COVER SHEET
Watkins, Jerry and Russo, Angelina (2005) Digital Cultural Communication:
designing co-creative new media environments . In Candy, Linda, Eds. Proceedings
Creativity and Cognition 2005, pages pp. 144-149, London.
Copyright 2005 ACM Press
https://eprints.qut.edu.au/secure/00003978/01/digital_cultural_communication03.pdf.
pdf
Digital Cultural Communication:
designing co-creative new media environments
Dr Angelina Russo
Queensland University of Technology
CIP, Z2-202, Musk Ave. Kelvin Grove
[email protected]
617 3864 3687
Mr Jerry Watkins
Queensland University of Technology
CIP, Z2-202, Musk Ave. Kelvin Grove
[email protected]
617 3864 5574
ABSTRACT
DIGITAL CULTURAL COMMUNICATION
The design and implementation of audience-focused
immersive media-rich physical environments is a familiar
landscape within the commercial sphere. From theatre and
theme parks to autoshows and airports, commercial
interdisciplinary design and production teams have
extended and solidified the new media agenda. The success
of this track record is demonstrated by the increasing
presence of commercial design techniques and knowledge
in the creation of immersive new media within the cultural
sphere, as proven by London’s Natural History Museum, or
the Melbourne Museum.
Cultural communication using digital technologies can be
‘two-way’ for large populations, unlike ‘read-only’
broadcast-era mass communications which restricted
‘writing’ to professionals. The ‘read-write’ capabilities of
interactive media and learning based on immersion in sitespecific environments constitute a new phase in media
literacy. However, the content that is produced outside of
the professional realm is not always effectively structured
and presented for wider audience dissemination. Interactive
media communication has barely begun this journey into an
'order of literacy,' and most ordinary people remain
untutored in 'writing' with multimedia tools. Nevertheless,
cultural participation is undergoing some transformation as
a result of increasing multimedia use.
This paper introduces the notion of digital cultural
communication, a continuum through which designers can
consider the place of narrative and experience and their
attributes within public and commercial institutions. Digital
cultural communication allows users to become co-creators
of knowledge by providing tools and methods which enable
the co-construction of creative artefacts. This paper uses a
case study from Australia’s rich cultural institution sector to
illustrate the conceptual design of new media co-creative
environment using an HCI-derived methodology supported
by participatory action research. It is hoped that this method
will demonstrate to curators of cultural experiences the
cost-effective possibilities for enabling audiences to create
rich narrative from user-led content.
Hartley and Rennie (2004) demonstrate the features of a
culture where the emphasis is on the consumer as opposed
to the author or producer. In this model, we move from
producer to consumer; from experience in the public sphere
to the private and from representations of the nation state to
representations of the self. Using this model, we might ask
how digital cultural communication strategies could be
formed to shift from a focus on institutional codified ways
of knowing and producing, to open-ended co-creative
processes which draw audiences into the creation of
content.
The design proposal will be illustrated in detail at
conference.
Digital cultural communication can frame the
implementation of audience participation and interaction
with cultural content where narrative and experience in useled content can be realised. The spectrum ranges from
representations of self in narrative institutions to
representations of self in experiential institutions. Cultural
interactive experiences can be said to cross the spectrum as
can the telling of private stories, both enabling co-creation
of content and user-led experiences. This interactive model
of co-creation requires a shared language so that all parties
can understand and work with the material in hand. As
Candy and Edmonds suggest, “learning how to collaborate
successfully is very important and cannot be assumed to be
a natural to everyone” (Candy and Edmonds, 2002:66).
Author Keywords
Communication design, interactivity, cultural institutions.
ACM Classification Keywords
H5.m. Information interfaces and presentation (e.g., HCI):
Miscellaneous.
Copyright:
1
Defining new media is necessarily a complex task, and one
that faces further challenges through its ever evolving
nature. One all too common approach to defining new
media is that it cannot be defined because it evolves too
quickly when this is, in fact, one of its most defining
features. Yet another view is that new media is a gestalt of
technologies or multimedia:
CONTINUUMS OF INTERACTIVITY
Shedroff suggests that we consider the meaning of
interactivity by envisioning all experiences as inhabiting a
“continuum of interactivity” (2002), separating passive
traditional media experience (reading, talking) from
interactive new media experiences, the latter being
distinguished by:
•
The amount of control the audience has over tools,
pace, or content.
•
The amount of choice this control offers.
•
The ability to use the tool to be productive or to create.
“While it is difficult to pin new media down to an exact
definition, new media may be described as any digital
media production that is interactive and digitally
distributed.
There are two fundamental bases that
distinguish the new media from the media that preceded it,
much of which still exists, and these bases involve how the
media are transmitted and how they are accessed.
Transmission now integrates text, pictures, video, and
sound and the increasing use of the Internet as the vehicle;
access means interactivity, which is a defining feature of
new media and likely to be the most significant area for
future
new
media
development”
(http://www.qcc.cuny.edu/AcademicAffairs/newmediatech.
htm).
Shedroff feels that there is no good or bad side to this
continuum: the only judgment should be whether the level
of interactivity or place along the continuum is appropriate
to the goals of the experience or the messages to be
communicated. Although Shedroff’s neutral standpoint in
this issue is worthy, the international focus of high-end
experiential design is clearly on top-down new media
implementation.
This rather more pragmatic definition has informed the
strategic approach to the new media consultancy discussed
within this paper’s case study.
Furthermore, the types and quantities of information
required by an individual to be considered “literate” within
a media-rich culture are changing. No longer is it adequate
to think of textual and visual modes of literacy separately,
nor envision the internet as only a vast catalogue and
receptacle of information. Through its virtual
pervasiveness, internet-empowered new media challenge
traditional roles of producers and consumers in culture,
narrowing the distance between them. Shedroff concludes
by with the powerful observation that
CASE STUDY: STATE LIBRARY OF QUEENSLAND
(SLQ) - NEW MEDIA WITHIN THE CULTURAL
INSTITUTION
The background to this case study may make interesting
reading for a European audience. SLQ is not only an
impressive physical structure located on Brisbane’s South
Bank, it is also the governing body for the entire State’s
library network. This network encompasses a geographic
area bigger than most European countries, yet home to a
population smaller than many European cities.
Contemporary Queensland is a crossroads of South-east
Asian and European culture, attempting to fit – often
uncomfortably – not only with the world’s oldest
indigenous culture, but also with an equally ancient, fragile
and precious natural environment. This unique interface
continues to produce individuals and communities with
many rare and distinctive stories for the digital cultural
communicator: clearly, the role of the State Library within
this interface - as a collector and distributor of stories - is
non-trivial.
“One of the most important skills for almost everyone to
have in the next decade and beyond will be those that allow
us to create valuable, compelling, and empowering
information and experiences for others. To do this, we must
learn existing ways of organizing and presenting data and
information and develop new ones.” (Shedroff, 2002)
However, as Roe suggests, defining the ‘new’ in new media
can be about as rewarding as describing the ‘post’ in postmodern. Roe proposes that ‘we are still struggling for
language(s), practice(s) and way(s) of thinking that are yetto-come’. (Roe, 2003) While there is a well-developed
language associated with the classification, organisation
and distribution of traditional media, the language of new
media is still in its infancy, being developed alongside the
evolution of the media themselves. For example, within
traditional media, content may be classified as fiction or
non-fiction while formats such as newspapers, books and
journals have easily identifiable genres as well as
established methods of production and consumption. New
media brings with it the challenge of blending information,
education, community and personal expression and the new
technologies of production and consumption.
Libraries create cultural experiences which connect
audiences to both physical environments and provide access
to rare collections. So far, current media technology has
achieved limited distribution within Queensland’s regional
library environment, where microfiche and photocopiers are
often the only information technologies present.
Future services which draw on these rare collections can
use distributed technologies to allow broader access and
distribution of knowledge while ensuring that audiences can
2
act as producers and consumers of information. Such
technologies could include:
insistence on the specification of design solutions as the
starting point of the design process.
•
The method presented in this research is termed Cultural
Interactive Experience Design. CIED – which features
significant variations from the fast MUSE approach
proposed by Long (2000). CIED is comprised of three
phases:
Web-based activities: online communities, blogging,
internet, chat, web authoring.
•
Interactive media: 2D and 3D animation, video diaries,
audio and video recording and editing.
In Queensland, these technologies are not a fanciful topdown imposition of state-funded curatorial practice. Rather,
networked new media could provide the only cost-effective
means of connecting the rare stories and collections of
libraries, communities and individuals across such a huge
area. SLQ’s vision (www.slq.qld.gov.au) - in partnership
with its stakeholders - is to:
•
Build smart communities.
•
Construct communities around information literacy.
•
Demonstrate the potential of media rich social spaces.
•
Attract target audience to create learning environments.
1.
Current systems analysis.
2.
Conceptual system design.
3.
Detailed experience design.
The decision to apply HCI methods to the domain
knowledge of interactive design within cultural institutions
originates within the general design problem (GDP) posed
by using a top-down approach to produce community-based
cultural interactive experiences.
The specific design problem (SDP) refers to the challenge
faced by the curator to accurately capture – and
appropriately analyse – audience requirements from the
bottom-up, in order to design an entertaining, stimulating,
representative and cost-effective facility.
In framing the development of new services and roles, it
will be important to consider the changes which new media
brings to modes of production, consumption and levels and
methods of interaction. This holds implications for the
different types of cultural artefacts for display and
preservation as well as the new skills required by
professionals to enable audience participation. As visual
and textual literacies evolve, new skills are required by both
producers and consumers of content in the creation of
compelling and enduring experiences.
This paper focuses on CIED phase 2 conceptual systems
design.
CONCEPTUAL SYSTEM DESIGN
Current systems analysis of the SLQ’s vision, strategy and
systems was linked to current new media research to
produce a task description for the strategic role of the Ideas
Centre target design. Using Shedroff’s terminology (2003),
co-creativity was identified as the key to achieving desired
performance within the target design by enabling
community-driven storytelling.
BRIEF AND METHODOLOGY
The broad initial brief given to the authors was to provide
creative design concepts underpinned by research in order
to realise the strategic implementation of new media
environments within SLQ’s main Brisbane facility, as part
of the Queensland Government’s wider Millennium Arts
Project.
Co-creativity requires more than shared ideas and intent for
effective realisation. Indeed, SLQ has already
acknowledged this: its concurrent Queensland Stories
project which provides an ideal structure for stories which
are derived from and created by the community. The State
Librarian’s proposal for an Ideas Centre goes several stages
further by envisioning a unique media-rich physical
environment in which Queenslanders are not only inspired,
but also empowered to learn others’ stories - and tell their
own.
Specific focus was directed by the client to a proposed
“Ideas Centre”, the central pillar of SLQ’s new media offer.
The Ideas Centre environment will promote electronic
delivery of new media services and new literacy programs
to a widening cross-generational audience.
The CIED method adopted for the Ideas Centre identified
four core elements required to create a platform for cocreation. These elements were linked to age ranges to
illustrate the focus of the creative proposal.
In order to produce a cohesive design proposal, the authors
employed an HCI-driven methodology. This research uses
an abbreviated informal structured analysis and design
methodology based on the Method for Usability in Software
Engineering (MUSE) approach developed by Long and
Dowell (1989) to inform the construction of a potential
design solution to both the general and specific design
problems under examination in this paper. Elements of this
method have been used very successfully by the authors in
the creation of interactive artefacts and experiences within
the commercial sector - in particular, the method’s
3
•
Informational.
•
Social space.
•
Edutainment.
•
Facilitation.
Informational
Facilitation
From child to adult, SLQ exists to provide information. A
range of multipurpose spaces provide visitors with themed
information search and retrieval environments and
equipment, supported by SLQ portal software.
Complex digital storytelling requires sophisticated
equipment and appropriate training. The Ideas Centre
proposal demonstrates how SLQ will facilitate communitycreated media for 16+ year olds. From animated narratives
and audio recordings to publication designs and video
productions, the Ideas Centre will facilitate co-creative
storytelling via a complete spectrum of authoring tools.
Social space
A visit to SLQ should not automatically be charged with an
edutainment or informational purpose. Although the entire
Library environment could to some extent be considered
social, specific social spaces are designed to attract teenage
visitors.
Public access to similar equipment in Queensland has
consistently been restricted to tertiary educational
institutions such as universities and adult education
colleges. The Ideas Centre will lift this restriction, allowing
the community to tell its stories using professional, cuttingedge tools:
Edutainment
Aimed at the 0-10 years old age group, new media games
and stories were designed to be located within immersive
environments which would entertain and educate SLQ’s
youngest visitors. Learning would be encouraged in the
physical area and subsequent interfaces by the following
design activities:
•
Engaging youth as active participants, giving them a
greater sense of control (and responsibility) over the
learning process, in contrast to traditional school
activities in which teachers aim to "transmit" new
information to the students.
•
Encouraging creative problem-solving, avoiding the
right/wrong dichotomy prevalent in most school math
and science activities, suggesting instead that multiple
strategies and solutions are possible.
•
Facilitating personal connections to knowledge, since
designers often develop a special sense of ownership
(and caring) for the products (and ideas) that they
design.
•
Promoting interdisciplinarity, by bringing together
concepts from the arts, math, and sciences.
•
Creating a sense of audience, encouraging youth to
consider how other people will use and react to the
products they create.
•
Providing a context for reflection and discussion,
enabling youth to gain a deeper understanding of the
ideas underlying hands-on activities (Resnick, 1998).
As part of the coherent strategy structured by the CIED
methodology, these various design activities serve to:
•
Stabilise children’s emotions and induce self-initiated
activities.
•
Aim at attainment of these objectives through free play.
•
Consider individual variations in development and
previous experience to educate each in a way that suits
his/her developmental tasks (Takeo C. et al., 1997).
4
•
2D graphic design: the expense of most design
software is inhibitive so in an effort to dissuade people
from sourcing pirated software, SLQ’s multimedia
space provides cutting-edge software to suit every
aspect of graphic design and production.
•
Web design: as with print design, the cost of high-end
WYSIWYG and interactive software is exorbitant. This
facility will provide free access to software that will
facilitate online publication and creation of
communities through the use of current web
technology.
•
3D digital animation: 3D animation is a field that has
seen some of the fastest advances in technology of any
of the creative arts. Consequently, the Ideas Centre will
provide specialised equipment to allow animators to
collaborate and share their digital stories.
•
2D cell animation: although less specialised than 3D
animation, 2D cell animation has just as much potential
for the creation of powerful stories. The beauty of this
art form is that it allows people with relatively little
technical expertise to create narratives. This facility
will provide equipment for capturing and rendering
hand drawn images.
•
TV production: the proposed TV studio enables the
many potential audiences eager and interested to learn
and give new dynamic impact to their communities
through TV production. SLQ has a vision to build
smart communities through smart libraries and its
mission is creatively linking Queenslanders to
information, knowledge and each other. The TV studio
will be linked to Briz31 – Brisbane’s community
access TV channel which produces local programming.
The TV studio widens community opportunity to create
local content and offers a range of community-targeted
programs to provide training in “new literacy, such as
video camera operation and techniques, picture
composition, editing, sound and lighting.
The detailed artefact design stage is intended to be
delivered by a professional designer who will guide
community members in eliciting a conceptual framework
from their own stories. CIED recognises that community
members would not normally have a well-developed
language to describe the elements which go into creating or
communicating a new media artefact. Importantly and
unlike a number of ‘digital storytelling’ methods which
guide the development of personal stories for digital media,
the CIED method enabled communities to use storytelling
devices and create diverse new media artefacts rather than
producing a prescribed formatted artefact each time.
Portal: configuration, security and interface
The four core elements discussed have informed discrete
yet linked immersive physical environments, all of which
interact to deliver a co-creative sphere to a range of target
audiences. The ability to configure applications in each
physical environment – according to the different types and
modes of interaction and/or audience – is essential to
provide a secure environment for children and youth, as
well as maximising accessibility to services and
applications. This also promotes a budget-conscious
approach to software licensing issues. This global
configuration, security and access interface is addressed by
the proposal of an SLQ Portal, a front end that enables
library staff to quickly and easily designate each computer’s
access to software, applications and web content via an
intranet. The Portal’s ability to isolate various activities
enables flexible use of the spaces and the widest possible
use of available resources. An integrated desktop approach
is taken to providing a secure, innovative and seamless
connection to global library and information networks, as
well as facilitating location based potentialities. The Portal
provides cross-space accessibility and whole-space
accountability across a wide range of possible library user
activities including web browsing, safe internet chat, multiuser gaming, multimedia authoring, audio-visual editing
and educational workshops.
Another important aspect of this workshop was that it
allowed for multifarious readings and resulted in
community participants establishing a shared language. It
also identified points of convergence and departure in the
team and provided a clear framework to scaffold the rest of
the design development. Following the workshop,
participants were asked to sign off on the direction of the
project, the desired outcomes, the roles that each member
will play, timelines, budget strategies, sign-off procedures,
media outcomes and evaluation strategies. At this point the
shared understanding revolved around realizing the project
as both valuable and achievable to specific timeline and
budget.
As communities become producers, they work to
implement projects within a timeline and to budget. The
team needs to come together regularly to report on progress
and discuss concerns. As a shared understanding would
have been established from the beginning of the project and
technological and financial limitations have been addressed,
discussions can revolve around overcoming problems rather
than questioning the basis of the activity.
DETAILED EXPERIENCE DESIGN
The SLQ new media project discussed so far in this paper is
currently in phase 2 conceptual system design stage of the
CIED methodology. The current project schedule foresees
detailed experience design of artefacts and environments
beginning in end 2004.
In order to illustrate phase 3 detailed experience design of
the CIED methodology for the purposes of discussion, this
paper turns to SLQ’s Queensland Stories project, which is
also being developed in collaboration with QUT Creative
Industries as well as other stakeholders. In this project,
communities are called upon to tell stories which reflect on
the types of ancestors they wish to become by sharing their
values and experiences. The project aims to build a sense of
connectedness between libraries and their local and statewide communities. It explores the social value of libraries
and the discovery of a ‘sense of place’ and inclusiveness
across Queensland. In a very real way, it works
collaboratively to deliver real, tangible outcomes and
intangible benefits through community building.
Following the development and distribution of the artefact,
evaluation processes will be put in place to capture the
efficacy of the cultural interactive experience. Multiple
publication outcomes would also be implemented as
evaluation would demonstrate those elements of the project
which could be successfully re-purposed for future use.
While the communication strategy could capture multiplatform publishing opportunities, back-end audience
research would be used to generate strategies for repurposing content in ways which had not been considered
at the outset.
CONCLUSION
The realisation of digital cultural communication projects
has strong potential in Queensland’s culturally rich
landscape. The number of government, state and
community originated projects which are beginning to
appear in response to digital storytelling techniques is a
testament to the evolution of a new literacy.
The authors adopted the CIED method to define the artefact
design process. The method is informed by the desire to
establish communication networks which share knowledge,
particularly recognising that sharing knowledge is an
important facilitator in creative communication and that “an
effective working relationship exists where both parties
exchange knowledge resources in order to progress the
work and revolve difficulties of both a technical and artistic
nature” (Candy and Edmonds, 2002: 63).
The partnership between QUT Creative Industries and the
State Library of Queensland is hopefully a forerunner of
increased university, business and community partnerships.
5
QUT’s consultancy to SLQ has both identified and
promoted methods of providing low cost and mutually
advantageous partnerships culminating an expansive range
of electronic services to library users.
4.
Darke, AM. Surviving and Thriving in the Age of
the Internet: Libraries – coming soon to a theatre near you?
http://www.slq.qld.gov.au/pub/staff/coming.htm.
Although the CIED methodology is in its infancy, its roots
in Long and Dowell’s Method for Usability in Software
Engineering (1989) provide some robustness, which is
further supported by its previous successful application by
the authors to high-profile commercial communication
design projects. It is hoped that CIED will become a
powerful tool within participatory action research and
cultural interactive experience design.
5.
Hartley, J. & Rennie, E. 'About a Girl' Fashion
Photography Photojournalism'. in press, (2004).
6.
Long, J. Human factors in human computer
interaction: method application Unpublished UCL lecture
series, 2000.
ACKNOWLEDGMENTS
7.
Long, J. and Dowell, J. Towards a Conception for
an Engineering Discipline of Human Factors. Ergonomics,
vol.32.11 pp.1513-1535.
State Library of Queensland:
Lea-Giles Peters, State Librarian
Anna Raunik, Executive Manager, Resource Discovery
8.
Resnick, M. The Computer Clubhouse:
Technological Fluency in the Inner City.
http://www.mit.edu.au~mres/papers/clubhouse/clubhouse.ht
m.
Special thanks to the QUT Communication Design student
project team: Ngaio Toombes, Bill Adrisuya, Clare
Churchward, Dale Ku, Martine Moen, Nicholas Sellars.
9.
Roe, P.
That-which-new media studies-willbecome. http://journal.fibreculture.org/issue2_roe.html
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