Iâve moved!
Digitally, at least. I redid my website and moved over to http://gonzalez.desi. And as always, you can find me on Twitter at @desigonz.
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@desigonzalez-blog
Iâve moved!
Digitally, at least. I redid my website and moved over to http://gonzalez.desi. And as always, you can find me on Twitter at @desigonz.

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historic renovation.
âWe donât propose that [Peruvian art] is a linear history, but rather one of layers.â âNatalia Majluf, director of the Museo de Arte de Lima
I wrote about the revamp of the Museo de Arte de Limaâs sweeping permanent collection galleries, seven years in the making, for the December 2015 issue of Art in America.
greetings from olot.
A few weeks ago, I gave the opening talk at Jornadas sobre museus, recursos digitals i transmedia, a two-day conference on digital media and museums in Olot, Spain. Check out my reflections on the Warhol blog or take a look at the slides (en espaùol).
from perĂş to pittsburgh.
Iâve got some big news: after spending a fantastic summer (/South American winter) working at La Victoria Lab in Lima, Peru, Iâm onto my next journey. Last week I started my new gig at the Andy Warhol Museum in Pittsburgh, PA, where I will be leading digital engagement.Â
As an artist and individual, Warhol was irreverent, unconventional, and iconoclasticâall qualities of my favorite things happening at the intersection of art and technology today. Iâm thrilled to be able design and build digital experiences within this legacy.
Big #musetech welcome to Pittsburgh @desigonz!
â Jeffrey Inscho (@StaticMade) October 30, 2015
The Warhol is one of the four awesome organizations in the Carnegie Museums of Pittsburgh. A reason I was drawn to this role was the opportunity to work collaboratively with colleagues across the institutions; weâre at a particularly exciting time now as CMP recently launched the Innovation Studio, a kind of in-house think tank and design studio thinking about ways to creatively leverage technology and ideas at the various museums and in the Pittsburgh community.Â
Iâve been on the job for six days, and itâs been a whirlwind thus far. Iâm spending the first few weeks just getting to know the museum and assessing where digital works and where we could do more. Stay tuned for updates here, on Twitter, and on warhol.org.
Barranco, week 1.

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bye MIT, hi Peru...or, a few updates.
April. April was when I last posted, Iâm ashamed to say. But itâs not for lack of movinâ and shakinâ in my life. Hereâs what Iâve been up to over the few months.
+ First, on this blog: I finally bought my own domain, gonzalez.desi. Yes, thereâs a top-level domain that happens to be exactly my name. Yes, I was totally tempted to buy up ten gazillion domains, but unfortunately my graduate student-era bank account didnât permit me to do so. Iâve also added a portfolio of some of my projects from my grad school and museum days.Â
+ In May, I traveled to Lima, Peru with some of my MIT graduate student colleagues to run the Creative Technologies Prototyping Lab: Education Edition. Over the course of four days, an awesome group of 50 LimeĂąos convened to design technological solutions for problems facing Peruâs educational landscape. Participants came from diverse backgroundsâamong them were educators, artists, designers, computer programmers, and entrepreneursâbut what they shared was an interest in coming together as a community to exchange ideas and skills. One of our sponsors put together a video of the workshop, which you can see below.
+ I graduated! On June 5, the gods of Boston weather blessed us with a beautiful day as my colleagues and I sat by the Charles River, waiting with bated breath to receive our diplomas. I am no longer a graduate student, but instead an unemployed good-for-nothinâ with a masters degree.
+ ButâŚnot unemployed for long! Tomorrow I head back to Peru, where Iâll spend three months working in a design lab on a digital education project. More soon.
art traffickr: rethinking the public transit experience with art.
During my very first semester at MIT, I worked on a project with three awesome fellow grad students, Suruchi Dumpawar, Erik Stayton, and Yu Wang. We were asked to come up with a solution for the Massachusetts Bay Transit Authority to improve the T subway rider experience. Our proposal was the aptly/awfully titled Art Traffickr, a playful system that allows users to virtually collect objects from the Museum of Fine Artâs collection. (Weâre still working on rebranding.) Iâm finally sharing our design brief from the project here.
tl;dr: Art Traffickr is a project concept that enables MBTA riders to capture digital objects from the Museum of Fine Artâs collection on their mobile phones. The project consists of three interfaces: public displays of collection items available at each station, a mobile application that allows a user to capture an object from the collection, and a kiosk at the MFA where museum visitors can create digital works that will, in turn, enter into the digital collection distributed at T stations. By having users temporarily âownâ digital versions on the museumâs collection, we aim to cultivate a sense of ownership and exclusivity, dynamic discovery and interconnectedness, and ephemerality that contribute to a fun and unique rider experience.Â
Concept
Art Traffickr creates a dialogue between the digital collection of a museum and MBTA riders. An interactive display in each T station invites riders to collect digital objects on their phones, introducing an element of discovery and exploration to the ridership experience. There are few interesting themes that this project taps into:
Ownership and exclusivityâThe digital collection mirrors the physical MFA collection in a key way: only one version of the digital object exists within the T system. In effect, weâve created a false scarcity; the digital platform allows us to make endless copies of the digital objects, but the limited number of artworks available is what entices a rider to participate. Thus, when a rider picks up an object on their phone, he or she is the only one that âownsâ the object at that time. Additionally, objects can only be picked up at MBTA stations, creating a perk exclusive to MBTA riders.
Dynamic discovery and interconnectednessâRiders can choose an artwork from the set of objects available in the station at the time, allowing them to discover different artworks each time they ride the T. The works available in a station depend on what artworks other people have left behind, creating a sense of dynamism and interconnectedness among riders. Additionally, each object will track where it has been and which users have previously acquired it. Just as museums keep a record of an artworkâs provenance (a.k.a. who has previously owned the work), so too will the digital MBTA collection track a digital objectâs provenance.
EphemeralityâAfter a user has âownedâ an object for three days, it will fade from the userâs phone, returning back to the MBTA digital collection. This ephemerality ensures that objects will continue circulating among riders. Additionally, the sense of ephemerality also creates a sense of precious time with an object. Just as the limited number of objects serves to entice each rider to collect an artwork, so does an objectâs ephemerality make the time with the object all the more special.
Democratizating art productionâWhile the digital collection will initially consist of only works in the MFAâs collection, we proposed that members of the metropolitan Boston community have the opportunity to contribute to the collection as well. Visitors to the physical museum can create a work of art on an iPad or a digital kiosk during their visit. This kiosk can be integrated into an exhibition or learning space as the MFA pleases; for example, the MFA may choose to have visitors respond to a prompt or an artwork on view. After creating their artwork, visitors submit the artwork along with any relevant information (artist name, title, and date). Museum professionals then vet the artworks before they enter into the digital collection. We hope this will incentivize Art Traffickr users to visit the museum in order to submit an artwork as well as create a bridge between the physical space of the museum and the digital collection in the T stations.
(Why yes, I did own one of these binders as a child...source)
Inspiration
This project was inspired by two overarching concepts: trading cards and âleave a book, take a bookâ libraries. Whether baseball or Pokemon fanatics, trading card owners form a community around collecting and exchanging objects with images and information. We aim to channel the feeling that goes along with finding the elusive card youâve spent so long searching for. âLeave a book, take a bookâ libraries are also based on the element of exchange. We are interested in the reciprocity of one-to-one exchange that book-swap stations facilitate. These informal libraries create a sense of community even when people are not physically interacting with each other.
(source)
We also looked to other programs and projects as sources of inspiration. MITâs List Center for the Visual Arts provides a democratizing model of art that guided our vision. The Student Loan Art Program lends works of art to MIT students for a year. Paul Ha, director of the List, stated in a video: âAs a museum, our main role is to put a person in front of an art object...The student actually gets to be a collector.â Through media, we hope to similarly distribute the MFAâs collection among the local publicâonly digitally. The National Vending Machine, a project of the Dutch Museum of National History, similarly transforms visitors into collectors. Visitors can use the vending machine-like installation to purchase an affordable common object and learn about its historical background and how it relates to Dutch culture. We are interested in creating a similar opportunity to own a museum object.
(source)
Tateâs Gallery of Lost Art inspired us to incorporate a sense of ephemerality in our project. The Gallery of Lost Art was an online exhibition about ephemeral, missing, and destroyed works. After a year, the exhibition, much like the artwork it discuss, disappeared from the web. This was intentional: âWe wanted the site to have the salient characteristics of an in-gallery exhibition; of these, finiteness was, we judged, crucial. It is part of the drama of in-gallery exhibitions and a major factor driving people to make the requisite efforts to go visit them. Ending the site mimicked and underscored the loss of the works of art that were its subject.â Similarly, we hope to infuse a sense of scarcity and ephemerality that mimics the physical collection.
(source)
As a final, rather bizarre source of inspiration, we looked to I Am Rich, an iOS application that was available for a day in 2008 on the App Store. The application consisted solely of an image of a red diamond; the price tag? $999.99. Eight people purchased the application before it was pulled from the App Store. We are interested in the aura of exclusivity around the app. Functionally, the app was useless, but the fact that it was available only to those few willing to pay the absurd fee was what made the app enticing to users.
Persona
Art Traffickr is intended to be used by the local community that regularly commutes using the T. We envision two types of users: frequent MBTA riders who will collect and swap out objects on their mobile phones, and visitors to the museum who choose to create works of art that will be entered into the digital collection. For the MBTA riders, we hope to address several needs. First, this project will provide a simple but fun activity to do while they wait for their train. The riders can learn about their object as they ride the train, providing something for users to do during long commutes. Additionally, the interactions between a user, his or her phone, and the public displays will create a link between riders and the physical space of the station. Instead of just staring at their own phones, now users will be oriented to the shared collection in the station, creating a sense of community even without having strangers directly interacting with each other.
Enabling Technology
The app and public screen would detect transfers by taking advantage of tap position on the screen and device accelerometer data in the vein of bump-to-transfer applications. A camera or infrared camera setup such as Kinect placed above the screen will be used to detect the locations where devices are tapped. The smartphone application will use accelerometer data to determine when a phone is tapped against a surface, and GIS information will identify at which station it is located. By combining the time and location of screen tap as determined by the cameras, and the phoneâs location and accelerometer data, a unique transfer request can be identified between devices. Though the flow of objects will be largely determined by users, distribution algorithms will track traffic and adjust the total number of available items at a station. As items fade through lack of user interest, the same set of algorithms can replace these with other objects in the collection.
museum making: creating with new technologies in art museums.
Last week I presented (twice, actually) at Museums and the Web. I'm sharing here my slides and transcript of one of the two talks, titled "Museum Making: Creating with New Technologies in Art Museums." Based on my thesis research, this presentation critically examined a recent trend in art museums of initiatives that invite technologists and artists to experiment with emerging technologies. These programs might take of the form of hackathons, maker spaces, or startup incubators. Below, I look at the historical precedents of these programsâspecifically in the history of museums as sites for art making, and in the origins of hackers and makersâand then share a few key lessons from the fieldwork I've conducted at three museum sites.
Museum Making: Creating with New Technologies in Art Museums from Desi Gonzalez
The presentation is based on my full MW2015 paper, accessible here.
Slide 2: This is the MIT Media Lab. I go there almost every day. Itâs an interdisciplinary research lab known for itâs high-tech, whizz-bang experimentations. I think for a lot of people, the MIT Media Lab symbolizes, to put it glibly, The Future.
Slide 3: This is the Metropolitan Museum of Art in New York City. 6.28 million visitors go to it every year. As the largest and most trafficked art museum in the United Statesâ busiest and most populous city, the Metropolitan is viewed as an authority on art, and also one that is traditional. At the same time, the Metâs collection of artistic treasures captures the imagination of people around the world.
Slide 4:Since Iâm getting a degree in Comparative Media Studies, I thought Iâd compare a few images. Here, we have two titans within their respective fields, one a glimpse to the future, the other stewards of our past.
Now, we all know that this is kind of a reductive comparison, or else we wouldnât be here at this conference. But I do think this is an interesting place to start, because it points out the kind of perceptions that audiences have about what technology and museums are, and where creativity happens.
Slide 5: And THIS is the Metropolitan Museumâs Media Lab. Located on the fourth floor of the beaux-arts style building, its architecture is characterized more by drop-tile ceilings and fluorescent lights.
Slide 6: If you look around, you find hidden gems scattered among the Met Media Lab. Hereâs an army of 3D printed models, some scanned from a single museum object, others remixing sculptures together to make wholly new artworks.
Slide 7: And this is a robotic arm that drags a black marker across a sheet of paper, plotting out the staccato lines of a seventeenth-century etching that have been modeled on Rhino Grasshopper software.
Slide 8: Those are just some of the projects being developed at the Met Media Lab. You could think of them as a scrappy R&D wingâone with only two staff and very tight budgets. Since 2012, the Media Lab has invited technologists to create with emerging technologies through a variety of programs, such as hackathons and their internship program. Bringing in outside creators became a way for the Met Media Lab to experiment with a broad range of new technologies within constraints of time, expertise, and budget, while tapping into new audiences.
Slide 9: So if we go back to our comparisons:
The Met Media Lab shares the MIT Media Labâs spirit of experimentation, but lacks the kind of funding and access to big tech of its namesake.
Slide 10: Working within the Metropolitan Museum of Art, we see them forging their experimental path within an institution thought not thought of for its technology.
Slide 11: The Met Media Lab is part of a recent trend that I call âmuseum making.â Over the last few years, art museums have started to develop initiatives that invite audiences, from casual visitors to professional artists and technologists, to take the reins of creative production through experimentation with new technologies.
Slide 12: In my research, Iâve focused on three case studies, and those are the ones Iâll be talking about today. Last year, the Peabody Essex Museum in Salem, MA opened its Maker Lounge. Itâs an in-gallery space in which visitors are invited to learn about and tinker with high and low technologies. As opposed to a maker space, in which members usually commit to participating for long periods of time, often with the goal of creating a finished project, this lounge is tailored to fit the drop-in mentality of the casual museum visit.
Slide 13: And on the other side of the country, the Los Angeles County Museum of Art is wrapping up the first year of its Art + Technology Lab. In this program, artists apply for competitive grants of up to $50,000 to work on technology-oriented projects. They also receive in-kind support and mentorship from major technology corporations such as Google, SpaceX, or augmented reality company DAQRI. This is an image of artist Tavares Strachan talking with Gwynne Shotwell, chief operating officer of SpaceX.
Slide 14: My research has focused on art institutions because of the specific questions museum making brings up about what is aesthetically and culturally valuable. What does it mean for an art museum to encourage new forms of creative production, when that kind of production is not represented in the museumâs galleries or collections? More broadly, how do change and innovation happen in traditional cultural institutions?
Slide 15: My research has taken me on a journey: from archives where I uncover institutionâs pasts, through hands-on participation in museum making programs, to discussing with staff about how they imagine their museumsâ futures. In this talk, Iâll start with a historical lens, finding roots both in the history of museums as sites for art making and in the rise of hacker and maker cultures. Iâll then address two key things Iâve learned through fieldwork at the three case studies I mentioned before: the Metâs Media, the Peabody Essex Maker Lounge, and LACMAâs Art+Technology Lab. First, Iâll then dive how these museum technology programs are able to navigate limitations in order to make these initiatives happen. And finally, Iâll address a few things museums get out inviting audiences to work with technology.
Slide 16: Historian Lawrence Levine argues that in the 19th century, the distinction between highbrow and lowbrow as we understand them today didnât exist. Audiences across all classes enjoyed cultural figures and forms such as Shakespeare and opera. These diverse publics were not limited as audiences, but also they were also creators: amateur art practice was a part of their every day life.
Slide 17: With this sort of historical landscape of arts engagement, itâs fitting, then, that since their founding, art museums in the U.S. have been sites for art making. The Metropolitan Museum of Art is an example of an institution with a rich history of creative production. For example, soon after it opened, the Met granted permission to artists to copy works in their collection on Tuesdays through Saturdays from 9:00 a.m. to 12:00 p.m. In 1880, the museum established the School of Industrial Arts, providing free classes to artisans in skills such as woodworking and metalworking, and later ornamental painting and carving, architecture, drawing, and clay modeling.
Slide 18: Today, arts participation through amateur art practice is again on the rise in the United States, and subsequently museums are being reinvigorated as sites for art making for all ages and levels of professionalization. Some programs even take a page out of their institutionâs roots: In December 2014, the Metropolitan announced that it would relaunch its copyist program, inviting anyone who applies to set up an easel to paint and draw directly from the works in the museumâs collection.
Iâd like to suggest that museum making today fits within this larger history of art making in museums. But these technology-oriented programs are also stemming from another historical lineage, one that brings with it particular attitudes: that of hackers and makers.
Slide 19: The earliest computer hackers emerged at MIT in the late 1950s. Student members of the Tech Model Railroad Club would break into off-limits offices to use giant mainframe computers in the evenings, spending all night coding. For these hackers, programming computers became a way of life. Underlying their âhacker ethicâ was a counter-cultural, anti-authoritarian leaning that is still central to our image of computer hackers today. They believed that information should be accessible to all and that coding is ultimately a creative endeavor.
Slide 20: The so-called maker movement builds on the attitudes of hackers. The maker movement, or maker culture, refers to a contemporary subculture interested in using technology for do-it-yourself projects, using strategies and technologies such as computer programming, robotics, and 3D printing, among others. But despite its roots, maker culture lacks the subversive agenda that fueled hackers. From its beginningâat least as a branded entityâthe maker movement was not a grassroots movement, but rather led by a for-profit company. Many mark the official birth of maker culture in 2005 with the launch of Make magazine. Now, Maker Media also publishes digital and print books, produces Maker Fairesâlarge âshow-and-tellâ convenings in which makers show off their projectsâand operates the e-commerce site Maker Shed.
Slide 21: What has proven to be compelling about the maker movement is how it includes virtually all disciplines within its rhetoric of innovation. Make magazine founder Dale Dougherty wrote:Â
When I talk about the maker movement, I make an effort to stay away from the word âinventorââmost people just donât identify themselves that way. âMaker,â on the other hand, describes each one of us, no matter how we live our lives or what our goals might be. We all are makers: as cooks preparing food for our families, as gardeners, as knitters.
Slide 22: Maker culture has entered popular discourse as the movement increases in attention, often discussed in relation to the movementâs implications on business, government, and education. In June 2014, Obama hosted the inaugural White House Maker Faire. Recent years have seen increasing advocacy for science, technology, engineering, and mathematics, or STEM fields, across all levels of education. Itâs within this contextâa discourse saturated with rhetoric of technologyâs powerâthat art museums have begun to invite creators to experiment with new technologies.
Slide 23: Hackers and makers are but a part of what some might call a participatory attitude that has become widespread in the last fifteen years. The term âparticipatory cultureâ was popularized by media scholar Henry Jenkins to describe a new cultural landscape in which amateurs take the reins of the production of media. That many museum thinkers have adopted this participatory ethos over the last decade probably does not come as a surprise to you. I did a search of the Museums and the Web 2015 site for the word âparticipatoryâ and yielded 48 results.
Like museums of the nineteenth century that offered art-making opportunities in keeping with the broader culture of amateur arts practice, museums today recognize the greater participatory zeitgeist and incorporate such strategies into their own offerings.
Slide 24: While art museums exhibit a very particular kind of visual art that follows the conventions of the contemporary art world, increasingly, more generalist audiences are blurring the boundaries between art, media, and technology. The maker movement encompasses all kinds of creators, from robotics builders to knitters; STEM has made room for art in the acronym STEAM.
Slide 25: Platforms like Etsy and Kickstarter have emerged as new marketplaces for creative production, agnostic of labels such as âartâ and âtechnology.â
Art museums are adopting the tools and strategies of creative technology today for many reasons. On the one hand, it is easy to see a parallel between artists and hackers, both groups dedicating themselves to the enactment of counterculture through creative production. But in practice, tapping into the contemporary tech ethos isnât all that radical, as the maker movement rushes into the mainstream.
Slide 26: In her book Status Update, Alice Marwick critiques the coexisting, but contradictory, ethos within the current world of tech. If early hackers championed anti-institutionalism, Silicon Valley soon borrowed some of these cyber-utopian beliefs to form whatâs been called the Californian Ideology: a paradoxical combination of technological determinism and libertarianism. By framing themselves through the hackers, Silicon Valley gives itself an anti-establishment veneer while maintainingâand perhaps even masking and profiting off ofâits capitalistic privileges.
Taking Marwickâs analysis into account, it is unsurprising that art museums are aligning themselves with the attitudes and rhetoric of the contemporary technology world. Museums have always embodied a similar paradox: As institutions whose dual mission is to educate, and to collect and preserve art, they are caught between supporting creators and deciding which of these creators are worthy of being displayed on their walls.
Slide 27: So weâve just explored why museum making is taking hold now; another major question Iâve been addressing in my research is how museum making happens. These programs vary from emerging from grass roots places to high up in the institution; but either way, often, these programs are hoping to experiment with technologies that museums donât normally work with. We also know that museums are made up of a lot of departments and individuals that, at times, have somewhat competing perspectives and goals.
So then how do museum making initiatives, with limited funding and technological knowhow, and in the face of a potentially tricky institutional climate, happen?
Slide 28: Letâs return to the Met Media Lab, which has this really fantastic origin story: it started in a really grassroots way, a two- or three-person enterprise championing its cause within a huge institution. Unlike my other two case studies, the Met Media Lab doesnât have the luxury of having a public space. In fact, to get this space featured here, Media Lab manager Don Undeen basically squatted in an abandoned office spaceâwhat had previously been an image library, and then turned into a storage space when the images had been digitized. And to furnish the space, he keeps an eye on the museum's Surplus Furniture website, an internal resource in which museum departments exchange equipment they no longer need.
Slide 29: Another major strategy has been to partner with the experts. The first time the Met Media Lab invited outside audiences to create was during their 2012 hackathon, held in conjunction with 3D printing company Makerbot. Makerbot provided printers and tapped into their community of creative technologists; these participants learned about objects in the collection from museum curators, then scanned objects, remixed 3D models on their computers, and printed out new works of art.
Slide 30: All three of the case studies I looked at really relied on partnerships with the world of tech to make these initiatives happen. The Peabody Essex Museum has worked with the MIT Media Lab, bringing in project demos for their opening day.
Slide 31: And of course, LACMAâs program is predicated on relationships with major corporations, which has brought it funding and connects professional artists with technology experts.
Slide 32: But just as museums look outward, they also must look inward, developing strategies to work within the institution. For example, for the Met Media Lab, staff become important resources for creative technologists working on projects. Over the course of the semester, interns develop what the Lab describes as âprototypes and artistic provocations that fuel conversation and new ideas.â They do so in conjunction with museum staff who can serve as mentorsâwhether a curator who can provide expertise on an art historical period or a media archivist who gives them access to archival equipment.
In order to make this happen, Don Undeen of the Met has cultivated relationships across the museum, identifying folks who are excited about working with creative people. In a way, heâs redefining what we mean when we say the museum is a public resource: itâs not just the collection that we connect to our audiences, but also the knowledges of staff at all levels.
Slide 33: In my final short section Iâll talk about what engaging with creative technologies might bring to a museum.
Slide 34: But first, I want to turn to the Peabody Essex Museum. At any time, a 3d printer is likely whirring in the corner. One shelf houses books with titled like Disruptus, Hacking Electronics, and Fabricated. iPads are scattered in various locations. But for all of the technology inscribed in the Maker Lounge, youâll notice kids are usually engrossed in a very non-technical activity: creating objects out of simple materials. This is in part a limitation of its locationâthe Maker Lounge is in an unfacilitated gallery, and so expensive and potentially dangerous high-tech equipment canât be left unattended. But this also points to another idea: Museum making initiatives like the Maker Lounge are ostensibly about technology, but often, their benefits and outcomes lie outside of the world of tech. In an interview, the Peabody Essex Museumâs Juliette Fritsch told me, âWeâre not technology specialists, weâre learning specialists.â
Slide 35: And I think thatâs important to keep in mind. We donât have to be the MIT Media Lab, producing the whizzbang innovations of the future.
If weâre not necessarily producing crazy new technologies, what do museums get out of having audiences create with technologies? For the Maker Lounge, technology becomes a way to make creativity accessible to people who find art intimidating. Underlying the Lounge is the idea that technologies prevalent today are just another manifestation of the creativity captured within PEMâs collection.
Slide 36: Iâd also argue that the hacker and maker attitudes infused in museum making programs bring a sense of playfulness and irreverence not commonly associated with museums. I attended one workshop at the Met Media Lab in which a team used 3D models of works in the Metropolitanâs collection to make stamps. These stamps were to be used on dog poop that owners neglected to pick up, thus rendering waste into something beautiful. I thought the project was both poignant and hilarious. A playful attitude lightens the seriousness and intimidation factor of museums, making these sites of authority slightly more welcoming to audiences.
Slide 37: But I donât think itâs just audiences that benefit from this technology ethos; museum making programs bring a dedication of flexibility, brought from the world of technology, into museum staff practices and institutional decisions. For example, flexibility is key to the success of LACMAâs Art + Technology Lab. The goals of the Lab are deliberately open-ended: artists can engage with corporate advisors if they would like, but are not required to; artists can produce a work of art, or just focus on research; and any tangible works of art produced are entirely up to the artistâs jurisdiction.
And both LACMA and the Peabody Essex technology spaces are open to the public and seen as places to witness the creative process on view. Here we see here is a paradigm shift, transforming museums from sites that exhibit objects to sites that exhibit processes. By underscoring flexibility and process, museums must also concede a bit of control; they canât be as pristine as theyâre used to.
Slide 38: To summarize: Weâve seen that creative technology programs have precedents in both museums as sites of artmaking and in hacker and maker cultures. Weâve seen that museum making can expand how museums define whatâs culturally valuable by including new forms of creative technology-based production, but that museums do so in part to maintain their authoritative status. Weâve seen that museum staff have taken on unusual strategies to build capacity for these programs within institutions that have limited funding and technological knowledge. And weâve seen that even though museum making programs arenât able to compete with technology production in the for-profit sector, they do bring a technology ethos of playfulness, experimentation, and flexibility into the museum.
Slide 39: My area of research has focused on how audiences are invited to create with new technologies, but Iâd like to complicate this notion of what it means to be an audience. One of the most important things Iâve found in my research includes how these technology programs, which focus on experimentation, flexibility, and process, have influenced how museum staff think about their own work. Iâd like to suggest that some of the most important audiences for museum making are actual museums themselves.
Slide 40: Audiences often think of museums as static institutions. But in fact, theyâre made up of many individuals who work together, who come from a wide variety of backgrounds, who not only have their own institutional goals, but also personal goals. I chose the term âmuseum makingâ to describe this trend because not only are individuals coming to museums to make objects, but museums are constantly being madeâor remadeâthemselves.
me! at NYCMER! next week!
One more quick announcement: next week, I'll be leading a workshop on museum hackathons. This event, hosted by the lovely and estimable New York City Museum Educator's Roundtable (or NYCMER), will take place on Wednesday, January 28 from 2 to 5pm at the BRIC in Downtown Brooklyn. Join us!
chicago-bound: museums and the web 2015.
Hi folksâI'm excited to announce that I'll be presenting not once, but twice at this year's Museums and the Web conference. First, I'll be co-presenting with fellow research assistant Liam Andrew on the art discovery app we've been developing at HyperStudio, MIT's digital humanities lab. I'll also give a talk on my thesis research examining the emergence of museum initiatives inviting audiences to experiment with new technologies. I've included the abstracts for both paper presentations below.
This year's Museums and the Web takes place in Chicago from April 8 to 10. Hope to see you there!
Playful Engineering: Designing and Building Art Discovery Systems
How can we engineer the discovery of art? HyperStudio, MITâs digital humanities laboratory, has been tackling this question through the development of Artbot, a mobile website that encourages meaningful, sustained relationships to art museums in the Boston area. Artbot combines two strategies to enable users to discover cultural happenings in the city: a serendipitous approach that allows users to explore via linkages between art events, and a recommendation system that suggests events based on a userâs interests. Using Artbot as its primary case study, this paper will examine the design and building of art discovery systems. First, it will survey other examples of art recommendation and discovery systems, such as Magic Tate Ball, Serendip-o-matic, Artsy, and the Powerhouseâs OPAC 2.0 collection project. Then, we will discuss the frontend design and backend technologies behind Artbotâs discovery engine and consider how other cultural institutions can implement these approaches.
Museum Making: Creating with Emerging Technologies in Art Museums
Hackathons, startup incubators, maker spaces, and innovation labs. These terms are common to the world of tech, but recently, theyâve appeared on museum websites and in press releases. The last few years have witnessed a wave of art museum initiatives that invite audiencesâfrom casual visitors to professional artists and technologistsâto take the reigns of creative production through experimentation with digital media and fabrication technologies. Where is this interest in engaging audiences with hands-on, technological creation coming from? And how are museums, which might lack the necessary funding and technical knowhow to work with new technologies, able to make these initiatives happen? This presentation is informed by the extensive historical and ethnographic research I have conducted for my masterâs thesis in comparative media studies at MIT. This presentation is informed by the extensive historical and ethnographic research I have conducted for my masterâs thesis in comparative media studies at MIT. Case studies include the Los Angeles County Museum of Artâs Art + Technology Lab, a program that awards artist grants and mentorship from individuals and technology companies such as Google, DAQRI, and the Jet Propulson Lab to develop art projects and artistic research; the Peabody Essex Museumâs Maker Lounge, an in-gallery space in which visitors are invited to tinker with high and low technologies; and the Metropolitan Museum of Artâs Media Lab, a section of the Digital Media department that invites both visitors and artists to experiment with new technologies through programs such as 3D printing workshops and hackathons.
(image source)

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interview with John Craig Freeman.
For my grad school thesis, I'm investigating an emerging wave of museum initiatives that invite audiences to experiment with new technologies. Among my case studies is the Los Angeles County Museum of Art's Art + Technology Lab. This program revives the spirit of the original Art & Technology program, an effort led by curator Maurice Tuchman from 1967 to 1971 that placed artists (Andy Warhol, James Turrell, and Claes Oldenburg, to name a few) in residence at tech and engineering companies such as Boeing. In its current incarnation, the A+T Lab invites artists to apply for a grant of up to $50,000, as well as support from the Lab's partners, to explore artist applications of emerging technologies.
Recently, I had the chance to chat with John Craig Freeman about his involvement with the A+T Lab. He'll be in residence in Los Angeles in the spring to work on his project, EEG AR: Things We Have Lost, which employs both brainwave sensing and augmented reality to make a map the people of L.A in the public sphere. You can read our interview over at LACMA's blog.
acquiring modernity in art papers mag.
So, remember that time I went to Kuwait? And remember how on that tripâprobably one of the most insightful, intellectually-stimulating, and eye-opening travel experiences Iâve ever hadâI met the team of scrappy artists, architect, thinkers, and writers behind the Kuwaiti pavilion for the 2014 Venice Biennale, who shared their amazing vision for what the cultural heritage in their country could and should be? And how, when I came home, I compulsively purchased tickets to Venice, because I just had to see their research and advocacy realized in the form of an exhibition?Â
Well, I wrote about their story. You can find it on selected newsstands in the November/December issue of Art Papers magazine or online here.Â
a year of digital humanities thinking.
Over on the HyperStudio blog, I wrote a post reflecting on a year of trends in the field of digital humanities. Check it out.
hacking arts at mit.
If you saw me last week, I was running on caffeine and junk food, but it was worth it: I co-organized the hackathon portion of Hacking Arts, a three-day event exploring the intersection of the arts and technology. I wrote about Hacking Arts and reflected on how museums might be able to throw similar events over on Museum Making.
hoists the sails! year 2 at MIT.
Hey y'allâI'm back at MIT for year two of graduate school. And boy do I have some exciting things coming up this semester:
I'll be continuing my work as a research assistant for HyperStudio, MIT's lab for the digital humanities. Exciting newsâwe just released Annotation Studio 2.0! AnS is a web app that supports close reading and collaborative annotation. Check it out.
This year, I'll be devoting much of my efforts to working on my thesis, Museum Making: Creating with New Technologies in Art Museums. Head over to my research blog for more on the topic.
I'm a part of the Creative Communities Initiative, a growing research group at MIT that uses ethnographic methods to study social media, online networks, and "real life" collectives.
I'm helping organizing Hacking Arts, a three-day event at the intersection of arts and technology. Join us on October 3-5 for live performances, panel discussions, and a hackathon. Because it wouldn't be MIT without a hackathon.
AlsoâI'm now officially certified to take out the gosh-darn cute Tech dinghies out on the Charles River. Now who ever would let me do that?? (image source)

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museums, reddit, and vernacular criticism.
A quick blog post, but a fun one. Last week, Mia Ridge suggested ways to search for your museum (or personal) websiteâs mentions on various corners of the internet. For example, to search for your museum on Reddit, you simple plug in your URL in after /domain/:
http://www.reddit.com/domain/designmuseum.org
I thought this was a neat strategy to see what folks around the world are saying and sharing about museums. I decided to compare the listings for three New York museums: the Museum of Modern Art, the Whitney Museum of American Art, and the Brooklyn Museum.
Some art museum convos on reddit: MoMA http://t.co/euK5ZimbfI Whitney http://t.co/jbjJc741RG Brooklyn http://t.co/UEPcwVhF7e
â Desi Gonzalez (@desigonz)
August 12, 2014
A glance at the Reddit results reveals that most of the posts are reactions to collection objects. People share images they find powerful, mesmerizing, and creepy. They inquire about how an artist made a work or whether they should attend a show. Others debate developments in the museum world, chiming in with opinions on new graphic identities and what a museum should (or shouldnât) collect.
I think this is a fantastic way to find out what people are saying about your cultural institution (are #musesocial folks already on this?), and itâs something that museum staff beyond PR and marketing teams could profit from. Reddit, along with other platforms like Wikipedia, Google Webmaster Tools, Pinterest, and Twitter, are a record of the discourse around a museum and its collection. Education folks can witness how engagement with art continues outside of the galleries; curatorial staff can take note about what riles up their audiences. Not that I donât have plenty of research projects on my plate, but I think it would be fascinating to do a virtual ethnography of online discussions about art museums, exploring what pique participantsâ interest, intellect, and ire.
The Reddit search results also reminds me of a recent, excellent piece by Brian Droitcour, who moonlights as an Elite Yelper focusing specifically on galleries and museums. Two years of penning these short reviews has opened Droitcourâs eyes to the power of what he calls vernacular* art criticism:
Yelp does a lot of things, including a number things that make people hate it. But one thing it does is provide a platform for vernacular art criticism, a different kind of writing about art and the public spaces where it is seen. Vernacular criticism can reject the guidelines set by cultivated artistic tastes, or it can guilelessly speak in ignorance of them, or in its naive fascination with them can inadvertently expose their falseness. Vernacular criticism is an expression of taste that has not been fully calibrated to the tastes cultivated in and by museums. Vernacular criticism inscribes bodies in public spaces that would otherwise erase them.
In Droitcour's point of view (and mine), laymen have the potential to be incredibly insightful critics of the museum. His writing hints that it might behoove museums to start looking at these vernacular web platforms, because they reveal quite a lot about a visitorâs experience at the museum, even (or especially) when the account hardly mentions art:
Even reviews that donât detail responses to art offer frank facts about the bodily experience of being in a museum that professional criticism tends to omit.
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âExhibits are hidden in rooms and there are no signs to direct visitors. I was informed that signs are aesthetically ugly and I should write a letter to express my opinion,â writes Iris S. in a three-star review of MoMA. âOne final observation. Womenâs bathrooms donât have tampon machines. I was told that itâs because it looks ugly!â
Yelp reviews like these are a reminder that museums tend to subjugate concerns of the viewerâs body to things like sight lines, the production of meaning through juxtaposition, the interaction among isolated works of art. To museums and their curators, the social space produced by the peopleâs encounter with artworks, or the needs of a body in between its encounters with art, are secondary.
*My guess is that the "vernacular criticism" here stems from McLaughlin's concept of vernacular theory. It's worth reading the intro if you can get your hands on it.
some structures in santa cruz.