My Visit to Library Island: Justin Hoenke

Library Island, the participatory activity which reaches the parts other professional development cannot reach, is here! You can read more and download your copy of the free, CC-licensed PDF file here.

I’m featuring some accounts of the island from people who have attended Island sessions, or run Islands of their own, to give you a better sense of what it means to take part in, or even organise, your own Library Island.

This week, we’re joined by Pennsylvania public librarian Justin Hoenke, who attended an Island session with colleagues from across the western part of his state in June 2019. The activity was embedded in a day-long event focussed on strategic & scenario planning for public libraries and their communities.

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Pennsylvania librarians in action!

Justin writes: Read more

Library Island Is Here!

Welcome to Library Island!

This interactive training activity helps participants to explore strategy, innovation, and the messy business of working with communities. We’ve spent the last two years perfecting Library Island with university staff, health workers, museum professionals, students, and, yes, librarians.

The free CC-licensed print-and-play kit is now available for download in PDF format. Feel free to adopt it, adapt it, and make your own visit to Library Island.

Read more about Library Island, and what it has done for professionals all over the world, here.

Toronto iSchool, 6-7 June: Learning to Plan on Library Island

We can’t predict the future, yet we do it all the time. We have to: there are objectives to be set and met, projects to be devised and delivered, holidays to be booked, birthdays to celebrate, mouths to be fed, children to raise, dreams to be fulfilled.

Sometimes people and organisations anticipate the future based on what has gone before – but then we risk being blindsided by social and sectoral changes, financial crises, political upsets, natural disasters, and complex systemic challenges.

So, how do we prepare for futures characterised by turbulence and uncertainty?

What methods help information professionals to develop foresight, insight, and awareness that will support decisions made for their communities, teams, and institutions?

Welcome to Library Island.

This June, visit the University of Toronto’s iSchool – “Learning to Plan on Library Island” – to develop skills and awareness which will help you to deal effectively with potential threats, opportunities, and challenges.

This two-day event will feature speakers including Peter Morville, author of Planning for Everything; Stephen Abram of Lighthouse Consulting; and Rebecca Jones & Jane Dysart of Dysart & Jones. I’ll also be there to offer insights gathered from information professionals working with institutions, communities, and businesses around the world.

Experienced consultants and leaders in the information profession will share planning tips, tricks, and methodologies. Participants will explore and experiment with new ways to develop their strategy, vision, and mission, including sessions of the Library Island play-based activity.

It’ll be provocative, inspiring, practical, challenging, and fun. Visit http://www.thefutureoflibraries.org to see more about this June’s University of Toronto iSchool – we’d love to see you there.

Auf der Trauminsel der Bibliotheken: Bibliothekskongress Leipzig

I’ll be at next month’s Bibliothekskongress in Leipzig, a gathering of German-speaking librarians and information professionals. If you’re attending, come say hello and talk Library Island – or catch me online.

Ă„ndern sich Bibliotheken zu schnell oder nicht schnell genug?

Was bieten wir einer Welt, die sich schnell und radikal zu verändern scheint?

Wie sieht gute FĂĽhrung in der Bibliothek des 21. Jahrhunderts aus?

Wie können wir für Zeiten der Veränderung planen?

Um antworten zu finden, besuchen Sie Library Island.

Library Island simuliert fĂĽnf Jahre im Leben von Bibliotheken in einem kleinen Land. Die Spieler ĂĽbernehmen die Rolle von Bibliothekaren, Regierungs- und Gemeindemitgliedern.

Die Spieler verhandeln politische Konflikte und soziale Herausforderungen (oder sogar Naturkatastrophen!) und passen das Spiel dann an ihre eigenen lokalen Probleme.

Es ist ein einfaches Spiel, das nur mit Papier und Stiften gespielt wird, aber es ermöglicht den Spielern, komplexe Szenarien und unbequeme Themen zu besprechen.

Ich habe Library Island entwickelt, um Organisationen zu unterstützen, ihre Vision und Mission für die Zukunft zu definieren und umzusetzen. Library Island schafft Raum für die Erkundung einer ungewissen oder schwierigen Zukunft und hilft Mitarbeitern, Führungskräften und Trägern einen strategischen Standpunkt zu entwickeln.

Man kann Library Island als eigenständigen Workshop oder als Teil eines umfassenderen strategischen Prozesses nutzen. Es ist spielerisch, belebend, zum Nachdenken anregend und macht sogar Spaß!

Learn more about Library Island here.

Six minutes on Library Island

I talked about the Library Island activity, which helps people and organisations to build strategic awareness and think differently about the communities they serve, with Chris DeCristofaro of the Library Pros podcast. Watch the video here, or on YouTube.

You can hear the full conversation – which explores libraries, healthcare, play, strategy, and public service – over at the Library Pros website.

Institutions at Play: Library Island coverage at the Finnish Library Association

“Eye-opening, polyphonic and above all fun” – at least, that’s how Google translates this piece on Library Island by the Finnish librarian Riitta Kangas.

Riitta focusses on the playful and collaborative aspects of the activity. Library Island allows people to jointly approach difficult issues in a safely fictional setting, before taking the lessons learned back into the real world, where they may be applied to achieve practical goals.

You can read more about Library Island here, or check out the website of the Finnish Library Association for Riitta’s article.

 

Bandersnatch: Choosing a Future, Letting People Surprise You

Over at The Cultural Gutter, there’s a thoughtful piece about Netflix’s recent interactive film, Black Mirror: Bandersnatch.

The choose-your-own adventure film allowed viewers to shape the story of a young programmer trying to develop a computer game in 1984. Presented with either-or choices to make via their TV’s remote control, someone watching Bandersnatch can influence the outcome of the narrative – but as the story develops, the choices are increasingly unpalatable and the question of who is controlling whom becomes increasingly prominent.

The Cultural Gutter’s Alex Macfadyen writes:

What watching Bandersnatch felt like to me was entrapment. A choice between two terrible things is still a choice, but I often didn’t agree with any of the available options. There also seemed to be no way to avoid making some of the choices because you just got brought back to them after the other options resulted in a dead end. The writers clearly had a very specific moral direction they wanted the story to go, and the viewer is ultimately corralled into creating the narrative they want.

Part of that narrative was the construction of me, the viewer, as the person forcing the character to make bad choices and lose his mind, but the viewer also only has access to the paths that the writers dictated for them so it’s more an illusion of choice. There is no path that leads to a good outcome, but you have to follow them all to find that out. In the end, I think the only choice you could make that would resolve the ethical conflict they’ve posed would be to refuse to participate and stop watching altogether.

Playing Bandersnatch, and reading Macfadyen afterwards, reminded me of a British Library Labs event I attended a couple of years back.

Jon Ingold, who has made several great choose-your-own adventure games including the subtle and troubling World War 2 drama The Intercept, spoke about the relationship between players and authors of such adventures.

Rejecting the language of “empowering players” or “co-creating game narratives together”, Ingold described adventure games as puzzles where the author attempts to lure the player into a trap of their own choosing – a trap to which the player must then find a brilliant escape. The player is never in control of the story, any more than the rat who turns left or right at a given corner is in control of the maze.

These problems of choice and control lie at the heart of the workshops I’ve been running over the past couple of years. To what extent can we allow participants in an event to surprise us?

I’ve devised participatory sessions for literary festivals, conferences, and training events; run live-action games where players must battle zombies and solve practical problems; I’ve even written a book review in the form of an online choose-your-own adventure for Australian literary magazine The Lifted Brow.

The challenge for me has always been – how can you let people surprise you?

Choose-your-own adventures, from Bandersnatch to Ingold’s more sophisticated offerings, are ultimately more like mazes which one can only choose to run or not run. (The promo art for Bandersnatch helps to make this clear).

black-mirror-bandersnatch

In activities like Library Island, I’ve been trying to devise opportunities for people to tell their own stories and genuinely shape the outcome of a collective narrative – the benchmark for this being whether the players were able to do something the author didn’t see coming.

Library Island players have brought fraud, civil unrest, and workers’ rights issues to sessions – helping us to address the most serious challenges to a community within the safer space of a playful, fictional setting. In the very first pilot for the game, a character stole a plane which they had illegally bought using government funds – something I definitely hadn’t accounted for – and an event which led on to serious discussion of scrutiny, oversight, and accountability for the use of public money.

Since then, players have only made the problem worse — delightfully worse.

Games which genuinely let people contribute to the outcome of a story also have the potential to change the way we look at the future.

Too often, when planning for the months and years to come, we see our options as constrained, like the forking but pre-written paths of Bandersnatch and its kin, railroading us towards a limited number of possible futures.

This can sap our ability to imagine a better world than the one we expect, but it can also make us vulnerable to harmful futures we didn’t see coming; financial crises, political upsets, and environmental disasters, for example.

In a turbulent era, finding ways to allow many voices to offer their story and participate in constructing plausible future scenarios help us to prepare for the world which is to come – a world which has not been pre-written by a game designer, and which therefore denies us both the safety and constraint of someone else’s narrative.

Read more about Library Island here.

Play The Lifted Brow‘s “choose-your-own adventure book review” here.

Institutions at Play: Library Island in Perspektiv Magazine

How does a playful simulation help institutions to “see themselves from the outside”, reimagining their vision, mission, operations, and relationships?

In the new issue of Perspektiv, the magazine of Denmark’s library union, you can read about Library Island and its variants.

Whether you’re a fluent Danish speaker, or empowered by the magic of machine translation, you can read Sabrine Mønsted’s article “Library Island: Se biblioteket udefra” here.