Tag Archives: gamification

‘Innovation’: the Emperor’s new clothes?

Scott and I travelled down to Cambridge last week to speak at the Museum Computer Group’s Spring Meeting, ‘Innovation’: the Emperor’s new clothes? It was a very informative day that began with Peter Pavement, SurfaceImpression, giving us a history of digital innovation in museums. Including the first audio guides and the Senster, which was the first robotic sculpture to be controlled by a computer.

First Museum Audio Guides from Loic Tallon Flickr

First Museum Audio Guides

Peter discussing the Hype Cycle, where would you place new technological innovations?

The Hype Cycle

Sejul Malde, Culture 24, followed on from Peter. He discussed using existing assets and content, as well as small ‘process focused’ innovation rather than innovation through giant leaps. His emphasis on creating a rhythm for change made me reflect on how short sprints enabled us to get Collections.ed online. (Looking at our Github commit history highlights sprint deadlines.)

Scott and I then discussed the work we have being doing at Edinburgh to get our collections online through Collections.ed, which has been an iterative process starting off with four online collections launched May 2014, we now have eight collections online following the recent launch of our Iconics collection. We have also recently made a first import into Collections.ed of  776 unique crowdsourced tags we have obtained through Library Labs Metadata Games and those entered into Tiltfactor‘s metadata games.

The tags can been seen online in these two examples:
Charles Darwin’s Class Card
Bond M., White House in Warm Perthshire Valley

The slides from our presentation are available on ERA http://hdl.handle.net/1842/10415 and have a film theme running through them.

The new Iconics home page (I think it is my favourite so far):

iconicswithborder

In the afternoon Lizzie Edwards, Samsung Digital Discovery Centre, British Museum, lead a practical session where we had to think about how we could use new technologies in Museums. Jessica Suess, Oxford University Museums, spoke about their ‘Innovation Fund’ programme and how it had led to new ways of working and new collaborations with colleagues. She mentioned one project using Ipads as Art Sketchbooks http://www.ashmolean.org/education/dsketchbooks/ which was also showcased in a lightning talk.

Lightning talks and a Q&A session with HLF and Nesta finished off the day, you can find out more from Liz Hide’s storify of the day: https://storify.com/TheMuseumOfLiz/the-emperor-s-new-clothes

Claire Knowles and Scott Renton, Library Digital Development Team

Library Play Day

Ideal Librarians in LegoLast Friday, Gavin, Caroline, Matthew and I attended a Library  Gamification day organised by the Scottish Academic Libraries Cooperative Training Group. Andrew Walsh, from the University of Huddersfield gave us an introduction to gamification and then gave us all a pack of Lego with the challenge to build our ideal librarian.

We then playimage2ed different games to discover the different game mechanics we could use when building our own library games later in the day. The Lego was again utilised to form groups for the rest of the day based on common issues we wanted to address. Here’s my Lego model of a problem we face here at the University of Edinburgh, the Lego wall represents the Main Library, with the pink and red blocks being the floors most undergraduates visit and the grey floors the Lower Ground Floor, fifth and sixth floors containing the rare and unique collections that are unknown to many of our students.

 

We then created board and card games based on the common issues we face in our libraries.

The group I was in created a caimage1rd game called ‘Library Soup’, where each player was given a ‘recipe card’, representing an assignment that they had to complete with five visits to the Library (five turns). The player with the highest points at the end was the winner. The aim of the game was to teach the  players that not all library resources are equal. As the assignment could be completed with resources with low points, e.g. a magazine article or high points e.g. a peer-reviewed article.

IMG_0115Gavin and Matthew’s team created a board game called ‘Find-It‘ to encourage users to discover resources in their University Library. Players started off at the library entrance, drew cards to see what items / resources they had to locate and then searched for these in the physical and digital library space. The game aimed to raise awareness of the diversity of library resources available while orientating students around the library building.

In Caroline’s teams game ‘Database Acedatabase_ace players worked their way up the board picking up reward, risk and chance cards. The cards taught users about the use of online database in their assignments.

 

 

 

 

Andrew, also gave us an overview of ‘Lemon Tree‘ a rewards based application developed in partnership with University of Huddersfield Library, which gives users points and badges for library activities.

Videos of all the games designed on the day are available on Andrew’s Blog .

Claire Knowles, Gavin Willshaw, Caroline Stirling and Matthew Pang

 

Google Glass, gaming and Gallimaufry

Last Monday was no typical day at the office: after an early start at the Imperial War Museum exploring its First World War exhibition with Google Glass, I finished the day trying to escape the British Library before the lights were switched off! In between, I was involved in the launch of a new initiative to make our images available through Tiltfactor’s Metadatagames crowdsourcing platform.

Google Glass at the IWM

Google_Glass_logo

The Imperial War Museum ran an experiment to see how its First World War Galleries could be enhanced with the use of Google Glass and invited heritage professionals to try out the technology. Information Services at the University of Edinburgh have recently acquired a few sets of Google Glass and announced a competition to see how students could use it to improve their learning, so I was keen to see how it could be used in a heritage setting. The concept was actually very simple: a Glass ‘tour’ had been uploaded to the device and, whenever a wearer approached one of several beacons installed throughout the exhibition, the user was fed additional relevant content onto their Glass screen. For example, one of the exhibits was an early tank – when I came within range, a short 1916 propaganda film appeared on my screen describing how the new invention would “bring an end to the war”.

I felt the museum did a good job of providing enough additional content through the Glass to complement existing exhibits without overwhelming the user with too much additional information. The device was surprisingly comfortable and the screen wasn’t overly intrusive. This experiment showed that Google Glass can work in a museum setting: there is definitely scope for using it in one of the Library’s exhibition spaces to provide another dimension to showcasing our collections.

Digital Conversations at the British Library

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There have been some fantastic initiatives recently in using heritage content as inspiration for video games – this event, part of the British Library’s Digital Conversations series, brought heritage professionals and games designers together for the formal launch of the 2015 ‘Off the Map’ competition for students to design games inspired by the BL’s collections. The theme for the competition, ‘Alice’s Adventures off the Map’, relates to next year’s 150th anniversary of the publication of Alice’s Adventures in Wonderland. The Library provides asset packs for games designers and facilitates access to original collections; the designers use these materials to create exciting and innovative computer games. Previous winners have included an underwater adventure through the long demolished, but now digitally restored, Fonthill Abbey, and a fully immersive 3D version of London from before the Great Fire of 1666.

There were also some really interesting talks at the event about the launch of the National Videogame Arcade in Nottingham, a discussion about how the V&A’s designer in residence built a successful mobile app using items from the museum’s collections, and a demonstration of how the British Museum used Minecraft to engage users with the building and its collections. The range of ideas on display gave food for thought – how can the University take inspiration from initiatives such as these to enhance access to and use of our own collections?

Gallimaufry games

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Crowdsourcing is definitely one way we can do this! We’ve been working on creating a fun metadata tagging game to encourage games enthusiasts, and those with an interest in out collections, to ‘say what they see’ and tag our images. We took inspiration from Tiltfactor’s Metadatagames platform, and on Monday we uploaded around 2,500 images from our Gallimaufry collection to their site. You can now play addictive games such as ‘Zen Tag’, ‘Stupid Robot’ and ‘Guess What’ using a diverse number of images from our own collections!