Traditional games, digital spaces: USQ + Queensland Museum Network

In 2017, I spent six months developing special community engagement projects for the University of Southern Queensland (USQ).

I had a wide remit to find new ways to connect with the local community, pilot external partnerships, and encourage innovation in line with a new service model being rolled out across the university’s Scholarly and Information Services division (SILS).

During that time, among other projects, Dr. Kate Davis and I won & delivered the division’s first external tender; SILS partnered with the university’s radio school to pilot podcasts bringing together academic experts, artists, and professionals from across Australia; and we joined forces with Ann Arbor District Library in the US to offer coaching & professional development.

This week saw the announcement of another project coming to fruition: a partnership between staff on the university’s Toowoomba campus and Cobb+Co Museum, the local site of the Queensland Museum Network.

Cobb+Co’s Learning Officer Tony Coonan worked with SILS’ Zoe Lynch and Shane Gadsby to develop a browser-based version of Burguu Matya, a traditional game attributed to the Wiradjuri people.

The game had been available to play in physical form at Cobb+Co’s Binangar Gallery, dedicated to Aborginal and Torres Strait Islander peoples. Zoe and her team of media designers, invited to explore external partnerships, proposed developing an online version which could be played on devices both within the museum and statewide.

The successful small-scale pilot tested the SILS in-house media design team’s capacity for work with external clients,  strengthened relationships between the university and its local community, and explored the opportunities for USQ to enrich the cultural and learning offer for both the people of Toowoomba and users of the wider Queensland Museum Network. The future relationship between the university and the museum will be structured and enhanced by a memo of understanding.

You can read more about the project at the USQ website.

[Re]Imagining The Public Library: Gaming & Makerspaces

Next month, I’ll be joining European library luminaries like Spain’s Ana Ordás, the Netherlands’ Jeroen de Boer, and representatives of Denmark’s Dokk1, to help reimagine the future of Portugal’s public libraries.

The municipalities of Albergaria-a-Velha and Ilhavo are hosting an international event focussed on games & makerspaces in the public library, with a range of workshops, presentations, round tables, and lectures to stimulate curiosity and help librarians to start building the public library service of the future.

Join us in Portugal for two days of library adventure on 28th and 29th March; you can sign up for the event via this Google Form.

All Things Good and Strange

I love TV, and I don’t think I watch enough of it.

I’d watch more but it’s so slow*.  You can spend weeks of your life trying to hammer through season after season of just one show.  In Douglas Coupland’s 1993 novel Microserfs, characters “blitz” movies by watching videos on fast-forward with subtitles switched on.** My friend Katie, equally impatient, listens to audiobooks on chipmunk speed, but I don’t think I could sustain either approach for a full season of TV.

I watch television to get ideas for work. TV shows and community experiences like the ones I design have a lot in common. You need a central conceit which draws people in, and on which you can hang a series of recurring episodes. Action-adventure, problem solving, and play are closely entwined. This year’s non-speaking, musical keynote was inspired by dialogue-free sequences in the TV show Legion.

The teams I work with are pretty explicit about this link between TV and the events we run. The working title for Ann Arbor’s Wondrous Strange event was ‘Weirder Things’.

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Stranger Things is a difficult one for me because I’m not super into it, and that makes me feel bad. It’s so popular, I feel like I’m missing something. Like I’m out of touch. It’s doubly bad because I grew up immersed in – and totally in love with – the late 80s/early 90s world of Stephen King novels and pirate horror movies on VHS.

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Library Island hits #nls8

My professional development roleplay Library Island visited the New Librarians Symposium at the National Library of Australia last weekend.

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Librarians old and new joined forces to explore their work with communities in new, messy, and productive ways.

Going beyond the vogue for design thinking, the safe, fictional space of “Library Island” allowed us to engage with knotty questions of office politics, limited resources, managerial edicts, and library users who are sometimes airbrushed out of “future visions” – such as homeless people or those whose behaviour might be challenging to staff. Read more

Key 23 and the Nth Degree, part III: Your words in the real world

This is the third part of a blog series giving a personal take on librarianship, archives, and the powers of words. Start here for the first post in the series.

Key 23 is something I only discovered because, working in Auckland for six months, I am using a public library like a regular reader for once – borrowing books simply because they interest or excite me.

A lot of the books I’m borrowing are comics – I love the economy of storytelling and really believe, as I was telling the State Library of New South Wales last year, that this medium might hold the future of space, word, and image. Among the comics I’ve been reading is Grant Morrison’s The Invisibles, which chronicles the adventures of a secret society battling extradimensional forces in the run up to the year 2000.

In The Invisibles, there’s a drug called Key 23 which makes the user experience whatever they read as real. It’s a lovely conceit, which Morrison also flips by adding the notion of a ‘fiction suit’ which (I may have got this wrong…) allows characters to travel through the world of discourse.

Panel from Grant Morrison, The Invisibles
Dream, reality, self and other are breaking down in Grant Morrison’s The Invisibles

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