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	<title>mobile &#8211; Savage Minds</title>
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	<description>Notes and Queries in Anthropology</description>
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		<title>The Automation and Privatization of Community Knowledge</title>
		<link>/2017/10/01/the-automation-and-privatization-of-community-knowledge/</link>
		<comments>/2017/10/01/the-automation-and-privatization-of-community-knowledge/#comments</comments>
		<pubDate>Sun, 01 Oct 2017 23:08:58 +0000</pubDate>
		<dc:creator><![CDATA[Sally Applin]]></dc:creator>
				<category><![CDATA[Guest blogger]]></category>
		<category><![CDATA[AI]]></category>
		<category><![CDATA[Amazon]]></category>
		<category><![CDATA[Amazon Go]]></category>
		<category><![CDATA[anthropology]]></category>
		<category><![CDATA[Apple]]></category>
		<category><![CDATA[Artificial Intelligence]]></category>
		<category><![CDATA[automation]]></category>
		<category><![CDATA[Bookstores]]></category>
		<category><![CDATA[Community Knowledge]]></category>
		<category><![CDATA[drones]]></category>
		<category><![CDATA[Gas Stations]]></category>
		<category><![CDATA[internet]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[Shopping Malls]]></category>
		<category><![CDATA[Technology]]></category>
		<category><![CDATA[town square]]></category>

		<guid isPermaLink="false">/?p=22306</guid>
		<description><![CDATA[I&#8217;ve been thinking a lot lately about community, who we are as a community, what keeps us connected and together, and how community knowledge is stored and distributed. As an anthropologist, my research focuses in part on automation and algorithmic impact on society, in particular, on our relationships and how we maintain them towards common &#8230; <a href="/2017/10/01/the-automation-and-privatization-of-community-knowledge/" class="more-link">Continue reading <span class="screen-reader-text">The Automation and Privatization of Community Knowledge</span> <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>I&#8217;ve been thinking a lot lately about community, who we are as a community, what keeps us connected and together, and how community knowledge is stored and distributed. As an anthropologist, my research focuses in part on automation and algorithmic impact on society, in particular, on our relationships and how we maintain them towards common cooperative goals. As such, when technology begins to change our relationship to our local locale (as it has been doing increasingly over time with each new capability), I pay attention to how this changes our physical and social structures, and our relationships to them and to each other.</p>
<p>Recently, Apple Computer, Inc. has branded the privatization of the idea of the commons, by renaming the retail Apple stores as &#8220;<a href="https://www.apple.com/retail/townsquare/" target="_blank" rel="noopener">Town Squares</a>&#8220;[1]. In Apple&#8217;s definition, these &#8220;Town Squares&#8221; are where people will gather, talk, share ideas, and watch movies, all within Apple&#8217;s carefully curated, minimalist designed, chrome and glass boxes. In this scenario, Apple&#8217;s &#8220;Town Square&#8221; is tidy, spartan, and most critically, privatized. This isn&#8217;t new behavior, however, what is new is the context within which Apple is able to do this, from both inside of shopping malls, and from retail locations on Main Streets. Applin (2016) observed that <a href="https://link.springer.com/chapter/10.1007/978-94-6265-132-6_4">private companies are collecting and replicating community</a> through their networks and communications records [2]. Madrigal (2017)<a href="https://www.theatlantic.com/technology/archive/2017/09/the-great-thing-about-apple-christening-their-stores-town-squares/539667/" target="_blank" rel="noopener"> observes</a> that  &#8220;the company has made the perfect physical metaphor for the problem the internet poses to democracy&#8221; [3]. This article provides a discussion of what happens and what we forfeit in these hybrid gathering places between Internet usage and privately owned spaces; and how these hybrid spaces have become enabled in the first place.</p>
<p><span id="more-22306"></span></p>
<p>During the 1980&#8217;s and 1990&#8217;s, the American public witnessed and participated in the privatization of public space through the shopping mall, a privately owned conglomerate of retail stores located in a single place, usually away from the &#8220;Main Street&#8221; in a downtown area. Shopping malls were located in places where space was available, land was less expensive, and people were further away from a downtown. As shopping malls became centralized shopping spaces, downtown &#8220;Main Street&#8221; stores lost revenue and many shopkeepers could not compete with the prices offered at shopping malls, or the proximity to so many other businesses. An outcome of the popularity and usage of shopping malls by the public, was that they were public spaces within private spaces and as such, people&#8217;s rights were limited depending upon the policies of the shopping mall. This was a quiet, barely noticed outcome of where we shifted our attention and participation, and as surveillance equipment became more available and cameras became installed in malls, we often unknowingly participated in new ways for malls to record our behavior and habits, and to monitor us. As we began to use mobile devices enabled with cameras, we started to participate in monitoring malls and the people within them, as we photographed and cataloged our lived experiences. We also began to move more, and as technologies became more enabling, to shop online.</p>
<p>For those and other reasons, the shopping mall hasn&#8217;t sustained continued growth. Many malls have closed or gone into disrepair, and others have seen a downturn in businesses wanting to support them. It&#8217;s a complex web of retail vs online shopping, combined with how fuel and driving patterns have been changing. As a result of these new factors, walkable cities and their associated downtown real estate has become once again in vogue, but with caveats. In particular, the mall stores have now been renting spaces on Main Streets, with their economic leverage to price out local business, and this creates fusions of public space and the &#8220;mall sensibility&#8221; (e.g. a conglomerate business model, often based on extremely advanced supply-chain automation and customer profiling data capabilities and soon to be driven by Artificial Intelligence capabilities).</p>
<p>With shopping malls, the privatization of public space happened in the physical space of the mall, but the outcome of how our behavior has changed is now within the public spaces of our communities, as we rely more and more upon communications technologies to maintain our social networks. As we automate, we are shifting our conversations, relationships, messages, and preferences to the private control of companies whose interest is not in maintaining our community or its health and well-being, but rather to increase their knowledge of us, so that they may provide more targeted advertising, better &#8220;services&#8221; that we will pay for, and to enable control over our communications in new ways.</p>
<p>What this means for communities is that community knowledge of the local locale, which is built over time in a community via social relationships, cooperative efforts, and group awareness is becoming individualized and commoditized. This is happening simultaneously as Main Streets are becoming &#8220;automated&#8221; through participation in the reconstruction of the shopping mall&#8217;s corporate influence into community.</p>
<p>When Apple rebrands (privatizes) the &#8220;Town Square,&#8221; their corporate desires and objectives take precedence over people within that space. The ethics questions and concerns of how Apple will use unproven, experimental, biometric technology such as <a href="/2017/09/23/paying-with-our-faces-apples-faceid/" target="_blank" rel="noopener">facial-recognition</a> [4], can be overlooked with the framework of a private &#8220;Town Square&#8221; where public experience is curated.</p>
<p>In the Apple &#8220;Town Square,&#8221; all is known and controlled by Apple and any technology that could benefit from ethics oversight (or at least some governance review) could be perceived to be bounded within Apple&#8217;s domain, which includes servers located out of town or perhaps out of country, and within a store that is at base, a private corporate space accountable to itself and its shareholders.</p>
<p>In the Apple 1984 <a href="https://www.youtube.com/watch?v=2zfqw8nhUwA" target="_blank" rel="noopener">Super Bowl advertisement </a>[5], men and women with shaved heads wearing grey uniforms are marching through space age chrome and glass minimal tunnels while a &#8220;Big Brother&#8221; type of authoritarian figure talks to them across a screen. What he says from various monitors, as the people assemble in a similarly outfitted auditorium is:</p>
<p>Today, we celebrate the first glorious anniversary of the Information Purification Directives. We have created, for the first time in all history, a garden of pure ideology—where each worker may bloom, secure from the pests purveying contradictory truths. Our Unification of Thoughts is more powerful a weapon than any fleet or army on earth. We are one people, with one will, one resolve, <a href="https://en.wikipedia.org/wiki/1984_(advertisement)" target="_blank" rel="noopener">one cause</a>[6].</p>
<p>With the rebranding of &#8220;Town Squares&#8221; into privatized Apple stores, it becomes apparent that Apple is transforming its retail spaces into &#8220;a pure garden of ideology—where each worker may bloom, secure from the pests purveying contradictory truths.&#8221;</p>
<p>Apple isn&#8217;t the only one. Amazon pushed community bookstores out of business with competitive pricing online and are now <a href="https://www.usatoday.com/story/tech/news/2017/05/24/amazon-brings-its-physical-bookstore-new-york/102071054/" target="_blank" rel="noopener">opening physical bookstores in communities</a> [7]. In these spaces Amazon sells books, but they also do so utilizing vast data networks, which include many human reading preferences and order histories.</p>
<p>In <a href="/2016/12/13/amazon-go-and-the-erosion-of-supermarket-sociability/" target="_blank" rel="noopener">Amazon Go and the Erosion of Supermarket Sociability</a> [8] and in <a href="https://link.springer.com/chapter/10.1007/978-94-6265-132-6_4" target="_blank" rel="noopener">Deliveries by Drone: Obstacles and Sociability </a>[2], I examined how automation is replacing human contact and interchange and within those frameworks, I question whether or not community knowledge is passed along, or becomes owned by the various private enterprises, who are controlling the communication around and about transactions. Gas stations are privately owned hubs of community knowledge. Where I live in Silicon Valley, gas stations are beginning to be replaced by office buildings, and developers who desire corner lot real estate in a land strapped area, are willing to invest in changing the urban landscape. In my neighborhood alone, three gas stations have been closed and developed into office properties. It is not necessarily a bad outcome to develop gas stations, for it is an indicator that better energy sources are being adopted. However, it does mean that the small corner gathering and community knowledge outposts in some areas (even if privately owned) are being developed in new ways that remove their function and replace it with more refined and harder to access gathering points.</p>
<p>When we stop talking to each other in a community and default to automation or removed accessibility, we are forfeiting part or all of our community knowledge, homogenizing it, and offering it to private control. Data mining and machine learning will begin to track more and more of our community spaces, and our public rights in digital space combined with what we have in physical spaces will change our relationships and the way we choose to express our opinions and beliefs.</p>
<p>References</p>
<p>[1]Apple Computer, Inc. 2017. Town Square.</p>
<p>[2] Applin, S. 2016. Deliveries by Drone: Obstacles and Sociability. In The Future of Drone Use (Custers, B. editor). Springer. T.M.C. Asser Press, The Hague. Oct. 16, 2016.</p>
<p>[3] Madrigal, A. 2017. The Great Thing about Apple Christening Their Stores, &#8220;Town Squares.&#8221; The Atlantic. Sept. 13, 2017.</p>
<p>[4] Applin, S. 2017. Paying with our Faces: Apple&#8217;s FaceID. Savage Minds. Sept. 23, 2017.</p>
<p>[5] Apple Computer, Inc. 1984. Apple 1984 Super Bowl Commercial Introducing Macintosh Computer (HD) via Robert Cole. June 25, 2010.</p>
<p>[6] Wikipedia. 2017. 1984 (Advertisement).</p>
<p>[7] Blumenthal, E.2017. While Barnes &amp; Nobles close, Amazon is opening real live bookstores. USA Today. May 24, 2017.</p>
<p>[8] Applin, S. 2016. Amazon Go and the Erosion of Supermarket Sociability. Savage Minds.</p>
<p>&nbsp;</p>
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		<title>Mixed Exhibits: The best of both worlds?</title>
		<link>/2016/01/19/mixed-exhibits-the-best-of-both-worlds/</link>
		<comments>/2016/01/19/mixed-exhibits-the-best-of-both-worlds/#comments</comments>
		<pubDate>Tue, 19 Jan 2016 06:34:44 +0000</pubDate>
		<dc:creator><![CDATA[colleen]]></dc:creator>
				<category><![CDATA[Blog post]]></category>
		<category><![CDATA[archaeology]]></category>
		<category><![CDATA[digital media]]></category>
		<category><![CDATA[mixed media]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[Museums]]></category>
		<category><![CDATA[user interface design]]></category>

		<guid isPermaLink="false">/?p=18721</guid>
		<description><![CDATA[Post by Laia Pujol-Tost: Archaeology is mostly about materiality. Its epistemological foundation is based on the relationship between humans and the material culture. Some of this objects, will later be displayed in museums to convey interpretations of the past. Yet, as Yannis Hamilakis and other authors have argued, Archaeology is a modern “science”. As such, it &#8230; <a href="/2016/01/19/mixed-exhibits-the-best-of-both-worlds/" class="more-link">Continue reading <span class="screen-reader-text">Mixed Exhibits: The best of both worlds?</span> <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p>Post by <a href="https://www.upf.edu/leap/people/laiapujoltost.html">Laia Pujol-Tost</a>:</p>
<p>Archaeology is mostly about materiality. Its epistemological foundation is based on the relationship between humans and the material culture. Some of this objects, will later be displayed in museums to convey interpretations of the past. Yet, as <a href="http://www.southampton.ac.uk/archaeology/about/staff/yh1.page">Yannis Hamilakis</a> and other authors have argued, Archaeology is a modern “science”. As such, it is mostly about the eye, and little about the body. On site, it mostly records and analyses visual, spatial, geometrical features. At the museum, this has meant a universal rule of not touching, and objects are isolated in showcases, for the sake of… mutual protection.</p>
<p>Then came Information and Communication Technologies (before they were called Digital Media), which under the promise of increased accessibility, interaction and engagement, reduced archaeological heritage even more to image and visualization: it had been digitalized; that is, de-materialized and even “de-musealized”. A series of evaluations conducted in museums since the 90s evidenced a conflict between the exhibition and the new media. The main reason being, as Christian Heath and Dirk vom Lehn <a href="https://www.academia.edu/193810/Displacing_the_object_mobile_technologies_and_interpretive_resources">pointed out</a>, that exhibitions and computers belonged to different communication paradigms.</p>
<img class="alignnone size-full wp-image-18722" src="/wp-content/image-upload/post2-imatge1.jpg" alt="post2-imatge1" srcset="/wp-content/image-upload/post2-imatge1.jpg 400w, /wp-content/image-upload/post2-imatge1-300x245.jpg 300w" sizes="(max-width: 400px) 100vw, 400px" />
<p>Around that time, several studies conducted in different European museums led me to the <a href="http://www.tandfonline.com/doi/abs/10.1080/09647775.2011.540127#.VpLL0fnhCM8">conclusion</a> that the best way to integrate digital technologies was to stop just placing computers in exhibitions, and instead re-design the interfaces purposefully for such environments. Yet, what happened was the advent of mobile devices.</p>
<p>Meanwhile, some researchers working in the highly interdisciplinary field of Human-Computer Interaction started advocating for more natural ways to interact with computers. As a result, a new field called <a href="http://www.tei-conf.org/16/index.html">Tangible or Embodied Interaction</a> arose around the 1990s. In this context, the concept of “<a href="https://en.wikipedia.org/wiki/Tangible_user_interface">Tangible User Interface</a>” was developed. In TUIs, the interface is not anymore a PC but an (everyday) object. This takes advantage of the human capacity to manipulate objects, and allows a better integration with the context of use. Since the 2000s, labs used occasionally the cultural field as test bed; until 2013, when the first <a href="http://mesch-project.eu/about/">EU-funded project</a> specifically devoted to tangible interactive experiences in Cultural Heritage settings was set up.</p>
<p>Now 3D printing has become the hype. As it happened with computers in the previous century, this technology is not new: it has been used in the engineering field for rapid-prototyping since the 1980s. But only recently it has become accessible to markets. Its applications are manifold: engineering, clothing, food, housing, health… But more than that, its implications regarding traditional product design, production and distribution chains are so enormous, that some people already talk about additive manufacturing being the <a href="http://www.amazon.com/dp/148418176X/ref=rdr_ext_tmb">next industrial revolution</a>. The Cultural Heritage field has not been indifferent to this development. For example, the Smithsonian has started the <a href="http://3d.si.edu/">X3D</a> project, aimed at digitalizing and allowing the 3D printing of its collections. In the academic domain, some <a href="http://eaaglasgow2015.com/session/re-defining-authenticity-in-the-age-of-3d-digital-reproductions/">sessions</a> at the EAA conference dealt with the implications of 3D printed replicas for Archaeology. Finally, the first mixed exhibits have appeared in European museums the last years, used either as mediators, smart replicas, top tables for shared exploration and gaming, or as full-body interactive environments.</p>
<img class="alignnone size-full wp-image-18723" src="/wp-content/image-upload/post2-imatge2.jpg" alt="post2-imatge2" srcset="/wp-content/image-upload/post2-imatge2.jpg 804w, /wp-content/image-upload/post2-imatge2-300x119.jpg 300w, /wp-content/image-upload/post2-imatge2-768x306.jpg 768w" sizes="(max-width: 804px) 100vw, 804px" />
<p>I am so excited about it! Does this mean that we may finally close the circle and, after such a long history of “voyeurism”, fully acknowledge materiality and tangibility in the cultural heritage field? It is interesting to note that, as it happened before with interaction or storytelling, we needed the pressure of the digital revolution to (re)discover or finally accept elements that already existed in the museums field. Still, I believe there is a big potential in this area, more than with digital media, and this is exactly what I am starting to investigate now. On the one hand, the specific advantages of smart replicas or tangible exhibits for Cultural Heritage settings. I have adapted Eva Hornecker’s <a href="http://www.ehornecker.de/TangiblesFramework.html">overview</a> of Tangible Interaction to list the following features:</p>
<ol>
<li>Appreciation of the materiality of the real object.</li>
<li>Direct manipulation instead of just visualization.</li>
<li>Performative action instead of passive gaze.</li>
<li>Natural interaction without added symbolism.</li>
<li>Natural integration in the exhibition environment.</li>
<li>Non-fragmented visibility.</li>
<li>Suitability for exploration in group.</li>
<li>Personalization (especially suitable for children).</li>
</ol>
<p>On the other hand, I am concerned about the strategies and threats for their adoption in museums. The experience shows that, as costs decrease, the availability and penetration of technologies increase. Still, the problem is designing and maintaining high-tech exhibits. Most museums tend to outsource digital media projects; but this has more often than not proven to be a bittersweet experience in terms of budget, sustainability, end-product, workflow, etc. Institutions are currently implementing different solutions. For example, EU-funded projects emphasize the creation of do-it-yourself authoring tools. Also, the big museums in the USA and Europe give strong support to the creation of their own digital media departments, so that such experiences can be fully developed in-house.</p>
<p>Yet, as we witness again a concern similar to supposed threat posed by the virtual to the brick-and-mortar museum, we first need to complete the unfinished debate around the concept of authenticity in cultural heritage. In my opinion, the problem to be solved is not with smart replicas (which, following Bernard Deloche’s <a href="http://www.amazon.fr/mus%C3%A9e-virtuel-%C3%A9thique-nouvelles-images/dp/2130520421">taxonomy</a>, only act as analogical or analytical substitutes), but with the role of originals in the age of information, commodification, and globalization. However, this is a discussion for another time and place.</p>
<p>(<a href="/2016/01/08/mobile-apps-material-world/">Part of this month’s Analog/Digital series</a>, thanks to Savage Minds for hosting!)</p>
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		<item>
		<title>Mobile apps and the material world</title>
		<link>/2016/01/08/mobile-apps-material-world/</link>
		<comments>/2016/01/08/mobile-apps-material-world/#comments</comments>
		<pubDate>Fri, 08 Jan 2016 14:11:41 +0000</pubDate>
		<dc:creator><![CDATA[Sara Perry]]></dc:creator>
				<category><![CDATA[Guest blogger]]></category>
		<category><![CDATA[analog]]></category>
		<category><![CDATA[archaeology]]></category>
		<category><![CDATA[digital]]></category>
		<category><![CDATA[digital media]]></category>
		<category><![CDATA[Heritage]]></category>
		<category><![CDATA[interpretation]]></category>
		<category><![CDATA[materiality]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[mobile app]]></category>

		<guid isPermaLink="false">/?p=18661</guid>
		<description><![CDATA[[Savage Minds welcomes guest blogger Sara Perry.] This is the first in a series of posts, coordinated with Colleen Morgan, on the relations between analog and digital cultures. Over the next month, through the contributions of a variety of archaeologists, we will explore the concept of materiality in an age where the nature of ‘the &#8230; <a href="/2016/01/08/mobile-apps-material-world/" class="more-link">Continue reading <span class="screen-reader-text">Mobile apps and the material world</span> <span class="meta-nav">&#8594;</span></a>]]></description>
				<content:encoded><![CDATA[<p><em>[Savage Minds welcomes guest blogger <a href="http://www.york.ac.uk/archaeology/staff/academic-staff/perry/">Sara Perry</a>.]</em></p>
<figure id="attachment_18664" style="max-width: 804px" class="wp-caption aligncenter"><img class="size-large wp-image-18664" src="/wp-content/image-upload/IMG_4337-1024x768.jpg" alt="Ҫatalhӧyük, 2015" srcset="/wp-content/image-upload/IMG_4337-1024x768.jpg 1024w, /wp-content/image-upload/IMG_4337-300x225.jpg 300w, /wp-content/image-upload/IMG_4337-768x576.jpg 768w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">Testing of mobile app prototype with users at the archaeological site of Ҫatalhӧyük, Turkey. Photo by Sara Perry, 2015.</figcaption></figure>
<p>This is the first in a series of posts, coordinated with <a href="https://middlesavagery.wordpress.com/about/">Colleen Morgan</a>, on the relations between analog and digital cultures. Over the next month, <a href="https://middlesavagery.wordpress.com/2015/08/28/analoguedigital-archaeology-session-at-the-eaa/">through the contributions of a variety of archaeologists</a>, we will explore the concept of materiality in an age where the nature of ‘the material’ is rapidly shifting. How do physical materials and digital materials shape one another? How does experimentation with the digital rethink the dimensions of the analog, and vice versa? How, if at all, do we distinguish between one and the other &#8211; and is this even necessary (or possible) today? How have our understandings of ‘the real’ &#8211; of ‘things’ and ‘facts’ &#8211; of presence and the body &#8211; of aura and authenticity &#8211; been shifted by interactions between physical and digital materials?</p>
<p>As the premiere scholars of materiality, archaeologists are well-versed in the continuities between, and changes to, artifacts. Here, we probe their boundaries through discussion of our engagements at the intersections of the analog and the digital. I begin with some critical comments on mobile apps: oft enrolled in visitor experiences at archaeology and heritage sites, are these digital tools actually valuable?</p>
<p><span id="more-18661"></span></p>
<p>I’ve been working at the convergence point of analog and digital technologies for many years now. This entails studying <a href="https://www.academia.edu/10031174/PRE-PRINT_DRAFT_Crafting_knowledge_with_digital_visual_media_in_archaeology">how archaeologists deploy them in their professional practices</a>, training others (and myself) in <a href="https://elearningyork.wordpress.com/learning-design-and-development/case-studies/lights-camera-heritage/">the use of digital tools to facilitate better understanding of the archaeological (physical) world</a>, and creating opportunities to expose crossovers between analog and digital environments (for example, <a href="https://sites.google.com/a/york.ac.uk/tom-smith/3sixty">developing virtual exhibitions displayed in physical spaces</a>).</p>
<figure id="attachment_18665" style="max-width: 804px" class="wp-caption aligncenter"><img class="size-large wp-image-18665" src="/wp-content/image-upload/IMG_8298-1024x765.jpg" alt="3sixty, 2015" srcset="/wp-content/image-upload/IMG_8298-1024x765.jpg 1024w, /wp-content/image-upload/IMG_8298-300x224.jpg 300w, /wp-content/image-upload/IMG_8298-768x574.jpg 768w, /wp-content/image-upload/IMG_8298.jpg 1600w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">Exploring relations between the physical and the digital through the development of immersive exhibitions in the University of York’s 3sixty demonstration space. Photo by Tom Smith, 2015.</figcaption></figure>
<p>Most recently, I’ve become concerned with <a href="https://en.wikipedia.org/wiki/Mobile_app">mobile apps</a>. In archaeology &#8211; and in the museums world &#8211; these kinds of hand-held technologies have a long history of use, particularly for delivering interpretation of artefacts, exhibits, and full sites to visitors (e.g., <a href="https://www.academia.edu/10362399/Smartphones_and_Site_Interpretation_the_Museum_of_Londons_Streetmuseum_Applications">see Jeater’s review</a>). A project or an institution may develop an app that you download on-location or beforehand, which then typically acts as a form of guide around the place and its collections.</p>
<p>My interest is in the link between these mobile technologies and the material world. In the best case (e.g., see the work of <a href="http://www.heritagejam.org/jam-day-entries/2014/7/12/voices-recognition-stuart-eve-kerrie-hoffman-colleen-morgan-alexis-pantos-and-sam-kinchin-smith">Eve, Hoffman, Morgan, Pantos and Kinchin-Smith</a>, produced as part of the <a href="http://www.heritagejam.org/">Heritage Jam</a>), they are means to full multi-sensory experiences of ancient landscapes.</p>
<p>But in the worst case, they have little or no physical relevance, in the sense that they could just as easily (or more easily) be used in the home, while still in bed, rather than out in a mobile landscape.</p>
<p>If you’ve tested out a few apps for heritage sites, you’ll likely identify with this predicament. Their real possibilities are often not being exploited (e.g., the opportunity to physically move around different locations), and when they are (e.g., in the case of augmented reality apps), it’s unclear who’s using them, how meaningful they really are for visitors’ appreciation of the archaeological record, and what bigger impact they are having on relevant fields of practice (e.g., how they are really altering heritage interpretation? Is it worth it?). If sound is deployed on the app, it regularly works as little more than a surrogate tour guide.</p>
<p>When using heritage apps, you often spend much your time staring at the screen of your mobile device, reading text or viewing visual materials on the device itself to the detriment of the site you’ve come to see. Some recent testing we’ve done in York has even suggested that apps falsely lead users to feel that they’ve visited ‘everything’, when in fact they’ve visited only a fraction of what non-users experienced.</p>
<p>Many people also seem inclined to develop apps that reinforce these problems: they are standard, unexperimental, grounded in the typical hand-held audio guides that were the ‘mobile apps’ of 50+ years ago (e.g., in museums).</p>
<p>Developers often talk about the positive aspects of mobile apps, especially their potential to attract new and younger audiences, their promise of immersion or embodied experience, their entertainment value and heightened relevance in the modern world. Others have highlighted their negatives, which as I’ve noted above, can seemingly be infinite, e.g.:</p>
<ul>
<li>distracting visitors from the actual site itself</li>
<li>isolating visitors from their companions</li>
<li>isolating artifacts from one another</li>
<li>can be expensive to develop</li>
<li>memory limits on mobile device may make downloading or use of the app impossible</li>
<li>app may have an additional costs for users including expense for connecting to mobile signals</li>
<li>persistent digital divides might make apps inaccessible to significant demographics, and reinforce structural inequalities</li>
</ul>
<p>Despite all the negatives (and I can go on, as not only do I <a href="https://sites.google.com/a/york.ac.uk/tom-smith/breary-banks">teach mobile app development</a>, but a number of my students are studying the efficacy of existing heritage apps), I still find them compelling. I’m drawn to them because I believe they have so many under-exploited possibilities that might have transformative effects on how we interpret the archaeological record and on how we interact with other interested people.</p>
<figure id="attachment_18667" style="max-width: 804px" class="wp-caption aligncenter"><img class="size-large wp-image-18667" src="/wp-content/image-upload/ForSavageMinds2-1024x768.jpg" alt="Oslo, 2015" srcset="/wp-content/image-upload/ForSavageMinds2-1024x768.jpg 1024w, /wp-content/image-upload/ForSavageMinds2-300x225.jpg 300w, /wp-content/image-upload/ForSavageMinds2-768x576.jpg 768w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">Screenshot of LiveCode demo app developed by University of Oslo Centre for Museum Studies PhD students, 2015</figcaption></figure>
<p>If done well, I believe such technologies can perform a critical role in enabling their users (and makers) to think through the complex relations between space, place, humans &amp; media. Mobile devices are ubiquitous in many parts of the world, and in some of the developing contexts that I’ve been working recently (e.g., <a href="https://saraperry.wordpress.com/2015/12/17/autumn-in-egypt/">Egypt</a>), they are an essential part of all aspects of everyday life, yet are rarely used in the context of heritage. They allow integration of multiple types of rich media (still &amp; moving imagery, sound, etc.). And, as I see it, they are still in their experimental phases, so there is much room for innovation, and &#8211; as they have not yet been fully institutionalised &#8211; there is still real flexibility to push on their boundaries.</p>
<p>For such reasons, and in collaboration with multiple teams, I’ve been experimenting with mobile app development in various environments. This includes the making of low-tech, open access/open source apps crafted and conceived by students (thanks to <a href="http://collaborative-tools-project.blogspot.co.uk/">Tom Smith</a> for all his support!). It also includes larger scale initiatives, for instance at the world-renowned Neolithic site of <a href="http://www.catalhoyuk.com/">Çatalhöyük</a> in Turkey.</p>
<p>At Çatalhöyük, over the past 7 years and in partnership with students and colleagues from the universities of Ege, York and Southampton), I have led many of the site’s heritage interpretation ventures (e.g., curation of its Visitor Centre, development of on-site signage, production of the site’s guidebook, maps and brochures, etc.), including evaluation of visitor experience. (For more info on our activities, see the “Visualisation Team” section of Çatalhöyük’s <a href="http://www.catalhoyuk.com/archive_reports/">Archive Reports</a>).</p>
<p>Here, we have developed a very thorough understanding of tourist expectations (as a relatively remote site, it still sees upwards of 20,000 visitors per year). And we have the opportunity, through the support of the Project Director <a href="https://web.stanford.edu/dept/anthropology/cgi-bin/web/?q=node/109">Prof Ian Hodder</a>, to experiment on a large scale with digital/analog interventions, with great potential to impact not just visitor experience, but also professional practice (given Çatalhöyük&#8217;s visibility in academic archaeology).</p>
<p>Çatalhöyük is an important case study for many reasons:</p>
<ul>
<li>The nature of its mud-brick architecture combined with the dusty environment make it difficult for non-specialists to perceive the archaeological record.</li>
<li>Despite our efforts, there are still relatively few interpretative materials on site, and those that do exist are often not maintained.</li>
<li>Difficult weather (hot in summers, cold in winters) and technological conditions make visiting and presenting the site challenging; and Çatalhöyük is in a remote location with problematic public transport options.</li>
<li>Only a small number of knowledgeable people are available on site to communicate additional information to visitors on a year-round basis; virtually no archaeologists are present outside of summer months.</li>
<li>Inflexible touring schedule/approach, often with poor instructions and rigid route, handcuff the visitor experience; indeed, visitors have been observed to actually jump illicitly into excavation units in order to get closer to the archaeology, yet even then they still might leave with limited appreciation of the site.</li>
<li>Because many visitors do a lot of research about the site before coming to see it, when they arrive they tend to understand more about it. Visitors often also seek out supplementary informational resources, plus they regularly come to site with mobile devices &amp; are willing to use those devices on site. This presents a tremendous opportunity for us, because given that visitors are doing such pre-visit research and are prepared to use their mobiles, it means we can potentially cater to them with technological options delivered in advance of their visit.</li>
</ul>
<figure id="attachment_18668" style="max-width: 804px" class="wp-caption aligncenter"><img class="wp-image-18668 size-large" src="/wp-content/image-upload/IMG_4358-1024x768.jpg" alt="Çatalhöyük, 2015" srcset="/wp-content/image-upload/IMG_4358-1024x768.jpg 1024w, /wp-content/image-upload/IMG_4358-300x225.jpg 300w, /wp-content/image-upload/IMG_4358-768x576.jpg 768w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">Typical interpretation signs at Çatalhöyük, prepared by our York Visualisation Team in 2013, installed in 2014. Photo by Sara Perry.</figcaption></figure>
<p>Funded through the the <a href="http://biaa.ac.uk/">British Institute at Ankara (BIAA)</a>, and in partnership with the <a href="http://chessexperience.eu/">CHESS</a> team, in 2014 we began to experiment with this opportunity. In the first instance, we constructed a mobile device-based narrative about a particular building at Çatalhöyük (Building 52), written by the site’s own experts, populated with existing visuals and audio recorded by the authors of the story. <a href="http://mw2015.museumsandtheweb.com/paper/the-museum-as-digital-storyteller-collaborative-participatory-creation-of-interactive-digital-experiences/">Our evaluations of the app suggested that its real impact was actually on the archaeologists themselves who crafted the narrative.</a> In other words, their involvement in writing the content of the app affected how they thought about the site and their research at the site (<a href="http://mw2015.museumsandtheweb.com/paper/the-museum-as-digital-storyteller-collaborative-participatory-creation-of-interactive-digital-experiences/">Roussou et al. 2015</a>). Experience of use of the app itself for understanding the archaeological record, however, was mixed.</p>
<p>In Summer 2015, with further funding from the BIAA, and again in partnership with CHESS, we returned to site to elaborate the app. This time, however, we wanted to push back against some of the problematic trends that we’ve observed with these tools, and maximise the capacities of the mobile device &#8211; its social functions, its multi-media possibilities, its portability &#8211; to create connectivity. Our aim was to use the app not simply to communicate a story about Çatalhöyük, but to:</p>
<p>(1) facilitate engagement between visitors on site (both people in the same tour group and other unknown people touring the site), and</p>
<p>(2) engage users’ bodies and prompt interactivity with the physical world around them at the site</p>
<p>To do this, we split the existing script for the app (created in 2014) into multiple parts so that two members of a visiting group had to work together to understand the storyline. In other words, each person would only hear/see a fragment of the story, and it would only be via (prompted) conversation between the two of them that the full narrative would become evident. We added even more prompts to various parts of the story in an effort to compel discussion, reflection and collaborative decision-making about past inhabitants and activities in Building 52. We worked to augment the haptic nature of the experience of holding/looking at the mobile device by asking users to touch and align their devices. This created a kind of ‘shared screen’ for visitors, pulling the content on their individual devices into a larger whole &#8211; something which they could subsequently explore together. We also attempted to add playfulness to the experience, for instance, prompting users to choose particular items excavated from the house to virtually ‘give’ to their partners.</p>
<figure id="attachment_18670" style="max-width: 545px" class="wp-caption aligncenter"><img class="wp-image-18670 size-full" src="/wp-content/image-upload/iPadMiniFramedIMG_0668.png" alt="Shared screen, 2015" srcset="/wp-content/image-upload/iPadMiniFramedIMG_0668.png 545w, /wp-content/image-upload/iPadMiniFramedIMG_0668-201x300.png 201w" sizes="(max-width: 545px) 100vw, 545px" /><figcaption class="wp-caption-text">One panel on the prototype mobile app designed to facilitate a &#8220;shared screen&#8221; between two visitors to Çatalhöyük. Screenshot by Maria Vayanou, 2015.</figcaption></figure>
<p>Our efforts were rolled out through a multi-stranded approach.</p>
<p>Firstly, we conducted a ‘body storming’ session at Çatalhöyük with researchers at the site, specifically aimed at thinking through how we might better engage the body in the interpretative experience at Çatalhöyük. Participants in the session were asked to articulate, then act out (without words), concepts associated with being a ‘Çatalhöyükian’ &#8211; and what ‘Çatalhöyükness’ meant to them. The idea was to be able to use the embodied results of this session to inform new content and experiences for the app. However, while full analysis of the session is forthcoming, initial interview results provided mixed feedback on its utility.</p>
<p>Secondly, we tested a prototype of the app on site in July with an audience of researchers and students. Evaluated through interview and video capture (see <a href="http://mw2016.museumsandtheweb.com/proposal/cultivating-mobile-mediated-social-interaction-in-the-museum-towards-group-based-digital-storytelling-experiences/">Katifori et al. 2016</a>), the results again were mixed, but with more sense of promise: some users liked the interactivity we’d added, some did not; some felt they were being ‘cheated’ by having to ask their visiting companion for information (rather than learning direct from their own device), others felt clearly more engaged with the site. Everyone, however, appeared to enjoy the playful elements added to the app. <a href="http://mw2016.museumsandtheweb.com/proposal/cultivating-mobile-mediated-social-interaction-in-the-museum-towards-group-based-digital-storytelling-experiences/">A full description of our work will be presented at the next Museums and the Web conference in Los Angeles this April</a>.</p>
<figure id="attachment_18672" style="max-width: 545px" class="wp-caption aligncenter"><img class="size-full wp-image-18672" src="/wp-content/image-upload/iPadMiniFramedIMG_0666.png" alt="Burial goods, 2015" srcset="/wp-content/image-upload/iPadMiniFramedIMG_0666.png 545w, /wp-content/image-upload/iPadMiniFramedIMG_0666-201x300.png 201w" sizes="(max-width: 545px) 100vw, 545px" /><figcaption class="wp-caption-text">One of the more playful panels on the prototype mobile app, asking users to relate artefacts from the house in front of them to their visiting companion. Screenshot by Maria Vayanou, 2015.</figcaption></figure>
<p>Thirdly, with my team of students from Ege University and the University of York, we installed on site a separate, physical display &#8211; meant as a point of comparison to the digital display of the app. In this case, we used Çatalhöyük’s replica house as a hiding place for a number of printed plexi signs. Each sign provided a clue to locating the next sign, with the aim of encouraging visitors to actually engage with the physical parts of the house &#8211; its oven, baskets, storage rooms, etc. Initial assessment suggests that these signs have been successful in encouraging touch, movement, material and bodily interactivity &#8211; more than I’ve typically seen with mobile apps.</p>
<figure id="attachment_18671" style="max-width: 804px" class="wp-caption aligncenter"><img class="wp-image-18671 size-large" src="/wp-content/image-upload/DSCF8653-1024x778.jpg" alt="Replica house, 2015" srcset="/wp-content/image-upload/DSCF8653-1024x778.jpg 1024w, /wp-content/image-upload/DSCF8653-300x228.jpg 300w, /wp-content/image-upload/DSCF8653-768x584.jpg 768w" sizes="(max-width: 804px) 100vw, 804px" /><figcaption class="wp-caption-text">University of York students Jenna Tinning (front left), Katrina Gargett (back left) and Andrew Henderson (right) examine one of their new installations for Çatalhöyük&#8217;s replica house. Photo by Ian Kirkpatrick, 2015.</figcaption></figure>
<p>Possibly the most interesting component of all of this work for me has been its evaluation, and the passionate reactions expressed by many &#8211; particularly to the mobile app. We’ve only just begun to review the interview data collected from users of the app, but my impression is that it’s generated a polarised set of replies. These range from true advocates who felt genuinely influenced by the experience, to those who perceived it as a waste of time, or as something too radical, or gimmicky, or distracting from the experience of ‘being there’.</p>
<p>Personally, I continue to feel conflicted about mobile technologies for heritage interpretation. I’m not convinced that we’ve yet untangled the means to blend the physical and the (handheld) digital into a complementary visitor experience. But ‘being there’ at a place like Çatalhöyük is very complicated (for reasons that include everything from transport and infrastructure to the fragmentary nature of the archaeological record), and these technologies do have affordances that could ease &#8211; perhaps even eliminate &#8211; such complications. I’d like to think that one day this will be possible.</p>
<p>So I’ll sign off now with a series of questions that I continue to grapple with, and that will present themselves in different forms in some of our other posts over the course of this month:</p>
<p><em>What are digital technologies actually enabling, if anything? Does the traditional analog equivalent (in my case, a printed sign) still offer more to users?</em></p>
<p><em>How can we deploy digital technologies (for example, mobile apps for cultural sites) in more productive, bodily- and thought-provoking fashion?</em></p>
<p>And from the archaeological perspective,</p>
<p><em>How can we improve people’s experience and understanding of the archaeological record? For instance, if developing a mobile app, how can that app create a more impactful tour of a site for visitors, more human-to-human interaction on the tour, and a richer sense of one’s own presence there at the site &#8211; in the moment &#8211; and in the past (as a Çatalhöyükian)?</em></p>
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