Archive for the 'curation' Category
September 5th, 2010 by Mary Hamilton
What.
While We Were Here is a 16-page free souvenir newspaper with a print run of 4,000. It was put together by a small team of volunteers during this year’s Greenbelt Festival. It included a 4-page black and white comic pull-out in the centre of the paper. You can download a copy of the main paper or the comic in PDF formats.
Where.
Greenbelt Festival takes place over four days at the end of August every year at Cheltenham race course. There’s no accommodation on site that’s not under canvas – so the newspaper team were camping out on the course along with about 20,000 other festival-goers. We appropriated a small box that’s normally used for watching the races and turned it into a newsroom, with two design Macs and three or four laptops at any given time. There were not enough chairs, the carpet went half-way up the walls, and we were constantly watched by pictures of small men on large horses.
Who.
In total there were ten people involved in making the main paper. We didn’t have much to do with the comic guys – they did their own thing and arrived perfectly on time with all their spreads in PDF form. Our team was brought together by Matt Patterson as hands-on managing editor and James Stewart as hands-off. I was the editor. James Weiner and Paul Abbott worked on data and infographics for the paper. Ben Weiner, Will Quirk, Geraldine Nassieu-Maupas and Oliver Mayes made up our design and layout team, and Wilf Whitty dealt with some last-minute front-cover design issues.
The rest of the team were primarily design-minded folks and I was (as far as I know) the only one with newsroom experience. As a result partly of that and partly the fact that I’ll organise anything if it stands still near me for long enough, I took charge of content planning and making sure we had something interesting, well-written and appropriate for print on every page.
Why.
As a tangible souvenir, something to commemorate the experience of being at Greenbelt for those who were there and something to express a little of what it was like for those who weren’t. Something that’s separate from the blog or the Flickr stream or the Twitter conversations, a document that physically exists and can be handed around families, shown to children, given to grandparents, in a way that the internet still can’t.
And, in a very real way, we did it because we could.
When. How.
I was one of the last of the team to arrive on site, on Friday morning. At 2.30pm the team met for the first time and found out our general brief. Over the next four hours we hammered out a page plan for the paper, focussing on what we felt were the major themes and events from the Festival that people would recognise and want to read about. We decided who would be covering what in terms of writing content specifically for the paper. I briefedthe Festival’s photographers about what we’d need and when. We made up a flat plan and stuck it to various pictures of horses, and I wrote up a schedule working backwards from our hard deadline – 6pm on Sunday.
We made the paper in just over two days. The design team did a lot of work on Friday night and Saturday morning putting templates and grids together, while I did vox pops and got quotes from various festival punters. I started to put content together on Saturday afternoon, which is when it became clear that we couldn’t use most of the content from the two people who were blogging the festival over the weekend. One person’s writing was very long-form, personal and intellectual, while the other’s was very short-form and timely – both made for great blog posts but wouldn’t work in print. I started roping in people to write reviews and snippets of content, as did managing editor James Stewart. The infographics team finally managed to get hold of some data they could use and started drawing golf buggies in Illustrator.
By Sunday lunchtime we had about half of what we needed copy-edited and in formats ready to put on the page, and we had two neat infographics ready to place. I spent the next three or four hours writing, helping choose pictures, deciding what content needed to go in which boxes, copy-editing and being very rude to other people’s work so it would fit in print-sized boxes, while next to me the layout team collaborated to pull it all in to InDesign and make it look perfect. By about 4pm we had collected all the content we needed; the next two hours involved me pacing around the newsroom, making sure we had everything in the right place, picking different pictures when the ones we had didn’t work out, and occasionally taking a seat and making changes to the text or the design when things simply wouldn’t fit right.
Matt started uploading it at about 6.45pm. Network sloth meant it finally finished at about 8pm. The printers in Peterborough turned their presses on for about a minute and a half, and we had a print run of 4,000 copies. Four hours later thanks to some strangers who drove through the night for us, it was back on site ready for the first copies to be distributed at the last show of the evening.
Lessons learned.
- Planning is vital, much more so for print than for online journalism. If a blog post doesn’t go up or goes up late, few people will notice. If there’s a hole in your print paper, they definitely will. Thematic planning for something like this is crucial too – content should fit together, images should complement each other, pages should balance. That’s impossible to do with slapdash content delivered at the last minute.
- Briefing, therefore, is another crucial element. You can’t simply say “Write me 450 words about the music scene.” You need to make deadlines clear and make sure you’ve agreed which bits of the music scene are necessary. You need to talk about tone, audience, readability, style, voice. You need to make clear what’s needed, even when you’re both up against deadline, so that the content you get back is useful and takes the minimum of editing or rewriting.
- Build in redundancy. One of the reasons the paper worked well despite some of the content-related setbacks we had is that we did our best to get hold of more content than we needed – about half as much again. If I was doing it again I’d be shooting for twice as much, if not more. If it’s not used in the paper, it could go online; if it’s something that works better online, we wouldn’t have to force it into a print style. And if it doesn’t turn up, it doesn’t matter.
- Get data well in advance. Infographics are awesome but they can’t be created without data. If you have a tight deadline and you’re including data-driven charts or graphics, that’s the bit you should sort out first. We didn’t, and that’s why we only have two in the paper.
- Basic newspaper design skills are invaluable, even if you’re not a designer. If you’re planning content for pages, you need to understand how boxes fit together on a page, how headline size and positioning alters layout, what a baseline grid is, the difference between a 3-col and 4-col layout for a page, and a dozen other little things that don’t bother you while you’re writing but that become vital as soon as you’re laying out. You need to know the rules, what they are, how they can be bent and when they can be broken. Otherwise you end up coming in and asking questions like “Are we really wedded to a serif font?” and “Do we really need to lock to grid?” half an hour before final deadline. (Yes, this happened. No, it wasn’t me.)
- If you’re distributing content across multiple channels, a convergent newsroom is potentially a huge timesaver. This would have prevented completely the problems we had with last-minute content and having to repurpose pieces that were not right for print in their original forms – but it takes a lot of advance planning. Having a pool of writers – not necessarily bloggers or writers for print, just writers – who could be briefed individually by the blog editor and the newspaper editor, and whose work could be pulled to be used in one or both formats, would have been very valuable. Doing the same with images and video could mean a converged team in three parts: content creators at one end, putting their work into a big pool; editors in the middle, picking out the best of the bunch or the most appropriate for their medium; and distributors at the other end, feeding that work into the newspaper, the blog, Twitter, Flickr, Vimeo, the various other channels including feeding out to the magazine shows and round-up events on site – and making it easy for the press office to pass out the best of what’s on offer too. I think this is the biggest thing I’ve taken from the experience – I grok convergence much better now I’ve seen it from the editor’s point of view.
August 23rd, 2010 by Mary Hamilton
I’m off to Greenbelt Festival at the weekend, and this year I’m on the team creating a print newspaper for the festival.
I blogged last year (when I was just starting out here) about the newspaper they gave out at the festival – a 16-page freesheet called While We Were Here, made possible only at the last minute with sponsorship from Hewlett Packard. It used content that was already online, sourcing images from Flickr and text from blog posts, in a neat reversal of the print-first view you (still, sadly) often see in traditional newsrooms, and it was available for download for free online as well as handed out on-site. It was – is – a wonderful souvenir of the festival, as well as being an excellent way to convey the intangible experiences of the festival. Because it was created by people right in the thick of things, writing from-the-heart blog posts/I-pieces and not carefully detached articles of traditional journalism, it does a much better job of conveying the atmosphere of the weekend than any events listing or simple description could.
Since reading and enjoying While We Were Here last year, I’ve had some experience creating newspapers from scratch on my own. I made a miniature four-page newspaper as part of a performance/installation/community experiment called Home Sweet Home by theatre company Subject to Change, consisting of a tiny cardboard suburb where people from Norwich built their own mini houses, flats and businesses, using the community billboard, radio station and postman to create stories. I built a tiny Evening News newspaper office complete with tiny clay journalists and mini bundles of newspapers, and I ran a breaking news service (on a billboard made of card and matchsticks) for three days.
The paper itself was a four-hour job in InDesign using the Evening News print templates and masthead to create something faithful to the design of the paper I was representing. The stories were a more complicated proposition. Some folks volunteered bizarre tales and information themselves in letters; others created things I found fascinating, so I wrote letters asking for more information. Many stories came from the community noticeboard, which became an outlet for frustrations and campaigns as well as plenty of advertising. It was important to create a souvenir, something tangible people could take away, and to give people who hadn’t been there a flavour of the absurdity of the event – and part of that was treating very silly stories with the seriousness I would if they were real. The skills you need to gather stories in tiny cardboard towns are, it seems, the same as you need in big concrete cities – sharp eyes, a willingness and ability to engage and converse, the ability to go where people are talking and listen to what they say.
That experiment taught me a great deal about what’s important in newsgathering. I hope the weekend’s antics will teach me something new about storytelling. Greenbelt is an entirely different proposition to Home Sweet Home – many thousands more people and much less clear avenues for newsgathering, for a start, plus the fact that the newspaper is likely to be focussed once again on individual and collective experience rather than hard news. (Though if Peter Tatchell’s talk gets really controversial, that could conceivably change.) Although I haven’t yet had a detailed brief from project leader James Stewart – and I’m not expecting one till I get there – I suspect the paper this year will once again function primarily as a record of the experience of being there – and that means a different set of challenges to what I do every day. I’m looking forward to helping to make it happen.
May 21st, 2010 by Mary Hamilton
There’s a cake shop next door, a giant hamster over the road and soldiers are fighting zombies on the roof. MARY HAMILTON welcomes you to the new-look Evening News.
Breaking news: the postman has delivered a letter.
That’s how most of the news comes in to the Home Sweet Home offices of the Evening News. It’s delivered by a tall man in short trousers, a flat cap and socks, who leaves the envelopes leaning up against the front canopy of the 20cm cardboard building.
I built the office myself, from flat-pack cutout to fully-fledged busy office building complete with newspaper bundles and Plasticene journalists, sharing glue, card and colouring pens with neighbours and strangers.
I even recreated Bernard Meadows’ eyecatching bronze ball sculptures, carefully rolling and squeezing yellow moulding clay and poking it gingerly with a pencil, before giving the rest of my clay to an excited six-year-old who wanted to make bees for her garden.
It is part of a performance – or perhaps an exhibition – called Home Sweet Home, the brainchild of Goldsmiths graduates Abigail Conway and Lucy Hayhoe, in which participants build their own city from flat-pack parts and then experience its evolution as it fills with people playing along.
Watching the tiny town sprout from a black and white canvas into a riot of colour in the extravagant surroundings of Blackfriars Hall was both surreal and sublime, as bizarre buildings and peculiar personalities developed thanks to the imagination of neighbours.
But when the letters began to arrive the town took on a new and magical dimension, with stories, greetings, and feats of collective imagination all emerging thanks to the postal service and the presenters at the radio station.
My letter reads: “Dear Editor, An escaped swan ate my shoes! Please put it in your newspaper! Yours, Joz Norris, No. 188”.
Immediately I spring into action. I post a breaking news update on the billboard outside the office – crafted from matchsticks, card and successive layers of paper posters – and dash off a return letter asking for more detail about the attack.
Over time, petitions spring up on the community notice board. A campaign to build a public swimming pool gathers pace. Disgruntled residents try to force an election. A little girl who runs a flower shop donates a sponge-and-cocktail-stick floral display to my office.
A small zombie outbreak spreads and threatens other city properties, so the Evening News drafts in a local militia to fight them off. Other businesses welcome the zombies, selling them vintage clothes and inviting them in to a night club.
And I get another letter from Joz saying that he’s bought another pair of Doc Martens but he doesn’t think he’ll be able to look a swan in the eye ever again.
The whole experience is a testament to the power of play. Adults and children alike tap into the storytelling possibilities of the town, expressing their personalities through their houses and opening them up as the community evolves around them.
While some people come along, build houses and leave, those who stay build stories around their houses, and the whole community evolves and changes as the project progresses.
A giant hamster in the back garden of one house is asked to join the Spiegeltent as a performer. A few hours later he has moved to the circus with signs advertising his upcoming performances.
I spend the weekend doing what journalists do: asking questions, writing down stories, monitoring the notice board and answering letters, preparing for a burst of activity on Sunday night as I put the Home Sweet Home edition of the Evening News together.
The following day, when I return to Blackfriars Hall with a stack of miniature newspapers under my arm, the Spiegeltent has disappeared, replaced by a giant hamster run with tunnels, hoops and a swimming pool.
I arrive at the office to discover someone has stuck a giant red ball to my door, in imitation of the large inflatable ball currently touring Norwich as part of the Norfolk and Norwich Festival. They are planted on the church, the fire station and the city hall, too.
For a short time this miniature cardboard community has been incredibly real. It has had action, politics, feuds, joy, fear and anger, and the people who created it have told hundreds of tiny stories that were, for a while, incredibly important, as they literally changed the way their city was constructed.
As the houses were dismantled and returned to their owners, I felt deeply privileged to have been present at the birth and the death of Norwich’s smallest suburb, and to have been able to tell just a few of the stories the residents created.
A version of this article and its accompanying miniature newspaper
were originally published in the Evening News
(www.eveningnews24.co.uk).
Posted via email from InterMediaMary
April 26th, 2010 by Mary Hamilton
For those who don't know, on Saturday I and a team of others ran the seventh Zombie LARP game. We're hoping the next major event will be a big leap up in size, in ambition and in attendance. But before that happens I want to note down a few of our important principles – and important problems we need to solve.
What on earth is Zombie?
First, though, an explanation. Zombie is a live-action simulation game where people take it in turns to try to survive in an industrial complex overrun by the living dead. We run several scenarios over the course of the game, with a different group of people “surviving” in each one. When players aren't trying to get out alive, they're pretending to be zombies so that someone else can have a turn.
The game is a sort-of bastard child of traditional
live-action roleplay (LARP) systems, fast-paced video games like
Left for Dead, and the kinds of cowboys and Indians/summer water pistol games you played when you were a kid. The combat resolution system is based on Nerf guns (players shoot zombies) and a low-contact mechanic (zombies touch players on upper arms to represent biting, mauling etc.)
If you've read this and you still have no idea what we do, please leave a comment to tell me. I'm trying to improve my ability to explain the game to people who have never played a LARP or a video game before, so the experience would be useful.
How are we telling stories in Zombie?
Video games almost always have plot. Sometimes that plot is
stretched over 50 or more insanely complex hours; sometimes it's
over in minutes so you can get on with killing things. Sometimes the storytelling is so
deeply entrenched in the game that it's inseperable from it; sometimes it's abstracted from it so that the
gameplay and the overarcing story are essentially separate entities. And sometimes the plot is about football.
Almost all LARPs are plot oriented. Some big games have top-down storytelling systems where world-changing events are affected by the big players in the game, while others have grass-roots player-oriented plot systems that allow even the most minor player characters to affect the universe.
In Zombie, plot takes a back seat to gameplay. Players might have twenty minutes at most to survive, and most of them won't. That time seems a lot longer than it really is thanks to the game pacing and the adrenalin (much like the experience of riding a rollercoaster) but long-term character development is not an option, and neither is sticking around to watch the game world evolve. Zombie does have a wider plot system and the players can and do affect what happens, but when you're running screaming down a corridor pursued by the undead trying to eat you, it's impossible to take that in.
As refs and storytellers, we do several things to try and work with the game elements to make the game story rewarding. Most of these were worked out through trial and error and getting it badly wrong before we worked out how to get it right.
- Broad brushstrokes. We talk in bold black-and-white hyperbole. Every run is all-or-nothing, do-or-die. Players are given missions that affect the fate of the wider game world, so their actions carry weight and the game retains a sense of urgency.
- Metaplot and wider world. Zombie has an overarching plot framework that makes it possible to slot game events into place. There are several organisations in the game's world – a shady scientific corporation, an armed resistance unit – and the real-time games take place within a framework created by the actions of those organisations.
- Sandboxing . Runs in Zombie are set up to be sandboxes where the players can take many different routes to the goal. We have set pieces for players to encounter – a room full of injured survivors, or a super-powerful zombie intent on taking them down – but those are never static events that play out in a pre-defined way. They are elements of the game world that add authenticity to the run without scripting players' actions or requiring them to act in accordance with anything.
- Emergent stories. This is a common concept in video game design but in my experience is used much less outside specialist gaming environments. It refers to narratives that are uncovered or revealed during gameplay, and which require input from players to understand and piece together. For Zombie, I commonly use the term to describe stories about moments in the game that are unpredictable and unpredicted, that form unique and structured narratives, and that are the result of player interaction with their environment.
And this is the important one. We try and make sure that after the chaos of the run, players have their own, personal stories to tell. We give them space beforehand to construct back story for themselves – encouraging team action – and we give them briefing time and attention afterwards to help them construct individual and group narratives about what happened. We try to give them tools and communities in which to tell those stories, we respond to them and retell them and incorporate them into the structure of the game.
Some stories filter out and fall. Others become local legends – the tale of the player who leapt six feet over a group of zombies only to later be mauled to death in a dead end, or the player who hid from the zombies successfully for twenty minutes before his mobile phone went off, alerting them to his presence (he died shouting “Now is not a good time!”). Last night one player managed to obliterate about 40 zombies with a heroic show of power – that story too will be permanently recorded in the mythology and mythos of the game. We give people awards for creating brilliant stories – often those awards are nothing but a shout out, a retelling of their story and a biscuit or a sticker, but they carry value and people strive to obtain them.
What's so good about emergent stories?
Zombie is an activity that, at heart, is very difficult to share. It's designed and conceived as a completely immersive experience while you're playing, making it very hard to film video or take pictures. Backchannel chat, feedback and social sharing in real time are impossible. Very few images or films survive from our early events (though a couple of Youtube videos do get a steady stream of views and bring in occasional new interest three years later).
But even in the first game, our players found a way to share their experiences. They told stories to each other and to their friends, passing on their favourite experiences orally. Almost everything we've done with our storytelling framework since then has focussed on creating the brilliant moments that make those stories, and encouraging people to tell them.
In planning meetings we make lists of “moments of awesome” that will be memorable if they work right, things that will stick in the mind. We put single zombies in weird situations just in case a player stumbles across them. We make tableaux, design interesting characters for players to meet and memorable situations for them to meander into.
We try not to dictate the stories. More often than not they happen organically. We can't make the player team split up and get lost; we can't force someone to go to incredible lengths to avoid in-character death; we can't ever guarantee that what we do will be the focus of player attention. More often than not our efforts simply go to create a better atmosphere for these experiences to occur. We make it easier, but it's the players who make it work.
And we can't dictate how the players ought to tell stories. We try to give them as many routes as possible online, both by creating our own community area and by using Facebook (and Twitter to a lesser extent) to curate and collect and encourage. Stories like this are ephemeral, and while we want people to tell them and we want a long-lasting record, we know we can't rely on ever having one.
Many non-gaming events rely on video and images for a record. Increasingly, conventions and similar (relatively passive) events are relying on backchannel chat and the wider analysis of that conversation to provide useful data and a lasting record of what occurred. For us, the record lies in memory and in oral channels that are hard to replicate online – because of the immersive nature of the experience along with various technical issues, it's impossible to get an idea of “what it's like to be at Zombie” from any one medium. But when our players tell their emergent stories, that has immense value for us. It's the best marketing possible because it comes with a direct endorsement and genuine enthusiasm. It's an elusive currency but it's vital to our survival and it's been integral to our growth.
There are four main areas of uncertainty for me that arise from our approach, with questions that I don't yet know how to answer. They are:
- How do we continue to foster personal, individual experiences and therefore stories while scaling our game upwards? If there are 180 players instead of 60, how does that affect our model?
- How can we encourage people to create and share content online that resonates with their emergent stories without sacrificing our immersive in-game experience? We already have teams going in with cameramen to film them, but the footage is necessarily low-quality and shaky and never reflects the full experience. How can we depict the game in ways that encourage emotional response and act as anchors for emergent stories in the same way that text can?
- How can this model apply to other events? How does it fit with (un)conferences and industry events? Networking events? Rallies? Fetes and carnivals? Riots and demonstrations? Is this another way of looking at and describing oral history? Or does this work to foster, encourage, document and curate emergent stories have journalistic potential?
If you have any suggestions for answers, or any more questions, please share them in the comments.
Posted via email from InterMediaMary
February 23rd, 2010 by Mary Hamilton
After an interesting conversation with @harryharrold and @MrRickWaghorn yesterday, I’ve been mulling a few thoughts on emergent stories and how the social side of the web could make it possible to curate and (to some extent) formalise them.
Continue reading ‘Emergent thoughts on emergent stories’
November 16th, 2009 by Mary Hamilton
Since I split my Twitter accounts six weeks ago, things have been a bit quiet here for a couple of reasons.
Firstly, splitting the feeds has been a great help for talking to the people I’m writing for. I keep an eye on @edpmary at work, which has made it possible for me to have conversations, properly, without being drowned out by “irrelevant” noise – and it’s caused another shift in how I connect with people while I’m at work.
But at the same time while I’m at work I’m much more cut off from the journalism community. @mary_hamilton is being sadly neglected because it’s more important to keep up with the other feed – the one that helps me do my job day-to-day – than it is to keep up with the one that helps me work out how I could be doing it better.
Secondly, a combination of wedding planning, Zombie planning, impending driving test, a tighter work schedule and a bout of ill health have left me with very little spare time. If I push it I can fit in maybe four hours a week working outside work – tracking journalism Twitter and RSS feeds, reading blogs, keeping up to date.
And that is nowhere near enough. It’s hard to sift through the information to get to the interesting, relevant, thought-provoking details in that time, let alone read them, assimilate them, comment on them, respond to them, converse about them and integrate them into my own practice. There aren’t enough hours in the day.
Somewhere in the middle of all this, I won a national award. I’m very proud of it and today I went to the Society of Editors conference to accept it along with my fellow winners. We were invited to sit in on the panel discussion on the future of local journalism – a handful of students and trainees in a room full of CEOs, editors and directors.
Something clicked for me in that room. I need to sort out a better balance here. It’s just as important for us lowly types who are just starting out to have those conversations as it is for editors at the highest level. We have to talk about the future of our companies, papers, channels, jobs, careers, at every level of the companies we work for.
We have to integrate that constant conversation as part of how we work. It’s a vital part of what we do, now – projecting the future, working out what’s next, so we can do the best we can to incorporate change – and even, some of us, drive it.
It’s not something we can take or leave. But it’s something most journalists have to compromise in order to get the job done. For many of us, the pressure is constant to turn out copy, to produce stories. We’re writing more stories for more outlets in more ways than ever before, but it is ever more important for us to update our knowledge, understanding and skills – to engage in theory as well as practice. Even the greenest reporter – even folks like me.
I don’t know yet how to integrate learning and theoretical understanding (and engagement with those communities) with doing practical journalism at work (and engaging with those communities too). Over the coming weeks I need to find a better balance so that over the coming years I can maintain it.
September 5th, 2009 by Mary Hamilton
So the New York Post printed a story without crediting the blogger who originally broke it – and the journalist whose byline is on the Post piece claimed it was an editorial policy not to credit blogs for scoops.
Continue reading ‘The economy of not linking’
August 25th, 2009 by Mary Hamilton
What I ought to be doing on this blog is getting the blogroll together, but the thought of so much copying and pasting makes me feel slightly unwell.
Instead, I’ve been playing with Publish2, in the hopes of making a “what I’m reading” widget for this site and finding out whether we can potentially use social network curation on the paper.
Results will, I hope, be in the sidebar.
(Incidentally, why isn’t there a feature allowing you to integrate Google Reader and WordPress link lists?)
August 15th, 2009 by Mary Hamilton
Vadim Lavrusik over at Mashable has a post up detailing 12 things newspapers should be doing in order to survive. I’m going to try and start this blog on a positive note – I get enough “print journalism is doomed / ad revenue will never recover / there’s no way out of the decline / we’re all doomed” at work – and talking about how to survive the digital revolution seems like a good start.
Continue reading ‘A link to begin with – 12 things multimedia journalists should do’