conscious of that tradition on the other, for they are one. Habits, gestures and skills, when used, are consciously performed actions embodying tradition, but they are not the object of conscious reflection at the same time. In being part of tradition, the object accumulates its history unnoticed. The moment one starts reflecting on tradition and thus becomes conscious of tradition as such is the moment tradition is on the verge of getting lost, only to be remembered or represented. This brings me to the second domain. The environment of preservation is the domain of what remains from the past, the domain of materiality. Here the environment becomes a site of memory, a lieux de mémoire, as Pierre Nora has called it.13 This is the moment in which the farmer’s plough is no longer used for ploughing, the moment God is no longer worshipped, the cave painting stops assisting hunts, and the statue loses its imperial power, even though they will all still be there to be visited. Of essential importance is that memory here refers to what has been lost. The objects we encounter on a site of memory, once part of tradition, now remind us of that tradition. Archaeological excavations and museums are such sites of memory. However, a FROM PLACE TO PRESENCE national holiday, a melody, a landscape may also function as a site of memory.14 On a site of memory, we seek “the decipherment of what we are in the light of what we are no longer”, according to Nora.15 How we may become what we are no longer is not explained by Nora. I propose the following explanation, based on the methods of dialectics. To explain how we become what we are no longer, we must realize that in the realm of preservation tradition and being consciousness of tradition diverge. A plough may remind us of a lost agricultural tradition, a church of a lost tradition of devotion, a cave painting of a lost world of magic, and an imperial statue may remind us of a lost world of divine earthly rule. On a site of memory, tradition is not handed over, but one becomes aware of the break with tradition, of a past being over.16 The object is then no longer connected to its original environment and use value. Instead, the connection between the object and its origin and history has become a reflective one.17 This separation of tradition and consciousness is a first phase. The second phase starts the moment in which what is unfamiliar becomes familiar. Then what is no longer turns into what we are no longer through a process of identification. This moment of becoming what one is no longer is a moment of becoming selfconscious. Now we can say that the object reminds us of what we are no longer. The opposition between tradition and being conscious of the tradition is at the same time preserved and overcome in making the tradition part of a former self. What was at first distant and unfamiliar has become part of ourselves. We see ourselves in terms of what we are no longer: that is what the object reminds us of. What is no longer has become a memory of our former selves, transcending the 111 CHIEL VAN 112 DEN AKKER boundaries of our personal history into the remote past. In the domain of preservation, the object becomes a means for reflection on what has been and thus triggers what is known as historical consciousness. The object’s accumulated history, unnoticed in the realm of tradition, has now surfaced. Tradition and being conscious of tradition have separated, the former having become the object of the latter. Tradition, memory and history are closely related notions.18 The moment traditions are historicized is the moment historiography can come into being. Here our heritage may have a critical function and stimulate us to reflect on our present day by questioning it. It does so if it reminds us of what we are no longer. We not only need to be critical towards the past, the past must be equally critical towards the present as well. Not only material objects and its related practices may remind us of what we are no longer. An important addition to this must be made. Historical narratives may show us what tradition was like. As such they would be part of the domain of representation. But historical narratives may also express a sense of what we are no longer. Inasmuch as we are able to identify ourselves with what is being expressed, the work may transform the immediate environment of the reader into a site a memory, thus functioning as a site of memory itself. The third domain is the domain of representation, of photographs, of description, of metadata and of information on the provenance of objects. This is the domain of documentation. Here our heritage is (re)constructed. Instead of memory being imitative, as in the domain of tradition, memory is mimetic and preserved by being stored. Tradition no longer needs to be remembered since it is already represented. Memory in the domain of representation is best described as mediated memory. Being conscious of tradition now is mediated by representation. Consciousness and tradition, although seemingly opposed since the representation stands for the represented, are actually one, for the representation defines what the represented tradition was like. This is why the domain of representation is also the domain of invented traditions, of representations that suggest representing traditions that in fact never existed.19 To be sure, not all represented traditions are invented traditions. In this domain, heritage has no critical function, although the representation itself can be the result of a critical attitude towards the heritage it represents. For tradition or cultural heritage to have a critical function, it must remind us of what we are no longer. And that cannot be achieved by representing heritage as if we were part of it. That only shows us what it would have been like. An object reminding us of what we are no longer does not function on the level of representation, but on the level of memory. Being an image, a photograph shows us what the past was like, whereas its materiality may remind us of what we are no longer.20 The domain of representation is also the domain of reproduction and reconstruction. Some museums are sites of documentation rather than sites of memory. This is the case when their collection consists of reproductions instead of original objects, for reproductions have never been part of the domain of tradition. A reproduction is a representation of a thing belonging to tradition.21 Museums are also sites of documentation when they reconstruct or simulate the domain of TRADITION (RE)VISITED: tradition. Then the exhibition of objects purports to show the past as contemporaries then saw it, thus aiming at (an illusion of) immediacy.22 A reconstruction of a peasant village documents that village, just as the reconstructed cave of Lascaux documents the original cave and its paintings, turning the reconstruction into a document itself. So-called experience rooms, historic theme parks, reenactments and historical films all fall under this rubric of reconstructions of tradition. Preserving objects easily turns into documenting them. This happens when the object becomes valued for its representative qualities instead of its particularity. If an artwork is considered to be representative of some period style, then the artwork will document or represent that period style. So an artwork may express a lost tradition of worship, but once the painting is representative of late medieval art, the painting loses its expressive power. It follows that museums should be careful when exhibiting their artworks in an art historical context, that is, as long as they want their artworks to work and embody their historicity. When we start seeing museums as centres of information rather than as repositories of particular objects,23 we deprive museums of their role as sites of memory and allocate them the function of documentation centres only. 4. TRADITION REVISITED In our present day, we first and foremost relate to tradition by representing it, while before that we first and foremost related to tradition by remembering it. Digital imaging, simulations, search engines, 3D modelling and so forth are the outcome of a process in which documentation is taking the place of sites of FROM PLACE TO PRESENCE memories, just as from the nineteenth century onwards sites of memory started taking the place of natural memory. Nora prophesized along these lines that: “A generalized critical history would no doubt preserve some museums, some medallions and monuments (...) but it would empty them of what, to us, would make them lieux de mémoire. In the end, a society living wholly under the sign of history could not, any more than could a traditional society, conceive such sites for anchoring its memory.”24 History, virtual or not, in the sense of a representation or documentation of tradition (and thus not expressing what one is no longer) causes sites of memory to disappear. In the age of documentation, we relate to tradition by means of its representation. Cultural heritage, then, is its documentation. Remembering tradition is exchanged for representing it. This shift does not limit itself to virtual environments only, but applies to physical museums as well. If curators no longer experience the objects before compiling an exhibition and only consult their database, that is, their documentation, it is clear that a shift from sites of memories to sites of documentation has taken place inside the museum itself. Evidently is the use of digital media inside museums exemplary of this shift, too. Above we distinguished between two senses of authenticity. The virtual museum is first and foremost a documentation museum, representing unique objects by documenting them. As a consequence, authenticity in the sense of documentation is becoming dominant in our time, taking the place of authenticity in the sense of the object’s collected history. That in the age of documentation we no longer relate to tradition other than by means of its representation, would not be the entire 113 CHIEL VAN 114 DEN AKKER story, however. Two recent developments must be mentioned here. First, museums also use the web to collect information such as stories about the local environment of its users. These stories not only document the local environment, but may also transform that local environment into a site of memory. If you come to know that your favourite park was a palatine in the past, you may experience visiting that park differently. This may explain the popularity of local environment projects. A second development to be mentioned here is the technology known as augmented reality. Think, for example, of the possibility of walking down the street and watching on your iPhone pictures of that street from centuries ago. The pictures themselves document the environment, but while walking down the street they may also transform the environment into a site of memory,25 reminding us of what we are no longer, thereby questioning our present day so we do not take it for granted. If so, authenticity in the sense of the object’s collected history, its historicity, might still be part of our sense of cultural heritage. Transforming environments into sites of memory is not limited to local environment projects and augmented reality applications. All representation can make us see the world we live in differently. The point is that when tradition is represented, there is usually no need to be reminded of the tradition our former selves were once part of. So there is this possibility that as some point we only relate to tradition by representing it. That would be the moment in which places of memory are exchanged for the presence of representations. I am not sure if or when that moment arrives. Time will not tell, for only places can. NOTER 1. The research for this essay was funded by NWO (the Netherlands Organization for Scientific Research). 2. Examples and analysis of these impressive technologies can be found in Mark Greengrass and Lorna Hughes eds. (2008) and Manos Baltsavias, Armin Gruen, Luc van Goold, and Maria Pateraki eds. (2006). 3. For a critical analysis of these oppositions and their shortcomings, see Fiona Cameron (2007). 4. On the distinction between displaying in situ and displaying in context, see Kirshenblatt-Gimblett (1998, pp. 19–23). 5. David Arnold (2008, p. 159). 6. Benjamin (1999, p. 215). 7. An object taken out of its original environment does not cease to collect a history in the sense that in a preserved environment, the history of the object becomes part of the history of collecting and exhibiting practices of the institution preserving that object. 8. Benjamin (1999, p. 214) 9. On authenticity as a social construct, see Cameron (2007, pp. 54–57). In Cameron’s analysis there is no room for our first sense of authenticity. Cf. below n11. 10. Malpas (2008, p. 198). 11. Cameron argues against the non-materiality of digital objects and concludes (p. 70): “Both modalities, the analog and the digital, are material objects by definition, each acting as testimony to its own history and origin, and hence authenticity and aura”. This we can agree with inasmuch as objects are representative of some part of the past and authenticity is taken in its second sense of documentation. 12. This characterization is Pierre Nora’s (1989, p. 13). 13. According to Nora (1989, p. 12): “Lieux de mé- TRADITION (RE)VISITED: 14. 15. 16. 17. 18. moire originate with the sense that there is no spontaneous memory, that we must deliberately create archives, maintain anniversaries, organize celebrations, pronounce eulogies, and notarize bills because such activities no longer occur naturally.” Monuments and memorials are sites of memory, too, reminding us of what once was and is no longer. A ritual of commemoration, on the other hand, is, as a ritual, part of tradition. Most monuments and memorials have lost their ability to remind us of what is no longer and have become what below will be called documents of the past. Nora (1989, p. 18). On the awareness of what we are no longer, see also Frank Ankersmit’s analysis of Hegel on the conflict between Socrates and the Athenian State (2005, pp. 330–334). Since its inception, it was complained that museums destroy “the life of art and history by preserving it”. See Didier Maleuvre (1999, pp. 1–2). This is of course a Hegelian theme. Maleuvre summarizes as follows (1999, p. 27): “to Hegel, the mediation of historical consciousness has the opposite effect of the alienation commonly imputed to it: plucking the artwork out of its natural context does not sever it from its context but presents this context as what it in fact always is, a product of mind. Hegel would say that the relation of the Elgin marbles to antiquity (...) is more reflective once this connection is actually taken out of its immediate circumstance (...). The relation of the statue to its cultural origin stands out more clearly as a reflective connection, rather than a natural one.” After discussion several explanations for the rise of memory in historical discourse from the end of the nineteen eighties onwards, Kerwin Klee Klein (2000, p. 145) concludes that we want memory to “re-enchant our relation with the world and pour presence back into the past”. Our relationship with tradition by means of its historio- 19. 20. 21. 22. 23. 24. 25. FROM PLACE TO PRESENCE graphic representation is according to Klein (and others) in crises. Here Klein comes close to Nora (1989, pp. 10–11), although not being aware of that. Nora also points at the crises in historiography, that is, “the reflexive turning of history upon itself ” and its failure to relate to tradition. On the diverse relationships that history and memory are presumed to have, see Geoffrey Cubitt (2007, pp. 26–65). On invented traditions, see Eric Hobsbawm and Terence Ranger eds. (1983). Materiality and being an image might not be that easily separated. But there is a difference between triggering a memory of what has been and representing what it has been like. Since objects easily turn into representations (see below), the function of representation will presumably take the upper hand in most cases. On the distinction between the photograph’s materiality and the photograph being an image and the ambivalence the distinction gives rise to, see Michael Roth (2009). A plough is a mass-produced object and in that sense a reproduction. But a plough is not a representation of a plough once belonging to tradition. A plough can be representative of tradition and represent it. Allan Megill (2007, p. 214) warns us about this sort of aesthesis (sensation) of history in our present day culture. In line with what we have said, Megill argues that it withholds us from experiencing a break between “what we are now and what other were then”. In 1992, the then director of the Canadian Museum of Civilization George MacDonald argued that museums should be seen as information centres. See Cameron (2007, pp. 51–52). Nora (1989, p. 9). In the description of augmented reality by Nadia Magnenat-Thalmann and George Papagiannakis (2006, pp. 419–430), the augmented reality ap- 115 CHIEL VAN 116 DEN AKKER plication turns into a simulation and thus not transforms the environment into a site of memory. REFERENCES Ankersmit, F. Sublime Historical Experience (Stanford 2005). Arnold, D. “Digital Artefacts: Possibilities and Purpose” in: Greengrass, M. and L. Hughes eds. The Virtual Representation of the Past (Farnhem 2008) pp. 159–170. Baltsavias, M., A. Gruen, L. Goold, and M. Pateraki eds. Recording, Modeling and Visualization of Cultural Heritage (London 2006). Benjamin, W. “The work of Art in the Age of Mechanical Reproduction” in: Illuminations ed. H. Arendt (London 1999) pp. 211–244. Cameron, F. “Beyond the Cult of the Replicant – Museums and Historical Digital Objects: Traditional Concerns, New Discourses” in: F. Cameron and S. Kenderdine eds. Theorizing Digital Cultural Heritage. A Critical Discourse (Cambridge and London 2007) pp. 49–75. Cubitt, G. History and Memory (Manchester 2007). Greengrass, M. and L. Hughes eds. The Virtual Representation of the Past (Farnhem 2008). Hobsbawm, E. and T. Ranger eds. The Invention of Tradition (Cambridge 1983). Kirschenblatt-Gimblett, B. Destination Culture. Tourism, Museums, and Heritage (Berkeley, Los Angeles, London 1998). Klein, K. “On the Emergence of Memory in Historical Discourse” in: Representations 69 (2000) pp. 127–150. Magnenat-Thalmann, N. and G. Papagiannakis. “Virtual Worlds and Augmented Reality in Cultural Heritage Applications” in: Baltsavias, M., A. Gruen, L. Goold, and M. Pateraki eds. Recording, Modeling and Visualization of Cultural Heritage (London 2006) pp. 419–430. Maleuvre, D. Museum Memories. History, Technology, Art (Stanford 1999). Malpas. “New Media, Cultural Heritage and the Sense of Place: Mapping the Conceptual Ground” in: International Journal of Heritage Studies 14 (2008) pp. 197–209. Megill, A. Historical Knowledge, Historical Error. A contemporary guide to practice (Chicago and London 2007). Nora. “Between Memory and History: Les Lieux de Mémoire” in: Representations 26 (1989) pp. 7–24. Roth, M. “Photographic Ambivalence and Historical Consciousness” in: History and Theory (2009) pp. 82–94. *Dr. Chiel van den Akker, PhD in Philosophy in 2009. Since then he is lecturer and researcher Historical Theory at the history department of the VU University Amsterdam. As a postdoctoral researcher he is involved in the CATCHAgora project (http://agora.cs.vu.nl). His research focuses on the interpretation and representation of objects in cultural heritage institutions by means of information and communication technology. Address: Faculty of Arts, Department of History, VU University Amsterdam Boelelaan 1105, 1081 HV Amsterdam Email: c.vanden.akker@let.vu.nl FORSKNINGSNETVÆRK NORDISK MUSEOLOGI 2011 1, S. 117-124 ● ● Identity politics and uses of the past with European national museums PETER ARONSSON* Abstract: The article presents a research project on identity politics in Europe. European National Museums: Identity politics, the uses of the past and the European citizen (EuNaMus, www.eunamus.eu) explores the creation and power of the heritage created and presented by European national museums. National museums are defined and explored as processes of institutionalized negotiations where material collections and displays make claims and are recognized as articulating and representing national values and realities. Questions asked in the project are why, by whom, when, with what material, with what result and future possibilities are these museums shaped. Key words: National museum, identity politics, uses of the past, Europe, comparative study. The level of investments in national museums is high in contemporary society. The motives and hopes are often a mixture of a will to secure a scientific and relevant understanding of the national heritage, community integration, stimulating creativity and cultural dialogue and creating attractions for a bourgeoning experience economy. The Netherlands is planning for a new national museum for communicating a stronger ethnic canon, a path also chosen in Denmark. A great many other museums in Canada and New Zealand and also in Sweden hail a more multi-cultural approach, downplaying the traditional national aspect of narrative and inviting new citizens to a more diverse idea of society. Ethnographic museums open with a post-colonial invitation to dialogue all over the world in tension with strong demands for restituting objects ranging from the human remains of Samis, to the Elgin Marbles of Acropolis. It is a contested billiondollar cultural industry creating, negotiating and reinforcing ideas of values, belonging and ownership. The European National Museums: Identity politics, the uses of the past and the European citizen (EuNaMus, www.eunamus.eu) research project explores the creation and power of the heritage created and presented by European national museums to the world, Europe and its states, as an unsurpassable institution in contemporary society. National museums are defined and explored as processes of institutionalized negotiations where material collections and displays make claims and are recognized as articulating and representing national values and realities. Questions asked in the project are why, by whom, when, with what PETER ARONSSON 118 material, with what result and future possibilities are these museums shaped. NEGOTIATING MUSEUMS Many of the negotiations and conflicts behind the scenes in museums have long-standing trajectories, not by being mishaps but as part of the value of the institutions in making them into relevant cultural forces which have been at play over the last two and a half centuries. The ideas behind the creation of national museums developed slowly out of the practice of representing, ordering and exploring the world by making collections and displaying them. A higher appreciation of the materiality of being and of values as a road to knowledge and prosperity challenged earlier religious and idealistic ideas of the futility of matter. The shockwave of the French Revolution and the Napoleonic contest moved valuables across the continent. Though countries were later liberated from occupation, the need to strengthen the will of the subjects to defend their unity and sovereignty escalated. Subscription of soldier, higher taxation and national loyalty could not be reached only by coercion. Pride, identification and community building with a national dimension needed stronger representation in the imagery. The creation of national museums was one of the prestigious means of processing the urge for knowledge, education and grandeur, not only through representing an existing world, but by their establishment presenting and creating new ideals and communities for the future. Europe has since then seen industrialism, colonialism, two world wars, the Cold War, the fall of the Soviet empire, migrations, globalization and environmental threats, while at the same time growing to tremendous affluence and prosperity. Trying to understand and handle tensions created by history and change is part of the cultural infrastructure of contemporary Europe and the world. National museums are authoritative spaces for the display and negotiation of community and citizenship, and they have the scientific advantage for comparative exploration of being there over time and in all nation states, although shaped differently in interesting ways. Through collecting and creating repositories of scientific, historic and aesthetic objects, choices are made that protect and narrate ideas of virtues, uniqueness and place in the wider world. The first negotiation made by any museum is pointing to an object and arguing that it represents a unique or typical value. From this follows the authoritative and sometimes contested decision what type of reality or value the object represents: the natural world, outstanding art, a craft tradition, an historic event or a foreign culture. The struggles of indigenous peoples to make the representation of their cultures travel from a natural history museum to other departments of the museum as a model of the world are part of that negotiation. This shows one of the dimensions where knowledge and politics interact explicitly. A political community in the making is in need of scientific support for its provenance, its coherence and qualities over time. Through the museums, the quality and unity of the culture is composed to an orchestration of “unity in diversity”, involving tuning down political controversies and domesticating differences in favour of the aesthetic pleasure of high art or the admiration and presentation of class and regional difference, in open-air museums like Skansen, as part of the stability and beautiful variation IDENTITY POLITICS AND USES OF THE PAST WITH harboured in the culture of an allegedly stable and even naturalized national community. The museum answers explicitly or quietly by interplaying voice and silences in dealing with old conflicts. The dissolution of the Swedish empire in 1809 and 1905 was celebrated in the early 21st century, but the victories of imperial Sweden in 1658 were passed by quietly. The role of the nation vis-à-vis its neighbours, as part of Europe, a Western tradition and the world community is communicated. What part of the economy is ready to be the next in line, after agriculture, for ending up at a historical museum, and what parts point towards the future? The question is not always answered post facto but established as an argument for where to place hopes and investments for the future. Utilizing national museums in competition between nations and metropolises as investments in the experience economy is a contemporary factor adding to older objectives of securing heritage. Another example of a will to change or adjust to changing political balances concerns the frequent conflicts about the restitution of objects and human remains. The narrative of these issues treats questions of historical change in many ways. The EU is troubled by disputes in many dimensions about democratic deficit, migration, territorial expansion, integration and weak performances. A free market as well as ideas of universal human rights are in fact localized, embedded and negotiated in institutions like cultural museums, too. A growing attention to cultural policy as a necessary political dimension to pursuing political goals is feeding into the Seventh Framework Programme for research, which asks for policy-relevant knowledge. Our answer to the call is a project on mapping how and with what consequences authoritative EUROPEAN NATIONAL MUSEUMS institutions such as national museums create long-standing values and identities in need of attention regardless of political preferences. A EUROPEAN PROJECT In order to shape a cultural policy for an expanding European Union, the understanding of one of its most enduring institutions for creating and contesting political identities is necessary. The focus is on understanding the conditions for using the past in negotiations that recreate citizenship as well as the layers of territorial belonging beyond the actual nationstate. This project is one of the few humanities projects supported by the Seventh Framework Programme, run by the European Commission. It has grown out of collaboration between university partners connecting with a network of young and senior cultural researchers supported by the Marie Curie programme, and will for three years (2010–2013) proceed by a series of investigations beyond the stereotypical ideas of museums as either a result of outstanding heroic individuals, exponents of a materialization of pure Enlightenment ideas or outright ideological nationalistic constructs disciplining citizens into obedience.1 The research is pursued through multidisciplinary collaboration between eight leading institutions and a series of sub-projects (in EUspeak: work packages or WPs) studying institutional path dependencies, the handling of conflicts, modes of representation, cultural policy and visitors’ experiences in national museums. Understanding the cultural force of national museums will provide citizens, professionals and policy makers with reflexive tools to better communicate and create an understanding of diversity and community in 119 PETER ARONSSON 120 developing cultural underpinning for democratic governance. The first work to start within the project is called “Mapping and framing institutions 1750–2010: national museums interacting with nation-making”. This overview of the most important museums established to fulfil the function of a national museum in all European countries (which, surprisingly, has never been done before) will try to achieve several objectives, all of them possible to attain through the comparative method. The first project gives us the general patterns of what museums were initiated and realized, by whom, with what agenda and with what consequences. In the first step, it is the interaction with political state-making that is analyzed, covering all EU states. One hypothesis is that the actual history of statemaking is of importance for the role played by museums, since empires, old well-established and unthreatened states did not have and still do not have exactly the same needs as nations more recently struggling to form a nation-state. Finland and Norway show different patterns than Sweden and Denmark; Greece, Italy and Germany have partly different priorities than France or the UK. The role of empires in initiating colonial museums at home or abroad is also considered. In the second project, our research penetrates deeper into explicit narratives of the unity and destiny of the nation as well as the opposite, the treatment of conflict and “heritage wars” that exist in all nations. There is tension between striving towards a hegemonic representation of the cultural and political history of a country and oppositional voices of many kinds coming from other nations and minorities as well as regional aspects, class and gendered tensions that demand representation in these prestigious arenas or a new narrative assigning them a more prominent role. The conflicts over heritage range from a targeted destruction of heritage in war via international battles for the ownership of artefacts to issues of how to represent or integrate minorities. All narratives are, however, not explicit. In the third project, the implicit message of architecture, city plans and the whole assemblage of national museums will be interpreted in a number of states. Art museums are especially interesting since they claim to stand for universal aesthetical values but at the same time assess narratives in several dimensions on the grandeur of the host carried by the arrangement of collections and exhibitions. Another aspect of the spatial arrangement of national museums is the relationship between representations centralized to the capital and the existence of various “distributed” performances of the national, such as the Swedish SAMDOK. How is the national constructed in collecting and interacting with regional identities and marginalized communities? The third dimension, which is also a new form of distribution, is to interpret the impact of new assemblages of digital museums, like the representation of communities that goes beyond the individual museum. National museums have from the start been utopian visionary projects carried by politicians, intellectuals, scholars and citizens in the state and in civil society. The hopes of cultural politicians to use museums as tools for education, tourism and integration interplay with the formulation of the national museum professionals and directors themselves. In the fourth project, this dynamic is explored for the last two decades on both national and European policy-making levels. IDENTITY POLITICS AND USES OF THE PAST WITH Now that we have a good view of the set-up, trajectories and importance of the institutional framework, the explicit and implicit narratives that negotiate meaning, conflicts and directions, and the major actors’ hopes for the future, the question remains: How does this matter to the audience? The fifth study concerns audiences in a set of European countries with a view to mapping the experience of visiting by both quantitative and qualitative methods. In projects financed by the Seventh Framework Programme, a great deal of weight is put on communication. A communication plan is required to develop the identification of stakeholders and the means to communicate with them. Websites, newsletters, policy briefs, reference groups and material for exhibitions are some of the means used. The final project involves extracting the most relevant results and inserting them in a global context by exploring the working of national museums beyond Europe. Conferences are part of the running programme with the final one in Budapest in December 2012 going to focus on broad participation and on identifying the multi-dimensional relevance of the results. The major results will be available via Open Access, but a series of books will also come out of the efforts. The best way to keep up is to follow www.eunamus.eu. To provide a taste of the comparative scope of the project, I will hint at some reflections coming from the first study of how the institutional frameworks have evolved differently in the Nordic countries. An expanding Nordic research will without doubt feed into this European project.2 NORDIC NATIONAL MUSEUMS The Nordic context is an exciting arena for EUROPEAN NATIONAL MUSEUMS comparing several of these dimensions. The call for national museums came early in a Denmark threatened by bombardment and disaster in the early 19th-century Napoleonic wars. Initiatives were, of course, also called for in Sweden, which, after the loss of Finland and the establishment of a new dynasty on the throne, had a need for negotiating its legitimacy as well as meeting the demands of the constitutional monarchy of 1809. The contract between rulers and ruled everywhere needed new cultural manifestations within the flexible context of the nation. The transformation was more rapid in Denmark, as the royal collections within an absolute monarchy could rather simply, even if somewhat paradoxically, be transformed to a collective national asset by the King. In Sweden, more elaborate and tedious negotiating with the Parliament postponed the inauguration of a national museum in its own building until 1866.3 All the Scandinavian countries also held civic and academic collections as part of the Enlightenment movement, which could be used as material and inspiration for new national museums. These became more important by being the exclusive repository in Iceland, Norway and Finland, which, due to their history as peripheral provinces only eventually regaining independence from the old conglomerate states, did not have direct access to the assets in the old capitals. Following on natural history collections in the service of science, art associations took on the task to educate painters and citizens alike and to set up national representations in Finland and Norway as well. In Denmark, the Museum of Danish History, in direct response to Germany’s conquest of southern Jutland in 1864, took on the format it still has as a cabinet of historical paintings of battles and portraits of 121 PETER ARONSSON 122 national prominence. National representations in museums developed before sovereign statehood in all the new Nordic states, thus demonstrating the utility of scientific, aesthetical and cultural representation for political purposes. So far the institutional history is fairly straightforward but there are, however, also several issues brought up by this comparison that are interesting to research in greater depth. One is to assess the qualities and the impact of the Nordic dimension, especially in 19thcentury museum establishments. In all countries, the presupposition of the existence of a Nordic culture was part both of the naming and the narrative of the museums. Even if this gradually gave way to a stronger nation-state framing, it contributed to an imaginary framing, which geared the policies more towards supporting the neighbouring states rather than resolving conflicts with violence or demanding retribution or vengeance for old injustices. This is in sharp contrast to previous centuries’ use of the Nordic ideology. Another issue is the difference between the Norwegian and the Finnish museum structures. Why is it that Finland has a very clear set of national museums in both art and cultural history that narrate a long comprehensive story of the nation, while Norway does not? You have to visit several museums in Oslo to obtain a comprehensive image, and only at Maihaugen in Lillehammer north of Oslo will the visitor encounter the long story of the national history. Both modern states were born out of a strong need to emphasize their historical existence and unique culture and both lacked royal – and to a large extent aristocratic – sponsors. I suggest that it has to do mainly with the understanding of a national community as primarily born out of rural communities in Norway, which would be paradoxical to represent too strongly in the new capital and former city of Danish rulers. In addition to this, a strong sense of regional differences is voiced from different parts of Norway. In a European comparison, there are other countries showing a similar lack of explicit and coherent national representation in their national museums. Italy, for partly the same reasons (strong local, regional but urban identities), differs greatly from the UK, Sweden or Portugal and other old empires where the alleged universalisms of their political and enlightened endeavours had a stronger foothold. In Denmark, on the other hand, the external threat was so strongly felt that the country’s imperial character gave way to the cultural behaviour of a small and threatened state. Another very interesting difference lies in the choice of narrating the nation, most clearly exemplified by Sweden and Denmark, but also challenging European museums in general. In Sweden, multicultural policy is very strong and is also reflected in the museums. This is most apparent in the Swedish National Historical Museum, which purports to present a history before Sweden and Swedes existed and thus relativizes the nation with its critical view of nationalism. It addresses the visitor as an individual, with men and women, poor and wealthy equally represented, and suggests no evolution or progression as pre-history moves from Stone Age to Iron Age. It offers a large area for reflection on universal issues of death, power and identity. However, since all material comes from present-day Sweden, especially from Skåne (which has only been Swedish for 350 years), the approach becomes deeply anachronistic by reflecting present-day values rather than challenging them. IDENTITY POLITICS AND USES OF THE PAST WITH The opposite is the case in Denmark. The pre-historical exhibition at the National Museum of Denmark is new and has substituted a surprising format for the preceding one, which was more like the Swedish exhibition, open-ended and with no clear chronological path suggested. The new approach is crystal clear: it starts with the Jelling stone and ends with the Jelling stone. It is a national exhibition and in the clear chronological timeline progression the first skeleton found is a Danish girl. The frame is set and never questioned, even though the borders to the south on the map are somewhat fluid.4 There are a great many questions for further research here, as museums and policy makers all over Europe are struggling to find a viable way to combine security and community with tolerance and creativity. They strike the balance differently, but what is the role of museums in this: are they just reflections of their policy makers? Are they actively pushing policy makers in any direction by the power of their representation? Are they representing deeper differences in collective cultural mentalities? How are the exhibitions apprehended by visitors with various backgrounds? These questions can be raised now, through comparative reflection, and will be possible to answer with more rigour when the results of the research have evolved. Only to break out of the single institution of a single-nation explanatory box is, however, rewarding for a field such as cultural heritage or museums where a lot of thinking has been framed by the self-evident identification with the nation and institution of the narrator. EUROPEAN NATIONAL MUSEUMS NOTER 1. Among the publications are several conference proceedings, also available on-line at LiU Epress, and a book linking to the new project. Arne Bugge Amundsen & Andreas Nyblom, (eds.), National museums in a global world [Elektronisk resurs]: NaMu III: Department of culture studies and oriental languages, University of Oslo, Norway, 19–21 November 2007, ed., Linköping electronic conference proceedings (Online), 31 (Linköping: Linköping University Electronic Press, 2008); Peter Aronsson & Magdalena Hillström, (eds.), NaMu, Making National Museums Program. Setting the frames, 26–28 February, Norrköping, Sweden [Elektronisk resurs], ed., Linköping electronic conference proceedings (Online), 22 (Linköping: Linköping University Electronic Press, 2007); Peter Aronsson & Andreas Nyblom, (eds.), Comparing: national museums, territories, nation-building and change. NaMu IV, Linköping University, Norrköping, Sweden 18–20 February 2008 : conference proceedings, ed., Linköping electronic conference proceedings (Online), 30 (Linköping: Linköping University Electronic Press, 2008); S.J. Knell, P. Aronsson, and A. et al (eds.) Amundsen, National museums. New studies from around the world, ed. (London: Routledge, 2011). The earlier project was presented in Peter Aronsson, “Making National Museums (NaMu) – ett internationellt program för jämförande studier rörande nationalmuseernas framväxt och funktion,” Nordisk Museologi, no. 1 (2007); P. Aronsson et al., “NaMu: EU Museum Project connects and educates scholars from around the world,” MUSE 26, no. 6 (2008) and is still available at www.namu.se. 2. See for example the new museum history in Finland, Susanna Pettersson & Pauliina Kinanen (eds.), Suomen museohistoria, (Helsinki: Suomalaisen Kirjallisuuden Seura, 2010). In Norway 123 PETER ARONSSON 124 Anne Eriksen, Museum. En kulturhistorie (Oslo: Pax, 2009) Arne Bugge Amundsen & Bjarne Rogan, Samling og museum. Kapitler av museenes historie, praksis og ideologi. (Oslo: Novus, 2011). Several relevant projects in Sweden include two at Tema Q at Linköping and several in Stockholm at Historiska Museet, Nordiska Museet and Etnografiska Museet. See: http://hem.bredband.net/johahega/historisktmuseum/Valkommen.html; http://www.nordicspaces.eu/Nordic/Nordic_Spaces.html. Magdalena Hillström, Ansvaret för kulturarvet. Studier i det kulturhistoriska museiväsendets formering med särskild inriktning på Nordiska museets etablering 1872-1919, ed., Linköping studies in arts and science, 363 (Linköping: Dept. of Culture Studies Linköpings univ., 2006); Eva Insulander, Tinget, rummet, besökaren: om meningsskapande på museum, ed. (Stockholm: Institutionen för didaktik och pedagogiskt arbete, Stockholms universitet, 2010); Fredrik Svanberg, Museer och samlande, ed. (Stockholm: Statens historiska museum, 2009). Contributing to Eunamus on Norden are Peter Aronsson, Henrik Zipsane, Per Widén, Arne Bugge Amundsen, Susanna Pettersson, Eva Silvén, Johan Hegardt, Richard Petersson and Magdalena Hillström. The first set of reports will be presented in Bologna at the end of March 2011. 3. Peter Aronsson, “Representing community: National museums negotiating differences and community in Nordic countries,” Scandinavian Museums and Cultural Diversity, Katherine J. Goodnow & Haci Akman, (eds.) (New York: Berghahn Books, 2008); Per Widén, Från kungligt galleri till nationellt museum. Aktörer, praktik och argument i svensk konstmuseal diskurs ca 1814–1845 (Hedemora: Gidlund, 2009). 4. Peter Aronsson, “Explaining National Museums. Exploring comparative approaches to the study of national museums,” National museums. New studies from around the world, S.J. Knell, P. Aronsson, and A. Amundsen, (eds.) (London: Routledge, 2011). * Peter Aronsson, professor, Culture Studies (Tema Q), Department for Studies of Social Change and Culture (ISAK), Linköping University, Sweden Address: Kungsgatan 38, Campus Norrköping, SE-601 74 Norrköping, Sweden E-mail: peter.aronsson@liu.se Web: www.isak.liu.se/temaq; www.eunamu.eu; www.aronsson.nl FORSKNINGSPROJEKTER NORDISK MUSEOLOGI 2011 1, S. 125-134 ● ● Digitization of cultural heritage ViMuseo.fi project. Description of PhD project MAGDALENA LAINE-ZAMOJSKA* Abstract: In this text I will present my doctoral research on the digitization of cultural heritage, which I am conducting at the Department of Art and Cultural Studies, University of Jyväskylä (Finland). The supervisors are Professor of Museology Janne Vilkuna (main supervisor) and Professor of Digital Culture Raine Koskimaa (second supervisor) from the Department of Art and Culture Studies, University of Jyväskylä. The research is scheduled to be conducted between 2008 and 2012. The goals of the research are (1) to investigate the possibilities for new media in presenting cultural heritage in small museums in Finland; (2) to analyze the cooperation between the researcher, graphic designers and programmers; and (3) to construct the tool to create multimedia presentations. The possible implementation of the research results is also discussed. Key words: Cultutal heritage, digital heritage, digitization, virtual museum, Finnish local museums, small museums, CMS, museology, doctoral research, Finland, University of Jyväskylä. Digitization, as a process for making a digital representation of an object (the object might be a document, image, real object, idea or ritual, etc.) is still a new and problematic issue in contemporary memory and cultural institutions. Although it is a difficult process, the digitization of cultural heritage is perceived as one of the obligatory activities in these institutions. In spite of the incompatibility between computers and museums, the technology has been present in museums since the 1960s (Parry, 2007). The digitization offers huge capabilities for mu- seums to achieve their goals, because all kinds of collection can be digitized. Capturing, preserving and communicating the information embodied in the objects provide new capabilities for structuring and communicating knowledge. Many institutions with sufficient resources actively digitize their collections. Moreover, they are willing to share their experience, prepare tools and create communities of professionals in order to develop new solutions. As a result, there are many online available resources on digitization and preservation, MAGDALENA LAINE-ZAMOJSKA 126 which could serve smaller or less experienced institutions. However, many of these resources require sufficient understanding of new technologies and new media from the museum professionals. Most of the museums have no resources to start the process of digitization. Digitization as a process has different outcomes. High-quality digitization follows the high technological standards and recommendations and is perceived as proper digitization. However, in many projects and publications mainly low-quality files (designed to be seen on a screen) are used, because there is no need to use large and heavy files. Lowresolution files or copies of master files are much more useful. In some cases there are only the low-quality files, created mainly for the internal use of the museum. In some community-oriented projects or Web 2.0 projects, this is the only kind of file in use. Moreover, the audience may contribute to the projects by producing and sharing this kind of file. For some institutions, this practice might be satisfactory at some point and can lead to proper digitization in the future. The lowresolution files are not very useful for conservation and documentation purposes, and they are not very valuable for researchers either. However, they can help small institutions to launch online projects and take their first steps in the direction of digitization. ASSESSMENT OF THE NEED IN THE FINNISH CONTEXT It might be said that Finland has been actively participating in developing the information society since 1995, when the first strategic plan regarding this issue was published (Valtiovarainministeriö, 1995). These efforts have also been seen in the museum and cultural sectors. Digitizing and providing access to cultural content is strongly supported in these professionally run institutions. State-supported initiatives can be mainly observed in the biggest institutions, with resources responding adequately to the needs of the projects of digitization. The biggest ongoing project is the Public Interface project developed by the National Digital Library. Its aim is to gives access to the electronic information resources and services of libraries, archives and museums, and it is planned that it will open to the audience this year (2011). The resources from different Finnish memory institutions will then be available in one service, making them more accessible and findable. However, only institutions with digitized resources can participate in this project, which means that only professionally run museums can follow all the quality requirements. The project has been launched by the Finnish Ministry of Education and Culture in order to improve the availability and usability of the electronic materials of libraries, archives and museums as well as to develop a long-term preservation solution for the materials. The project also follows the Government Objectives of the National Information Society Policy 2007–2011 (http:// kdk2011.fi/en/information-on-the-project). According to the National Board of Antiquities, there are 157 professionally run museums in Finland, which are responsible for 329 venues that are open to the public (Kaukonen & Vihanto, 2010). There is no official permission of any kind required in order to establish a museum. As a result, in addition to the157 professionally run museums, there are around 1,100 small, voluntarily run local museums, which are mainly open during the summer. The Finnish Museum Association has been trying to gather information about all DIGITIZATION OF CULTURAL HERITAGE 127 Fig. 1. Screenshot presenting the Jyväskylä University Museum (Version A). the Finnish museums in one service (http:// www.museot.fi). The list, which is incomplete, includes around 900 museums. This long list includes links to the museums’ own websites or to the web pages belonging to municipalities’ own websites. In 2008 and 2009, I conducted a preliminary study of these museums’ websites. The number of museums has been constantly changing, but the results are comparable. Most of the museums’ websites or web pages are not professionally prepared and offer only limited information about the type of collection, opening hours, address, etc. According to the definition of the museums’ sites proposed by Werner Schweibenz (2004), the Finnish local museums’ sites mostly represent the contents of the brochures of these museums, with basic information about the museum in question. The preliminary study of these resources showed that the online accessibility and attractiveness of cultural heritage is very MAGDALENA LAINE-ZAMOJSKA 128 Fig. 2. Screenshot presenting OVE IB speech synthesizer from the Jyväskylä University Museum’s collection (Version A). limited, especially in these smaller, local institutions, although there are many initiatives showing that museum staff are interested in employing Internet solutions to present their collections and to communicate with their audience. The results, however, are quite often unsatisfactory, not only in terms of accessibility and usability. Moreover, there are many museums without even a basic website. Only the biggest institutions can afford to present their resources in complementary and interesting ways. Unequally distributed resources in the Finnish museums may be seen as a problem, and this results in an unequal presentation of Finnish cultural heritage. AIMS AND RESEARCH QUESTIONS The research focuses on the small Finnish museums and is carried out in cooperation with the Jyväskylä University Museum (https:// www.jyu.fi/erillis/museo/en). The Jyväskylä University Museum does not represent small museums, but is open to innovation and, as a DIGITIZATION professionally run institution, it can provide all the necessary materials and support. The main objectives of the research are: (1) to investigate the possibilities of new media in presenting cultural heritage in small museums in Finland; (2) to analyze the cooperation between the researcher, graphic designers and programmers; and (3) to construct a tool to create multimedia presentations. In many situations, museums want to start the process of digitization or be more active on the Internet, but there is little understanding of possibilities of new media and how they could improve their work. The small museums are more community-oriented than researchoriented. Their efforts are all put into supporting activities targeted at local audiences. There are neither sufficient resources to put their museums online, nor sufficient understanding of the problemcomplexes involved in digital heritage. What are the appropriate tools that could be utilized in their work? What solutions can help small Finnish museums become more digitally aware and put their museums online? What are the possible new media solutions that can be used in the local museums in order to present local heritage? I argue that digitization is not the only possible way of bringing museums into the digital world – the low-quality resources and social media can help them to become more active online. This can be a first step in the direction of a proper digitization process. Another typical problem appearing in museums willing to go digital seems to be the lack of mutual understanding between the museum professionals and programmers or IT specialists. It is expected that the museum professionals know a lot about the possibilities and technical nuances of new media. This situation is relatively much more difficult in the OF CULTURAL HERITAGE small institutions no t run by professional staff. However, in most cases there is some basic understanding of the Internet services, browsers, email applications and search engines, which are nowadays in use in every institution. New media are perceived as a continuation of the previous forms of media, and there are thus some basic principles involved. The process of planning and preparing a product of new media can be perceived in the same way as a process of making a product using the previous media forms. The analysis of the process is focused on a clear distinction between the tasks of the actors, their competences, skills and agencies. It will allow for constructing a set of clear, understandable principles for the whole process, which can be further utilized in the form of a practical tool. How should the digital project be planned in order to respond adequately to the skills of their participants? What skills do they have? How do the museum professionals perceive the Internet and how do they use it in their work? Planning and developing a tool to create multimedia presentations is based on the findings from theoretical research. The main goals of the tool are: (1) to provide opportunities for small museums to share their knowledge; (2) to promote better accessibility to cultural heritage; and (3) to make small Finnish museums more accessible via the Internet. The aim is to design a simple tool to create multimedia presentations. Multimedia presentation can work as a virtual exhibition, project or collection. The questions were: how to design this tool to adequately meet its users’ needs – in this case those of the local museums’ representatives and their communities? What elements are required in order to make a virtual presentation about a collection or exhibition 129 MAGDALENA LAINE-ZAMOJSKA 130 from a small museum? What other elements are required in order to make it attractive to audiences? What elements are necessary to construct the tool that adequately meets the needs of a small museum? What are the minimum technological and visual requirements for the tool? What elements must the tool include in order to be fully functional in a small memory institution? METHODS The study consists of two parts: a theoretical study and a practical implementation (empirical research). The theoretical research is focused on new media; how these are used in presenting cultural heritage on the web and how the possibilities of new media respond to the institutional needs and available resources. The main focus is on small institutions without huge resources or without digitized resources. The Jyväskylä University Museum (The Cultural History Section: https://www.jyu.fi/ erillis/museo/en/cultural) is being studied in order to provide the necessary basis for the planning and development of the tool to create online presentations and exhibitions. Moreover, cooperation with the programmers and graphic designers is analyzed in this part (also as a comparative study). The theoretical research is focused on the concept of a virtual museum and what are the features of a virtual museum. The research is not primarily aimed at developing a new digital project, but rather at analyzing the most efficient solutions, which could be potentially implemented in the future. The research is intensively grounded in the Finnish context and the findings are discussed from this perspective. The project has been discussed with museum professionals from the Finnish museums. In this way the technology can meet the needs of these agents. Using ethnographic methods, like interviews, is very demanding and time-consuming. However, this approach allows for developing the solution that meets the needs of its users. It may be said that ethnographic methods and participatory design have much in common. However, ethnographic methods can ground the practice in a broader context that may have an impact on the implementation. Developing research versions will help to develop the procedures and methods, which can be used later if the working system is developed. EMPIRICAL RESEARCH. VIMUSEO: VERSION A, VERSION B AND PROTOTYPE The approach chosen in this research is providing promising data and results. The tool has been developed in cooperation with programmers and graphic designers. The process of our cooperation is documented and will be analyzed in a theoretical part of the research. The research is planned as a comparative study; it was therefore necessary to develop the system with two independent programming teams. I used the same methodology with both teams and used ethnographic methods to document and analyze the process of our cooperation (Silverman, 2006). The same materials and objectives were presented to both teams. We discussed potential solutions, and after that the programmers were asked to answer a few questions pertaining to the matter discussed, what problems they faced, what were the possible solutions and why they decided to choose a particular solution. This method is very time-consuming but brings promising results. The cooperation with both teams DIGITIZATION differed a lot, asdid the general workflow and final effect. It also resulted in different solutions. ViMuseo (virtuaalimuseo means virtual museum in Finnish) is a web content management system designed for small museums without digitized resources. It works as an online tool to present a museum and to create multimedia presentations that may work as virtual collections, exhibitions and projects. The priority of the system is its simplicity. It is very user-friendly and does not require any professional programming knowledge. Museums can be registered and described by using predefined categories (e.g. “About us”, “About the museum”, “Visit”, “Collection”, and so on). Other files may be added, such as images and downloadable files (in the most popular formats). Objects may also be added which are constructed through textual description, adding Google maps, images, flash animations, movies, music files and downloadable files. These objects can be used to create the virtual collections, exhibitions and projects. Users can also post comments and tag the objects. Both systems have similar functions, features, structure and design. However, from the technological point of view they are completely different solutions. The systems only serve research purposes and cannot be used in any other way. They are accessible online: Version A (http://www.virtuaalimuseo.fi/ 04) and Version B (http://vimuseo.fi/08). A third version of the system is being developed and will serve only as a demo/ prototype. The results from both empirical and theoretical research will be implemented in the forthcoming version. The prototype is planned to include elements researched both theoretically and practically. It will present the concept of the system and will offer additional OF CULTURAL HERITAGE comments demonstrating to the museum staff the system’s functions. When both versions were discussed with the museum professionals, a lot of time was spent explaining the features. The demo version can make future interviews more focused and less abstract. This version could also be developed as a final version serving the museums, which will be discussed in the next part of this paper. IMPLEMENTATION OF THE VIMUSEO This project is planned solely as doctoral research. The theoretical part of the research is tightly connected to the empirical research. The empirical research has been partly experimental, and the developed versions of the system only serve the research purposes. Version A and the Version B were developed in order to test the hypothesis and bring a set of useful methods and procedures. The development has been documented and will be analyzed in the doctoral dissertation. The forthcoming prototype version will serve only as a demo, with additional comments explaining the concept and the system’s functionalities. There is no intention to use the systems in any other way. The research is strongly grounded in the Finnish context. It discusses the problems of the small and voluntarily run Finnish local museums and it proposes some solutions. Despite the research being theoretical, the solutions are to some extent also practical. At this stage, the system is not intended to be used by real museums, so the proposed technological solutions do not support this kind of use. However, the programmers did focus on solutions that could possibly be developed in the final product. In order to meet the objectives of the research, the technology 131 MAGDALENA LAINE-ZAMOJSKA 132 used in the developed versions could be used theoretically in the final version. The conducting of the research and development of the system were also planned in this way, so that the outcomes could be used in the final version. The research, the two system versions and the forthcoming prototype could be utilized in the implementation of the system. The philosophy of the research is to make the system as open as possible, and we therefore decided to prioritize the open source solutions. This is widely recommended in Finland, for example in public administration organizations (Julkisen hallinnon suosituksia, 2009). Version B is built with Symphony (http://symphonycms.com), which is an XSLT-powered open source content management system. The open source technology can be described as a methodology and it has numerous advantages. The methodology of the whole research and the open source methodology support each other. The source of the final product is publicly available and it can result in further development initiated by its users. Moreover, it promotes the use of open standards, licenses and application programming interfaces (APIs) to share content. Opening cultural content to the public could be supported in any form. Open source is quite often contrasted to commercial solutions, which can be characterized by more centralized, commercially oriented development. It seems that the cultural sector, and especially museums, which are defined as non-profit institutions (http:// archives.icom.museum/definition.html), could take advantage of the open source methodology. Moreover, it seems that this approach could be very advantageous in the Finnish context with the enormous number of small museums. It would be very difficult to develop a project that meets the needs of all these institutions because the levels of expertise and experience in these voluntarily run institutions differ a great deal. I believe that offering them a simple and open solution, which is based on research and which may be developed by them, would be the right choice. Opening the system to its users can be very beneficial in a situation where there is no possibility of knowing each institution. It may result in innovations that are really needed and wanted by its users. Another benefit of this approach is that there is a possibility to develop a shared digital strategy and policy. The institution initiating this project could try to create the digital strategy and offer it to the museums. Implementing the policy in a practical project seems to be a very innovative but beneficial decision. This model has been proposed and developed by the Smithsonian Institution. In 2009, the Smithsonian Institution completed a Smithsonian Web and New Media Strategy that updates their digital experience and learning model, and balances the autonomy and control within the institution. The goals that emerged during the process of creating this strategy are related to all the functional aspects of the institution: mission, brand, learning, audience, interpretation, technology, business model and governance (the whole strategy is available online: http://smithsonian-webstrategy. wikispaces.com). These themes and goals are unified by the concept of a Smithsonian Commons (http://www.si.edu/commons/ prototype/), which is an extremely interesting example of how a strategy is implemented through a digital product. The Smithsonian Commons is a digital platform that can be described as a new type of digital presence in the museum world. The Smithsonian DIGITIZATION Institution wants to open up access to Smithsonian research, collections and communities. Their resources may be freely used, which can stimulate learning, creation and innovation. I argue that the same model could be used in the Finnish context. The small museums could be gathered together in one digital space. If there is a common place where these small museums meet, they can share their experiences, good practices and follow the given standards. In this way, it would be possible to implement a digital strategy for all these institutions. At this moment in time, the system is neither ready to offer this kind of digital experience, nor is there a digital strategy. However, the most important thing is that the research has been planned and developed to find solutions appropriate for small Finnish museums and it has the potential to be developed. It seems that there is too often an attempt to solve problems with cultural and digital heritage by focusing on sophisticated, state-of-the-art technological solutions. The appropriate solution not only meets the technical requirements; it presupposes an identification of the needs and skills of potential users in a wider cultural context. This project aims at identifying these needs and at proposing potential solutions. Further development could make use of these findings. CONCLUSIONS The research is focused on practical and theoretical issues that consider the wide and quite new area of digital heritage studies. In the theoretical part of this research, the relatively small museums and their websites were OF CULTURAL HERITAGE studied, as well as the state-of-the-art media technology used for presenting cultural heritage online. The practical part is designed to implement the findings from the theoretical research and to evaluate the cooperation between the agents involved in the project. The ViMuseo.fi project is a non-commercial project, planned only for the purposes of this research, and is thus proposing a very innovative approach to this field. The goal is to design and construct a simple, user-friendly tool to create multimedia presentations, virtual exhibitions and projects. Innovative solutions and a new approach to this discipline let us reconsider many concepts from the discipline of museology. The findings are also discussed in the Finnish context. The research aims at providing results that could be implemented in the voluntarily run local museums in Finland. The approach used in this research is not solely focused on technology, but also on real users and their needs. More information about the research, the system and its features are available on the ViMuseo blog at http:// vimuseo.fi. REFERENCES ICOM Definition of a Museum. Consulted on 24 February 2010. http://archives.icom.museum/definition.html Julkisen hallinnon suosituksia / Public Administration Recommendations. (2009). JHS 169 Avoimen lähdekoodin ohjelmien käyttö julkisessa hallinnossa. Updated 2010-06-20. Consulted on 24 January 2010. http://www.jhssuositukset.fi/suomi/jhs169 Jyväskylä University Museum. Consulted on 24 January 2011. https://www.jyu.fi/erillis/museo/en 133 MAGDALENA LAINE-ZAMOJSKA 134 Jyväskylä University Museum. The Cultural History Section. Consulted on 24 February 2011. https://www.jyu.fi/erillis/museo/en/cultural Kaukonen, M. & Vihanto, T. (Eds.) (2010). Museotilasto 2009 / Finnish Museum Statistics 2009. Museovirasto / National Board of Antiquities. Vammalan Kirjapaino Oy. Consulted on 24 January 2011. http://www.museotilasto.fi/user_files/Museotilasto%202009/Museotilasto%202009korjvedos3.pdf National Digital Library, The Public Interface. Consulted on 24 February 2011. http://kdk2011.fi/en/information-on-the-project Parry, R. (2007). Recording the Museum. Digital Heritage and the Technologies of Change. Routledge: London and New York. Schweibenz, W. (2004): “Virtual Museums”. ICOM News 3, 2004. Consulted on 10 January 2011. http://icom.museum/pdf/E_news2004/p3_2004 -3.pdf Silverman, D. (2006). Interpreting qualitative data: methods for analysing talk, text and interaction. Sage Publications: London. Smithsonian Commons. Consulted on 24 February 2011. http://www.si.edu/commons/prototype/ Smithsonian Institution. Smithsonian Web & New Media Strategy Version 1.0 (2009). Consulted on 24 February 2011. http://smithsonian-webstrategy.wikispaces.com/ Suomen museoliitto / Finnish Museums Association. 2009. Consulted on 24 January 2011. http://www.museot.fi/ Symphony. An open source CMS. Consulted on 24 February 2011. http://symphony-cms.com Valtiovarainministeriö: Suomi tietoyhteiskunnaksi kansalliset linjaukset. Painatuskeskus: Helsinki 1995. ViMuseo: blog about the project. Consulted on 24 February 2011. http://vimuseo.fi ViMuseo, Version A. Consulted on 24 January 2011. http://virtuaalimuseo.fi/04 ViMuseo, Version B. Consulted on 24 January 2011. http://vimuseo.fi/08 *Magdalena Laine-Zamojska is currently a doctoral student in Museology at the Department of Art and Culture Studies, University of Jyväskylä (Finland). She has a master’s degree in Ethnology and Cultural Anthropology from the University of Adam Mickiewicz (Poland). Address: Suvilahdenkatu 4 A 20, 00500 Helsinki, Finland. Email: magdalena.laine-zamojska@jyu.fi Web: http://vimuseo.fi FORSKNINGSPROJEKTER NORDISK MUSEOLOGI 2011 1, S. 135-146 ● ● Portable technologies at the museum CONNIE SVABO* Abstract: A topic of interest in contemporary museum studies is how digital technologies contribute to museum visitor experiences. Building on insights from media and technology studies that new media should be understood for how they overlap with old media, the article reports an ethnographic study of the intersections between the exhibition at a modern museum of natural history and three portable technologies – one of which is digital. Mobile phone cameras, exercise pamphlets and dress-up costumes link visitors with an exhibition, but they simultaneously shape this relation in their own specific directions. This is shown by drawing on the concept of mediation as it is developed by philosopher Michel Serres and philosopher of technology Bruno Latour. The article is based on the Ph.D. thesis entitled “Portable Objects at the Museum”, defended at Roskilde University on 22 September 2010. Key words: Visitor experience, museum communication, information and communication technology, media convergence, spaces of experience, mediation, natural history. INTRODUCTION: OVERLOOKED MATERIALITY IN VISITOR EXPERIENCES Throughout the past three decades, international museum research has increasingly emphasised museum visitor experiences. Museums have a responsibility, not only in relation to collection and documentation, but also for communication with the public (Bayne, Ross and Williamson 2009; Macdonald 2005). Hooper-Greenhill argues that a museum exhibition is a medium for mass communication and therefore should be explored for its abilities to communicate with the public (1995; 2006). Hein points out that there is a huge difference between didactic intent and the learning which emerges in a situation, and he links this insight to museum exhibitions in particular. Situations which are beneficial in terms of learning are often open and ambiguous – it is possible for the learner to exert influence on them and, due to this openness, it is quite difficult to predict how a situation develops and what meaning a person will make out of it. According to Hein, a rich and complex environment such as a museum exhibition is a good site for learning, but it also holds numerous possible forms of interaction, and for this reason it is quite possible that the learner will focus on something different from CONNIE SVABO 136 what the educator had in mind (Hein 1995: 189; 1998). These are but two museum scholars who point out that there is a need for in-depth knowledge about the museum visit. A primary work on this topic is Falk and Dierking’s The Museum Visitor Experience (1992), which points to the fundamentally social character of the museum experience. Visitors regard a museum visit as a social outing, like going to a park or some other leisure site. The museum visit is both affected by social situation and by the personal history, taste and preferences of the collective of museum visitors. These issues are highlighted by Falk and Dierking and have been used as point of departure in later research, in a Danish context by Grøn (2007), for example. Less attention has been devoted to the more material influences on museum visits; particularly how mediating materials and technologies contribute to constituting museum visitors’ subjectivity and modes of experiencing. A notable exception to this tendency to focus on the social – rather than the sociomaterial – is Hetherington’s study of how Braille signs, easy access ramps, stairs, audio guides and a tactile book mediate a museum exhibition and in this process constitute the embodiment of a visually impaired person (Hetherington 2003:107). HYBRID MUSEUM VISITORS Information and communication technologies are rapidly moving away from desk tops, and instead permeating everyday spaces and situations. The omnipresence of digital technologies makes it difficult to ignore the hybrid character of the human subject. For the same reason, digital technologies are increasingly receiving attention in the field of museum studies as well. As such, this orientation is helping to fill a void – the previously-mentioned lack of attention towards the hybrid, sociomaterial constitution of museum visitors. Museum researchers attentive to this new digital dimension of museum visits advocate the promising potential of “new”technologies in museum communication (Kahr-Højland 2007; Hansen et al 2009; Schroyen et al 2007; Tallon 2008; Gammon and Burch 2008; Mensch 2005), but there seems to be a lack of empirically based research on how digital technologies contribute to museum experiences – perhaps because of the novelty of the topic. After a review of existing research, Falk and Dierking report that there is no clear picture of the relationship between museum-based meaning making and digital technologies (Falk and Dierking 2008). There is thus a need for research which looks into this topic – and it is worth noting that it is not sufficient to explore digital technologies as isolated phenomena. Researchers working with media, information and communication technologies point out that new technology should be understood as forming part of media convergences in which old and new media overlap (Ito 2008; Falkheimer and Jansson 2006). This implies that a museum exhibition may be understood as a site which is saturated by various kinds of information and communication technologies. Various forms of communication converge in a museum context, as the museum theme may be communicated by exhibits, signs, posters, pamphlets, brochures, guided tours, computerbased information kiosks, handheld digital information providers and human guides. Communication practices and technologies coexist, overlap and intersect. Summing up, there is a need for in-depth PORTABLE TECHNOLOGIES AT THE MUSEUM 137 Naturama’s exhibition is a circular room with three levels: Air, Land and Water. Multimedia is extensively used to create an effect of dramatized nature. Changes in light and sound give the impression of the cycle of day and night. Photographer: 1,2,3: Niels Nyholm / Photopop.dk. CONNIE SVABO 138 qualitative studies which build comprehensive descriptions of museum visitor experiences in general. Furthermore, there is a particular need for studies which pay attention to how various communication technologies contribute to museum visits. The growing interest in mobile, digital technologies potentially tags along with sensitivity towards the hybridity of museum visitors. The orientation towards mobile technologies may be broadened to encompass not only digital media, but also all sorts of other devices that exert influence on museum visits in various ways. This was a central point in the Ph.D. study I carried out at the Naturama museum of natural history in Denmark. I found various forms of “hybrid visitors”, some of which were hybrids between mobile phone cameras and visitors. Others were hybrids between exercise pamphlets and visitors or animal costumes and visitors. CASE STUDY: NATURAMA Naturama is a modern museum of natural history, which opened in 2005 as a rebuilt version of the earlier Svendborg Zoologiske Museum, founded in 1935 and located on the island of Fyn, in Denmark. The museum is an independent institution, which is stateapproved with the status of museum. It receives a limited government grant, is state-subsidized to carry out specific tasks, and is subject to Danish museum legislation. This obliges the museum to carry out activities of collection, registration, research and communication, all with the purpose of maintaining the natural historical legacy and making this accessible to the public. A central task of the museum is to continuously develop its role as a knowledge and experience centre and to contribute to cultural and educational development in society. The museum is what in a Danish context can be denoted a medium-sized museum: with 65,509 visits in 2009 and somewhere between 20 and 30 employees, depending on the time of year. Children and young people under 18 account for half of the museum visits. The museum has a 4-star rating from Danish Tourist Attractions, and was nominated for the Danish Museum Award in 2006 and for the European Museum Award in 2007. The name Naturama is a combination of nature and drama, and was chosen to symbolize the experience the museum hopes to give its visitors – an experience of dramatized nature. The permanent exhibition in the museum is divided into three levels in descending order: Air, Land and Water: Air on the top floor, Land in the middle, and Water on the ground floor. The floor divisions relate to three categories of animals - those that live in the air, on land, and in water. In the exhibition, traditional dioramas are replaced by a minimalist exposition of taxidermic mounts garnished with an elaborate multimedia show. An audiovisual show plays continuous 90minute loops that use light and sound to give an impression of the twenty-four hours of day and night coming and going. Light and sound change from the energetic rhythm of sunrise to calm, starry night and the accompanying sounds range from the quiet scuffle of a badger to a trickle of rain and roars of thunder. Signs and posters are reduced to a minimum in the streamlined design, and instead computerbased information kiosks are dotted throughout the exhibition. The museum is an interesting case, because it is a modern museum that is saturated by a range of different mediation technologies. The PORTABLE museum uses digital technologies in the form of multimedia shows, video, interactive exhibits, information kiosks, PDA-based audio guides and the museum website. Furthermore, the museum is an example of a museum reality in which digital technologies are put to work alongside other communication practices such as guided tours, printed materials, special events, workshops, concerts and enactment activities. It is an example of a media reality in which new and old media coexist. METHOD: ETHNOGRAPHY OF PORTABLE TECHNOLOGIES Based on the need for in-depth qualitative studies of museum visitor experiences, I carried out an ethnographic case study of museum visits. I used qualitative methods to produce data about the encounters between visitors and the museum exhibition. Field work was carried out over a period of 14 months from April 2007 until June 2008, and several follow-up visits have been conducted, the last one in the spring of 2011. During the fieldwork, I used the techniques of participant observation, qualitative interviews, and audio and video recording. I carried out 39 days of observation at the museum, 21 of these days focused on visitor interactions, and I carried out several interviews, 19 of which were with visitors. Interviews and observations were with visitors of all ages, but gradually focused on visitors who are the primary users of exercise pamphlets, mobile phone cameras and animal costumes – children up till the age of 13 and the visitors accompanying them. The methods and techniques employed are extensively described in my Ph.D. thesis (Svabo 2010: 133). During my ethnographic fieldwork at the museum, I became aware that three portable TECHNOLOGIES AT THE MUSEUM technologies – mobile phone cameras, exercise pamphlets and animal costumes – are central when visitors engage with the museum; all of these three technologies are frequently used by visitors. THREE POPULAR TECHNOLOGIES Mobile phone cameras are now an integral part of the day-to-day lives of children and young people. A 2009 survey carried out by the Danish Media Council for Children and Young People showed that 81 per cent of the 9–10 year olds, 94 per cent of 9–16 year olds, and for the age group 14–16, 99 per cent have mobile telephones. Children take their mobile phones with them wherever they go, even when they visit a museum. At Naturama, children and young people use their mobile phones as cameras to take pictures of animals on display. Exercise pamphlets are also very commonly used at the museum. 8,737 pamphlets were in circulation in 2009, with an annual total of 65,509 visitors – around half of these under age 18. This means that almost one third of the children who visit Naturama have an exercise pamphlet with them, and because it is common that more than one visitor is engaged with the same pamphlet – for example when families collaborate – the actual proportion of visitors, both children and adults, who are influenced by a pamphlet is quite large. By comparison, it is striking that visitor practices at Naturama reveal that visitors systematically ignore portable digital assistants (PDAs) provided by the museum to be used as audio guides. Only 73 PDAs were borrowed in 2009. In a competition for visitors’ attention, exercise pamphlets and mobile phones thus out–run the PDA by a long way; the PDA hasn’t even gotten out of the starting block 139 140 With printed exercise pamphlets, mobile phone cameras and dress-up animal costumes visitors engage with the exhibition in a textual, a visual and a dramatized way. Each portable technology creates a characteristic museum experience. Photographer: 1+2: Connie Svabo, 3: David Trood / Photopop.dk. PORTABLE when pamphlets and phones are racing through the exhibition. And these technologies on the move are occasionally accompanied by another running technology: the animal costume. At Naturama, it is common to see children dressed in one of the 15–20 animal costumes that the museum places at the disposal of visitors, and when children wear such costumes they play around, attack and chase each other through the exhibition. Although a costume is not what we normally would consider a technology, it can be perceived as such if it is considered in terms of its communicative intent and use. The museum uses these costumes as a way of staging a particular kind of museum experience, and in this sense it is a communication technology. This broad understanding of technology may be given further perspective by the fact that a central point in Latour’s technology studies is to draw attention to mundane and overlooked technologies (Latour 2005, Michael 2000). KEY CONCEPT: MEDIATION AS CONNECTION AND DISTORTION Exploring how the three portable technologies participate in museum visits – how they establish connections between museum visitors and the museum exhibition and what kind of influence they have on museum experiences – contributes to building an understanding of the museum as a site of media saturation. The three portable technologies provide a useful starting point for unravelling media convergences in the museum exhibition, where various information and communication technologies are in play at the same time – old and new, digital and not. The exhibition holds classic exhibits garnished with computers and TECHNOLOGIES AT THE MUSEUM interactive exhibits, and furthermore the three types of devices previously mentioned – mobile phones, exercise pamphlets and animal costumes. These overlapping communication technologies and the roles they play when visitors relate to the museum exhibition can be fruitfully explored by the term mediation. To mediate is to associate, to communicate between two parties, and – inspired by the work of philosopher and cultural theorist Michel Serres and philosopher of technology Bruno Latour – the term mediation can be expanded further. Mediation understood in a Serres and Latour sense highlights the simultaneous establishing of a connection and the distortion which takes place in the connection. Mediation establishes a relation as well as creating a kind of twisted version of that which is mediated, one might say that the mediator both connects and objects. Mediation is not a simple transportation of meaning, unaltered, through a mute and passive intermediary. It is invention, distortion and even to a certain degree betrayal. Mediation – the making of relations – has transformative aspects; the mediator changes what it mediates. With the connection also emerge displacement, drift and invention (Latour 2005). Looking at technologies as mediators implies considering what it is that they do; how do they make relations, form them, shape them and hold them in place and what happens to the linked parties in this process; how are the linked entities formed in and by the mediation? In relation to the museum visit: how is the visitor shaped as he or she is associated to the exhibition, and what kinds of trans-formation do the various mediating technologies bring? And the same question can be asked about the exhibition; what form does the exhibition assume; how is it transformed in the mediation? 141 CONNIE SVABO 142 FINDINGS: PORTABLE TECHNOLOGIES EACH MEDIATE A MODE OF VISITING When visitors’ frequent engagements with portable technologies are coupled with the notion of mediation, we can see that the three portable technologies act as mediators which both relate and transform the visitor and the exhibition, and thus drastically shape the visit. The subject matter of natural history is enacted in ways which closely connect to the portable technology in use. Each portable object mediates a characteristic mode of visiting; a characteristic pattern of activity and interaction. Visitors with exercise pamphlets conjure up an exhibition which assumes the form of text; information is stashed in computers and on signs and visitors dig information out of these compartments and move it to the blank lines which exercise pamphlets ask them to fill out. With exercise pamphlets emerges a scholarly and factually oriented enactment in which the exhibition is transformed into a site for finding answers and the child is a note-taker who moves information around. Visitors with mobile phone cameras conjure up an exhibition which assumes the form of visual images. Children take pictures of animals which they find impressive or beautiful. With mobile phone cameras emerges a relentless Exercise pamphlet Mobile phone camera Animal costume Exhibition enacted as Deposit of information Fashion show Nature reserve Action Visitor moves information, traverses exhibition. Walks at a high pace, follows trail. Purposeful search with pen and paper in hand. Stops once in a while and writes. Or: is stationary at computer, extracting information. Visitor makes images. Moves around at a slow pace, occupied somnambulistic (present/ absent). Stops once in a while, holds arm up, takes picture, looks at image, moves on. Visitor plays. Crawls, attacks other visitors, scratches, utters guttural sounds. Wild, predatory movement. Visitor enacted as Archaeologist, notetaker Photographer Animal Interaction produces Text, inscription Images Play, performance Relates to Lists of inventory, multiple choice tests, school, work Photo album, leisure, tourism, vacation Costumes, masks, carnival, drama Form of understanding Facts-based, instrumental Aesthetic, visual Bodily, imagined PORTABLE accumulation of pictures in which digital images are collected and deposited in jeans pockets. The exhibition presents itself as visual images and the visitor is a photographer chasing beauty. Visitors with animal costumes conjure up an exhibition which is the site for embodied, imagined and dramatized encounters – visitors snarl, growl and hunt while in the exhibition. The exhibition turns into a nature reserve, hunting ground and habitat roamed by animal children on the move. Relations between museum visitors and the exhibition are established with the three portable technologies, but the relation between the visitor and the exhibition is simultaneously manipulated in a characteristic direction by each portable technology. Each mediator creates its own version of the exhibition. The exhibition is enacted in three related – but not congruent – versions. DISTORTION IS NOT PROBLEMATIC When portable technologies are at play they create distorted versions of the exhibition. Portable technologies stitch together a version of the exhibition which fits them. They fixate and hold the exhibition, and they transform and distort it. From an agenda of knowledge transmission it may be considered problematic that children who are engaged with mobile phone cameras do not engage with animals in terms of biological facts such as information about names, species, habitat and food. Reciprocally, from an aesthetic agenda it may considered problematic that children who are engaged in exercise pamphlets do not sense the exhibition in terms of beauty, light or sound. Viewing the occurring interactions as problematic from one perspective or other ties TECHNOLOGIES AT THE MUSEUM in with having specific ideas for what kind of interaction is desired. If the exhibition is seen as a parade of a specific kind of knowledge and if the didactic agenda of the museum is a closed one which does not subscribe to the openness of learning, as pointed to by Hein, the mediation carried out by portable technologies may be considered problematic. The portable technologies may be seen as betrayers. They do not faithfully convey the Word of Science. But the mediation carried out by portable technologies takes on a somewhat less problematic air when the exhibition is pulled down from an imaginary throne. The exhibition is neither God nor Queen. The exhibition itself is a mediator and in this sense, also a broker and a betrayer. It is devised to communicate science, to mediate between natural history and the public. Both the exhibition and the portable technologies are messengers, designated to communicate. Metaphorically speaking we might say that the exhibition archangel is flanked by multiple other angels; seraphs and cherubs. They bear messages, mediate between worlds, and their overlapping interactions are what Serres calls “the intercommunication of message-bearing systems” (1993/1995). The exhibition archangel flanked by other messengers successfully communicates the theme of nature to visitors. DISCUSSION: DESIGN FOR CONVERGENCE The study seeks to contribute to the growing subarea of digital technology in museum communication and experience. The study flattens out the divide between digital and nondigital technologies and confirms the point made in technology studies; that new and old technologies must be understood in terms of overlap and convergence. This is an important 143 CONNIE SVABO 144 point to remember in the development of new communication devices; relations between the exhibition and mobile digital technologies must be explicitly contemplated. Mobile digital devices should be designed in a way where they explicitly draw attention to aspects of the exhibition which the museum wants to communicate. This may seem to be a banal point, but reported experiments with developing applications for digital handheld devices for use in museums do not always explicitly reflect on the relation between the digital medium and the exhibition (for an example of this, see Schroyen et al 2007). Designing the relations between the exhibition and other mediating technologies is a central challenge which emerges at the intersections between various communication technologies. The interaction designer for example may contemplate a computer interface or the interface between a handheld digital device and a user, but this is not sufficient. It is necessary also to contemplate the relation to the spatial design and other communication practices. And here it is worth noting also that designers of museum communication may have to deal with several versions of the same user: the same visitor may very well be engaged in various kinds of mediation, and thus form various hybrids. Within moments, children shift from growling brown bears to task-solving busy-bodies moving information around, and then are clicked into photography. Museum visitors shift and morph as they engage in mediated encounters with the exhibition. This implies that museum communication designers have to not only be able to make singular designs which work well, but also have to be able to imagine user situations which consist of multiple, overlapping and sometimes even competing mediations. It is necessary for both research and practice to be able to tackle the multiplicity of mediations carried out by exhibits, signs, posters, pamphlets, brochures, tours and digital technologies. A museum visit consists of multiple coexisting mediations and the negotiations between them. For this reason it is central to not have a myopic focus on one communication technology, but to explore and build an understanding of the intersections between various communication technologies. CONCLUSION: MUSEUM EXPERIENCES MEDIATED BY DIGITAL AND MUNDANE TECHNOLOGIES In the past thirty years, the field of museum studies has increasingly voiced an interest in how the museum communicates with the public and how the public experiences museums. A contemporary topic of interest in this relation is the role and potential of digital technologies for creating interesting and educational museum experiences. Standing on an insight from technology studies that new and old media should not be counterpoised, but that new media rather should be understood for how they overlap and intersect with old media, the article reports a study of the intersections between various media. The relationships between visitors, a museum exhibition and three portable technologies are explored as they emerge in an ethnographic fieldwork of a Danish museum of natural history. The three technologies are mobile phone cameras, exercise pamphlets and animal costumes. They are studied because they are commonly used by museum visitors and they all contribute to establishing a characteristic relation between the visitor and the exhibition. Inspired by the work of philosopher and cultural theorist Michel Serres and philosopher PORTABLE of technology Bruno Latour, the intersections between the museum exhibition and three portable technologies are explored as relationships of mediation, which both is the establishment of a relation and the simultaneous distortion of this relation. The three portable technologies establish connections between visitors and the exhibition, and as such are useful museum communication technologies, but each of the three technologies also gives the encounter between the visitor and the exhibition a twist of its own. The multiple, overlapping and intersecting mediations pose both interesting possibilities for and challenges to museum communication design. LITERATURE Bayne, S., Ross, J., Williamson, Z., 2009: “Objects, subjects, bits and bytes: learning from the digital collections of the National Museums”, in Museum and Society, Jul 2009 7(2), pp. 110–124. 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Latour, B., 2005: Reassembling the social: an introduction to Actor-Network-Theory, New York: Oxford University Press. Ito, M., 2008: “Mobilizing the Imagination in Everyday Play: The Case of Japanese Media Mixes”, in Drotner, K., Livingstone, S., (eds.): The International Handbook of Children Media and Culture, pp. 397–412, Los Angeles : SAGE. Macdonald, S., 2005: “Accessing audiences: visiting visitor books”, in Museum and Society, November 2005, 3 (3), pp. 119–136. Mensch, P.v., 2005: “Annotating the environment. Heritage and new technologies”, in Nordisk Museologi 2005, 2, pp. 17–27. Michael, M., 2000: Reconnecting culture, technology 145 CONNIE SVABO 146 and nature: from society to heterogeneity, London and New York: Routledge. Schroyen J., Gabriëls, K., Teunkens, D., Robert, K., Luyten K., Coninx, K., and Manshoven, E., 2007: “Beyond mere information provisioning: a handheld museum guide based onsocial activities and playful learning”, in Nordisk Museologi 2007, 1, pp. 30–45. Serres, M., 1993/1995: Angels: a modern myth, translated by Cowper, F., 1995, Paris: Flammarion. Svabo, C., 2010: Portable Objects at the Museum, Ph.d. thesis, Institut for miljø, samfund og rumlig forandring, ENSPAC, RUC. Tallon, L., 2008: “Introduction: Mobile, Digital and Personal”, pp. xii–xxv, in Tallon, L., Walker, K., (eds.): Digital technologies and the museum experience: handheld guides and other media, Plymouth, UK: AltaMira Press. *Connie Svabo, Ph.D., Assistant Professor, Roskilde University Address: Research Group on Space, Place, Mobility, and Urban Studies (MOSPUS) Dept. for Environment, Society and Spatial Change (ENSPAC) Roskilde University Universitetsvej 1, P.O. Box 260 DK-4000 Roskilde Denmark Email: csvabo@ruc.dk ANMELDELSER Bjørnar Olsen: In Defense of Things. Archaeology and the Ontology of Objects. Lanham, New York, Toronto, Plymouth, UK: Altamira Press 2010. 203 sider. ISBN 978-07591-1930-7. En rekke titler har de siste årene satt ting og materialitet på den akademiske dagsorden. Felles for flere av disse bidragene er en kritikk av den språklige vendingen som har vært en dominerende inngang til kulturstudier, spesielt på 1980- og -90-tallet. Ved å fokusere på diskurs, tekst og tegn mener kritikerne at den materielle siden av kulturen har vært oversett på tross av at materiell kultur har vært et sentralt begrep i forskningen. (Damsholt, Simonsen og Mordhorst 2010:9-10; Dudley 2010:12; Olsen 2010) Bjørnar Olsen er professor i arkeologi ved Universitetet i Tromsø. Hans siste bok, In Defense of Things, føyer seg inn i rekken av bøker som vektlegger at tingene eksisterer i relasjon til, og på lik linje med mennesker, planter og dyr. I motsetning til flere utgivelser som fokuserer på performativitet og gjøren av materialiteter konsentrerer Olsen seg om det han kaller integriteten til tingene. (Olsen 2010:172) Boken vil i denne sammenhengen vekke begeistring hos lesere med interesse for tingteori. Den kan samtidig fungere som en tekstbok for de som ønsker en innføring i fenomenologi og actor-network-theory. I artikkelen ”Momenter til et forsvar for tingene” (2004), publisert i Nordisk Museologi, argumenterte Olsen for at tingene ikke må ignoreres av vitenskapen. Hans resonnement underbygges og videreutvikles i In Defense of Things. I Marcel Prousts På sporet av den tapte tid reflekterer hovedpersonen over hvordan tingene fremtrer for ham i overgangen mellom søvn og våken tilstand. Proust skriver: ”Kanskje er tingenes ubevegelighet pålagt dem av vår overbevisning om at det er dem vi ser og ikke andre, kanskje er den et resultat av det som egentlig er vår tankes ubevegelighet overfor tingene.” (Proust 1984: 10) Gjenklangen fra Prousts litterære betraktning, over menneskets ubevegelighet overfor tingene, kan stå som et bilde på den sentrale tematikken i In Defense of Things. Det er først og fremst vitenskapenes fastlåste oppfatning av tingene per se Olsen vil til livs. I den sammenhengen blir det avgjørende å bryte ned den dikotomiske tankegangen som har kommet til å prege den vestlige metafysikken der todelingen mellom den menneskelig tenkning og den materielle verden er grunnleggende. Olsen viser hvordan samfunns- og humanvitenskapene gjennom 1900-tallet, på tross av gjentatte forsøk av blant andre Henri Bergson, Martin Heidegger Walter Benjamin og Maurice Merlau-Ponty, har fortrengt tingene, og tingenes tette og komplekse relasjoner til menneskene. Han skriver: ”Despite the grounding and inescapable materiality of the human condition, things seem to have been subjected to a kind of collective amnesia in social and cultural studies, leaving us with a paradoxically persistent image of societies operating without the mediation of objects.” (Olsen 2010:2) For Olsen er det altså umulig å tenke kultur uten det materielle; kultur er også ting og landskap, praksiser og materialiteter. Til tross for at tingenes tilstand i følge Olsen har vært og er preget av et kollektiv hukommelsestap, forsvant det materielle aldri helt fra den akademiske agenda. Olsen understreker i denne sammenhengen hvordan arkeologien hele tiden har fortsatt å engasjere seg i tingene, og for ham er arkeologi ”(…) the foremost discipline of things” (Olsen 2010: 22). Mens 147 ANMELDELSER 148 arkeologi tidlig på 1900-tallet delte sin interesse for tingene med en rekke andre kulturstudier viser Olsen til hvordan eksempelvis fag som antropologi forlot tingene utover på 1900-tallet. (Olsen 2010: 23) Dette setter han i forbindelse med en større moral-politisk arv etter moderniteten hvor den tiltagende masseproduksjonen, massedistribusjonen og massekonsumpsjonen av gjenstander ble sett som et uttrykk for at verden var bedragersk og misvisende. Tingene utgjorde en trussel mot menneskelige verdier, og materialisme ble etter hvert synonymt med misbruk, et bilde på alt negativt ved det moderne samfunnet. (Olsen 2010: 11-12) Det sosiale og menneskelige aspektet ved kulturen kom i stedet til å få størst oppmerksomhet. Studier av samfunn og kulturelle kontekster har i denne forbindelsen vært sentrale, og dialog og deltagende observasjon, gjerne i forbindelse med feltarbeid, har dannet grunnlaget for forskningen. I forlengelsen av Olsens resonnement må det understrekes at fokuset på materialitet innenfor blant annet sosialantropologien de siste tjue årene har lagt grunnlaget for at vi i dag kan snakke om en materiell vending. (Edwards og Hart 2004:3) Selv om det i Olsens argumentasjon er et poeng å fremheve arkeologiens virkefelt og vektlegge hverdagstingene, fordi han ser at disses verdi har vært oversett til fordel for eksempelvis gjenstander som har fått betydning som kunstverk, eller som har blitt til i en religiøs eller politisk sammenheng, mener jeg det er nødvendig å påpeke at kunsthistorien, og visuelle studier er et interessant felt for tenkning omkring, og med ting. I artikkelen ”Visual studies and the Iconic turn” beskriver Keith Moxey hvordan en ny fasinasjon for tingene har bidratt til endrede perspektiver innenfor visuelle studier. Han skriver: ”Affirma- tions that objects are endowed with a life of their own – that they possess an existential status endowed with agency – have become commonplace. Without a doubt, objects (aesthetic/artistic or not) induce pangs of feeling and carry emotional freight that cannot be dismissed.” (Moxey 2009:131) I artikkelen stiller Moxey noen sentralt spørsmål: Kan en fenomenologisk interesse for bildet (tingen) sammenholdes med forståelser som vektlegger de politiske implikasjonene ved bildet (tingen)? Er det på en og samme tid mulig å forstå bildet (tingen) som presentasjon og representasjon? (Moxey 2009:131) Disse spørsmålene har i stor grad aktualitet også når det gjelder ting som ikke oppfattes som estetiske, og jeg mener derfor de kan bidra til å utvide den diskusjonen Olsen legger til rette for der en fenomenologisk inspirert interesse for tingene i ytterste konsekvens kan synes å utelukke en interesse for tingens sosiale, kulturelle og politiske kontekster. Det som kan oppfattes som et enten-eller-perspektiv må settes i sammenheng med at Olsen forsøker å løsrive tingene fra det tekstlige grepet strukturalismen og poststrukturalismen har vært med på å befeste, slik jeg innledningsvis påpekte. Han gjør i sammenhengen rede for hvordan sosial og kulturell virkelighet har blitt, og blir oppfattet å eksistere forutgående for, eller løsrevet fra ting. Forståelsen av at ting konstrueres som idé gjennom sosiale og kulturelle relasjoner, og dermed ikke har mening i seg selv, har slik fått stor gjennomslagskraft. Satt på spissen oppfattes tingene på denne måten som tabula rasa, tomme tavler hvorpå den diskursive- eller symbolske meningsdannelsen projiseres. Grunnlaget for en forståelse der den materielle verden kun kan frembringes og gis mening gjennom menneskelig tenkning finner Olsen i det kartesianske verdensbildet og i Kants dua- ANMELDELSER lisme. Ettersom Olsen forsøker å vende seg bort fra denne menneskesentrerte ontologien, gjennom å bidra til å skape en forståelse som tar høyde for et symmetrisk forhold mellom ting, landskap og mennesker kan prosjektet nærmest synes som en etikk, spesielt i forhold til landskaps- og naturforståelse. Det er to teoretiske inspirasjoner som får særlig betydning i Olsens arbeid med å overkomme dualismen mellom menneskelig tekning og materiell verden; actor-networktheory, spesielt representert ved Bruno Latours tenkning, og fenomenologi, spesielt representert ved Martin Heideggers arbeid. For Heidegger er menneskets væren i verden betinget av en direkte omgang med ting. Slik er mennesket kastet inn i, og til stede i en verden som allerede er meningsfull. For Heidegger er det å skape koblet til å frigjøre, bringe frem eller respondere på det som allerede er i materialene, i materialenes form og i deres kapasiteter. Olsen mener dette er noe vitenskapen må ta inn over seg. Tingene er ikke alltid tegn på noe annet, mener han, men de har en verdi i seg selv gjennom deres nærvær som ting. Olsen skriver: ”What strikes me after reading many recent books on rock art is the never ending urge to intellectualize the past: a constant search for a deeper meaning, something beyond what can be sensed. (…) may it not be plausible that – sometimes at least – it was actually the depicted being that mattered?” (Olsen 2010:86) Olsen kommer her i kontakt med en argumentasjon ført frem av litteraturviteren Hans Ulrich Gumbrecht. I Production of Presence kritiserer han den hermeneutiske fortolkningslære for å fortrenge det som ikke handler om mening. Nærvær, mener Gumbrecht, er en del av vår opplevelse av verden som foregår uavhengig av, og hinsides meningsproduksjonen. (Gumbrecht 2004:79) Han skriver: “Rather than having to think, always and endlessly, what else there could be, we sometimes seem to connect with a layer in our existence that simply wants the things of the world close to our skin.” (Gumbrecht 2004:106) Når det gjelder Bruno Latours ideer og actor-network-theory benytter Olsen dette som et utgangspunkt for å overkomme en dualisme mellom natur og kultur, mellom det menneskelige og det ikke-menneskelige. For Latour er det grunnleggende at menneskets eksistens hviler på relasjonelle og overlappende forhold mellom det menneskelige og det ikkemenneskelige. Hybrider som inneholder både det menneskelige og det ikke-menneskelige tar vare på, og medierer disse relasjonene. Samfunnet er med hans forståelse basert på tette relasjoner der kultur og natur samtidig inngår. Det er derfor ikke mulig å skille kulturelementer fra naturelementer, eller omvendt. Dette videreutvikles i det som forstås som actor-network theory, og samfunn forstås i en slik sammenheng som nettverk der mennesker og ting, alle typer materialer og enheter, er koblet sammen gjennom heterogene relasjoner. Tingene kan slik forstås som quasiobjekter, hybrider som består av natur-kultur produsert av og innenfor relasjonelle nettverk. Olsen benytter denne beskrivelsen av ting for å forklare tingenes fravær fra samfunnsvitenskapene. Han skriver: “(…) being a mixture of culture and nature, a work of translation and itself increasingly mediating such relations, material culture, quite literally, became ‘matter out of place’ – in other words, part of the ‘excluded middle’.” (Olsen 2010:103) Selv om Olsen benytter actor-network-theory til å si noe om tingenes relasjonelle kapasitet som aktører i netteverk holder Olsen hele tiden fokus på tingene i seg selv. Hans under- 149 ANMELDELSER 150 søkelse av tinges forhold til temporalitet og minne er i særlig grad spennende. Olsen fremholder her at materialitet og vane er sentralt for minnet og viser til Henri Bergsons filosofi. Olsen argumenterer videre for at fortiden ikke er tilbakelagt, men griper inn i den kommende nåtiden. Arkeologi er en disiplin som i følge han har forutsetningen for å bidra til å kurere det han kaller ”the illness of historicism”. Gjennom å vise hvordan tingene lar fortiden kommer til syne i nåtiden kan arkeologien forstyrre historisismens forsøk på å rense ut det uordentlige ved å skape lineær tid og en narrativ historie. (Olsen 2010:126) In Defense of Things er velskrevet og tekstens forsvar for tingene overbeviser. Den gir på en tilgjengelig måte innsikt i sentrale teoretiske retninger for nyere kulturstudier som fenomenologi og actor-network-theory. Forankret i eksempler som ligger tett opp til Olsens arkeologiske forskning på eksempelvis samisk og nordlig forhistorie og historie tilbyr boken leseren en tingens ontologi formet med bricolage som innstilling. Ettersom boken er skrevet på engelsk har den også et bredt internasjonalt nedslagsfelt. Til tross for at det ikke er bokens siktemål savner jeg metodiske refleksjoner over hvordan forskningen kan ta inn over seg den ontologiske betraktningen til Olsen, og slik komme nærmere tingenes væren i verden uten at relasjonen mellom tingene og menneskene blir usynliggjort. En slik refleksjon ville også synliggjøre på hvilken måte den videre forskningen skal unngå å havne i de fellene andre materialistiske tilnærminger har gjort, slik Olsen hevder: ”Although serious and pertinent criticism has been voiced against the textual and linguistic reductionism implied in many former interpretive archaeologies, a dominant trope is still that material culture and landscapes are sites of ‘inscription, metapho- rical ‘stand-ins’ that always represent something else and more importantly: the ‘social’, the ‘cultural’, the ‘political’, and so forth – all implicitly conceived of as extramaterial entities.” (Olsen 2010: 3) LITTERATURLISE: Damsholt, Tine, Simonsen, Dorthe Gert og Mordhorst, Camilla (red.): Materialiseinger: Nye perspektiver på materialitet og kulturanalyse. Aarhus 2009. Dudley, Sandra H (red.): Museum materialities: objects, engagements, interpretations. London 2010. Edwards, Elizabeth og Hart, Janice: Photographs Objects Histories: On the Materiality of Images. London og New York 2004. Gumbrecht, Hans Ulrich: Production of Presence: What meaning cannot convey. Stanford 2004. Henning, Michelle: Museums, Media and Cultural Theory. Berkshire of New York 2006. Olsen, Bjørnar: In Defense of Things: Archaeology and the Ontology of Objects. Lanham, New York, Toronto, Plymouth UK 2010. Olsen, Bjørnar: “Momenter til et forsvar for tingene”. Nordisk Museologi 2. 2004: 25-36. *Hanne Hammer Stien, stipendiat Adresse: Seksjon for kulturvitenskap Tromsø Museum – Universitetsmuseet 9037 Tromsø E-mail: hanne.hammer.stien@uit.no ANMELDELSER Eva Insulander: Tinget, rummet, besökaren. Om meningsskapande på museum. Doktorsavhandling från institutionen för didaktikk och pedagogisk arbete. Stockholms universitet 2010. 306 sider. ISBN 978-91-7447021-5. Avhandlingen er en case-studie som bringer sammen en analyse av to utstillinger med en analyse av de besøkendes bruk av den, og som ser på sammenhengen mellom utstilling og bruk. Så vidt jeg vet, er dette den første studie der begge sider av museet som læringsarena er likestilt. Insulander forsvarte sin avhandling 7. mai 2010. Avhandlingens empiri er to nyere arkeologiske utstillinger ved Nasjonalmuseet i Stockholm, Forntid 1 og Forntid 2. Avhandlingen inngår i prosjektet ”Museet, utställningen, besökaren. Meningsskapandet på en ny arena för lärande och kommunikation”, 2007-2010. En motivasjon for prosjektet er at ”det er mangel på studier som tar hensyn til hvordan utformingen av utstillinger får betydning for besøkendes meningsskaping og læring” (s. 15).1 Studien har tre særegenheter som pedagogisk forskningsprosjekt: den legger like stor vekt på utstillingen som på de besøkende, den likestiller de besøkendes design av sitt besøk med museets design av utstillingen, og den har ingen normative ambisjoner om å utsi noe om hvordan museet bør formidle eller de besøkende bør bruke utstillingen. Metodisk har den det syn at læring ikke kan observeres empirisk uten gjennom den lærendes egen representasjon av læringen. Avhandlingens syn på læring er at det ”handler om kreativt engasjement, snarere enn om kunnskap det er redegjort for ut fra en forhåndsdefinert ramme” (s. 14). Begrepet ”en- gasjement” får, som vi skal se, betydning for hvordan undersøkelsen av de besøkende er lagt opp. En utstilling er et ”tilbud om mening for den besøkende som engasjerer seg i den” (s. 14). Det som stilles ut og det som stiller ut betegnes med fellesbegrepet ”semiotiske resssurser”, og det er den besøkendes bruk av disse ressursene for å skape mening for seg selv som er studiens sentrale forskningsobjekt. Avhandlingens forskningsspørsmål er (s. 1617): 1. Hvordan kan utstillingers meningspotensial beskrives og sammenlignes, og hvordan konstrueres meninger om fortiden? 2. Hvilke semiotiske ressurser anvendes av de besøkende? Hvilken mening om utstillingene skaper de ulike besøkende på grunnlag av disse ressurser? 3. Hvordan kan relasjonen mellom utstillingens design og de besøkendes tegnskaping tolkes og forstås i termer av læring? Forskningsteoretiske stikkord er sosiokulturell (et museumsbesøk inngår i en sosial sammenheng som påvirker erfaringssituasjonen, altså må det sosiale inngå i forskningsdesignet), multimodal (kommunikasjon skjer i flere tegnsystem samtidig, altså må både utstillingens tegnsystemer, de besøkendes bruk av dem og deres egen tegnbruk inngå i forskningsdesignet), designorientert (utstillingen er designet av museet, men besøkeren designer sitt eget besøk, og begges design må med i forskningsdesignet), semiotiske ressurser (både det som stilles ut og det som stiller ut er semiotiske ressurser som stilles til disposisjon for besøkeren, og som besøkeren gjør bruk av etter eget valg og på egne forutsetninger). Et hovedsyn er at museet designer utstillinger, at besøkeren designer sitt besøk, og at det er i møtet mellom disse to design at mening oppstår for publikum. Utstillinger betraktes som en tekst i utvidet 151 ANMELDELSER 152 forstand, og de analytiske nøkkelbegrepene er hentet fra teorier om tekster. Avhandlingen er beskrivende, analyserende og komparativ, og ikke normativ. Utstillingen anses som en tekst, som den besøkende navigerer seg gjennom – det vil si søker seg frem gjennom utstillingen som en kompleks semiotisk enhet, og ut fra sine interesser velger ut det som skal fokuseres, designes og ordnes (s. 39). Når vi ser på denne avhandlingens metode og teori, må vi ha i mente at arkeologiske utstillinger i langt større grad enn både billedkunstutstillinger og kunstindustriutstillinger, er designet. Det vil si at det som utstilles (som regel i et ganske stort antall) er omgitt av en tettere og mer variert scenografi og teksting, og også tar i bruk andre tegnsystemer som fotografi, reproduksjoner, iscenesettinger, film/ video og lyder. De besøkende har altså mange flere og tettere sammensatte semiotiske ressurser å forholde seg til. Det har sammenheng med at arkeologiske funn, i motsetning til billedkunst (men mer i likhet med kunsthåndverk og kunstindustri), sjelden primært er kommunikative objekter slik som kunstverk er som selv taler til og som er laget for å tale til et publikum og som har et bredere semiotisk register. Det er for eksempel lett å tenke seg utstillinger med billedkunst med meget få skrevne tekster, mens en arkeologisk utstilling vanligvis vil være tekstet ganske tett. Det er heller ikke vanlig, så vidt jeg vet, å beskrive og analysere arkeologiske funn på måter som tilsvarer de kunsthistoriske metoder for billedanalyse. Slik sett ligner de mer på objekter innenfor design, kunsthåndverk og kunstindustri. I og med de arkeologiske funnenes ganske ’tause’ karakter er det mindre naturlig å kalle dem for tekster, og derfor faller det heller ikke så naturlig å bruke de litteraturteoetiske begrepene paratekst (som er alt det som stiller ut) og kontekst (i betydningen forståelsesrammer) i beskrivelse og analyse av arkeologiske eller andre kulturhistoriske utstillinger. I avhandlingen slås tekst og paratekst sammen, og kalles med et felles ord semiotiske ressurser. Det er heller ikke noe tydelig skille mellom paratekst og kontekst, og paratekstene betegnes flere steder som utstillingens eller de arkeologiske funnenes kontekst. I mine kommentarer vil imidlertid paratekster bli brukt om det som fysisk omgir de arkeologiske funn og som peker mot dem (stiller dem ut), og begrepet kontekst vil i kommentarene bli brukt i betydningen forståelsesrammer.2 Avhandlingen peker på at begrepssettet tekst, paratekst og kontekst i liten grad er egnet til å inngå i analyser av hvordan publikum designer sin bruk av utstillingen (s. 28). Det er nok en korrekt observasjon. Begrepet kontekst om forståelsesramme har som referanse den forståelsesramme utstillingen lager for den besøkende, og er ikke (av Solhjell 2001) anvendt om den forståelsesramme som den besøkende selv skaper. Dette peker mot en problemstilling det er verdt å se nærmere på: Kan og bør det etableres noen analytiske begreper som er felles for beskrivelse og analyse både av utstillinger og av de besøkendes bruk av dem? Dette vil jeg komme tilbake til et annet sted. Det er også andre forhold som kan forklare det tette system av paratekster rundt arkeologiske funn. Det ene er at arkeologi som vitenskap er lite kjent for folk flest, som derfor må gis en mer elementær innføring. Kunsthistorie og kunst er i større grad en vitenskap og en kunstgren hvis resultater og forutsetninger mange flere har et forhold til enn de som har et forhold til arkeologi. Et arkeologisk museum kan derfor ikke forutsette så mange ting kjent på forhånd, som et kunstmuseum. Dette speiler trolig også at et arkeologisk museum ANMELDELSER i større grad tenker seg som et museum for alle, det vil si for et bredt publikum, og derfor må ta hensyn til besøkende med svake faglige og kulturelle forutsetninger. De tar større hensyn til det didaktiske i sine utstillinger. Kunstmuseer og kunstindustrimuseer har tradisjoner for å henvende seg til et smalere publikum med en allerede innlært forståelse for kunst og kunsthistorie – en innlæring kunstmuseet er særlig godt egnet til. SAMMENFATNING AV BESKRIVELSE OG ANALYSE AV UTSTILLINGSBESØK Beskrivelse av de besøkende Et begrep som anvendes her er navigering. Navigering er de prinsipper som den besøkende anvender for å orientere seg i og finne sin vei gjennom utstillingen (s. 39). Navigering står i motsetning til lesning, som innebærer at man følger en vei som allerede er lagt ut. Siden utstillingen kan anses som en iscenesettelse, brukes også begrepet om det at den besøkende iscenesetter seg som individ i utstillingen. Analysen av det enkelte pars besøk er delt i tre deler: 1) engasjement og meningsskaping, 2) kommunikasjon parene i mellom, og 3) korrespondanse og differens mellom data. I analysen av 1) engasjement skilles det mellom narrativt, ekspressivt og metareflekterende engasjement (s. 260). Disse tre begrepene mener jeg har en viss interesse også som betegnelser på ulike typer utstillinger eller ulike egenskaper ved dem. De betegnes også som forskjellige strategier for engasjement i utstillingen. Et skille i engasjement som også kommenteres er lesing av tekster, og det å se på arkeologiske funn. Dessuten poengteres hvilke typer tekster som leses (introduksjonstekster, veggtekster, montertekster og/eller gjenstandstekster). Analysen av 2) kommunikasjon anvender ikke noen spesielle begreper. Det som vektlegges er hvem som tar initiativ eller leder an, om og hvordan de samtaler og hvem som snakker mest, hvilken tone de bruker overfor hverandre, om kommunikasjonen er språklig eller kroppslig, peker, leser høyt, ser på hverandre, viser seg gjennom mimikk etc. Det noteres også i hvilken grad de går sammen, eller hver for seg. I analysen av 3) korrespondanse og differens mellom data ser avhandlingen blant annet på om det er overensstemmelse mellom engasjement, fotografering og tegnede kart. Her studeres de besøkendes navigasjonsvei, deres interessefokus slik de kommer til uttrykk i fotografier (hva som er fotografert og hva som står sentralt og perifert), kart (om de viser navigasjonsveien, objekter eller rommet) og intervjuet (hva de metareflekterer over). Når parene sammenlignes (fire og fire par sammenlignes) anvendes de tre begrepene om engasjementsform. Sammenligningen av kommunikasjon er fokusert på hvem som er mest aktiv overfor den andre. Det kommenteres også hvilken type semiotiske ressurser de bruker – for eksempel at noen bruker mye tid på tekster, andre på utstillingsgjenstander. Vi får også vite hvor lang tid hvert par brukte, fra 15 minutter til nesten en time. Sammenfatning om de besøkende Mens beskrivelsen av utstillingsbesøk skjer etter skjemaet engasjement og meningsskaping, kommunikasjon, og korrespondens og differens mellom data, skjer sammenfatningen av analysen av utstillingsbesøkene etter skjemaet ideasjonell, interpersonell og tekstuell. Det gjøres for de to utstillingene hver for seg, og sammenligningene skjer i første omgang mellom parene, ikke mellom utstillingene. Denne 153 ANMELDELSER 154 første sammenligningen er ganske beskrivende, uten noen spesielle analytiske begreper utenom henvisning til type enagsjement. Sammenligningen får frem ulikheter i bruken av de semiotiske ressurser, noe som kan være nyttig for de som har laget utstillingene – brukes de, hvor ofte, av hvem, hvordan og med hvilken forståelse? En konklusjon (s. 257) er at de besøkende gjerne følger de ”innebygde” mulighetene til lesning som finnes i utstillingene (selv om beskrivelsene viser at de ikke alltid gjør det). Fortid 1 legger opp til engasjement omkring spesifikke miljøer, gjenstander og ressurser. De besøkende synes imidlertid å legge større vekt på de utstilte objekter enn på refleksjoner over seg selv og forholdet til samtiden (slik utstillingen også legger opp til). I Fortid 2 skapes det engasjement både for de utstilte objekter og for de eksistensielle problemstillinger. En annen konklusjon er at forskjeller i utstillingenes ”innramming” (det vil si den overordnede problemstilling, introdusert ved begynnelsen av utstillingene) ikke ”hadde noen avgjørende betydning for hvorvidt de besøkende kjente seg sikre i forholdet til teksten eller ikke” (s. 258) (med ”teksten” siktes vel her til hele utstillingens forløp). Men de besøkende har i ulike grad oppfattet ”utstillingens logikk og tilbud om mening”. En tredje konklusjon er at sentrum/periferi konstruksjonen bidrar til å skape interesse hos de besøkende, som da kunne navigere mer fritt i rommet (i motsetningen til gitt/nytt konstruksjonen). OM ENGASJEMENT, MENINGSSKAPING OG LÆRING I UTSTILLINGENE Hvilke strategier bruker de besøkende i sitt engasjement og i sin skaping av tegn? Det skil- les mellom tre strategier: narrativ, ekspressiv og metarefleksjon. Det narrative engasjement handler om at de besøkende kobler noe de ser i utstillingen til personlige erfaringer. Det ekspressive engasjement viser seg gjennom spontane reaksjoner overfor noe de ser, fordi det er vakkert, stygt, uvanlig eller på andre måter er noe særskilt. Det metareflekterende engasjement er dels koblet til utstillingens design, dels til tolkningen av det historiske materiale. I begrepet om det metareflekterende engasjement skiller avhandlingen, overraskende synes jeg, ikke mellom det som tradisjonelt kalles kunnskaper og forståelse på den ene siden, og refleksjoner over utstillingen som sådan på den andre. Et rendyrket ”kunnskapsengasjement” registreres altså ikke som et separat engasjement. Det tradisjonelle synet er jo at det er engasjementet i de kunnskaper som museet formidler som bør være det sentrale, og som utstillingen legger til rette for. Dette kunnskapsperspektivet står imidlertid perifert i undersøkelsen, der læring er mer knyttet til prosessen under besøket enn til måling av et resultat i form av reproduserbar kunnskap. Allikevel reflekterer flere steder avhandlingen over at noen besøkende, med bestemte forhåndskunnskaper og interesser har vist andre typer engasjement i utstillinger enn andre – særlig når det gjelder det metareflekterende. Det må jo også sies at den andre utstillingen i særlig grad inviterer til metarefleksjon, og at det særlig er her at det viser seg forskjeller mellom de besøkende i bruken av de forskjellige typer semiotiske ressurser. Det blir tydelig at engasjementsform eller strategi dels avhenger av det enkelte besøkende pars sosiale bakgrunn og personlige forutsetninger, og dels av hva utstillingens design inviterer til. Avhandlingene trekker ingen konklusjoner her, fordi den bygger på et så lite ANMELDELSER materiale (s. 263). Den trekker heller frem at de seksten personene i de åtte parene faktisk har designet hver sin unike utstilling, om man skal dømme etter deres fotografier og tegnede karter over utstillingene, og over oversikten over deres viktigste engasjementssteder. (Hvert par har bare fått markert 20 engasjementssteder, men de samlede antall engasjementssteder i hver utstilling var over 40 – altså en stor spredning i hva som fanget oppmerksomheten mest). En hovedkonklusjon kan være at et og samme tegnsystem i en utstilling kan brukes og forstås forskjellig av ulike besøkende. Det er nok en innsikt som mange museer ikke tar nok inn over seg. ANALYTISK VERKTØY ELLER TYPOLOGI? Avhandlingen anvender ikke et analytisk verktøy for å beskrive utstillinger. For å analysere utstillinger tar den i bruk tre begreper om ulike aspekter eller metafunksjoner ved utstillingen som tekst – ideasjonelt, interpersonelt og tekstuelt. Den tar heller ikke i bruk slike begreper fra litteraturteorien i analysen av utstillinger som ellers er ganske vanlig, fra semiotikk, retorikk, grammatikk, semantikk, narrativitet e.l. Vi kan si at forskeren her selv ikke trer inn som publikum og analyserer hva utstillingen formidler – den begrenser seg til begreper om hvordan utstillinger formidler (de tre metafunksjonene). Den introduserer ingen typologi for utstillinger, selv om den kan kalle en utstilling for narrativ. Derimot kan vi si at den innfører en typologi for design av eller strategi for utstillingsbesøk: narrativ, ekspressiv og metareflekterende. De er ikke gjensidig utelukkende, men er også aspekter ved utstillingsbesøk som den enkelte besøkende kan velge i eller mellom. Når det gjelder besøksstrategier viser den ikke til noen tidligere utarbeidet typologi, og de tre strategiene gjør heller ikke krav på å representere alle typiske strategier ved besøk på museer. Avhandlingen resulterer altså ikke i noen typologi av utstillinger. Det er rimelig nok, siden den bare gjelder to utstillinger. Den er nok nærmere til å kunne definere noen bestemte typer utstillingsbesøk eller noen typiske besøkerroller, men avstår fra å gjøre det fordi materialet er for lite. Den knytter heller ingen forbindelse mellom de to utstillingstypene narrativ og konseptuell og de tre besøksstrategiene narrativ, ekspressiv og metareflekterende. Et slående resultat avhandlingen bringer, er hvor fritt de besøkende bruker utstillingens semiotiske ressurser og hvor ulikt de gjør det. Jeg får et inntrykk av at det er meget stor avstand mellom de ambisjoner museet har om å formidle kunnskaper, og de bsøkendes interesse for kunnskapsaspektet ved utstillingen. Mitt inntrykk er også at de besøkende bare i liten grad følger opp de direkte henvendelser som kommer fra utstillingens tekster om å gjøre det ene eller det andre, eller å tenke over det eller det. Det er mitt inntrykk at de to studerte utstillingene henvender seg til publikum som om det besto av en klasse med ungdomsskoleelever, og det var læreren som talte gjennom tekstene. Denne direkte interpersonelle funksjonen synes jeg er litt påtrengende, om den hadde vært gjennomført på et kunstmuseum. REFLEKSJONER Jeg stiller meg tre spørsmål etter å ha lest avhandlingen. Det ene gjelder sammenhengen mellom utstillingstype og besøksstrategi. Det andre gjelder forbindelsen mellom analytiske 155 ANMELDELSER 156 begreper for å beskrive og analysere utstillinger og å beskrive og analysere utstillingsbesøk. Det tredje gjelder sammenheng mellom sosial bakgrunn og besøksstrategi. Utstillingstype og besøksstrategi For meg er det et naturlig spørsmål å stille om ulike utstillingstyper stimulerer til bestemte typer besøksstrategi, for eksempel om en narrativ utstilling fører til at de besøkende vektlegger en narrativ besøksstrategi, eller om en konseptuell utstilling fører til en preferanse for metareflekterende besøksstrategi. Med bare to utstillinger, og bare åtte besøkende par er dette vanskelig å trekke noen konklusjoner om. For fremtidig forskning mener jeg dette er en interessant problemstilling, også for kunstmuseer. Analytiske begreper Avhandlingen gir inspirasjon til å undersøke om det går an å etablere et begrepsapparat som er felles for beskrivelse og analyse av utstillinger, og beskrivelse og analyse av utstillingsbesøk. Besøksstrategi og sosial bakgrunn Med sosiologiske øyne er det helt naturlig å spørre om ikke publikums sosiale bakgrunn (for eksempel utdanning) og den sosiale sammensetningen (for eksempel barn/voksen eller to studenter) av det enkelte par har en selvstendig innflytelse på besøksstrategi. Med utgangspunkt for eksempel i Bourdieu og Darbels studier av museumspublikum (se min gjennomgang av Danielsen 2008) er det åpenbart at slike sammenhenger er meget sterke. Dette er et spørsmål som Insulander bevisst og begrunnet ser helt bort fra. Imidlertid får vi vite såpass mye av besøksparenes bakgrunn at vi aner en viss sammenheng. Videre arbeid Et fjerde spørsmål reiser seg også. Det er om den videre utnyttelse av Insulanders arbeid. Trolig bør det gjennomføres noen tilsvarende studier, med samme forskningsdesign, ved andre museer og andre museumstyper. Formålet kan for eksempel være å undersøke om det fremtrer andre besøksstrategier enn de hun har registrert, og om det også finnes andre typer utstillinger enn narrative og konseptuelle. Forskningsdesignet er krevende, og kan trolig ikke reproduseres uten med store ressurser. Insulanders forskningsdesign bør forenkles, slik at det kan samles inn en mer omfattende empiri. Det kan være hensiktsmessig om man for eksempel vil se nærmere på forbindelsen mellom utstillingstype, besøksstrategi og sosial bakgrunn. Avsluttende kommentar Avhandlingen røper en grundig arbeidende forsker, som ikke er redd for å gå løs på de store spørsmål rundt læring i museer. Trolig vil dette arbeidet få minst like stor betydning på det museologiske området som på det pedagogiske. Det står stor respekt av den tillit hun viser det publikum som har bidratt i hennes prosjekt. Mange museer har mye å lære der. NOTER 1. Alle sitater fra avhandlingen er oversatt til norsk av anmelderen. 2. Begrepssettet tekst, paratekst og kontekst er hentet fra litteraturteorien, og brukt i min teori om kunstformidling, i Formidler og formidlet. En teori om kunstformidlingens praksis, Universitetsforlaget (2001), som Insulander viser til. ANMELDELSER Dag Solhjell, kunstsosiolog og dr. philos Adresse: Syd-Fossum 55, 1359 Eiksmarka Norge E-mail: dsolhjel@online.no Amy K. Levin (red.): Gender, sexuality, and museums. A Routledge reader. London & New York, Routledge. 2010. 322 sider. ISBN 978-0415-55492-3. Dette er en tankevækkende, men problematisk artikelsamling. Der er rigtigt gode indlæg imellem, men bogen ville vinde ved en mere målrettet redaktion. Antologien er redigeret af Amy Levin fra Northern Illinois University, hvis særinteresse er naturvidenskabelige museer, men de 25 indlæg dækker en bred vifte af historiske, arkæologiske, naturvidenskabelige og kunsthistoriske, lokale og nationale museer – og det amerikanske kreationistmuseum! Indlæggene er ordnet tematisk i fire dele: ”Women in museum work”, ”Theories”, ”Collections and exhibitions”, ”Case studies”. De fleste indlæg er skrevet inden for de sidste ti år, flere specifikt til denne antologi. Det geografiske fokus er uforklarligt snævert: 20 af de 25 kapitler fokuserer på Storbritannien og USA, med yderligere et hver om museer i Canada, Australien, og Israel, og ét om Marokko, Kuwait og Jordan. Det sidste kapitel er en biografisk oversigt, igen rent engelsksproget og angloamerikansk orienteret. Trods flere sidebemærkninger om tyske udstillinger og museer undervejs, er der ingen indlæg om Tyskland, og fraværet af den norske udstilling Imod naturen er nærmest uforklarligt (se fx Alaimo 2010: 51ff ). Det regionale perspektiv begrænser antologiens anvendelighed. Det er tydeligt, at Storbritannien og USA ikke er forgangslande på ligestillingsområdet. Især kapitlerne om seksualitet præges af forvirrende og forældede diskussioner af section 28, en britisk lov, der forhindrede offentlig finansiering af undervisning, udstillinger og andre tiltag, der kunne 157 ANMELDELSER 158 ”fremme homoseksualitet”. Den blev vedtaget i 1988, og afskaffet i 2003. Loven var almindeligt frygtet i den britiske museumsverden, men meget ujævnt håndhævet. Antologien definerer sine emner snævert. Redaktøren fremhæver, at ”gender” her alene handler om kvinder. Der er ingen diskussioner af maskulinitet i antologien. Tilsvarende er ”sexuality” næsten begrænset til homoseksualitet. Kun én artikel, af Erica Rand fra Bates College, diskuterer heteroseksualiteter som vidensobjekt. Hver del af bogen begynder med en meget kort introduktion, hvor redaktøren blandt andet opsummerer museumshistorie på 2½ side, feminisme i ét tekstafsnit, og queerteori på én side. Jeg savner en mere udførlig diskussion, også fordi de forskellige indlæg ikke er helt kompatible med hinanden. DE SÆDVANLIGE , SURE OPSTØD Indlæggene varierer meget i teoretisk og metodisk tilgang. En del viser en ”offerfeminisme” eller ”kvotefeminisme”, der virker lidt forældet i dag. Det gælder fx for den tidligere leder af Chicagos børnemuseum, Marjorie Schwartzers diskussion af amerikanske museers ledelse: der er flere kvinder end mænd i lavtlønnede museumsstillinger, flere mænd end kvinder i ledelsen, og uerfarne mænd bliver ansat som ledere frem for erfarne kvinder. Formuleringen antyder, at Schwartzer ville foretrække uerfarne kvindelige chefer. Hun synes heller ikke, at opfatte museernes manglende evne til at rekruttere mænd, som et problem. Her handler ligestilling kun om, at give kvinder bedre vilkår. Tilsvarende bemærker Ruth Adams fra King’s College, London spydigt, at “men might be unwilling to work their way up” i Storbritanniens museumsverden. Hun beskriver imidlertid et system, hvor ledere (uanset køn) rekrutteres udefra. Her synes hverken mænd eller kvinder i stand til at arbejde sig op, uanset vilje. Adams’ indlæg fokuserer på Elizabeth EsteveColl, direktør for The Victoria and Albert Museum fra 1987-1995. Adams mener, at EsteveColl var upopulær, fordi hun var en kvindelig leder. Som leder var hun ansvarlig for store besparelser, og for en ændring af udstillingspolitikken, med det mål at gøre V&A mere attraktivt for et købedygtigt (yuppie) publikum. Alligevel vælger Adams ikke at bedømme den kvindelige leder på hendes bedrifter, men alene på køn. Det er en slags omvendt sexisme, en sørgeligt klassisk offerteori. Redaktørens Levins egen diskussion af tre museer viser en nyere, men ligeså problematisk, teoretisk tilgang. Både på den (siden ombyggede) naturvidenskabelige afdeling af Skotlands Nationalmuseum, på Londons teknologimuseum og på kreationistmuseet i Cincinnati, Ohio ser Levin samme problem: museerne naturaliserer heteroseksualitet og mandlig autoritet. Levin mener, at mandlige tegn (hvalpenis i Edinburgh) er forkerte, stærke kvinder (Medusa i London, hindugudinder i Edinburgh) er forkerte, og svage kvinder (Eva i Cincinnati) er forkerte. Religion er forkert, videnskabelig autoritet er forkert, og lumre vittigheder, der undergraver denne autoritet, er forkerte. Kritikken er rent negativ, og dermed ret uproduktiv. Levins kritik er nok berettiget, men den given ingen vejledning i, hvordan vi kan forbedre museerne. Det er også bemærkelsesværdigt, at Levin alene forholder sig til museet som formidling, og helt undgår diskussioner af udstillingernes videnskabelige værdi. … OG NOGET NYT Der er heldigvis langt mere teoretisk kød på ANMELDELSER resten af bogen. Rebecca Manching fra Manchester Naturhistoriske Museum giver en strålende diskussion af udstoppede dyr dér. Også hun er optaget af kvoter, men hun er overbevisende i sin argumentation for, hvorfor de er vigtige. Manching ser museet som en præskriptiv tekst, der præsenterer en idealfortælling om det naturlige. Hun argumenterer overbevisende for, hvorfor det er vigtigt, at udstille hundyr, og hvorfor de ikke uden god grund bør fremstilles som passive og svage. Desuden giver hun fine eksempler på, hvordan man kan problematisere en udstilling med enkle midler, også uden store budgetter, nye præparater eller omfattende ombygninger. Her er en klar, anvendelig opskrift på bedre udstillinger og på, hvordan den enkelte kurator kan gøre en forskel. Tamar Katriel fra Haifa universitet, Israel, bidrager med et indlæg om israelske kibbutzmuseer, som også er solidt forankret i den klassiske feminisme, men er lige så klart som Manchings om, hvorfor kritikken er vigtig: kibbutzerne byggede på en ideologi om ligestilling. I virkeligheden levede beboerne ikke altid op til idealerne. Alligevel giver de museer, Katriel beskriver, publikum et rosenrødt billede af kibbutzlivet samtidigt med, at de fremstiller sexisme som en naturlig og acceptabel del af dette ideal. Hun dokumenterer også, hvordan samme museumsrum kan udnyttes forskelligt: myten om de ligestillede kibbutzer bliver både gengivet ukritisk, brugt til at problematisere nutidens kønsroller i Israel (”Dengang gad pigerne arbejde for ligestilling”), og afsløret som en ideologisk konstruktion. De to mest teoretiske sofistikerede genderindlæg er måske Hilda Heins (kvindestudier, Brandeis University, USA) og Barbara Clark Smiths (American Museum of Natural Histo- ry, USA). Hein argumenterer, sammenhængende, men kontroversielt, for en feministisk kritik af den vestlige epistemologi. Hun lægger vægt på, at ”’Wov!’ is as good as ”why?’”, og på, at museer ikke kun skal give tør viden, men også oplevelser. Det er en pointe, der harmonerer meget fint med flere indlæg om seksualitet. Smith påpeger, at vi ikke kan gå ud fra, at vi allerede ved, hvad publikum vil have, og at vi ikke kan gå ud fra, at markedsanalyser, oprindeligt designet til reklameindustrien, kan belyse dette. De kan måske fortælle os, hvad publikum vil købe, men ikke altid, hvad de kan lære. Hun plæderer overbevisende for, at kønsperspektiver kan bruges overalt. Som eksempel nævner hun flyvtekniske museer, der ikke behøver at lede efter kvindelige piloter for at udvikle en mere feministisk tilgang til udstillingerne: det er lige så interessant at tydeliggøre, hvordan og hvorfor flyteknologien blev til i et næsten rent mandligt miljø. USYNLIGHED Andre indlæg fokuserer på usynlighed. Dette er måske det eneste emne, der forbinder antologiens to temaer, køn og seksualitet. Især to indlæg fortjener omtale: Laura Brandon fra Canadas krigsmuseums skriver om museets samling af malerier, oftest lavet af militærets udsendte kunstnere. De fleste af disse viser mandlige soldater i krig. Brandon fremhæver, at også kvindernes liv på hjemmefronten ændredes af krigene. Hun giver nogle få eksempler på relevante kunstværker, ofte malet af kvinder, men det er tydeligt, at museet reelt mangler relevant materiale. Hendes indsats for at inkludere kvinder i museet har derfor resulteret i en ny data- og materialeindsamling. Den vigtigste og bedste tekst om usynlighed er imidlertid Anna Conlans (kurator ved 159 ANMELDELSER 160 James Galleries, University of New York) diskussion af et foto af Alice B. Toklas. Toklas dannede par med Getrude Stein i Paris, indtil Steins død. Derefter blev Picassos portræt af Stein overdraget til The Metropolitan Museum i New York. Det relevante foto viser den første genforening af Toklas og portrættet. Conlans tekst fokuserer på sorg og længsel, og museets rolle som minde og monument. Det er en af de få tekster i bogen, der for alvor diskuterer, hvorfor museer er vigtige, og for hvem. SEKSUALITET Indlæggene om seksualitet er lige så ujævne i tilgangen som indlæggene om køn. Robert Mills’ (King’s College, London) ”Queer is here” er en klassiker, og fortjener at blive læst af flere. Kort opsummeret er hans pointe, at en queer-udstilling altid må være ironisk og problematisk. Den må altid undgå kanonisering. Mills skriver sig op imod en kronik af den britiske aktivist Peter Thatchell, og det er lidt overraskende, at denne ikke er genoptrykt i antologien. Paul Gabriels, der har arbejdet for forskellige universiteter i USA og Taiwan, skriver charmerende og selvironisk om sine egne oplevelser som kurator ved San Franciscos GLBTHS (Gay Lesbian Bisexual and Transsexual History Society), men hans idé om ”erotisk intelligens” synes søgt. Teksten fortjener, at blive læst for Gabriels erfaringer, og for sin vægt på, at minoritetskulturer ikke kun handler om sex. Den fortjener også kritik. Erica Rands fra kvindestudier, Bates College, Maine, leverer med sin analyse af sex på Ellis Island en af de mest teoretisk sofistikerede tekster i antologien, og den eneste, der virkeligt synliggør, at seksualiteter i flertal er relevante overalt. Rand skriver om prostitution, ægteskab, udenomsaffærer, pornografi og en række andre aspekter af seksualiteten, der er helt centrale og helt usynlige i forståelsen af den amerikanske immigrationshistorie. Blandt de mere praktiske tekster er der en markant kontrast mellem to indlæg: Michael Petry (kunstner og kurator, London) giver en skræmmende beskrivelse af sine oplevelser som kurator for en kunstudstilling i England. Han forsøgte, at samle kunstværker lavet af feterede mandlige kunstnere med reference til deres mandlige elskere. De fleste af disse værker var allerede udstillet andetsteds. Det nye i udstillingen var, at værkernes eksplicit blev sat i forbindelse med kunstnernes seksualitet. Dette førte til uunderbyggede rygter om, at udstillingen bestod af (børne-) porno, og førte til en panik hvor det lokale kommunalråd censurerede udstillingen på en meget lidt professionel måde. Derimod beskriver Angela Vanegas (tidligere Croydon Museums, London) en yderst succesfuld indsats for at gøre homoseksualitet mere synligt på et lokalmuseum i Londonforstaden Croydon. Hun diskuterer hvorfor, hvordan og hvilke problemer, der opstod, og viser overbevisende, at den færdige udstilling ikke reproducerede stereotyper, men tillod de interviewede selv at sætte grænser og dagsordener. Det virker som et eksempel til efterfølgelse. GENNEMGÅENDE TEMAER Et af de gennemgående emner er som sagt censur og inklusion: Vanegas argumenterer for, at museer har en pligt til, at repræsentere hele befolkningen, også minoriteter. Smith argumenterer for, at ingen udstilling er lige interessant for alle besøgende. Petry og Vanegas beskriver begge nyere angreb på udstillinger, der søgte at inkludere seksuelle minoriteter, ANMELDELSER og Frost beskriver den historiske tradition for at skjule dele af museets samling i ”hemmelige museer”. Modsat viser Gavin Butt (Visual studies, Goldsmith’s college, London), hvordan museer kan være aktive agenter i at blåstemple kontroversielle kunstværker, og også Stuart Frost (Victoria & Albert, London) spekulerer over, hvordan det romerske Warrenbægers alder og association med British Museum gør det mere acceptabelt end moderne fremstillinger af sammenlignelige pornografiske motiver. Gabriels beskriver interne debatter i GLBTHS, hvor nogle udstillinger blev beskyldt for et for ensidigt fokus på mænd (for meget G, og for lidt LBT), og hvor gruppen i ét tilfælde valgte at fjerne et tidsskrift lavet af homoseksuelle, racistiske skateboardere (”gay nazis”). Et helt oplagt spørgsmål, som desværre kun behandles perifert, er spørgsmålet om, hvem der har ret til censur, og på hvilket grundlag. Vanegas plæderer for homoseksuelles (og andres) ret til selv at kontrollere, hvordan de fremstilles i udstillinger, og for alles ret til repræsentation, mens Gabriels synes at nægte racister samme ret til selvudtryk. Vanegas understreger, at offentlige museer har en særlig pligt til at sikre, at alle er repræsenterede. Det er en debat, jeg gerne så udviklet mere. Bør vi udøve selvcensur, og på hvilket grundlag? Hvem har autoritet her? Et andet spørgsmål gælder museernes selvopfattelse: er en museumsudstilling en blåstempling af det udstillede? Levin understreger flere gange, at museerne skal undgå stereotyper, og fx ikke kun fokusere på homoseksuelle som ofre (for AIDS, for vold, for Nazisternes udryddelseslejre). Modsat ser Conlan sorg som helt centralt i sin diskussion af Alice B. Toklas på museet. Indvandringsmuseet på Ellis Island fejrer indvandring som en god ting, og er som beskrevet af Rand for ukritisk i sin fortælling om USA’s åbenhed på området. Kreationistmuseet i Cincinnati fejrer biblen og kristendommen, og Gail Levins (kunsthistorie, Baruch college, New York) kritik af Whitney-galleriets usynliggørelse af Jo Hopper går på, at de ikke fejrer hende på lige fod med hendes mand. Er det alene museets rolle at fejre det udstillede, som mesterværker, som dokumentation af kulturel og naturlig diversitet, som levende kulturel tradition, eller rummer museet også plads til dokumentation af konflikter, vrede og sorg (jf. Conlan)? Kan museer udstille værker, kulturer eller begivenheder, uden at blåstemple disse? Er museet altid en reaktionær institution, der alene kan fejre det samfund, vi har nu, eventuelt i kontrast til tidligere tiders diskrimination? Jeg mistænker, at forskellige typer museum her må acceptere forskellige ansvarsdefinitioner, men jeg savner en diskussion. Et tredje gennemgående tema er kontekstualisering. Vanegas giver et eksempel på en lesbisk kvinde, der fortalte om sine genvordigheder med at blive uddannet som elektriker i 1960erne, og som lånte museet en af sine skruetrækkere til udstilling. Der er en logisk sammenhæng mellem køn, seksualitet og problemerne med at blive accepteret som kvinde i et traditionelt mandefag, men en lesbisk elektrikers skruetrækker er ikke genkendelig som sådan uden baggrundsinformation. Brandon fremhæver en kvinde, hvis historie blev del af Canadas krigsarkiv, da hendes tidligere kærestes mor testamenterede sønnens mindeportræt og medaljer til hende, som den sidste der kunne huske sønnen. Modsat fremhæver hun også, at det var næsten umuligt at finde de få krigsbilleder, der faktisk viser kvinder, fordi registreringen ikke nævnte dette, og Petry fremhæver, hvordan museer har skjult kunstneres (velkendte) seksualitet med tvetydige og 161 ANMELDELSER 162 misvisende forklaringer, og hvordan ærlighed på dette punkt kan udløse censur udefra. Det overordnede budskab synes, at være, at der er brug for så megen ”tyk” beskrivelse som muligt. Hvis museumssamlinger skal have nogen anvendelse for senere generationer af kuratorer, er det vigtigt, at alle tilgængelige informationer er registeret. TO BØGER I EN INDBINDING: ET FORNUFT- SÆGTESKAB? Der er en ret klar opdeling i antologien, hvor nogle indlæg handler om kvinder (”gender”), andre om (homo-)seksualitet. Der er påfaldende lidt kommunikation mellem de to dele. Det er særligt slående, når fx Robert Ridinger (University of Northern Illinois og the Leather Archives & Museum, USA) bemærker, at græsrodsarkiver for homoseksuel kultur ofte har fokuseret på politisk aktivisme. Modsvarende er der intet i ”gender”-indlæggene om politik: hvis kvindesagen er dokumenteret, er det ikke noget feministerne diskuterer. Denne udeladelse overrasker mig: der findes faktisk relevante museer, fx Kvindemuseet i Århus, Danmark (se også Schofield & Anderton 2000: 237ff ). Denne mangel på dialog kan rejse tvivl om, om det overhovedet giver mening at kombinere køn og seksualitet i én antologi. Der er forskere og kritikere, der kombinerer begge tilgange (her tydeligst Rand), men der er også mange homo- og queeraktivister, der er sørgeligt uvidende om feministisk teori, og mange feminister, der er lige så uvidende om queerteori. Antologien viser, at disse forskellige grupper ganske ofte arbejder parallelt, og den kan måske opfordre til større samarbejde. Alligevel virker ”Gender, sexuality, and museums” som to bøger i én indbinding. En sidste bemærkning: layoutet er ikke brugervenligt. Forlaget har valgt en meget lille skrifttype, og teksterne står tæt. Først på side 206 afsløres det, hvor forsidebilledet stammer fra. Bogen ville vinde meget ved lidt mere introduktion, og ved mere diskussion om, hvordan indlæggene passer sammen eller støder sammen. Forlaget fremhæver, at det er 15 år siden, vi sidst så en gender-antologi, og at ingen har samlet museologiske LGB-indlæg før. Dette er nok den bedste antologi, vi kommer til at se på området længe. Desværre. LITTERATUR Alaimo, Stacy: “Escaping capture: the pleasure of queer animals” i Mortimer-Sandilands, Catriona & Erickson, Bruce (red.): Queer ecologies: sex, nature, politic, desire, Indiana University Press: Bloomington & Indianapolis. 2010. Schofield, John & Anderton, Mike 2000: “The queer archaeology of Green Gate: interpreting contested space at Greenham Common Airbase”. World Archaeology 32(2) 236-251. Bo Jensen, Arkæolog, ph.d. Adresse: Stenhuggervej 6, 4. Th 2400 København, Danmark Email: Bojensen_dk@yahoo.dk 111nm.qxp 13-05-2011 14:57 Side 163 ANMELDELSER Ole Strandgaard: Museumsbogen. Praktisk museologi. Højbjerg: Hikuin 2010. 448 s. ISBN 978 87 90814 58 8. Vad betyder ett museum för människan? När plundrare bryter sig in i Kairos museum under revoltens mest kritiska dagar i slutet av januari 2011 sluter ”de goda egyptierna” upp (den egyptiske riksantikvariens ord) och bildar skyddsvakt. Kulturarvsförstörelsen avbryts och det som kunde ha resulterat i betydligt värre stölder och skadegörelse hindras. Kärleken till museet som samhällets minnesgarant (minnesbank) kan visa sig på många sätt. En bygds omtanke om sitt lokalmuseum, en museitjänstemans ansträngning att dela med sig av sin yrkeslivserfarenhet. Vi är många som fortfarande tror på att museernas arbete är viktigt, rentav livsviktigt. I tider av ekonomiska åtstramningar är det viktigt att hålla fanan högt och visa på vidden av museernas arbete. Ole Strandgaard har med Museumsbogen. Praktisk museologi gjort en imponerande insats för att beskriva museernas uppdrag och arbetsmetoder under 1900-talets senare del. Han har som museitjänsteman i flera museer och verksamhetsledare för Museumshøjskolen i Danmark (sammanlagt under ca 40 år) skaffat sig en enastående god överblick över området. Boken ger många exempel från museipraktiken i större och mindre museer främst i Danmark, men även i Sverige, Norge, Finland, England, Tyskland, Holland och USA. Hans mål med den innehållsrika boken är att den ska användas av många som intresserar sig för museer, inte främst de professionella utan snarare allmänheten, museiamatörer och studenter. Och vilken museihandbok detta vore att sätta i händerna på ansvariga kulturpolitiker i museernas styrelser! Strandgaard hoppas förmedla glädjen av att ha varit en del av museiutvecklingen under den expansiva perioden 1960-1980. Hans eget yrkesliv började under den period när museitjänstemannen skulle behärska alla områden, skulle utföra allt i museet, ”skulle selv kunna det hele”. Han refererar då och då till den fiktive museimannen Jensen på det lilla hanterbara Fjordköpings museum som bland de mångsidiga arbetsuppgifterna ges goda råd. Han minns t.ex. när föremålen på hyllorna i magasinen gav inspiration till utställningar. Nu måste man istället leta i ännu så länge ofta undermåliga databaser, vilket inte alls ger samma känsla. Men det höjer säkerheten och ökar tillgängligheten, i alla fall när systemen är fullt utbyggda. Det är inte utan att man känner sig aningen avundsjuk på den tiden när arbetet innefattade hela den museala processen. ”Museer er eventyr!” konstaterar författaren och boken är fylld av museihistoria samt erfarenheter i teori och praktik som han gärna delar med sig av. Här beskrivs allt ifrån hur man märker museiföremål, sätter ljus och skriver utställningstexter till resonemang om teoretiska metodindelningar för olika typer av utställningar (utställningsspråk). Boken tillägnas den gode vännen och kollegan under samma tid, den svenske museologen och museiförnyaren Per-Uno Ågren (1929-2008), som tillsammans med Ole Strandgaard och den norske museologen John-Aage Gjestrum (19532001) startade tidskriften Nordisk Museologi 1993, vars målsättning var att skapa ett nordiskt forum för artiklar om museers teori och praktik. Museumbogen är skriven på ett personligt övertygande erfarenhetsbaserat sätt, ett slags sammanfattning i 17 fullmatade kapitel av vad 40 års museiarbete givit. Författaren betonar i förordet att boken är ett bidrag till mu- 163 111nm.qxp 13-05-2011 14:57 Side 164 ANMELDELSER 164 seologin, men att den behandlar praktisk museologi och inte akademisk vetenskapsteori. Förvisso finns många praktiska beskrivningar inom områden som t.ex. insamling, registrering, katalogisering, föremålshantering, säkerhet, utställningsproduktion, förmedling och kommunikation. Men här görs också ett antal viktiga teoretiska framställningar, i synnerhet beträffande museets roll och uppdrag i samhället samt museernas förmedling och utställningsarbete, som är värdefulla att ta del av för alla som arbetar i museer. Man inser värdet av empirin och den analys av metoder som använts i museerna de senaste decennierna. Av utrymmesskäl kan boken inte fördjupa sig ännu mer – det skulle behövas fler böcker till det – men sammantaget ges en tydlig anvisning om att museiarbete är mångsidigt och komplicerat. En hel vetenskap – såväl i praktiken som i teorin. Med sin digra erfarenhet av arbete i museer och med fortbildning av museianställda och sitt inkännande förhållningssätt ger Ole Strandgaard även incitament till museernas fortsatta utveckling. Boken pekar med rika exempel på vikten av att följa utvecklingen på andra håll i världen, inte bara simma lugnt i den egna dammen. Det är definitivt så att både museipersonal och styrelser har en hel del att hämta här. Men förståelsen för att museer kräver resurser för att utvecklas måste definitivt finnas även hos dem som håller i pengapåsen. I Sverige, Danmark och säkert i fler länder upplever museerna för närvarande en kris som inte beror på att museerna saknar innehåll med betydelse och kompetens, utan snarare en verklig garanti för sin drift och utveckling. Museernas publika uppdrag att vara tillgängliga och fyllda med upplevelser och kunskap kräver att de tilldelas betydande anslag. Ole Strandgaard jämför museerna med filmoch TV-produktioner, där långa eftertexter klargör vilka specialkompetenser och kreativa team som behövs för varje enskild produktion. Det finns emellertid alltför liten förståelse från politikerhåll för att det på motsvarande sätt krävs mer resurser för att gå iland med och producera högkvalitativa utställningsprojekt, där modern teknik givetvis är en viktig del. Alltmer av museitjänstemännens arbetstid går åt till att söka externa anslag och sponsring för utvecklingsprojekt. Marknadstänkandet som alltmer närmat sig museerna genom åren påverkar den demokratiska folkbildande ideologi som 1970-talets museimän (för det var oftast män) förespråkade. Museerna har svårt att hävda sig gentemot annan kulturverksamhet. Kravet på betalande besökare och sponsring leder till underhållande upplevelsebaserade produktioner, som naturligtvis måste vara värda sin inträdesbiljett. Samtidigt utesluts människor med liten betalningsförmåga. Marknaden stödjer inte direkt museet som bildningsinstitution. Detta dilemma är en viktig kulturpolitisk fråga idag. Bokens 17 kapitel är rikt illustrerade med författarens egna fotografier från museer i Norden och Europa. Här kan man lätt orientera sig och ta del av det som känns mest lockande och intressant för det område man arbetar inom. Och om Strandgaard själv tipsar utställningsmakaren om att serietidningarnas nedre högra hörn lockar läsaren att vända blad, så är hans eget val av helsidesbild på vänstersidan av varje nytt kapitel mycket inbjudande till vidare läsning. Här följer kortfattat vad kapitlen innehåller. Kap 1: Vad är ett museum? Här finns definitioner och avgränsningar, det specifika med autenticitet, upprinnelser till museibegreppet och något om museibyggnaderna. 111nm.qxp 13-05-2011 14:57 Side 165 ANMELDELSER Kap 2: De tre museityperna. Enligt den danska museilagen finns kulturhistoriska, konst- och naturhistoriska museer, vilket kan uppfattas som att dessa har föga gemensamt. I själva verket arbetar allt fler museer tvärvetenskapligt, vilket är den enda möjligheten i framtiden. Peter Seeberg var tidigt ute (1993) när han föreslog och såg ett framtidens museum som ”brett famnade mänsklighetens erfarenheter”. Kap 3: Kulturarven. Begreppet kulturarv är tämligen ungt och har blivit ett modeord, enligt författaren. Men det är ett problematiskt begrepp som inbegriper musealisering och hur museisamlingar skapas. Nationers kulturarvstvister är känslomässigt svåra att hantera och kan leda till allvarliga konflikter. Kulturarv kan vara materiellt eller immateriellt, nationellt och internationellt, samt av privat natur som med tiden blir intressant för samhället. Kap 4: Varför har vi museer? Här redovisas några motiv för att grunda museer: en plats för de vetenskapliga samlingarna, det pedagogiska uppdraget som gör museet likställt med ett läromedel, det identitetsskapande uppdraget med exemplet Lifetimes i Croydon, det privata nöjessamlandet som blir till ett museum eller museer med ett klart politiskt budskap. Kap 5: Museerna i samhället. Här beskrivs hur museet kan tjäna (och påverka) samhället, dess mångsidiga uppdrag som mötesplats, folkbildare, underhållare, del av offentlig planering, bevarandeproblematik samt ägarfrågor och kulturpolitik. Kap 6: Insamlingen – och forskningen. Samlingarna är grunden i ett museum. Här diskuteras vikten av insamlingspolitik, forskning och samtidsdokumentation liksom metoder och principer för att skapa en samling som speglar samhällets vara (och i för- längningen förändring). Författaren nämner den svenska Samdok-metoden som en ”väckelserörelse” som uppstod på 1970-talet och i Sverige ledde till riksindelade ansvarsområden (pooler) för dokumentation. I Danmark däremot finns intressanta invändningar mot en sådan systematisk insamling. Kap 7: Det antikvariska arbetet. Kulturmiljövården är en viktig del av de kulturhistoriska museernas uppdrag. Författaren redogör för flyttbart och fast kulturarv och de kulturbevarande förpliktelser som hör till det senare begreppet, som ofta blir illa utsatt i den moderna samhällsplaneringen. Den danska museilagen från 2001 handlar bl.a. om samarbetet mellan museer och planläggande myndigheter. Kap 8: Registrering och sakstyrning. Museiarbete kräver ordning. Samlingsarbetet behöver systematisering, registrering och uppordning med olika metoder. Utvecklingen från protokoll (huvudliggare) och kartotek med inventarienummer, ”sakstyrning med sagsnavne” (svenskans ”sakord och specialbenämning”) till det numera omfattande arbetet med inskrivning i databaser beskrivs i detalj. Kap 9: En gång på museum alltid på museum. Samlingar kräver föremålsvård och rätt förvaring för evig tid. Här argumenteras för en genomtänkt bevarandemetodik genom att förstörelsen via ”den mänskliga faktorn” vid all hantering minimeras; att man ser till klimat, luftfuktighet, ljus, rengöring, konservering, arkivinredning, säkerhetsåtgärder mm. Kap 10: Förmedlingen. Museet ska förmedla sitt vetande, det är en viktig del av uppdraget. Numera sker detta i dialog genom kommunikation på olika sätt med många olika målgrupper. Författaren redogör för konstruktivismen, den pedagogiska teori som hävdar att människor aktivt bygger upp sitt 165 111nm.qxp 13-05-2011 14:57 Side 166 ANMELDELSER 166 kunnande, blir brukare. Och det förmedlande museet ska kunna möta upp, vara tillgängligt för att kunna brukas av så många som möjligt. Detta har under 2000-talet blivit lite av ett mantra i den svenska museilandskapet. Kap 11: Museiutställningen. Detta är till synes författarens hjärtefråga. Hur gör då museerna för att förmedla sin kunskap? Utställningarna är museets signum och de kan göras på många sätt. Här finns 70 sidor med så många aspekter på att ”lave udstillninger” att det blivit inte mindre än tre underrubriker med samma namn. Här refereras till många olika exempel och diskuteras således formgivning, rumslighet, tillgänglighet, kronologi, rumsindelning, rekonstruktioner, modeller, fotoförstoringar, dockor, färg och ljussättning, ljud- och lukteffekter samt AV-teknik (inbegripet datorer och it-teknik). Kap 12: Klassifikationer. Här ges en översiktlig genomgång av olika utställningstyper som diskuterats sedan 1980-talets början. I den svenska boken Utställningsspråk av Göran Carlsson och Per-Uno Ågren (1982) presenterades fem typer: massutställning, etikettutställning, temautställning, berättande utställning och totalutställning. Ågren vidareutvecklade detta under en konferens på Museumshøjskolen 1992 till den systematiska, den analytiska, den berättande, den kontextuella, den isolerande och den metarealistiska utställningen, samtidigt som han betonade att de flesta utställningar är kombinationer av flera typer. Själv förtecknar Strandgaard utifrån alla dessa sina egna fem grundläggande typer: den tillfälliga utställningen, presentationsutställningen, den lexikala, den narrativa och den associativa utställningen och placerar därefter samtliga typer i en matris där axlarna består av lexikalitet och narrativitet. Den idealiska utställningen har där en god berättelse, mycket information som totalutställning, men är kanske inte den mest spännande tankeväckande utställningen? Den reflexiva utställningen, ett begrepp som Line Hjorth myntade 2000 – och som står för att tingen iscensätts så att de väcker förundran och manar till eftertanke – är intressant för dagens museibesökare som inte vill bli skrivna på näsan hela tiden. Intressant att ta del av är amerikanen Jay Rounds beskrivningar av utställningar som ”klock-typer”. Han hävdar också att människor inte kommer enbart för att lära utan också för att finna mening med sitt liv. Kap 13: Skriften på väggen. Här övertygas läsaren om vikten av att lägga ner mycket arbete på utställningstexter. Olika typer av texter presenteras där vikten av läsbarhet och läsrytm tydligt framgår. Kap 14: ”Museet på tryk – och allt det andra. Museipedagogernas arbetsfält är viktigt och här ges en historik sedan 1970-talet över utvecklingen i de danska museerna. Frågan är om inte detta borde ha hört samman med kapitlet om förmedlingen. Metoderna är många och i Sverige är numera drama, rollspel och berättande ofta i bruk. Här redogörs även för trycksaker, museipedagogik genom webb och andra moderna tekniker, kaféer och museibutiker samt vikten av marknadsföring. Kap 15: Etik. Museet har ett etiskt ansvar med tillhörande förpliktelser. Allt passar definitivt inte att göra och ICOMs etiska regler gäller i de offentliga museerna. Den viktiga frågan om repatriering tas upp. Kap 16: Museet som arbetsplats. Museets olika yrkesgrupper presenteras, deras olika arbetsuppgifter liksom rekrytering och museiutbildningar. Kap 17: Museernas organisation. Här återkommer författaren till de olika typerna av museer men beskriver även kortfattat frilufts- 111nm.qxp 13-05-2011 14:57 Side 167 ANMELDELSER museer, ekomuseer samt skillnaden mellan statliga, kommunala och självägande museer. Kapitlet går igenom den danska museilagen och hur muserna styrs. Sist redovisas de danska museiföreningarnas uppgifter. En diger litteraturlista finns givetvis med i slutet samt en notförteckning med kommentarer. Tyvärr saknas ett ordregister, något en lärobok/handbok kunde behöva. Aktuella handböcker i museikunskap finns det inte många av idag. Delar av boken skulle gott kunna utgöra kurslitteratur i museologiutbildningar i Norden och även som fortbildning för yrkesverksamma. I Sverige finns inte något liknande bokverk som så väl redogör för ett museums hela verksamhetsfält inklusive den viktiga frågan om varför vi har museer. Boken rekommenderas således varmt till erfaren som till oerfaren. Innehållet speglar naturligtvis mycket de danska museiförhållandena (särskilt rörande museilagen, registrering och databasarbete) men mångt och mycket är ändå gemensamt för museer i Norden. Det som saknas för svenska förhållanden är väl i så fall museiarbetet beträffande begrepp som varit i ropet under 2000-talet, som mångfald, delaktighet, jämställdhet, tillgänglighet. En svårighet (i alla fall i Sverige) är troligtvis ovanan och otåligheten hos alltför många människor att läsa danska.1 Det man kan önska är ett förlag som översätter och anpassar ”det hele” till svenska museiförhållanden. Till sist: läs boken, för museer är viktiga: ”For museer er eventyr!” NOTER: 1. Om svenska politikers oförmåga att förstå andra nordiska språk kan berättas en händelse från 1990-talet. Ett museum i norra Sverige rekryterade en ny chef och en sökande som kom från grannlandet kallades till intervju. Den sökande var mycket kvalificerad för chefsjobbet, men eftersom museistyrelsens representanter inte kunde förstå aspirantens ivriga resonemang om ”gjenstand” blev det ingen anställning… Lite skamligt kan man tycka! Britta M. Lundgren, utställningschef, 1:e antikvarie Adress: Västerbottens museum Box 3183, SE-903 04 Umeå E-mail: britta.lundgren@vbm.se 167 111nm.qxp 13-05-2011 14:57 Side 168 FORFATTERVEJLEDNING 168 PROFIL Nordisk Museologi skaber et vigtigt forum for aktuel og kritisk videnskabelig debat inden for det nordiske museums- og kulturarvsområde og beskæftiger sig med mangfoldige emner og temaer inden for museologi, kunst, natur- og kulturarv. REFEREE-TIDSSKRIFT Fra 2006 nr. 1 benytter Nordisk Museologi sig af en ekstern referee-ordning i vurderingen af tidsskriftets hovedartikler. Referee-udtalelsen er anonym, det vil sige at referees identitet ikke er artiklens forfatter bekendt, og at referee-udtalelsen udelukkende er en sag mellem referee og tidsskriftets redaktion. Det er redaktionen, der forestår al korrespondance med forfatteren af artiklen. SPROG Tidsskriftets sprog er dansk, norsk og svensk. Islandske og finske forfattere må gerne indsende artikler på engelsk eller på et af de nævnte skandinaviske sprog. MANUSKRIPT. OMFANG, ABSTRACT OG KEYWORDS Artikler må max. fylde 9.000 ord og indsendes med dobbelt linjeafstand. Teksten leveres som attachement via e-post eller som diskette/CD. I forbindelse med artikler medsendes et resumé/abstract på max. 150 ord sammen med 5-10 nøgleord/keywords som placeres forrest i artiklen. For at undgå merarbejde med redigeringsdelen bør den digitale tekst være opsat efter følgende regler: 1. Der bør ikke foretages orddeling. 2. Kursivering (ikke understregning) anvendes for betoning af et ord eller en mening. 3. Andre typer af grafiske effekter markeres på den tilsendte udskrift. 4. Indrykning udføres med tabulator. 5. Der anvendes tal til noter, og tallene efterfølges af et punktum og et tabulatorskift. Noterne samles på en særskilt side efter artiklen. 6. Artikel, noter, litteraturliste og forfatterdata placeres i nævnte rækkefølge. 7. Afsnit i teksten markeres med overskrifter. LITTERATUR Reference i selve teksten angives med forfatteren/erne og trykår, fx (Hudson 1975: 213). Referencen henviser dermed til den alfabetisk ordnet litteraturliste efter artiklen. Bidragsydere bedes være omhyggelig med sammenhæng mellem referencer og litteraturlisten og bedes undgå at medtage litteratur, som der ikke refereres til eller benyttes i selve artiklen. Litteraturliste kan opstilles på følgende vis: Hudson, Kenneth: A Social History of Museums. Macmillan: London 1975. Hvis det er en artikel, opstilles den på denne måde: Mads Daugbjerg: De gode gamle dage genoplivet. Nordisk Museologi. Nr 1, 2005: 3-14. KORREKTUR Forslag til abstract bliver sprogligt efterset af tidsskriftets tilknyttede oversætterbureau inden publicering, mens korrektur af selve artiklen er forfatterens eget ansvar.