ETIG Library Camp: Jessamyn West May 29, 2009
Posted by Jenica Rogers in Libraries, Technology, Training, Users, conferences.Tags: ETIG Library Camp, ETIGcamp
1 comment so far
Now I Will Inspire You: A series of small threats and calming images
One of the things about working in a tiny adorable library is that the people who work in tiny adorable libraries don’t get to go listen to people talk about libraries and big issues. And so most people want to think that all technology in libraries is Norman Rockwell, with Apple laptops. There’s no screaming, no fighting, no complicated vendor restrictions, no porn, no getting scammed by people on the internet… the challenging and fascinating horror show of teaching people about the internet in tiny adorable libraries is invisible in our Norman Rockwell version of library technology.
And library technology is very different in small libraries. “I’m singlehandedly putting stickers into all of those books, and they’ll be up and running in a Koha catalog in…. 2020? I’m aiming for August, but…” The reality looks like this. People who aren’t online are all not online in different ways. Lack of resources – money, wiring, knowledge, experience, time, mobility – limit who can get online. The digital divide is real, and our system for technology education scales very badly. There are economies of scale in most library work – processing 30 books does not take 30 times as long as processing one book – but teaching 30 people about the internet and computers takes 30 times longer than teaching one person. Libraries have become the social safety net for many Americans to learn what the tech-savvy think of as remedial technology skills, but the project doesn’t scale.
So how do libraries teach this kind of thing, when there are no economies of scale? Using web pages to teach people does. not. work. when they’re not computer savvy. And sometimes you’re not fighting against a lack of tech knowledge; sometimes it’s an emotional issue with computing in general. With this particular user population, design is invisible until it fails. Computers are easy until they fail. The 2.0 technology wave is intuitive until it fails.
Context matters: Not “it’s easy”, but “I think you can learn this”. New Yahoo users wonder why Yahoo thinks they’re fat, since the first thing they see is an ad for weight loss. Fast and disappearing messages for errors don’t appear for people who read from top to bottom and right to left and start at the beginning and read to the end. Given these contexts, the internet is a hurdle for people – a hurdle they have to get past to connect to their grandchildren, apply for jobs, etc. – and they’re suspicious of people who love it, and they don’t have an innate idea of “friends” online or “internet famous”. “We are living in a future that they are not that interested in.”
“Does anybody really understand The Cloud? I need ten words to explain The Cloud to beekeepers.”
Librarians need to be SpiderMan. We have great power, and great responsibility. We must teach with grace and compassion.
ALA Emerging Leaders… “people go in but never come out. I mean, they don’t die, but there’s radio silence around it.” So someone did a survey, asking about experiences and transparency. One result was that people felt they had been asked their opinion simply to be asked for an opinion… but that the data was never going to be used. LibQual: you do it, you get a crapton of data, and then what happens? Nothing? Whose fault is that? Ours? Why? We take all that energy, and do nothing with it.
Library Camps are a chance to take that energy and do things with it. It’s a chance to create sleeper cells of librarians who can figure out what we should be talking about and what we could do with that information, and then take it back home with them. “Personally, not a manifesto-type, but I’m glad that my posse contains people who write manifestos. And I’m not a hand-holding type, but I’m glad my profession has hand-holders in it.” Until we start having conversations about our personal professional experiences, beyond our much loved 140 characters, we can’t know enough. Learn enough. Understand enough. Do enough.
“Librarianship both is and is not sexy. Exploit that. Go be secretly awesome. Then tell someone.”
Academic Library 2.0 : Getting buy-in April 17, 2008
Posted by Jenica Rogers in Libraries, Training, cil2008, conferences, work life.1 comment so far
In the spirit of Better Late Than Not At All, I want to share my slides from our Academic Library 2.0 preconference at CiL. I have wanted this for several days now, but am only now getting to it in an effective way. I’ve settled on sharing them as a .pdf file, because I am struggling mightily with using .pptx files (what PowerPoint 2007 produces) in many online sharing venues — they don’t handle the file format very well. So you’ll have to manually scroll rather than viewing a slideshow, but I think you’ll all survive.
Going beyond the great idea : Getting buy-in and doing effective training for 2.0 projects
Faculty 2.0 April 9, 2008
Posted by Jenica Rogers in Libraries, Technology, Training, Users, cil2008, conferences, scholarship.2 comments
Sarah Cohen : How do we talk about technology to the uninitiated?
The irony of going last. We talk about technology, and we talk about technology, and we talk about technology, but we’re forgetting a big part of our user base: our faculty. So this presentation ended up last, and that’s sort of the point — we’re leaving the faculty for last. And that’s a flaw.
What can 2.0 do in our libraries, classrooms, and colleges? Opportunities: Creation, Collaboration, Commenting, Commitment. These are the things we like to focus on. But we must acknowledge the challenges: Distraction (hey, who’s twittering right now?!), Disruption, Disturbing (many people believe this. We are not everyone.), Dumb (perhaps our job is to explain that it may not be?).
Who’s using technology? We are. Libraries have embraced and adapted technology in a unique way. Our students also are technology-engaged. But what about the faculty? Are they using technology? Do we know the answer to this question? What assumptions do we make about this question that then inform our actions?
Ideas about faculty technology use: Faculty are wary of technology. They don’t want to look stupid in the classroom. They don’t want to waste valuable time. They don’t think they have anything to learn or gain from it. And many don’t see a middle ground – either they use technology or they don’t.
Why do we need to engage our faculty? Because of student expectations. Educause studies show that 61% of students agree or strongly agree that IT in courses improves learning. “They agree that when used poorly IT detracts from” student learning. (Thus, if faculty use the tech poorly… they look bad. Which they don’t want.)
A two-pronged approach to improvement: Inclusion and personalization and then logistics. We need to help faculty see that technology isn’t “not for” them. And it’s not just for the classroom. We also need to talk about the technology itself, and use language that makes sense (use CommonCraft, for example). And we need to figure out where to start by figuring out what the faculty at our own institutions need.
Ways to start:
- Facebook mentality. We use Facebook because it’s where our students are. So we also need to get out there and put ourselves where our faculty are. Find them in their native habitats and listen to them about what they do there.
- Celebrate their successes. If there’s one small success, network it to another small success. Build a community of technology users who can help other technology users.
- Collaborate, don’t pontificate. Faculty are often not a group who wants to be told. Work together in gentle and easy ways.
- Small steps. Academia does not move quickly by nature. So start small – “Maybe we don’t want to start with SecondLife. Maybe we don’t want to start there, but instead with a wiki.”
Examples of faculty meaningfully using technology:
- Student blogging. Students set them up, faculty read them and grade them. It’s inside the traditional “students do work for grades” paradigm, but it exposes both students and faculty to web 2.0 technology.
- Digg. Faculty do not like Digg. Digg is a slap in the face to the peer-review scholarship process. But it makes a great talking point for many classes, to allow discussion between faculty and students about new media, communication, scholarship, etc.
- Flickr. Current events, media, art, etc.
- YouTube. Tell stories. Create media. Tape presentations. Share content. But help! Help them!
Faculty play many roles on campus. They are our gateway to students, our partners in education, learners in their own rights, patrons and users of our libraries. We must not forget them in our fervor to serve our other users. Change to how we approach faculty and technology must happen in more ways than one. We must share our successes and interests. We need to get out there an interact with them. We also need to do both of those things by sharing, presenting, and publishing in their venues as well as our own.
So what might go wrong? We may get impatient. Patience and Fortitude, outside NYPL, are not just symbols, they are perspectives that are important for us to remember when we start tackling the uphill road of educating faculty colleagues about technology issues. We must make the time to be patient on the person-to-person level, and step way, way back to the level that anyone needs us to go to.
Gaming doesn’t make you stupid April 9, 2008
Posted by Jenica Rogers in Libraries, Technology, Training, Users, cil2008, conferences.add a comment
Chad Boeninger, Learning from Video Games
Ohio University Libraries, Library Voice
Chad began with a clip from Bully, two kids interacting in the school library. “Do I look like a librarian?” Very entertaining, plus it’s a vision of libraries in video games — “the nerdy kid who can’t even zip his pants right”. What we can see instead is ways to borrow ideas and provide services. “I have a lot more questions than answers” about how we might use video games and the theories behind gaming in our libraries.
We need to understand games: What makes them so engaging? Why do people play them? How do games change players’ views of their environments?
FoxNews story on Mass Effect — psychologist who’s never seen or played game tells news anchor how damaging video games are. As a result, gamers put 500+ reviews on her Amazon page, slamming her — “This book sucks, even though I’ve never read it”, handing her back some of her own behavior. Also, Giles Whittel quote, also with Amazon reviews. Web 2.0 in action!
Our job as librarians: Teach patrons new skills, help them adapt to an evolving information environment, and help them adapt to change in that environment.
Who plays games? Mostly men, mostly under 50, with lots under 18. More women over 18 than men under 18. What do they play? Only four of the 2005 top 20 games are Mature titles.
Shows Lego StarWars as an example of how games encourage exploration. Click things, flip switches, choose hallways, try new approaches … Since we’re all aware of the story, it’s not the story that holds us here, it’s the options, the adventure, the choices, and the methods that get us from known story point A to known story point B. (And Chad lets the video go to the end so we can all see Leia in “the outfit”)
Resident Evil : Forces you to make choices about how much you can buy, what you can carry… what’s that do for the player? It makes them make choices and consider their environment, and think critically about what they want to accomplish with the resources that they have available to them.
Madden: “Anybody can make themselves a football player” with customized avatars. Bully: A sandbox game, that lets you do whatever you want whenever you want to. Games are immersive environments.
God of War: Multiple difficulties, so that you can continue to grow the player experience with the game experience. Opening scene is “Flashback!”, and it shows you how to learn while playing, without instruction manuals or complicated learning schemes. Within 15 minutes of gameplay, you know how to play and what works and what doesn’t. Good games teach you through the process.
Libraries are places to explore information, but how can we encourage more exploration? How can we give the user more chances to succeed?
- We need new nomenclature. Reference, Reserves, Periodicals, Bibliographic Instruction, Stacks, Information Literacy.
- We need consistent interfaces. “This is a pipe dream, I realize that.” Feels encouraged by the Proquest study on Monday, which shows that once people get to the interface, they’re okay.
What should we expect of our users? They’re accustomed to exploration. Exploration in games yields feedback, because if you don’t hit the L2 button fast enough when the dragon comes through the wall, you die, every time, until you adapt and learn. What kind of feedback do we give to users in libraries? We need to expect that they’ve “tried and died”. WE are the feedback on process.
How do we create environments that attract, engage, and retain our users? Libraries as immersive spaces may need to include the learning commons models which are more inviting to users, allow customization, include wireless connectivity, and react to user needs and feedback.
Users expect customizable web services. Facebook, MySpace, MyYahoo… where’s MyLibrary? Are we meeting their expectations of customization, exploration, and modernity on the web?
How do we encourage Learning While Doing? Practice makes perfect, and videogames have perfected this concept. In library instruction, we must incorporate hands-on experiences with immediate application of learning content. We must be relevant and timely, with no more generic orientations — the orientation that isn’t immediately applicable is like saying “Read the manual”.
In addition, we need smarter systems. If we can’t get those, which we all agree is a real possibility, then we need better point-of-need help. Instant assistance related to the task at hand, like video games do. Our best option is embedded chat — email is not good enough, because it is NOT instant help. It’s “send a message to a black hole and wait for someone to notice”. We also need to provide better ways for users to help themselves, for those who want to explore to find the answer.
Why don’t we design games for libraries? Because we don’t have time or money. Could such a game be scalable? Could we keep it current? Would they actually want to play it? What the heck would it look like? Second Life? SL has a low initial investment, but our patrons don’t much seem to care. So… maybe not our thing.
Why librarians make great gamers:
1. We love fetch quests. (Find Newsweek.)
2. Once we level up, we get to face another boss. (“In this case, the Boss is often our vendors.” Every time we master our environment, they change our interfaces…)
3. We enjoy trial-and-error problem-solving challenges. (Reference questions!)
very interesting March 13, 2008
Posted by Jenica Rogers in Libraries, Technology, Training.3 comments
The fact that I’ve gotten four trackbacks on the post about systems and librarians tells me that this issue has struck a chord. How many new/young/reinventing librarians wish there was a way, other than self-teaching, to learn applied tech skills? (More than I realized.) What do we have to do to make that happen? (Agitate. The dean of my LIS alma mater contacted me on Facebook to tell me she’s following this thread across many blogs, and is aware of the issues. I’m going to make some suggestions to our local library network about professional development needs. And I’m totally going to take Matt up on his offer — if my education and my job don’t teach me the skills I think I should have, I’ll find them where I can.)
Also, strangely, Metallica is the perfect music for doing bookkeeping work. Who knew?
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Listening to: Metallica – Enter Sandman



