Clho
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Private and confidential
Community Participation in Defining the Connecticut History Center
The Connecticut Historical Society Museum
Results of the participatory design activities conducted by SonicRim
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Who We Are
• James Jensen, Lead Exhibit Developer, CHS
• Kate Steinway, Deputy Director for Interpretation,
CHS• Couldn’t be with us today…
• Uday Dandavate, Principal, SonicRim• Couldn’t be with us today…
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Introduction to CHS
• Located in Hartford, CT
• 7th oldest state historical society in the nation
• Museum and research library, public programs
• Actively moving to audience focused activities
since 1995
• Still has a fairly low profile in local marketplace
• Constrained by a converted mansion with little
exhibit space
• less than 8, 000 sq ft
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Introduction to the CHC
• Project to develop 120, 000 sq ft “Connecticut
History Center” began in 2001
• Move to new site
• Concept document outlines variety of experiences
for CHC
• Exhibits and programs
• Proposed exhibit sizes range from 2, 000 sq ft to
5, 000 sq ft
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Introduction to the Project
• The concepts are really just outlines• Ranging from a few paragraphs to several pages• Totally lacking in detail – content or interactives
• CHS wanted to explore potential visitors’ reactions
to the concepts outlined prior to investing
additional efforts in developing them more fully
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Need for a New Approach
• We hope the CHC will be innovative and fresh in
approach• Thought it made sense to get “WAY out of the
box” to achieve that• Traditional audience research approaches “feel”
too reactive, not proactive or “involving”• Too easy for good ideas to “die” because they are
not actually experienced
• Pen and paper survey, interviews out• We lacked sufficient detail to develop comprehensive
questions
• Focus groups out• How do you convey and test such loose ideas?• Felt showing sketches/visuals would be misleading
• So how would we test what we had?
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Who Are SonicRim?
• Provider of “design research”
• Spin-off from Fitch Inc., an international design
house.
• Multi-disciplinary teams comprising of design,
psychology, anthropology, marketing and business
strategy backgrounds.
• Brought user experience understanding to
Blockbuster Video, TCBY, Petsmart, BJ’s, Hush
Puppies.
• They’re in Columbus, OH, and also San Francisco.
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SonicRim’s Role
• Inform and inspire the conceptualization process
through innovative research
• Conceptualize tools for innovation
• Explore collective creativity
• Help understand everyday people.
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Participatory Design
• When designers need user input that can be used
in design, both for generating new themes for
design and for evaluating existing concepts, it is
most valuable to talk to the end users in a
language that they think in when they choose
new products or places
• People think in the language of experience• For example, people are more comfortable imagining
how they want to feel and what they want to find in
an environment than about how the environment
should change
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When you involve ordinary people in the design development process, you begin to see with new eyes.
Participatory Design
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Participatory Design mindset requires respect for new principles.
Participatory Design mindset
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Implication: Use their dreams as “design seeds”
All people have dreams
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2People are creative
Implication: Give them different types of participatory tools to promote creativity in their thinking.
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Implication: Encourage people to externalize their imagination.
People will fill in what is unseen and unsaid based on their imagination.
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4 Implication: Use ambiguous visual stimuli to make the tacit explicit.
People project their needs onto ambiguous stimuli because they are driven to make meaning.
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Participatory Design
• Searches for patterns in user needs in
experiential terms
• Focused on the potential experience as opposed
to the desired features
• In traditional research, when offered choices of
features, users react based on momentary or
limited understanding of how those features
might impact their experiences
• Design ideas developed around such momentary
considerations are more likely to fail than those
developed around experiential criteria
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• In order to cover a broad range of user
perspectives, we conducted research at the
following locations:
• Minnesota History Center, St. Paul, Minnesota
• Connecticut Historical Society, Hartford,
Connecticut
Where Did We Go?
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Project ideal experiences
Integrate designer concepts
Generatepersonalized concepts
Explore current experiences
•SonicRim uses a Path of Expression model for developing the research plan
and tools
•Each step along the Path of Expression uses different methods and tools to
prepare people to imagine new ideas and be able to express the ideas
•Each step along the path is described on the following slides
Our approach: The Path of Expression
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1. Ethnographic observations at museums: • We observed visitor:
– behaviors– emotions – moods– interactions – questions– frustrations
2. Short participatory workshops at museums:
• We recruited visitors at MHC and at CHS.
– We gave them a workbook and Polaroid camera to record their observations and feelings during the visit
– Invited them to join the research team for a half-hour workshop where we elicited ideas for the new museum experience
How Did We Do It? Explore
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3. Participatory workshops with recent visitors to
museums:
• Pre-recruited 24 individuals in Hartford who had
visited a museum within the past six months;
• Conducted four two-hour participatory workshops
where we tapped their creative imagination through the
Path of Expression
How Did We Do It?
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• We recruited 4 groups of users:
• Families
• Individuals in the age group of 7- to 10-years
• Individuals in the age group of 30- to 40-years
• Individuals in the age group of 41- to 55-years
Who Participated?
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How Did We Do It? Project
The participants were then involved in activities that
facilitated their imagining and expressing ideal
experiences at museums
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• Finally, we provided generic design components to
the participants so that they could embody a
concept of their personalized museum experience/
space
• They had the option of imagining multiple ideas to
serve multiple needs
How Did We Do It? Generate
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How Did We Do It? Integrate
• We presented the participants a visual collage and
written description of seven CHC concepts
• The collages were then projected on a screen and
the written descriptions were read to them
• They were then asked to rank the concepts on a
scale of 1 to 7
– I like it 1 2 3 4 5 6 7 I don’t like it
– I need it 1 2 3 4 5 6 7 I don’t need it
– I want it 1 2 3 4 5 6 7 I don’t want it
• The participants used the framework of their ideal
experiences (articulated in the previous step) for
comparison
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Immerse Yourself in History
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Encounters
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Ingenious Products
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How Did We Do It? Sample Prompt
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• We used multivariate scaling techniques to find patterns in people’s aspirations for experiences.
Analysis
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• Visual tools of representing information helps communicate patterns in people’s aspirations quicker than volumes of reports.
Analysis
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Findings I
• Too many to report here…• Overall, the research suggested a significant
expansion from the traditional focus of a
historical society• Documented the patterns discovered in the
experiences people want in their ideal experience
at the CHC• These patterns will serve as user-experience
criteria for design• We have a good sense of which concepts
resonate, which don’t and what we need to do to
move them forward
NowNowPastPast
Nature
Culture
Creativity
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Findings II
The Model/Framework
• Strengthen connection to the world around them.
• Cultivate a sense of comfort in who they are, in the midst of
a seemingly chaotic world.
• Discover inspiration from exploring the nature, culture, and
creativity that surrounds them.
• Understand the present with an appreciation for the
influence of the past.
• Good use of time with family.
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Findings III
• CHS now has a template/model for the site of the
new building
• CHS has a strong conceptual model for the entire
experience of visiting the CHC
• This conceptual model also ties together the
various exhibit concepts
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Implications/Impact at CHS
• We are excited and energized by the results and
what the findings mean• We are convinced that we could not have
discovered what we did using any other means• We can begin to revise and adjust concepts without
having expended a great effort to make them
“testable”• Impacting significantly how we approach the
design and development of exhibits and programs
for the existing facility too• Calling CHS a museum
• “Calling it a society is perceived as a club with
restricted membership”
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Lessons for Other Institutions
• Talking to your visitors and involving them in the
development of the products you offer is important• Helps escape “expert” syndrome; they see the
problem space with fresh eyes• It’s usually fun too!
• If you need to, do research somewhere else!• Try your local library, or other museum
• Looking outside traditional audience research
methodologies and suppliers can be useful• But doing ANY audience research is better than doing
none – interviews, surveys, focus groups are OK!
• Audience research need not be this complex or
expensive to pay real dividends• There are organizations and publications that can help
you get started
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Places to Start
• Visitor Studies Association• http://www.visitorstudies.org/
• AAM Committee on Audience Research and
Evaluation (CARE) • AAM Bookstore• AASLH Bookstore• Me!
• Call or email with questions…• 860-236-5621 ext. 257• [email protected]
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Thank You!