David Little

User experience researcher and designer

Archive: Dec 2011

  1. Putting the UX in DH: some initial thoughts and observations

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    I’m relatively new to the field of digital humanities but it seemed a good time for me to collect together some of my initial thoughts on the approaches to user experience design within the domain.

    Firstly–a disclaimer. These are entirely personal and largely anecdotal observations–I haven’t exactly undertaken widespread research on the topic so there’s bound to be work which I’m ignorant of. Ok…

    Understanding the domain

    What is digital humanities (DH)? I imagine you’ll get a different answer depending on who you ask but a good starting point might be the Wikipedia entry:

    The digital humanities is an area of research, teaching, and creation concerned with the intersection of computing and the disciplines of the humanities.

    In practical terms DH projects usually involve the creation of scholarly digital publications, more often than not now delivered via the Web. This has often equated to digitised texts, manuscripts or other source material of use to a small, specialised audience of researchers. However, this is not necessarily the only application of the technology in the field–some projects, whilst retaining scholarly rigour in their production may have a far wider user base, both in terms of their creation and consumption.

    For instance the Great War Archive project undertaken at Oxford University, and its sister project in Germany run by Europeana created a crowd-sourced digital collection of memorabilia, documents and ephemera from the First World War. A diverse range of participants were able to contribute objects to the resource, either by uploading digital images via a website or by attending sessions in which people could bring their collections in for examination and digitisation. Some were also able to make connections and construct their own stories from the data.

    I’ll admit a personal preference for the more “participatory” end of the digital humanities–simply as I’m excited by the potential of the Web to involve and, hopefully enthuse a wide range of people. However, whatever the type of resource being created, as all good designers know it will only be truly successful if designed for the needs of its users, whether they are a narrow selection of specialists or a much wider audience of non-specialists.

    Approaches to user experience design in the digital humanities

    Whilst I can’t speak for every project, I imagine it wouldn’t be massively unfair to say there is some reluctance to adopt wholesale user-centred design techniques in all DH projects–for a number of reasons, including some you might encounter in other fields: it requires time, effort and money to be done properly and sometimes funding and deadlines are tight.

    However I think there are other reasons too. Culturally DH projects have been led by a particular research agenda rather than the desire to produce a “product” for a set of users. For this reason projects can often be rather vague in their precise aims at the outset, so resources may be the result of collaborative research between the technologists and non-technologists rather than built to a pre-set specification.

    Related to this, academic staff involved in the projects may have a strong idea of how they want to present their findings–after all, it is their area of specialisation and they may not see the value of involving others; or they may simply make an assumption that others will use the resource in the same way they do–a common pitfall for the creator of any software.

    There may also be a question of expertise–digital humanists themselves may not have the relevant knowledge of human computer interaction and interface design simply because they are highly skilled specialists in other areas (e.g. mark-up languages or text analysis). As DH projects are largely led by technologists it can be difficult to sell them on the value of design–which they may see as simply making something look pretty.

    So, why bother?

    All resources are (or you would certainly hope be) created for a purpose, and by association have a group of potential users. Understanding this from the outset and designing a resource appropriately can surely greatly enhance the impact and amount of use it receives (of course if your target is “future scholars” then it might be a little more difficult!).

    It’s also worth thinking of a digital resource as being more than data. Data is generally stored in formats (e.g. XML or databases) that can be reused or even divorced from its presentation layer and archived. I see resources as a combination of this data, tools to interrogate and make sense of it and interfaces which allow users interact with the data–something which necessitates the involvement of the people who will be using them in the first instance; otherwise resources run the risk of being unused, unusable or simply esoteric experiments which soon disappear from view.

    Current work

    While it seems to me user-centred design is a relative newcomer to DH, things are certainly happening. Although focus groups and last-minute usability testing have certainly been used in the past, more robust approaches to user experience appear to be gaining more ground within the discipline: one indicator being more academic articles appearing on the subject.

    Also, as I noted in an earlier post there is some very innovative participatory work going on in what might be considered DH’s more democratic/populist sister discipline: digital museums. Museum users are being encouraged to interact with institutions and their collections in more and more creative ways. In order to do this user-centred design processes are being adopted enthusiastically; something DH will no doubt learn from, especially as it adopts similar techniques to build resources (see for instance the Ancient Lives crowd-sourcing project to transcribe papyrii).

  2. Ghosts of Gone Birds

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    I’ve just got round to sorting out some photos I’ve taken recently and uploaded my photos of the Ghosts of Gone Birds exhibition to Flickr.

    The Ghosts of Gone Birds is a project to “raise a creative army for conservation” — highlighting extinct species of birds and raising awareness of current conservation issues — via exhibitions and events. All of the proceeds go towards the work of Birdlife International.

    I went along to a night of poetry and music at Rich Mix London (featuring amongst others the damn fine experimental folkies Walking with Ghosts) and also got to the exhibition just round the corner, at the Rochelle School in Shoreditch. This ran over a couple of floors and featured installations and paintings from a number of artists, including Ralph Steadman.

    There were various notices around in the exhibition positively encouraging the taking and sharing of photos — a nice touch I thought.

    Ghosts of Gone Birds

  3. The innovative museum

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    I attended my first UK Museums on the Web conference last week at the Imperial War Museum and have to say was very impressed with the kinds of digital projects that were being undertaken and the user-centric methodologies underpinning the design and delivery of them.

    The presentations covered a wide range of topics relating to digital museums, from planning a realistic digital strategy to refining your metadata but those I found of particular interest related to engaging and involving users in building and using digital resources, a topic I’ve been finding myself more and more interested in of late–addressing those nagging questions about exactly why and for whom we in the digital cultural heritage and humanities sectors are building these resources in the first place.

    Museums and galleries arguably have a head start when it comes to involving users in projects: direct access to them as visitors to their institutions. This is something that the Social Interpretation project at the Imperial War Museum (IWM) is making the most of: a project to record visitors’ interpretations of exhibits, bringing them the same ability to share and discuss found on the social web to the museum space, via in-museum devices, the web and mobile apps.

    This project is putting the user at the centre of the design process, both directly via testing of prototypes and observation of user behaviour in the galleries.  Interestingly, it’s also been run entirely according to an agile methodology–not just the development but the design and management, so I’m really looking forward to hearing more about this.

    Another participatory IWM project being developed is Lives of the Great War–a crowdsourced project to create stories of those who served and died in the First World War. This is being done principally by enabling access to the various appropriate information sources distributed across the Web, some of which are behind paywalls, via a single access point. The plan is to archive the resource permanently and also to release the data under a “CCO” licence (the most permissive Creative Commons licence); making the data available for reuse in a number of contexts.

    The Outside In project, run by the Pallant House Gallery is a slightly different participatory project–providing a space for artists traditionally unable to engage with the artistic mainstream due to disability or social circumstance to display their work. The interface for doing this was developed iteratively, including in workshops with the artists themselves. The next stage is a mobile app–not for the sake of developing one but because interaction via a mobile device involves fewer cognitive steps, e.g. the need to understand concepts such as file structures when uploading content from your computer’s file storage. With a mobile app, the device which records the art work can also be used to upload it directly.

    I was fortunate enough to be elected to the committee of the conference’s organising body, the Museums Computer Group–something I’m very excited about. The levels of innovation and creativity in the sector are very impressive and I’m looking forward to learning and sharing more with all involved.