COLLABORATOR: Erica Gangsei, Manager of Interpretative Media, San Francisco Museum of Modern Art

Similar documents
The Museum Outside In. Silvia Filippini Fantoni, Indianapolis Museum of Art

Canadian Clay & Glass Gallery. Strategic Plan

DiMe4Heritage: Design Research for Museum Digital Media

KCAI/Durwood Trust Internship Opportunities The Nelson-Atkins Museum of Art

STRATEGIC PLAN

Circuit Programme Handbook

Can Mobile Technology Fulfill Your Museum s Mission? Case Study of the Children s Creativity Museum s Use of Mobile Technology

The Museum of Modern Art

Data Science Research Fellow

Museum Collections Manager. Job description

PRODUCTION. in FILM & MEDIA MASTER OF ARTS. One-Year Accelerated

UNIVERSITY ART MUSEUMS AUSTRALIA: SUBMISSION TO THE NATIONAL CULTURAL POLICY

Get Creative! Drop into an ArtPrize Labs program for free unique experiential learning opportunities.

STEM Gaming in Museums Making the Right Moves

Art, Middle School 1, Adopted 2013.

OPEN CALL FOR ARTISTS WINTER SPRING 20191

A Field Guide to Exploring

Dale Chihuly: Beyond the Object

November 11, 2013 Re: Nord Grant Applications. Dear UCITE Committee Members:

ascribe is revolutionizing the world s approach to digital content

The Academy WHAT IS PR?

MEDIA AND INFORMATION

COLLIDE International Award 2018

STRATEGIC PLAN

Kaiser Permanente Sick Bay at Denver Comic Con

Guidelines for the Professional Evaluation of Digital Scholarship by Historians

MARKETING SOCIETY EXCELLENCE AWARDS 2016 CATEGORY E: BRANDED CONTENT

MUSEUM DIGITAL ACTIVITIES IN YOUR CLASSROOM USING IMAGES

NEMO POLICY STATEMENT

THE GALLERY AT BAYSIDE ARTS & CULTURAL CENTRE BOARD STRATEGIC PLAN

V I T A L S T E P S. Developing your story

None found, the nearest occupation listed is Multimedia Illustrator

OMAH HORIZON Ted Markle Chair, OMAH Board of Directors

While there are lots of different kinds of pitches, there are two that are especially useful for young designers:

VISUAL ARTS COLLECTION COORDINATOR

Artist Residency as part of TATE EXCHANGE at Beaconsfield Gallery Vauxhall, Gasworks and Pump House Gallery

2018 Capture Photography Festival Open Call for Submissions Deadline: December 28, :30pm PLAY

Foreword. Everybody has a budget but excellence and value can be found at any level when you know where to look. That search is what drives me.

SCIENCE IN THE CENTRE STRATEGIC PLAN

C A R T O O N A R T. Adult & Junior Department. Scott Nicol, San Rafael, Cartoonist and Cartooning Educator

RESOLUTION NO xxx

Teacher Resource Packet. Fred Tomaselli October 8, 2010 January 2, 2011

Digital Project Co-ordinator (1 year contract)

TRANSATLANTIC RESIDENCY PROGRAMME

Case Study real practice, real impact Gwynedd Museum and Art Gallery audience engagement through technology and nudging

Nagpur being part of the great Gondwana region has a rich geological history. Complimenting it, there

de Sarthe Gallery: Private reception with the artist on November 27 th, 6-8pm Please RSVP to attend the opening at

Guidance for applying to study design

(A) consider concepts and ideas from direct observation, original sources, experiences, and imagination for original artwork;

February 25, Gagosian, Berggruen to open galleries across from SFMOMA

in SCREENWRITING MASTER OF FINE ARTS Two-Year Accelerated

00_LEI_1699_FM_i-xxviii.indd 14

Prevention Approaches to Break the Cycle of Domestic Violence. Are you someone who:

How to Build Your Audience

Unleash your inner artist Create a better business!

Kusama Madness Sweeping North America! Panel Discussion

COVENANT UNIVERSITY NIGERIA TUTORIAL KIT OMEGA SEMESTER PROGRAMME: MASS COMMUNICATION

Destination Design Graduate. Dr Samantha Edwards-Vandenhoek Academic Director, External Engagement (Design)

Digital Futures Grants

Journal of Professional Communication 3(2):41-46, Professional Communication

MAT200A Arts & Technology Seminar Fall 2004: What is Digital Media Arts?

Place Value I. Number Name Standard & Expanded

NEXT GENERATION ENTERTAINMENT & EXPERIENTIAL MARKETING SERVICES

Clarifying our purpose, refreshing our identity

Competition Manual. 11 th Annual Oregon Game Project Challenge

Exhibition at New York s Aperture Foundation Spotlights Work of Midcareer Photographers Awarded Grants by WeTransfer

OPPORTUNITY RESOURCES INC.

One-Year Conservatory in GAME DESIGN

THE ROLE OF LARGE ENTERPRISES IN MUSEUM DIGI-

Pillar #1 Productivity

Adventures with nontraditional. outputs at the University of Sydney

Corporation Road Community Primary School. Design & Technology Policy

DESIGN OF ART TREATMENT FOR ARCHITECTURAL GLASS ELEMENTS AT DOWNTOWN BERKELEY BART PLAZA

New Exhibition at BAMPFA Illuminates History of Indian Painting Traditions. On View June 28 September 10, 2017

visiting an exhibition

Sponsored Educational Materials Grades 7 12 IGNITE INSPIRATION! Lesson: Illustrating Characters

Seaman Risk List. Seaman Risk Mitigation. Miles Von Schriltz. Risk # 2: We may not be able to get the game to recognize voice commands accurately.

Managing the Team and the Process A Different Game

Mills College MFA Exhibition May 4-25, 2014

DON T LET WORDS GET IN THE WAY

Diamandini. Mari Velonaki,

Implementing Social Impact Games and Games for Change into the Class Curriculum

Artist Career Challenges & Goals From a AAA team to a Start-Up

MICHELLE ANDRADE Self titled

What was the project about?

BACHELOR OF FINE ARTS IN PAINTING AND DRAWING

GAME AUDIENCE DASHBOARD MAIN FEATURES

California Subject Examinations for Teachers

Digitalisation to unlock the potential of cultural assets

Photography (PHOT) Courses. Photography (PHOT) 1

We collaborate with a community of artists around the world to produce quality art glass and promote quality glass art.

Increasing visitor engagement through social media and Gaming Introducing

The Andy Warhol Foundation for the Visual Arts, Inc. ( The Warhol. Foundation ) respectfully moves this Court for ten minutes of oral argument as

Great Minds. Internship Program IBM Research - China

% % % % % % % % % % % % ! Monographic!or!Retrospective!

Hackett Mill presents Decades in the Making

Hoboken Public Schools. Visual and Arts Curriculum Grades K-6

Enduring Understandings 1. Design is not Art. They have many things in common but also differ in many ways.

Give students a practice diamante template, a pencil, and an eraser and allow them to work out their ideas.

Launching an Ambassador Board. Presented by Jessica Elkan

Transcription:

Crowd Sourcing as Museum Tool Presented at the California Association of Museums Conference February 20-22, 2013 Santa Barbara, CA COLLABORATOR: Erica Gangsei, Manager of Interpretative Media, San Francisco Museum of Modern Art AUTHOR: Emma Thorne-Christy, CAM Fellow When Erica Gangsei put out the open call for proposals, her requirements were simple: create a low-cost game to be played in San Francisco Museum of Modern Art (SFMOMA). As a staff member of the Interpretive Media Department at the SFMOMA, she had collaborated on developing activities for the museum in the past, such as the SFMOMA Families App for smart phones. Gangsei wanted this program to be different. Why is the museum creating all these games and activities, for the most part, without the thousands, millions, of people who design games? she asked. Many museums develop games in-house, but Gangsei decided to turn to the Bay Area community for ideas. She explains, I want to figure out ways to tap into my local creative community to come up with new ways for visitors to engage with the artwork in the museum and museum experience in general. Gangsei sees her Bay Area community as a great resource for the museum: I wanted to give a platform to the experimental/creative energy I see in San Francisco, an energy that I think is vital for the arts. I wanted to see how I could incorporate that creative energy into the gallery experience beyond the art from local artists we sometimes see on the walls. She explains that there is a large city-as-playground scene in San Francisco that she wanted to employ in the museum. And so ArtGameLab was born, an interactive game exhibition that opened in January 2012. Photo caption: In the game Dialogues in Motion players use movement to respond to words used in the museum. Here, a player acts out the word Line. Image courtesy Gayle Laird. There s a very specific person who loves bread and butter interpretive media content. They love the ninety-second audio stop, they love the extended object label, the three minute artist video of the talking head. That s their home. But there are a lot of other people who don t feel

that way about museum content and don t feel that way about museums, Gangsei observes. These other people became her target audience. More specifically the exhibition was geared towards families, self-identified gamers, and people that are here because they want to do something social, because they just want to have their horizons expanded in some way. Those are the people who are really interested in the games. Not everyone comes to a museum to play games, and Gangsei realized this. She was not trying to appeal to everyone who visits SFMOMA, acknowledging that, To get something out of a game you have to decide you re committed to the experience. So people who played the games were the type who were looking for that kind of activity no matter where they are. With her audience in mind, Gangsei developed goals for ArtGameLab. There were three main goals. First, test out new strategies for visitor engagement. Fascinatingly, Gangsei did not have experience or educational goal requirements for game proposals. There were to be no ulterior educational motives behind the games. This decision came out of her observation that gamification is infiltrating all levels and aspects of life. Gangsei wanted to see what would happen if there were no explicit educational motives to get in the way of visitor fun. However, she does note that since many of the games required looking closely at the artwork and extended visits to the museum they had implicit educational and experience results. Her second goal was to do a beta test of crowd sourcing as a means of developing museum programs. SFMOMA had never previously used crowd sourcing in this arena and Gangsei hoped this experiment with crowd sourcing would prove a successful means of developing new interactive visitor experiences. Lastly, she aimed to create a platform for discussion about games inside museums, not just as a means of visitor education but as an emerging art form and curatorial discipline. Several museums have made recent attempts to collect, curate and exhibit video games, and Gangsei wanted to use ArtGameLab to encourage the discussion of the function not just of video games but of games in general, in the art world. Gangsei emailed a call for proposals to colleagues, as well as game and interactive designers she researched, she thought would be interested in such work. The call was open for two months, and resulted in fifty game proposals by artists, game designers, performers, and other generally creative types. Games ranged from strictly digital to games played on paper. What 2

Gangsei noticed was that paper games tended to be zanier and more fun and creative. Narrowing it down to a handful of finalists, Gangsei was in serious dialogue with the designers, working out game content, language, aesthetics, and game mechanics. She finally settled on five games to implement, choosing games that would be affordable to produce and selecting a variety that would serve different types of visitors. The final five ranged in types of games: alternate reality game, multi-player online game, word game, role-playing game and performance game. All the games ended up being paper-based, which made the exhibition feel more experimental and like a prototype. Gangsei says one main advantage of paper games is that one gets more games for their buck, but she also feels that paper is more accessible to a wider audience. She notes that, technology can sometimes be a barrier to entry and a barrier to participation. Gangsei paid the final five designers an honorarium and worked with them to develop their games. An in-house editor read through text, visitor services made sure activities were safe for visitors, and the graphic design team looked over the physical designs and helped print materials. Then it was up to the exhibition design department to create the exhibition space, which evoked a laboratory type-feel to match the experimental nature of the program. A breakdown of her $15,000 budget shows that most of her funding was spent on printing and graphics. When asked if she believes other museums could execute a similar project, she responds, Absolutely. You just need enough reach to pull people in that have good ideas and are interested in working things out. A program could be implemented by a museum on a smaller budget, or larger budget, by scaling up or down on either the number of games or on the production values that are used to produce and display materials. Photo caption: I Know What I Like instruction panel and character cards. Image courtesy Gayle Laird. 3

Surveys from the exhibition showed that as she expected, most visitors who played the games were self-identified gamers in their twenties and thirties, as well as families. When asked how she would expand the visitor demographic for future interactive game exhibitions, Gangsei says she is not sure. It is not always about serving everyone in a program, but providing new programs to communities in the Bay Area who might not otherwise think of SFMOMA as a place for them, such as twenty and thirty year old gamers. Photo caption: Dialogues in Motion instructional panel in gallery. Image courtesy Gayle Laird. Gangsei says that the most difficult part of this program, which for the majority was a onewoman show on the part of SFMOMA, was balancing ArtGameLab atop her other day-to-day work responsibilities. She ended up sacrificing personal time to implement her brainchild. In the future, Gangsei hopes to work on a suite of experimental interactive projects that further venture into dialogues about the role of games within the museum. Photo caption: Super Going Mission No. 228 Create your own version of a work of art you find at SFMOMA. It can be an exact copy or an interpretation. Photo courtesy of Super Going. 4

About the Author/CAM Fellow Emma Thorne-Christy is an MFA Design candidate with an emphasis in exhibition design at the University of California, Davis. With an undergraduate degree in American Studies from Occidental College, she is interested in the diversity of American experiences and reflection of these experiences in popular culture. During her time in Los Angeles she worked for a community organizing non-profit, and developed a deep connection to social justice work. Her graduate research focuses on the development and design process of exhibiting controversial material in the museum, and museums as advocates for civil and human rights. She can be contacted at ethornechristy@ucdavis.edu. 5