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Looking back on 2017

Last year was a huge second year in the life of our small company. I remember meeting my friend Tom for a drink one day, and as I told him about everything, he noted that I’d begun calling us a startup. It’s been a busy, interesting and largely really productive year, and I thought you might like to see all the stuff we’ve done.

Our 2017 goals

I’m a big fan of the dictum “aim low, succeed often.” If you’re able to construct goals that you know you can reach, you might just be more satisfied. We set three goals for the year, and we’ve practically reached all of them. Along three themes: user research, sales, and product design.

  1. Develop educational strategy
    As we’ve talked with more teachers, it’s become much clearer that we need to continue developing and refining our educational strategy. We’re big fans of the idea of 21st Century Skills and Object-Based Learning, and broadly feel like those two themes are a great fit with what we’re hoping to achieve. We’re doing a great pilot deployment with the Education team at Smithsonian Institution Libraries (SIL) in 2018, and that’ll be our first major unattended deployment, in about 10 schools across the USA. We’re looking forward to collaborating with the teachers and students around our general materials, as well as the fabulous SIL content. We also have a list of teachers who’ve expressed interest in joining in the fun. The challenge there is creating enough Brains and Collections to be able to send around!
  2. Sell something
    We’re calling 2017 a big success, largely due to the fact that we’ve completed box commissions with lots of great partners. There’s more information below on these, and how they’ve worked out. We hope to grow our commissions program into 2018 and beyond, not only for income for the company, but to build content that consumers might like to make use of down the track. I also feel personally that, as a small startup, having actual customers differentiates us somewhat from the inflated types of tech startups you might find sniffing around for investment. Even though we’re not exactly profitable yet, having customers is a big win!
  3. Declare Box V1.0
    We’re so close to this, largely thanks to Charlie’s superb CAD skills. We call the container box that sits around the Raspberry Pi and other peripherals (NFC reader, speaker etc) the Skull. We’re nearly at V1.0, which is brilliant. Keep your eyes peeled for a blog post about all that soon.

Things that didn’t quite work or have been difficult

I’ve been struck this year by two major challenges:

  1. We are able to move at light speed compared with the traditional cultural institutions out there. The “sales cycle” )or ability to move quickly on a small purchasing decision) is sometimes months long for museums and libraries, and that’s hurt us a bit, since we’re bootstrapping our operations at this stage.  But, we’re no different from most small businesses in that regard, as cash flow is always a challenge.
  2. It’s often a David vs Goliath dynamic. This mostly relates to work like making agreements with large, old institutions. It takes a lot of energy for a little shop like ours to process and respond to standard terms and conditions from huge organisations. Even though we’ve also been developing our own documents and agreements as templates, it’s very rare that we can engage without also signing a giant contract that’s not especially written for a startup at our stage. And then if we have adaptations or amendments we’d like to incorporate, that takes a long time, too.  I am fantasising about perhaps doing a small conference called David vs Goliath, to discuss and raise consciousness around these challenges, and perhaps even to develop some strategies around mitigation. (Let me know if that sounds interesting!)

There were a few other specific things that were tricky last year too…

  • Science Museum tender – how to measure reach? We were thrilled to be asked to submit a tender around building “Science Capital”, but were essentially overlooked because the (current) cost of sending boxes and objects into schools is very small if compared to the potential of “digital reach”. Our contention, though, is that the quality of the interaction generated by tactile, social interaction is really different from a hit on a website. There’s lots to think through about measuring stickiness and success and engagement with Museum in a Box.
  • Innovate UK – We put our hat in the ring for the 3rd Open Round of funding from Innovate UK. It took ages to put the proposal together, and apparently, we scored a “70” (out of 100?). It was a bit disheartening to see the feedback from the assessors, since it was split 50/50 between “this is a brilliant idea, we should fund it” and “I don’t know how this benefits the taxpayer”. But, the silver lining was that the act of creating the proposal helped us refine our thinking around business models, and how we describe ourselves, which has been useful.
  • Fast hardware iteration – it’s hard not having Adrian in the office with us, but in Liverpool (which I’m sure he’ll never leave!). Even though we’ve made some strides in the design and layout of the Brain, each time there’s an update or a treat from Liverpool, it makes me wonder how much further we could have come, and faster, if we could afford to have this work happen much more. It’s all related to general company cash flow and where to place effort, and again, our commissions are what’s helping us drive all sorts of work forward, so we look forward to more of those into 2018!
  • Software development – Similarly, it’s fast approaching the time when we need a better public-facing UI to help people buy their own boxes, configure them, and even make their own. Finding resource to fund freelance software folks is hard! (And I’ve personally found this part difficult, since my background is in software, and a) I am most useful when I can pair directly with an engineer, and b) I know fairly well how much work there is to do on all this.)

Fleshing out the business plan

As I mentioned, we have a pretty good strategy around how to build out other products, and the three main products we’re thinking about (or selling now) are: Commissions, Make Your Own, and Direct-to-Consumer collections. As we continue to build our commissions portfolio, we also want to package and sell what you’d need to make your own box (object selection, content research/production, and tech stuff). There’s huge demand for Make Your Own from teachers, and we feel like it might tickle the holy grail of actual cross-curricular learning if we can get it right. Then, we’re hoping to allow anyone to buy a Brain and some Collections, and we’d like to design and develop some of those Collections ourselves, to be best-of-breed examples for everyone, and also a possible container for new collaborations with writers, artists and other “agents” all over the place.

There are so many ideas that easily attach themselves to this Museum in a Box idea it can be a challenge to focus on the right next steps! That’s another reason why the commissions are useful to us, because as well as developing the features of the product, we’re also able to do market/user research with our commissioning partners, to learn what they need and want in a partnership like ours.

We’d love to do a first release of Make Your Own mid-2018. That’s a goal and a half for this year!

Boxes

We now have a list of 26 boxes in total in our archive. Some are simple prototypes, like our Statues of Women in London, and others are full-blown commissions. This year, we’ve created 10 new box sets.

  1. Jewish Museum London – a custom-designed box to house 3D prints and postcards remembering Jewish service people in the wars
  2. Healing Through Archives – a brilliant box with archivist, Abira Hussein, exploring “mother tongue” perspectives on Somali objects and audio held at the British Museum and British Library
  3. London Borough of Camden – AHRC-funded program to increase awareness of Camden’s art collection, included several workshops with kids, and culminated in an exhibition which drew together original works, 3D prints with artists’ impressions, and recordings about works made by kids in workshops
  4. Phonics – a prototype idea, to help young people learning to read to understand and sound phonics
  5. How the Ear Works – a quick box Charlie prepared for our pitch to the Science Museum using vintage illustration and audio, and a jigsaw element to help you see all the bits of the human ear
  6. Greek Gods & Goddesses – we’re developing a new product line, where we would like to sell boxes direct to the public, containing engaging narrative and fun 3D/2D materials from institutions around the world already making their collections available for open reuse
  7. Haunted Objects – our visiting summer intern, Michelle, helped put together a first prototype of what a box of scary objects might be. We learned a ton about  bad narratives and what we’d need to do to make this really fun
  8. Climate Change in a Box – a new commission with Jon Christensen, adjunct assistant professor in the Institute of the Environment and Sustainability at UCLA, and centred on the Los Angeles area, in particular the tar pits at La Brea
  9. Smithsonian!!!!! – Oh, wow! After nearly 18 months in development, we’re just beginning to start on two separate grants with Smithsonian Institution Libraries in Washington DC. We’ll be making 10 boxes to distribute to 10 schools across the USA, and then delivering two different sets of objects to each class, over the course of 4-6 weeks. We’re so excited to connect with the teachers and students who will be using the box, and also curious about building this first step into a much wider deployment!

It’s been really interesting and revealing to see how our commissions (and prototypes) can fit comfortably in the construct that is Museum in a Box. It sounds cheesy to say, but you really can fill this idea with anything that works for you, and we look forward to sealing the deal on our current set of leads for more commissions into 2018, so stay tuned on that!

Brain-raising

photo of skull pieces laid out for constructionWhile we’re still working on getting good names for all the bits, we’ve been calling the hardware that you place objects on the Brain. Therefore, we call the casing of the brain the Skull. We had a ton of fun earlier in the year putting together six new brains, with their skulls, to be deployed for our various commissions, and our use for demonstrations and events and such. We’re looking forward to our next Brain-raising session in January 2018, so if you happen to be in London and interested to come and help out for a day, please get in touch.

Collaborators

Gill Wildman has been a fantastic supporter and design guide for our work this year.  Her incredible experience in listening and questioning and designing for years has been such a useful resource. Thanks Gill.

Ben McGuire has helped us with all our legal challenges this year, and co-developed our agreement docs and thinking around resource re-use and potential for royalties and such with our commissioning partners. Thank you, Ben!

MOO HQ has been a generous sponsor of our endeavours, helping us with printing resources, and expertise around packaging. Thanks to Chad, Phil T, and Richard for everything.

Pango Studios is a company full of talented artists who we’ve sub-contracted to make some of our commissions really sing. Their skills with spray paint and brushes really makes 3D prints look amazing, and we’re looking forward to more! Thanks, Pango! Onwards.

We were pretty clear from the start that we didn’t particularly want to get into the 3D printing business, so were really happy to meet Steve from Amfori, who has helped us with printing this year. He’s also up for doing experiments around materiality, which we’re keen to start on soon.

We’ve also had a ton of student/post-grad visits: Kate Chan, Michelle Wong, Rosie Parker, Lozana Rossenova, Angeliki Symeonidi, Angela Difede. Thanks especially to Michelle for helping design the first instantiation of a Haunted Objects box!

Also thanks to Michelle, for connecting us to Winns Primary in Walthamstow. We really enjoyed our play testing there, and were happy to leave two boxes there for a week to see what the kids did (and what the teachers thought).

Thanks too, to Alexandra Deschamps-Sonsino, for her continued support of the company, both with offering us speaking gigs ar the brilliant @IoTLondon meetup, and offering us a table at her Christmas pop-up. People really liked Museum in a Box! If only we could sell them one!

Looking forward to some collaborations around inclusion and accessibility in 2018, particularly with Nicolas Bonne and the Tactile Universe program @ Portsmouth University, and Stacy Rowe, geometry and accessible design @ RNIB.

Birds of a feather

It’s both exciting and a bit nervous-making that we’ve spotted other folk doing similar work in the same space, or nearby. Overall, we think this indicates some trending movement back towards tactility and object-based interactions and learning, and gathering different points of view, all of which are central to what we’re doing. It also feels like the race is on!

Work we’ve seen that looks great includes:

Press

photo of the Raspberry Pi magazine on our work table surrounded by boxes and objects and other office detritus

It was a thrill to be picked up and interviewed by some of our friends in the press this year! Even in print, if you don’t mind!

Looking forward…

So, to sum up, our 2018 is looking pretty good already. We’re about to move from Bloomsbury to a new (and more cost-effective!) office in Hoxton. We’re looking forward to more lunch options, and seeing if there are simpatico companies nearby who might like to collaborate on some of the hardware stuff, laser cutting, or even software development!

We’re watching the Young Foundation Academy program with interest. It’s one of the few “accelerators” that has a focus on social good, and importantly, measuring the effectiveness of companies in that sector.

We’re really excited about a possible collaboration with Stacy at the  Royal National Institute of Blind People (RNIB). We’re talking about prototyping a box around geometry, and it just so happens while Stacy is the liaison between RNIB and external companies, she’s also a mathematician with mad skills and a ton of personality!

If we could do a first release of Make Your Own product sometime in the summer that would be Super Fantastic!

And, there are almost too many leads for commissions… this is obviously a good problem to have.

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conference notes

Developing an educational strategy

We’re a core team of designers. We’re not trained educators. While each of us has had quite a bit of exposure to museums, from within and without, and indeed have taught, both kids and adults, with Museum in a Box, we’re trying to improve on a very old idea, of museums’ handling collections being used as learning aids. That’s meant a crash course in the vast landscape of education. Boy, is it HUGE.

Fairly early on, I came up with a matrix-y thing to illustrate what I think are the main segments that our boxes might fit into. You can see it’s a combination of finished or DIY boxes, in a classroom or retail environment.

So, you have a spectrum between a finished box and a DIY box, and you might find one of these in either a classroom, or a retail space like a museum shop.

finished box might contain objects and their stories that are very directly tied to a specific curriculum area and its learning outcomes. This box might be targeted towards younger students, or at least written/designed for a specific age group or key stage.

A DIY box might be used as a teaching device for slightly older students, perhaps high school age, who are starting to dive deep into design/tech subject areas. In this case, you might not purchase anything physical, but only digital and schematic things. Students would put together the entire thing, from configuring the Brain, to writing the content, to producing the content, to printing the objects, to making the container, etc. We like this approach because the kids could learn a thing or two about history or art or science as they’re constructing a product. It feels like great cross-pollinatory learning, and the teachers we’ve talked about it agree.

You could see either of these boxes also existing in a retail environment. We’d love to make a box to accompany an exhibition, so instead of that spectacularly unsatisfying experience of only being about to buy one or two postcards of what you’ve just seen, you could buy a box that lets you delve deep into every aspect of the exhibition, including perhaps even how it was made. You take it back home and can spend time. We also like imagining this type of box in a pre/visit/post context… maybe the box could be sent to schools before the students visit your museum, so they can be familiar with what they’ll see before they arrive. Once they’ve come and seen things, they could produce their own impressions of it all, and make their Museum in a Box play that instead of the Official Point of View.

Personally, I’m also curious about the collision of Museum in a Box with Design/Tech because, to me at least, it feels like lots of the tech projects out there suffer a little from a lack of content, or that it’s engineering for engineering’s sake? But, then you watch videos of kids making electric guitars with a  micro:bit and maybe that proves me wrong in an instant.

Each of these types of boxes and their associated activities and work leads me to a concept we bumped into in the course of last year. As we were working with Sara Cardello, Education Specialist at the Smithsonian Institution Libraries, on a pilot partnership, we discovered the idea of 21st Century Skills. As I understand it, the general initiative was formed in 2002, as a coalition of the business community, education leaders and policymakers who were determined to:

[put] 21st century readiness at the centre of US K-12 education and to kick-start a national conversation on the importance of 21st century skills for all students.

Framework for 21st Century Learning

While there is certainly still emphasis placed on “mastery of fundamental subjects” like English or Maths, 21st century themes are introduced too, around information / media / tech, learning and innovation (and importantly, improvisation), and broader life/career skills.

It’s about setting students on a course to build muscles around things like cogent reasoning, evidence collection, critical thinking and analytical communication, all of which are surely useful when it comes to investigating cultural description and points of view generated in certain context.

  • You can see the skills outlined in the P21 Framework. There’s a ton of documentation on the site too. Lots to explore.

3D Museums: Tactile learning, greater access

Over the last year or so, we’ve also been steadily learning more about object-based learning, and we think it fits in especially well with the overall tenets of 21st century skills, combined with Museum in a Box. Object-based learning is used at the British Museum too, with school groups that come to visit. With thanks to Lizzie Edwards for sharing her knowledge in this area with us.

The main benefits of using objects in learning, according to UCL Museums and Collections, are that they:

  • provide a direct link with a topic or ‘the past’ and can really enhance young people’s interest in and understanding of a topic/subject.
  • encourage learners to use all their senses – especially touch, sight and smell.
  • help to develop the important skill of drawing conclusions based on an examination of evidence, together with an understanding of the limitations and reliability of evidence.
  • are ideal for generating group and class discussion.
  • promote the value of museums and encourage young people to visit museums and galleries with their families to further their learning.

One of the diagrams I found in my research is a handy glanceable thing to help you quickly understand that object-based learning is about asking interesting questions of an object, from lots of different angles… This diagram has been recreated — mostly so it fitted in with the colour scheme of a presentation I was giving! — from the superb report (in PDF format): Learning Through Culture: The DfES Museums and Galleries Education Programme: A guide to good practice (2002)

I presented these rough ideas in Brussels in late November at the Faro’s “Heritage, virtual and augmented” conference. Here are the slides (or a version with presenter notes):

Bright Lights

We continue to research and look to leaders in innovative learning around the world as we ourselves try to learn more about how Museum in a Box can actually help museum educators and teachers, and not hinder them,

We find ourselves studying systems like:

  • diy.org – “DIY is a safe online community for kids to discover new passions, level up their skills, and meet fearless geeks just like them.” Who says education can’t co-exist with creativity??
  • Technology Will Save Us – We’ve been especially impressed by the generosity of the TWSU Education folks. All their stuff in published online, and let me tell you, we’ve been studying it! 🙂
  • AltSchool – “creating a 21st century work environment for our educators”, “supporting, rather than disempowering, with technology”.

There’s a long way to go, but broadly speaking we’re liking the feel of a framework that blends object-based learning and 21st century skills as our starting point.

We’ve already written a job description for an Education Producer – we know it’s a gap – but happily learning about this new, huge environment in the meantime. If you know of a good group or person who might be interested to fund a position like that (maybe a contract to the tune of £10k?) then please tell us who we should talk to!

 

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3D conference photogrammetry

#3D4ever

Last week, whilst George and Tom were attempting to reach #VHNIreland I was having slightly more luck arriving at the Wellcome Collection for the ‘3D4ever: building three dimensional models to last’ conference.

The conference focused around the long-term durability and accessibility of 3D models and scan data for future uses, uses which as we discovered in some of the talks may not be immediately obvious. I thought I’d take a moment to reflect on a few thoughts and favourite take-aways.

Having a good understanding of photogrammetry (primarily by probing Tom for tips and tricks) I opted to skip the workshops and stick with talks for the whole day, it was intense but informative and an eye-opener into a community that I didn’t even know really existed! So… a few highlights:

Stuart Jeffrey from the Glasgow School of Art (GSA) discussed a use-case where an old 3D model of the GSA Mackintosh Building which suffered severe fire damage in 2014 provided evidence that a substantial lean on the West gable wall was historic and had not come about as a result of the fire. Members of the GSA Digital Design Studio produced a second model the day after the fire to compare the lean and save a large portion of the building from demolition an impressive feat and one which illustrated the importance of making good data accessible in the long-term.

Stuart Jeffrey from GSA

Anthony Corns from the Discovery Programme talked about his experiences of archiving and reusing 3D data as well as the steps and software involved in the creation of a model. One slide showed a standard software stack consisting of about 12 programmes which was somewhat surprising, working with Tom to process various models I am slowly but surely becoming aware and familiar with the wide range of tools out there.

Anthony also spoke about using scan data to asses pressure on different sites his example being Skellig Michael which has witnessed a surge in tourist numbers since Luke Skywalker decided to hang there in Star Wars: The Force Awakens. This also demonstrated when are where it may be appropriate to sell 3D data such as to film/production crews.

 

Chris Moran who heads the Wellcome Trust legal team gave an insightful talk on Intellectual Property Rights (IPR) an area where people often become a little tangled. I was listening from a design perspective so it was interesting to see examples where cases had been argued and won based on the potentially loose definitions of what constitutes something as an ‘original creation’ or even a database, his example being a newspaper’s website. Star Wars references were also utilised here in the form of the IP rights of a Stormtrooper’s helmet… I sense a pattern developing.

IP Rights with Chris Moran

Vincent Rossi and Jon Blundell of the Smithsonian appeared via Skype to discuss their work on digitisation and also show off their amazing work on the Apollo 11 command module ‘Columbia’ check it out here.

Vincent Rossi and Jon Blundell all the way from America

I had the opportunity to ask a question to our speakers from across the pond which was kinda cool!

Finally perhaps the most insightful moment was the final ‘Round-up chat’. Here following a panel chat the audience were invited to reflect on: what is to be done and how to address the gaps in our knowledge?

A final panel chat

It was clear there was a desire for good collaborative practise and several rousing speeches were made, there was a great deal to get off the chest! A key agreement was that to work with better tools and formats, instead of trying to create new ones, complain about a lack of essential features, and live in fear of formats going extinct, why not establish a line of communication with the developers and those behind the existing platforms. The software stack slide that Anthony showed sprung to mind and it became apparent there was a need for openness and better communication between all parties involved in 3D work not just in the short term and not just for individuals and independent organisations but the community as a whole.

What a day, mind blown!

C