New site, new WordPress stack, new newsletter, same me

Tl;dr – I revamped my website. It is fairly unspectacular but that’s sort of the point. I hope you like it. I also have a newsletter now and it’s on Buttondown because it seems nice and friendly and not apparently profiting from an alignment with very dubious people (*cough* substack…)

As you’ll read below, I am also experimenting with audio versions of blog posts. This is my first attempt.

Before redecorating a room, you should always take extensive “before” pictures, as you will soon forget the scale and nature of transformation. However, we often fail to remember to do this, so swept up are we by the thought of change. And so, in a similar vein, I have no screenshots of how this website looked two months ago. You will have to take my word for it that it was somehow untidy and uneven and unsatisfying. I was unhappy with the layout and design and some of the wordy but bland content, whilst the blog posts that I am proud of were too hidden, and worse, I had entirely lost control of the back end (which sounds… never mind…). So many plug-ins, so out of date, such a mess. I had begun to hate WordPress, probably unfairly.

My old renovation blog with pictures of my flat before I made it nice. It took two years. Thankfully the website redesign process was substantially shorter.

But I have had a spring clean! And now it is, I think, tidy. I know what each plug-in does and how to configure it. It is lightweight, more elegant, the voice is more authentically mine (for better or worse). Is it very swishy, cutting edge, or clever? It is not. But still, I think some of the process I went through may be of interest to others, so I’m sharing it in this post. And if not, logging it will at least be useful for me in future.

Process

It eventually dawned on me that I was not going to solve my website misery by endlessly trawling new WordPress themes for one that would magically untangle my mess (dear WordPress, please look at the search function and filters for themes because that user experience totally sucks). 

I’m reasonably website savvy, so for a long time I felt like I should be able to sort it on my own, but was utterly lost in the weeds. I needed help, but I didn’t want to prevail upon friends, nor did I want to hand the whole thing over to a designer/developer. Finally, I had the idea of finding a WordPress expert to work with me for a day on it, in real time, and asked around for someone who might fit the bill, which is where I found Sam Oakley

This tactic worked well. I gave Sam some background beforehand, so he came prepared with potential themes and a suggested stack of plug-ins. We spent half a day together on Zoom building the new site on a test server he’d set up. He then left me to do the grunt work of implementing it on the actual site whilst he did a little custom dev (such as a new “block” for the portfolio page). Total resource: 1(ish) day of developer time, probably about 2 days of mine.

Theme and appearance

The theme is a WordPress classic, Twenty Sixteen. Yes, it is a five year old theme, which in web terms is forever. But I like it, the out-of-the-box layout and fonts are nice and clear. It was about as lightweight and stripped back as we could find, which is a priority for me. I’m really interested in low carbon web development, which I’m still learning about, but as you can imagine, the gist is: the simpler the better. I was tempted to go full http://motherfuckingwebsite.com/ or maybe step up to https://thebestmotherfucking.website/ but this is realistically a little easier to use and navigate. I was also inspired by Cory Doctorow’s simple and neat layout for Pluralistic, and we discovered he was using a version of Twenty Sixteen (if I’ve remembered it right), so tried it out. Bingo. Exactly what I wanted: blog-orientated, nice fonts, sufficient flexibility, minimal fuss.

The one addition to that was a new block that Sam created for the Portfolio page to allow me to create a tidy list of projects with a header>sub header>image>wrapped text format that worked on desktop and mobile. As a result, I’m now, mostly, friends with WordPress again. The only thing I wish was easier is editing images within the wysiwyg block editor (the ability to lock the ratio as you change the image size would also be a big help, dear WordPress). 

WordPress stack

These are all the plug-ins I’m using. I could streamline it further by giving up on analytics (nnngh… I’m not ready…), but the rest seem pretty vital. I need to filter comments for spam, regularly and automatically backup the site, protect it against attacks, cache for faster loading, and I need a contact form. I think that’s it? These seemed the best options for all that, but very open to comments or thoughts on this, or anything else I might need. 

  • Akismet Anti-Spam
  • GA Google Analytics by Jeff Starr
  • UpdraftPlus – Backup/Restore
  • Wordfence Security
  • WP Super Cache
  • WPForms Lite

(Dear WordPress, it would be lovely if there was some consistency about how the settings for these are found and controlled within the admin back end, ta).

Accessibility

Still a lot to learn here, but there are the things I am focussing on to make the site more accessible right now:

  • Better alt-text. I have been so inspired by The White Pube, immense and fearless “art critic baby gods”, in so many ways, but not least by their descriptive texts on social media posts. I have tried to do as well with my alt texts. Also “alt-text as poetry“, what a wonderful idea (via Jo Verrent, I think). I don’t think any of mine is poetry but I have tried to make it more representative of the image and more useful. I wonder, though, alt text used to come up on websites as a tooltip/hover function, what happened to that?
  • Better links. Web good practice pro Amy Frise gave me a little kick (nicely) for my poor linking practice in an earlier iteration: too many links with “here” text and too much vague positional language (e.g “use the form below”). I hope I’ve now corrected all of these but I’ll try to do better in future.
  • Audio alternatives. I’m introducing spoken versions of blog posts. I see these are catching on and they seem like a good idea so I’ll try them. Any thoughts or feedback welcome, please tell me if you found it useful. It may have some bonus nonsense in it, or extraneous waffle, depending on your point of view.

The site seems to be passing tests run on various accessibility checkers, but if you spot any other issues I’d love to know about them.

Content and tone of voice

My previous website didn’t really feel like me; it felt like a projection of who I thought people/clients wanted me to be. It had little personality. It didn’t reflect my long and admittedly random career as both internet geek and digital anthropologist. There were a few too many words that were woolly and non-committal. On reflection, I don’t think that hedging served me well.

In the new version, I aim to be explicit about and own my generalism. Like many of us who have been working on the web a long time, I have done a lot of different things on different projects. When I started out, there was little differentiation in web roles, little professionalisation, accreditation, or standardisation. It’s all changed now, of course, but there is still value in someone who has a broad understanding (and it’s not like I’ve stopped doing the CPD on all of this, it is a continual learning process for me).

For example, about three years ago I was the digital producer on a creative project where, amongst other things, I ended up directing voiceover sessions and writing jokes (for the exec producer to turn into actually good jokes) whilst also developing video compression standards and compressing and exporting all video files from my laptop. That “random” previous experience was invaluable, nobody else was going to get these jobs done, so I had to. I may not be a deep expert in any of those things, but I didn’t need to be, I just needed to have enough knowledge to get it done and ask the right questions to fill the gaps where I didn’t. It goes to show that there is still a role for those of us who have been hands-on in a lot of different areas.

This change in emphasis feels a bit more exposing, but also a lot more authentic. It’s not dramatic, I haven’t added a load of selfies or pictures of my cats or gone on about being vegan (but srsly check out my insta… oops!). I’m not going to start blogging my opinions on the Falcon and the Winter Soldier vs Wandavision (even though I have SO MANY OPINIONS). But it feels a little better to share more of my whole self, a little less tiring to be filtering when writing, a little more freeing to not second guess what people might want to read. And to focus on my “core values” and personal ethics. Here I am, then, like it or lump it. 

Newsletter

To that end, I now have a newsletter. It will link to my latest blog posts and things I’ve read or seen that were interesting, along with thoughts about the history of the web as I’ve experienced it. It is called “Old Internet People” because according to Because Internet: Understanding the New Rules of Language by Gretchen McCulloch, that’s what I am.

It won’t be regular or consistent, but I will try to make it fun and share things that you might not have seen elsewhere. It will be a way of thinking aloud (the Memex method), will reflect the aforementioned generalism and long view of the Internet, and sometimes it will be absolutely rubbish, no doubt. Which brings me to my final point, I am open to challenge and criticism and constructive feedback, even humorous trolling in the original sense (although I will be blocking and ignoring abuse). Genuinely, let me know what you think about any of this. It all helps me learn.

PS if anyone knows how to easily redirect the http site to the new https one, or alternatively can tell me that it doesn’t matter, I will be eternally grateful.

PPS before I published, I had no idea how the featured image would appear. I don’t love its alignment. So this is till a work in progress I guess!

The “Onsite Mobile Experience Canvas” and the importance of context in digital development

Tl;dr I have created a canvas for organisations such as museums and galleries developing digital tours, games, apps or other mobile experiences to be used onsite by visitors. It provides prompts on all the different areas you need to think about during development. To jump straight to this, go to this Google doc.

The longer version: I’ve been working with a number of small heritage organisations recently as a consultant mentor on the Digital Confidence Fund for the National Heritage Lottery Fund. One of these organisations is starting to think about developing a mobile experience, probably a game, to provide visitors who were too young to go on the available tour with something fun and educational to do instead.

Since this is something I have done quite a lot of, and thought quite a lot about, this makes me instantly wary. It is always more difficult than expected to create a successful onsite mobile experience, whether it is a tour, game, app, web-based or whatever. So I created a canvas to help the organisation I’m working with think this through. If it is useful for them, hopefully it will be useful for others, so, you can find it here

When I was working at Frankly, Green and Webb, we developed a template for a client to help them develop a brief for a similar digital project. This new canvas builds upon that, adapting it for this specific purpose. It provides prompts to walk you through all the areas you need to think about and aims to “de-risk” such a project by making sure that everything has been considered at the start. To avoid, for example, unclear objectives or learning outcomes leading to poor content. Or failures of process, where insufficient time for testing is factored in, or where agile agencies clash with waterfall-style internal project management methods. 

One of the main areas of complexity is context. By which I mean, the digital product doesn’t stand alone in either the user experience or in the physical space, it exists within a big web of other factors. Failure to take this into account means the failure of your product (trust me, I’ve seen this happen far too often). I’m going to expand on this aspect here, because there is so much to say, and not enough room in the canvas! 

Here are some key things to take into account:

  • Network capabilities. Is there good wifi? Does it drop out in certain areas or disconnect and reconnect with different spots as visitors move? How do visitors connect to it? Is that easy? (If not, why not, fix it!) Relatedly, how do they find out about your wifi, is that obvious?. If this is likely to be an issue, don’t rely on wifi for a download or worse, data. There are all kinds of reasons why visitors might be reluctant to use their data allowance for your experience, especially if they don’t know how much it will take. The drop outs are key too: visitors move, so if a mobile experience relies on streaming it will cut in and out, or reset itself. A very frustrating user experience. Test your network to be sure this won’t happen, or just don’t rely on streaming. Using position to trigger content is iffy too, I know of one massive tour project that got pulled after launch because the device triggered new content in each new room, but users didn’t necessarily want it to (and sometimes the accuracy was poor so it wouldn’t happen in the right place anyway). So users would move back to the old room to finish the old content, which would restart from the beginning again, ad nauseum. (This is also a cautionary tale about properly testing in situ before launch). Bluetooth triggers can be affected by objects blocking signals, and can require significant maintenance
  • Signage and onboarding opportunities. There is zero point in spending thousands of pounds on mobile experience if users don’t find out about it at the right point in their journey. I am still sore about all the time I spent working on an app for a major exhibition only to find that, despite multiple pleas for high profile signage, when it opened the only mention of the app was in tiny writing on the wall by the entrance inside of the exhibition. This meant that visitors would only see it if they happened to turn right and look backwards (and squint) as they entered this huge space full of objects. Not gonna happen. What a waste! I have also worked with organisations to improve take up of existing mobile tours and a frequent issue was trying to introduce visitors to several different things at once on arrival (with a queue of visitors behind, forcing them to rush the intro). For example, sorting tickets, site rules, membership opportunities, tours and then the mobile experience way down the list. Separating this out to its own desk can help, as long as it doesn’t then get isolated. Explicitly directing target groups to it is a good tactic (“oh, you’re here with the kids, why not go to the family desk and ask about the game? They’d love it”).
  • Facilitation. Related to the above point, I would go so far as to say that most of the mobile experiences I have worked on have, or would have, benefitted from a degree of facilitation. Whether this is full in person hand-holding and prompting throughout, or at a minimum, hands-on help to onboard visitors and staff throughout the site who are trained and able to assist. Just leaving visitors to go it alone completely rarely works well, there are so many different needs and levels of confidence with technology. So it’s worth considering what person-power you have available for this purpose.
  • Visitor flow and behaviour. How do visitors usually move around the space? Will the mobile experience change this and how, and what challenges does that present? Will they need to sit down whilst using it, and is there somewhere for them to sit if so? What is the existing visitor behaviour? Can you build on that, rather than trying to instill new behaviours that may feel counter to visitor instincts? If the target audience is families, have you considered the specific needs of this group (perhaps more concerned with where the toilets are and where to eat lunch than getting involved with complex technology). This article we wrote on designing digital for families at FG+W might be helpful.
  • Environment. What else is in the space? Will it be competing for their attention? Or will there be too much noise to hear properly? 
  • Equipment. Do visitors need to use their own phones? What level of tech do your visitors normally have with them and how does this affect your plans? Will visitors need to use their own headphones? How will they know that they need to bring them? If not, how will you provide them? 
  • Maintenance. Will you need access to maintain the technology or related aspects? If users are borrowing devices, where and how will you be managing cleaning, charging, updated and so on?

What have I missed? Feel free to add comments below if you have any further thoughts and I can add them in. 

I would also very much welcome feedback on the canvas itself to help develop it further, so please do comment here if you have suggestions. Would also love to know if you’ve found it useful. Feel free to share it/copy it/adapt it. I am sharing it under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License*. Thank you to Lindsey Green for her very helpful comments on a previous draft.

The Onsite Mobile Experience Canvas on Google Docs.

*If your intended usage falls outside of this please get in touch for permission.

Featured image by cottonbro on Pexels.

Products vs Properties (or What Shampoo Bars Taught Me About Technology)

SOP shampoo bar
Am a fan of the sopshop.co.uk pastry shampoo, others are available

I had a minor epiphany recently; a noticing. Of the sort where it now seems so blindingly obvious, I can’t understand why I didn’t notice it before. And now I can’t stop noticing it, and the way it informs so much of our thinking as a society and, moreover, the huge problems it causes.

The thing I noticed is this: we have become slaves to product-based thinking. Well, what I really noticed first was that I have, but on further reflection I’m pretty sure it’s not just me.

Back in August, as part of a general drive to reduce the amount of plastic I use, I began washing my hair with a shampoo bar (instead of my usual brand in a plastic bottle). It took a little bit of adjustment, but I’m now a total convert. Buoyed by this success, I started converting other products over to lower waste alternatives. I stopped using shower gel, and used soap. Instead of fabric softener, I put vinegar (bought in bulk or glass jars) in the wash. Bicarbonate of soda (which I can fill a jar with cheaply at my local zero waste shop) and vinegar work for all sorts of cleaning purposes. I was on a roll.

I googled “make your own shaving cream” and started looking into various recipes when a phrase in one of them made me sit up. It said something like: “of course, you can really use a mix of anything that will lubricate the skin and protect it from the razor” and I thought: Huh, like, er, soap? And yep, turns out soap works totally fine (duh). The answer had been staring me in the face all along.

Maybe you can see where I’m going here. But I couldn’t, for a long time, until that moment when I started thinking about the properties I needed for a shaving cream to work, and then felt like an idiot for even needing to google it. But I googled it because so pervasive is the assumption I needed particular products in my life, that it hadn’t even occurred to me to think more laterally. My previous mindset, deeply entrenched, was that I absolutely had to have a separate shower gel, a shaving gel, a shampoo, a conditioner, a facial wash, etc etc. But I didn’t. I needed things with the following properties: will clean my skin, will help me shave (arguably, not something I need either but that’s another debate), will clean my hair. Plain old soap works fine for most of these things (for me, your mileage may, of course, vary).

This is not just true of beauty products. A cake recipe says I need to add an egg, but what it really means is something with binding properties and to help it rise. I can do that with apple sauce (or chia seeds) and baking powder (and yes, this works). Do you need a specific hammer for that DIY job? Or will anything hard and flat that you can hold do, really?

As someone who works as a digital producer (/product owner/manager/whatever), I often find myself railing against the “we need an app” mentality. Or even, as much as I love games, the “we need a game to change behaviour in this area!” mentality. Sometimes as a consultant I will find myself saying, well, let’s go back to your objectives here, it seems what you really want to do doesn’t really require a game at all, and a simpler low-tech approach might be better and easier (like, maybe downloadable resources for schools, or, er, a book). In these situations I am very comfortable with thinking laterally about what solution might have the necessary properties to meet the objectives. So it seems odd that I rarely applied those same principles to the rest of my life.

But the thing is, this type of thinking is now deeply embedded in our culture, because products make our capitalist world go round. We’ve been sold the idea that we can’t just use soap for a variety of purposes, because if there is only one product to sell us (and it’s a simple, cheap one) then there is less money to be made. We’ve been sold the idea that everything should be an app, or use a new piece of hardware, not because we actually need it, but because that’s what makes money. Forget the old stuff you bought, this new stuff will fix your problems!

This is actually dangerous. This technological product-based thinking is driving societal change at a rate that is outstripping policy and safeguards to deal with the new challenges it poses. It is filling our oceans with plastic, using up precious resources, distracting our brains with concerns about which product to use – which one is moisturising, which is cleansing, which one gives off the right social signals – instead of all the more useful activities we could be putting our energies towards. This is infantilising, too, discouraging us from thinking for ourselves and testing things and building personal experience to find the best option (maybe one soap is too drying, does it help to try one that has olive oil in it? This ratio of vinegar to soap in my cleaning solution isn’t working so well, let’s adjust it).

So now I’m thinking, what does the world look like if we go back to first principles? If we think in terms of properties, not end products? What do we really need and what can we replace with, well, vinegar and bicarb, or soap? Does it have to be VR, or could it work with the technology that most people already have? It might mean a little compromise, but are the marginal gains to be found in the new and improved version really worth it?

(Who is doing this property-based thinking well? I’d love to hear any examples, please share!)

Should you ask for creative work as part of a pitch?

At the risk of breaking Betteridge’s law, the answer to the question in the title isn’t quite “no”, but it isn’t far off…

Trevor Klein shared this tweet with me recently, and, basically, HELL YES:

I got a bit excited:

I’d like to expand on this a bit, and reboost the signal outside of the advertising world, because I think this is a really very important point. I’ve seen this get ignored too often within both broadcast and cultural sector work, in particular. I’ll also provide an example of what you can do instead that I hope may be useful.

BUT… I wanna see the ideas  

So, the idea that we should ask for a creative pitch for creative projects seems logical at first. It is also extremely prevalent; so ingrained in fact that even when I’ve asked specifically for NO creative as part of a pitch, companies often can’t help themselves.

BUT there are several reasons why this is usually a bad idea, and one I heavily discourage when advising clients on briefs and tenders. This is some hard-won personal experience here, folks.

Let’s start with some of the points mentioned by @tomroach in their tweet.

Insufficient time, understanding, access, client input

The first part of a creative project should be a discovery process between the client and the agency. This is often several days long and involves joint meetings, brainstorms, audience research gathering, idea testing, collaboration etc etc.  This is what it takes to come up with an idea/product that might actually be a good starting point (and still just a starting point). Why would you expect agencies to come up with something worthwhile without going through that whole, involved, collaborative process?

As Tom says above, they are therefore not a means of coming up with correct creative solutions.

Creative solutions often immediately appealing, rarely correct

Creative pitches are, however, quite seductive. This is dangerous on two fronts:

a) the client (and agency) gets attached to the idea presented at the pitch and then fails to allow a properly executed discovery process to deliver something much better. It is especially important to factor in user research at this stage and genuinely tailor the product to people’s needs and behaviours. For this to happen you need to be fully open to all potential solutions at the start (within your means, of course). I’ve seen the opposite happen several times, though, where the creative idea at pitch dictates the direction of the discovery process, and the end product doesn’t really meet user needs as a result.

b) the idea blinds the client to shortcomings in the rest of pitch. They are so excited by the idea that they fail to fully question the track record of the agency, their processes, or the proposed budget. All of which are actually far more important. Which brings me to…

Creative credentials should be evident from track record

Just because someone has a good idea, doesn’t mean they can deliver it. The only way you can be sure that they can is to look at their track record (as well as, I would add, their project management processes, proposed approach and budget). Even a new company should be able to provide you with the individual track records of those involved.

If they have none, be aware, you are taking a major risk and you should spend considerable time discussing their proposed processes (especially project management, user testing), technical knowledge and risk mitigation to attempt to offset this. If you don’t have sufficient relevant experience and resources in-house to effectively mentor an agency in this type of situation, go with an agency who is very experienced instead.

And to add a further point:

It isn’t ethical to ask companies to do lots of work on spec

Especially small agencies. You are asking them to do thousands of pounds of (pointless) work for you for free, and in a competitive climate, companies will, but that doesn’t make it OK. Agencies go bust because of this, seriously, and that benefits none of us.

Any exceptions?

Maybe you’re doing something that you feel is quite new, or you’re asking agencies to break out of their comfort zone a bit and show what else they can do. If so, consider taking more time to brainstorm ideas in a workshop together, which will also give you time to see how compatible you are. But still don’t get attached to these initial ideas, see above. Be prepared to entirely throw them out when you start the proper process.

You could also pay a company who seems promising and creative to go through a more involved discovery process. I’ve actually seen this done with several companies at once, which I think worked well. It’s also, I think, completely fine to separate discovery and delivery if you want to manage risk – committing only to a week or two’s work initially – and potentially use a different company for delivery.

And (evergreen statement), if you haven’t got budget for any of this, consider whether you are really able to deliver anything worthwhile on this scale, and maybe adjust expectations accordingly. Squeezed budgets rarely result in useful or usable solutions.

What should I do instead?

Writing a good brief is a subject for another day, to be honest. But, here is a (redacted/edited) outline from a recent brief I wrote that may be useful. After outlining our objectives, requirements and parameters, we asked for proposals to include the following:

  • Scope of the proposal (including risks + dependencies). Responses should not focus on creative responses, but should instead outline an approach to delivering the specified outcomes.  This should address [specific issues related to this product].
  • Suggested timelines and a draft budget. [Or you could just say the budget that you are working to and ask for their day rates]
  • Examples of previous relevant work. Ideally this should demonstrate experience working with [list of features of this project that we would like to the chosen vendor to have experience in].
  • Brief CVs/outlines of relevant experience for the team members who would be working on this.
  • Any changes or variance from the requirements laid out in the brief

Any other thoughts? Counter examples? Feel free to share them in the comments.

Stop wasting money on digital projects if you aren’t prepared to promote them properly

This is going to be a rant, because I’m cross, so, fair warning. First I’m going to tell an illustrative story, and then I’m going to make the case that a really large proportion of digital projects are TOTALLY WASTING THEIR TIME AND MONEY. Here goes.

ITV drop the ball (aka the money, the talent, and the joke)

In my pre-museum days, before I joined the Wellcome Trust, I worked on digital projects for TV at Kudos for the best part of 2007. You may or may not recall an ITV show from the following year with an interesting concept: it was a rather cheesy soap opera set in Cornwall with Jason Donovan and Martine McCutcheon called Echo Beach, which was followed in the schedules by a fictional comedy about the making of Echo Beach, called Moving Wallpaper and starring Ben Miller. The whole thing was the brainchild of the great Eastenders lead writer Tony Jordan.

Alongside the main show a third online element had been commissioned, which is what I was working on. I still really like the idea, which was that a mole was operating on set, filming secret behind the scenes footage on Echo Beach. Before the TV show launched, and each week during it, these videos would be “leaked” into the public domain, showing the stars behaving badly, being divas and drunks, riffing off of their public personas and TV characters.

The aim was comedy and shock. A crack team of writers (from the Thick of It and other notable shows) was assembled to write the video skits, of which there were 12. An experienced comedy director was brought on board, and a small team of top filmmaking pros assembled. We got Jason Donovan (an absolute hoot to work with) supposedly filmed alone in his dressing room putting on a dress that Martine McCutcheon had worn on the show to mime along to her Perfect Moment hit. We also filmed him involved in vodka fueled fist fighting and fights with his agent, McCutcheon herself having tabloid-baiting practice snogs with female co-stars, secret thieving, incompetence, actors being ridiculously demanding and all sorts.

It’s been a long time since I’ve seen any of those clips, but I seem to remember we were all pretty proud of them when we handed them over to ITV. And either way, a lot of effort and talent and a not insubstantial (albeit not quite sufficient, it never is) budget went into making them. Which made ITV’s subsequent bungling of the next stage all the more galling.

Our concept was that these videos would be released to a poorly executed website (Geocities style) by the “mole” and then the press and public would be pointed at them. These days, they would be leaked to YouTube from the mole’s account, ideally, but the main thing was to maintain the fiction that Moving Wallpaper was the real world and the behaviour captured was genuine, and thereby preserve the joke. Instead, ITV did this: they created a page on the official ITV site for the videos, using the official ITV player to play them, and then they used the punchline as the title for every single video, giving away the gag before anyone had even started watching them.

The jokes were thereby rendered stone cold dead.

They then sent out, as far as I can tell, one press release which sparked two small articles from the Sun and “Celebs Now”, and that was the extent of the marketing effort. I haven’t seen the viewing stats, but I’m 100% certain they were feeble. And that was the end of that project. All that hard work, months of preparation, script writing, production and editing. All that money, pretty much entirely wasted by a failure to understanding digital marketing, and a failure to invest any serious time and effort in promotion.

I wish I could say that was the last time I saw this happen.

A familiar pattern

I’m using this example because it’s far enough in the past that I can be brutally honest about it, but it stands in for probably a good 60-70% of digital projects I’ve worked on, to some degree. This includes projects for museums and galleries, for publishers, and for other broadcasters. It includes my projects and the projects of others: I did a straw poll amongst other digital producers, and my goodness! The outpouring of anguish and recognition that followed.

And I’m writing this now because despite all my best efforts, I recently watched exactly the same thing happen again, and I’m fed up. I want to say this:

Stop wasting money on digital projects if you aren’t prepared to promote them properly.

I’m serious. Do NOT embark on any digital project if you aren’t going to at least make a decent effort to tell people about it or otherwise figure out how people are going to see it.

If you are going to make an in-gallery app but only have room for a small piece of signage and no budget or space for print promotion, do not bother. If you are going to create a game and put it on your website and think maybe your organisation might be able to muster up a single tweet and facebook post about it, give up now. If you are creating an amazing interactive video experience but the entire budget is going on production and you’ve run out of money to market it, stop.

Furthermore, if you think that a digital experience, be it mobile or online, game, video, or guide, is going to sell itself, and thereby itself be marketing for your TV show or exhibition, you are going to be sorely disappointed. Actually, I suspect this attitude is partly to blame for some of the failures in this area. There seems to be some confusion over whether these digital add-ons are marketing themselves but, by and large, it doesn’t work this way, things just don’t magically “go viral”.

Now, I have been part of some very successful game projects in which we did pretty much no marketing whatsoever (High Tea and Axon, for Wellcome Collection). However, we were working to a very specific distribution model that relies on making a cracking game, seeding it to casual gaming portals, making it easy to rip and waiting for it to catch on. It worked, the mechanics of those portals make this possible, but it has its flaws (not least reaching a relatively narrow demographic).

For mobile games, in gallery apps, online interactive fiction etc etc, this is not an option. You are competing in a very crowded market for audience attention. Even if your content is amazing, you are going to have to work very hard to make people aware of it, and do so in a way that sells it effectively to draw them in. Let me be clear: I’m not saying this is easy, and it can involve a bit of luck (the right person picking it up on twitter, for example), but it cannot just be ignored.

Why does this keep happening? I have a guess

So why is it, so often? Apart from the reason above, I feel like a major factor is that these digital projects *are* just seen as add-ons. They get neglected by marketing teams who are focussed on promoting the big exhibition or show, which is where the real accountability lies for their actions with the higher-ups (and the funders too, perhaps?). I’ve been there in meetings with comms teams who make it clear that our digital project is just never going to be a priority when they are being scrutinised instead for their role in increasing actual ticket sales or getting press for the main exhibition.

If that’s the case, the project probably shouldn’t even go ahead. Whatever the size or type of audience you are seeking, someone absolutely has to make some sort of plan and put time and resource into communicating with them. So often this seems to fall to the production team themselves in this situation, but without organisational buy in, this is never going to be as effective as it needs to be.

For my own part, I try to have a discussion about communications around a digital project as early as possible once it’s kicked off, but I’m beginning to realise that this is too late. These conversations need to happen before, and at a higher level. There needs to be a commitment before any major work starts that the project will be fully supported by the organisation.

It’s also clear that some comms and marketing teams feel out of their depth with digital projects. Some of this is a problem of perception: digital projects can be promoted in precisely the same way as books and exhibitions – with signage, adverts, flyers, social media posts, targeted press releases, building relationships with bloggers and newspapers and so on –  and the principles about what makes an appealing message are not necessarily different.

I fear the problem is more about understanding the digital product and its potential audience, and therefore knowing *who* to build relationships with and where to send a press release. But surely, this is no different than looking for subject specialist avenues to market to for other products? Also, there are various online-only routes (your Reddits and the like) that comms departments seem wary of but need to understand. It’s not hard, you do it by using these sites and getting to know them. If this is all too much, hire a digital marketing agency to take the weight.

The outcome of this sorry situation

Aside from the wasted time and money (sometimes public money too, which is particularly infuriating), what I find very dispiriting is organisations using the failure of digital projects as a reason to stop doing them; writing them off as inherently risky instead of examining what went wrong and trying to learn from mistakes. It’s also dispiriting to see the level of frustration from digital producers and agencies, many of whom have told me that they are avoiding work of this kind from now on because they are sick of seeing it fail due to a lack of promotion. It was part of the reason I started moving away from digital production work too.

Of course, it’s possible that some of these projects were just rubbish, that the content or concept was just unappealing. But it’s really clear that users and viewers aren’t even getting to the point of finding that out and these digital projects aren’t really being given a chance.

I don’t think it’s that complicated: projects of this nature just need the budget, commitment and a plan as to how people are going to hear about it. If this isn’t in place from the beginning, ask why, and don’t start until it is.

Whilst writing this I heard so many stories of this happening, but few that people were willing to put names to (although blimey but the BBC comes up a lot, Channel 4 too). I understand. But if you have an example, even if just anonymously, please do share in the comments. Or have you got any other thoughts on this, do you disagree?

 

Reaching a new audience through gaming

Below is a paper by Danny Birchall and I that we wrote in 2012 about our work with games at Wellcome, and what we’d learned along the way. It was written just before I left, and so it felt like a nice wrapping up of what was a long and interesting process. It was only published in print, though, and I asked permission to post it online, which they granted as long as I waited 6 months. It’s been more like 18 months, but anyway, here goes. I hope it’s interesting and useful to anyone thinking about how they could use games as an engagement or learning tool, or to reach millions of people.

Reaching a new audience through gaming

Martha Henson and Danny Birchall

This article first appeared in Henry Stewart Publications 2047-1300 (2013) Vol. 1, 4 351–356 Journal of Digital Media Management 351

Wellcome Collection is an unusual public venue, based on the Euston Road in London. It is part of the Wellcome Trust, which was founded in 1936 according to the wishes of Sir Henry Wellcome, a biomedical entrepreneur and fanatical collector, as expressed in his will. The aims of the trust are to improve animal and human health, largely through funding biomedical research, but they also have an interest in public engagement with science. This is where Wellcome Collection comes in.

Together with a very fine medical library, the building houses two permanent exhibitions. One displays a small fraction of Henry Wellcome’s original collection of artefacts loosely connected in some way to health, but with this remit interpreted in such a broad way as to include items such as Charles Darwin’s walking stick, a chastity belt, prosthetics, surgical instruments and a Peruvian mummified corpse. The other looks at more modern medical concerns such as genetics and obesity through art and objects such as sequencing machines and diet books. There are also temporary exhibitions and events that deal with a wide range of topics related to life, medicine and science. The most recent, Superhuman, challenged ideas about what constitutes human enhancement, while the next one, Death, will tackle the emotive but endlessly fascinating subject after which it has been named.

The tone of all of this is very much non-didactic: the aim is to engage visitors with ideas, ethics, history and science in a thought-provoking way rather than merely to convey factual information. This approach also underpinned our thinking when it came to games: they had to be genuinely fun and engaging, and the factual content had to be embedded in a meaningful way. The idea was that people should have their curiosity and interest piqued by playing, not feel like they had received a thinly disguised lecture with a game mechanic crudely stuck on to it. It was also felt that the diverse subject matter that Wellcome Collection covers, combined with resources such as the image library and archives, had the potential to form the basis of really great original games.

But why games? First, a well-constructed game can be an incredibly engaging experience. Even those who do not consider themselves gamers will likely recognise the feeling of losing hours to playing Solitaire or Tetris on their computer, or perhaps Angry Birds on their phone. This state of ‘flow’, as it is known, is deep engagement and it is hard to think of many other activities that create this.

In addition, play is, in and of itself, all about learning. One must learn to progress in any game and there is no reason why this learning cannot also be factual. Furthermore, ‘people who play games’ constitute a huge audience, spread all over the world and yet using the same platforms and devices, all brought together by their desire to play. Reaching this audience, one that probably would not otherwise be aware of or be able to come to Wellcome Collection, was a significant reason for choosing this particular route — not because the aim was to convert those players into visitors, but to widen the reach of Wellcome’s activities.

THE GAMES AND THE PROCESS

We started relatively simply. The first couple of games were based on existing successful and enduring game mechanics that it was thought tallied particularly well with the museum’s content. We worked with an agency called Smile Your Eyes Off to create an online Flash game called Memory, which used the old game of Pelmanism as a basis. In this game, the player must turn over two matching cards to clear them away, the aim being to clear all the cards presented (1). The difference in this game is that all the card faces have pictures from Wellcome Images, a vast and varied picture library that contains both historical and contemporary images (2)

Having different themed levels made it possible to convey the breadth of the collection, with around 30 themes available for ten levels, such as masks, skeletons, cells and advertising. The levels also get increasingly difficult as the images get more numerous and more similar. For example, at the end of the game, the player might be unlucky enough to get the forceps level, which is not only very difficult but also very representative of Henry Wellcome’s habit of collecting a large amount of the same type of object.

It was a good starting point — the game was not too complicated and we got to know the process for making games. We found that collaboration was particularly important, it could not have been done without the involvement of image researchers in Wellcome Images and we worked closely with the developers. This spirit of collaboration was to inform the process for future games as well. The game was placed on the Wellcome Collection website, and continues to attract players, with around 60,000 views since launch.

The next project was a quiz engine that allowed the creation of multiple choice quizzes that could bring in images, audio and video in both question and answer (3). This was not particularly original, but was very useful and perhaps most notable for being our first collaboration with Preloaded, an award-winning games agency who focus on ‘games with purpose’ (4). Soon after the quiz engine project, an opportunity came up to do something a bit different and we turned again to Preloaded to help realise the idea.

In the winter of 2010–2011, Wellcome Collection held an exhibition called High Society, which looked at the history of drug use. One small part of the exhibition dealt with the Opium Wars, a shameful episode in the history of the British Empire in which opium was smuggled into China by the British, in order to raise funds to buy tea. It is a fascinatingly murky and under-discussed period of history, but it also has at its heart a central trading mechanic: buy opium; sell opium; buy tea. It was this mechanic that became the basis for High Tea.

In High Tea, one plays as a British trader, attempting to buy and sell opium at a good price and make enough money to keep the people back in Britain in tea (5). The player must avoid getting their ship impounded by the Chinese authorities, who are very much against this trade. The game starts in 1830 and ends in 1839, if the player survives that long, at which point they are informed how many Chinese people are now addicted to opium because of their actions and also that the result of this trade was the First Opium War, which ended rather badly for the Chinese.

Again, collaboration was very important to making High Tea work. It is a controversial subject and it was important to make sure that it was factually accurate. Fortunately, one of the curators of the High Society exhibition, author Mike Jay, was involved from the start. He helped make sure that the facts and names were right, but more than that, he worked with US and Preloaded to develop the fundamental concept, which came out of a brainstorming discussion about the subject matter.

THE SUCCESS OF HIGH TEA AND EVALUATING IT

Preloaded’s distribution strategy for online casual games is to build the game to be self-contained and therefore easy to download and ‘rip’ to other sites (6). At the same time, the company also makes it easily trackable. This means that the game can be placed anywhere and one can still see the play statistics and information, in this case using Google Analytics. The game is then seeded to major portals such as Kongregate, Newgrounds and Armor games, from which, if it shows any promise, it will be immediately ripped to tens if not hundreds of other games sites around the world. On occasion they will ask permission, but usually not. This is what happened to High Tea when it was launched in at the beginning of February 2011.

Initially, a goal was set of around 100,000 plays in the first few months, but this was exceeded in just one day. The game got high star ratings, was featured on the front pages of all the big portals to which it had been, was ripped to around 70 more on the first day and hundreds of comments were left by players. This ‘opening weekend’ was beyond all expectations. After a few days the game left the front pages and plays dropped off, although still to a consistent few thousand plays per day, which continues to this day. To date, it has had over 4 million plays (7).

Why was it so successful? What did the players make of it and the unusual subject matter? Some clues could be found from the analytics. We could see that the distribution strategy had worked and that over 50 per cent of plays were on sites that had ripped the game. Around 47 per cent of plays were on the officially seeded portals and only 3 per cent were on the Wellcome Collection site.

We also saw that social media had driven very little traffic, although share links were placed for Twitter and Facebook in the game. It was therefore fortunate that we had not relied on putting it on its own site and hoping it would ‘go viral’ over social media. We also looked at the Google Trends results for searches for ‘opium wars’ over several months before and after the game was launched. There is indeed a spike that corresponds with the game, but does not appear to have any other news event associated.

Although this is all very circumstantial, a survey that was put up with the game suggested that the game was inspiring people to do more of their own research on the topic. While the analytics are interesting, they often raise more questions than they answer and a more qualitative approach is necessary to find out more. Collaborating again with another department within the Wellcome Trust that specialises in evaluation, a plan was formulated to do this.

First, players were asked to answer a series of questions not only about the gameplay and about themselves, but also about their learning from the game and how they felt about the British Empire after playing it. Based on the answers from this, an interview script was devised and was followed up with seven players in depth over the phone and in a small focus group.

The results were illuminating. The most pleasing result from the survey was that over 50 per cent of players said they were likely to go on to find out more about the subject under their own steam. This was mostly via internet searches, but one player even said that they had read a book about Chinese history as a result. This was a huge success. As the aim had been for the games to engage rather than didactically educate, to generate interest rather than lecture, this measure seems to demonstrate that this had been achieved. Players were asked whether they knew much about the Opium Wars before playing and how the game had affected how they felt about the British Empire. Over 60 per cent were already aware of this history, but in the interviews most said they felt they had learnt something from playing.

Surprisingly, given how shocking it was felt that the actions of the British Empire were, around 57 per cent of surveyed players felt the same about it after playing and around 10 per cent even felt more positively. This indicated poor survey design as there was no baseline to judge any change in opinion from before the game. As such, this was explored further in the telephone interviews. It turned out that players who felt more positively towards the British Empire did so because the game allowed them to empathise with the traders involved by putting them in their shoes. They felt that their decision making was purely economic — they were just trying to put food on the table and were at enough of a remove from the trade’s impact to make ethical factors seem very distant. It was not that players were condoning their behaviour, but understanding it made them more sympathetic. This was very interesting, that even such a simple map-based game could engender feelings of empathy towards characters in it.

The final avenue for evaluation was the commentary left by players on the games portals — many hundreds not only across all the sites on which it was played, but also in blog posts about and reviews of the game (and even comments on those articles), on social media, in YouTube walkthroughs and sites like Metafilter and Reddit. What makes this particularly interesting (although harder to analyse) is that one has no control over it and it can make for unexpected reading. For example, some commentators discussed the maths or economics of the game, not something that had been particularly considered while developing it.

Many commented on the gameplay, which they largely enjoyed, but frequently had suggestions for improving (multiplayer or sandbox modes, ability to buy more boats and so on). A significant number discussed the content in some depth and the commentary was often quite thoughtful and measured. A tiny number, many less than had been thought, took issue with Wellcome Collection supposedly glorifying the actions of the British by making it fun to play.

It was a deliberate aim to try to keep the game fairly neutral in tone to let players make up their own mind, up until the slightly over-the-top results at the end showing the millions of Chinese people the player has caused to be addicted to opium. We had worried that this would be misinterpreted as a pro British Empire game, but most people understood that this was not what was going on here.

In terms of the player demographics, an international audience had indeed been reached, with a large proportion of players not only in North America, but also all over Europe and a large chunk in Brazil. The age range was wide, but more focused on 16–24 year olds than other age ranges, which is a younger audience than is usual for Wellcome Collection activities. One disappointment was a 90 per cent male skew, according to the survey, despite female players liking the game equally well. This is probably a disadvantage of targeting these online portals, which have a mostly male demographic. We are is looking at ways to rectify this for future games, perhaps by including mobile platforms, which have a more even gender split.

WHAT NEXT?

This year has seen production of two very different projects, Axon and Magic In Modern London. Following the success of High Tea, the winning formula was repeated for online casual Flash games with a game about neuroscience inspired by the exhibition Brains. As before, we collaborated with Preloaded, the exhibition curator, who this time was Marius Kwint from the University of Portsmouth, and another domain expert, neurobiologist Richard Wingate from Kings College London.

There was a fruitful day-long session of learning and discussion, during which Richard Wingate gave a crash course in neuroscience and Preloaded in game design. We were looking in particular for some rules within the brain science field that could be turned into the rules of a game. A key moment was when Richard showed a video he had created of neurons growing in a foetal chicken brain (this video can now be seen in the game itself). The neurons are growing towards protein targets and are also competing with other neurons to make the best connections and survive. This mechanic, along with the ‘brainbow’ style aesthetic of bright neurons on a dark background, became Axon (8).

The distribution strategy was more or less identical to that of High Tea and it again met with huge success. As before, we were keen to find out more about players reactions and surveyed them. Although the evaluation is not yet finished and the telephone interviews have not been started, it has been found that over 76 per cent of players learned something from playing the game and, again, a large proportion were moved to go and do their own research after playing.

Magic in Modern London is a very different and much more experimental project (9). It was inspired by a recent exhibition at Wellcome Collection in which an artist, Felicity Powell, took hundreds of amulets and incorporated them into her own work. The amulets, now in the Pitt Rivers collection, were originally collected by folklorist Edward Lovett in the early 20th century. Lovett wrote a book, Magic in Modern London, in which he told the stories that came with the amulets, which were bought or cajoled off ordinary Londoners (10).

This time, the subject matter suggested a different approach. As the amulets were collected around London, the idea of a treasure hunt around the city, where the player ‘collected’ the amulets themselves, seemed natural, and the obvious platform seemed to be mobile. As it happened, an agency called Amblr was building a platform that used GPS to trigger audiovisual content, which was used to great effect in an app called Hackey Hear (11).

In the Magic and Modern London app, the user navigates a 1908 map, overlaid on modern London, to find ‘areas of enchantment’ and collect the amulet at their centre. The aim is to assist an elderly and ailing Lovett to reassemble his collection and the stories that go with it. Once in an area of enchantment, music, imagery and voiceover lead the player to the amulet. Finding the amulet in question will unlock a reading from the book or inspired by the book related to each amulet.

The app has only just been released, although an evaluation will be carried out in the same manner as with the other games. As this is in many ways a more complicated and involved experience for the player, it will be very interesting to see how the platform affects distribution and what players make of it.

WHAT HAS BEEN LEARNED?

As we hope is clear, this has been journey of discovery, during which we have been both surprised and delighted by what has been found. The success with reaching and engaging a new audience could be put down to a number of key factors.

Collaboration has obviously been important, as has the distribution strategy. Picking subject matter that was both intriguing and also lent itself to a game was crucial, as was making sure that the factual content was fully embedded in the game mechanic. Working with people who know how to make fun games is hugely important, as is testing them throughout development to make sure they are well balanced. Evaluation is vital, there are many simple methods available to check what players are learning from a game or how they are reacting to it and it is perhaps the most interesting part of the process.

References

1. Wellcome Collection (undated) ‘Memory’, available at: http://www.wellcomecollection.org/interactives/memory/ (accessed 6th November, 2012).

2. Wellcome Images (undated) ‘Wellcome Images’, available at: http://images.wellcome.ac.uk/ (accessed 6th November, 2012).

3. Wellcome Collection (undated) ‘High Society Quiz’, available at: http://www.wellcome collection.org/whats-on/exhibitions/high-society/quiz.aspx (accessed 6th November, 2012),

4. Preloaded (2013) ‘Preloaded’, available at: http://preloaded.com/ (accessed 6th November, 2012).

5. Wellcome Collection (undated) ‘High Tea’, available at: http://hightea.wellcomeapps.com/ (accessed 6th November, 2012).

6. Stuart, P. (2010) ‘How we publish an online game’, available at: http://preloaded.com/blog/2010/08/16/how-we-publish-an-online-game/ (accessed 5th May, 2011).

7. Birchall, D. and Henson, M. (2011) ‘High Tea Evaluation Report’, available at: http://museumgames.pbworks.com/w/file/fetch/44614076/HighTeaEvaluationReport.pdf (accessed 15th January, 2013).

8. Wellcome Collection (undated) ‘Axon’, available at: http://axon.wellcomeapps.com/ (accessed 6th November, 2012).

9. Wellcome Collection (undated) ‘Magic in Modern London’, available at: http://www.wellcome collection.org/explore/play/magic-in-modern-london.aspx (accessed 6th November, 2012).

10. Lovett, E. (1925) ‘Magic in Modern London’, printed at the Advertiser offices.

11. Hackney Hear (undated) ‘Hackney Hear’, available at: http://www.hackneyhear.com/ (accessed 6th November, 2012).

Henson and Birchall

356 Journal of Digital Media Management Vol. 1, 4 351–356 [1] Henry Stewart Publications 2047-1300 (2013)

Why I’m fed up with digital projects (and why I’m not): a rant

I’ve felt a little rant bubbling up in me over the last few months: a sense of disquiet about digital, a jaded annoyance about wasted time and resources and opportunities squandered. Today I was reminded about an old project that was the epitome of digital idiocy, one of those thoughtless knee-jerk “we must have an app!” projects that make me want to throw a toddler tantrum, kicking and screaming “but who is it for?” until someone agrees to at least do a bit of audience research or string together a minimally viable set of objectives. And that reminder seems to have brought it all to the surface, so here goes.

I am fed up of seeing people and organisations produce digital rubbish: poor apps, clunky games, badly designed microsites and other half-arsed online, mobile and technological systems and whatnots. I am fed up of people who are smart about digital, who think about users, who ask the right questions at the start, who embrace technology without fear and understand how to apply it, being over-ruled by people who’ve just bought an iPad for their kids and now assume that everyone has them and that this is all the justification they need to insist upon spending £50k on a new app for their organisation (an app for who?! For what?!). Moreover, I am fed up of projects that fail being brushed under the carpet, with no evaluation or debrief that enables everyone involved to learn from mistakes and build something better the next time.

It makes me sad to see money and time being wasted, when it’s usually avoidable, and even more so if nothing is then learned from this. It makes me especially sad, because the technology we have available to us today is AMAZING. My phone is able to do astonishing things and the computers I use have incredible firepower (I still remember how exciting it was to get a floppy disc drive for my BBC micro, now look at them!).  It feels like there is so much potential and so much more that the technology we have could allow us to do.

It’s not like there aren’t enough examples of brilliant products, apps, games, and other applications of these technologies out there to learn from. Too many to list. But many many many more that have been an utter waste of everyone’s time from the beginning because they just didn’t ask some basic questions about who and what their product was for, and test it with that in mind along the way. Isn’t that a bit sad?

I know it’s not easy. That there is a degree of luck in rising above the huge amounts of competition online or on on the app store, that things beyond your control can go wrong during the development of a project, and that there are some times you need to go on your gut instinct, and that’s not infallible. Goodness knows I’ve made every kind of mistake creating digital things over the years, as have most people working in this constantly changing field. And I will continue to make mistakes, as will most people etc.

So I’m not claiming there is a perfect process, but there are better and worse ones, and there are definitely massive howling alarm-bell-ringing clangers that should be sending up the red flag right from the start. The “we need an app, never mind who for”, the “we’ve got all this content, let’s just stick it online, people will come to us”, “let’s create a whole new portal for something that already exists”, and so on. And sometimes it feels like we aren’t moving on from this, these whack-a-mole stupidities keep popping up over and over again and just will not die.

Why is that? In a recent conversation with a fellow person-who-works-somewhat-indeterminately-within-“digital” we discovered we’d both been feeling this slight ennui with the field. This sense that it wasn’t meeting its potential, that a lot of rubbish was being made, and that it was hard to see how to make things better. We wondered if it it might be that digital is constantly being driven by the hardware makers, by Apple and console or computer companies and that their vested interest in creating new stuff for us to buy means we’re always just playing catch up. Why do we let this dictate the pace? Where is the chance to take stock and develop best practice?

My experience as a freelancer over the last few months, applying for funding and responding to ITTs, has also been eye-opening. The systems and funding in place for making digital stuff are really broken. If you were trying to design a process that would result in crappy digital products, you’d make people (who may not be particularly digitally literate) scope everything out and pin it down before they’d ever been able to build anything or ask their audience about it, only then engage an agency who are the real experts but can’t change the scope, and then make the project team go through a month long change request process if they want to develop the project in a different direction from the scope based on the evidence as they start building and testing things. Which is exactly the process in place in a frighteningly high number of places. The old models for procuring new infrastructure etc just do not work for digital projects, and it’s hamstringing them from the very start.

Plus money, of course. Not enough money, or not tailoring the project to the actual budget available.  I’ve had this rant elsewhere. I seem to spend a lot more time these days telling people not to make a digital thing. Would it work just as well as a piece of text? As a printout? As a physical activity? Or a really simple website? Don’t overreach if you just can’t afford it, do something straightforward and proven.

But at the same time I love working on and seeing others working on brilliant digital projects. The reach you can get, the amazing response in terms of both scale and thoughtful quality, the sense of shared global experience, the playfulness and the utility, when done well. So, how do we do more of these?