Marie Ostergard- Day 2, Session 2

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Marie Ostergard- Day 2, Session 2

  1. 1. Urban MediaspaceAarhus<br />Marie Ostergard, Project Manager<br />Aarhus Public Libraries, Denmark<br />
  2. 2. Agenda<br />Urban Mediaspace Aarhus – the framework<br />the content<br />the Aarhus method and mind-set<br />examples<br />
  3. 3. Urban Mediaspace Aarhus – the framework<br />Today<br />
  4. 4. 2015<br />2014<br />Client: City of Aarhus<br />Partner: Realdania, Realdania Byg<br />Client Advisor: Rambøll DK<br />Architects: schmidt hammer lassen architects <br />Co-advisers: Arkitekt Kristine Jensens Tegnestue and Alectia A/S<br />
  5. 5. Project elements<br />Mediaspace:<br />Main Library<br />Citizens’ Services<br />17.500 m2<br />Partners and network<br />11.000 m2 <br />Automatic parking space - 1000 cars<br />Two new urban harboursquares<br />Arrival centre for light rail<br />Uncovering of the river<br />Trafficregulation<br />Today app: 200 people (60 full time jobs)<br />App.: 255 mill Euro<br />
  6. 6. The Vision<br />Space for co-operation<br />Place for dialogue, knowledge, ideas and inspiration<br />Open informal learning space<br />A unique place for children and families<br />
  7. 7. Seven Core Values<br />The Citizen as Key Factor<br />Lifelong Learning and Unity<br />Diversity, co-operation and network<br />Culture and Experience <br />Bridging Citizen, Technology and Knowledge<br />Flexible and Professional Organisation<br />A Sustainable Icon for Aarhus<br />
  8. 8. the content<br />Ivar Moltke, Create<br />
  9. 9. The Library of the future<br />Reckognition/Experience<br />ex. bridge-builder<br />ex. media/technology/people<br />Inspiration Space<br />Learning Space<br />Experience<br />Discover<br />Innovation<br />Empowerment<br />Participate<br />Create<br />Performative Space<br />ex. test-labs/openspaces<br />Meeting Space<br />ex. democraticspaces<br />D.Skot-Hansen<br />C.H. Rasmussen<br />H. Jochumsen<br />Engagement<br />
  10. 10. Beautifulmistakes<br />City directors’ statement<br /> innovation takes time and calls for preparation. weinvest in both.<br />wearewilling to risk and makespace for experiment and untraditionalideas<br />mistakesare part of the proces<br />weestablishnetworksthat support the innovation process<br />Citizen’s Services and Libraries: Innovation Strategy<br />users as focal point<br />user-driven innovation<br />competencesexist in networks<br />innovation through tests and beta versions<br />staff’sinventiveness and creativityarepreconditions for innovation<br />needspriority and management focus<br />the Aarhus method and mind-set<br />
  11. 11. Organisation and mindset<br />Last responsible minute<br />Inclusion and participation<br />Interdisciplinary Co-operation<br />
  12. 12. ’Knowledge velocity and viscosity<br />Davenport and Pruzak, 1998<br />Goals<br />Known<br />non-knowledge<br />Vision<br />fulfillment<br />Knowledge<br />Convergent<br />Divergent<br />Action plans<br />Uknown<br />non-knowledge<br />”Groan”<br />zone<br />
  13. 13. Working in iterations<br />Vision<br />1. loop<br />Re-think<br />Workshop<br />2.loop<br />Re-think<br />3. loop<br />Analyze<br />
  14. 14. Userinvolvement<br />Users, citizens, network<br />User involvementcitizen’s panel, focal groups, advisory board, think-tank <br />Children’s labChildren btw 9-14, staff, consultants<br />Working groups10 different departments of the city, advisors, architects, foundation <br />Development projectsCitizens, network, staff, stakeholders, international partners<br />
  15. 15. Testing<br />Organisation’s development strategy points towards Mediaspace<br />Space for “beta-culture” <br />Environment for innovation to up-grade ourselves <br />Development of ”user familiarity”<br />User involvement – space for users as co-creators<br />
  16. 16. Out of the Box- libraries in innovative partnerships <br />examples<br />Questions:<br />howcanpartnershipsinnovatelibraries<br />how do wecooperate<br />how do wecreatedynamics<br />Activities: Theater workshops to identify<br />drivers and barriers for engaging in<br />cooperative innovation. <br />Actors: scientists, artists, consultants and<br />library staff <br />Target: to develop partnership models that<br />focuses on cooperation and partnerships as<br />a strategic tool for innovating the library. <br />
  17. 17. Unleash the Users<br />
  18. 18. Digiform- new digital installations in the physicallibrary<br />Question: <br />How to make e-ressources:<br />digital music, e-books, online<br />databases etc. available in the<br />physicallibrary<br />Actors: staff, partners, private<br />and public, consultants,<br />researchers<br />Result: 10 installations to test<br />out new concepts<br />
  19. 19. Experimentingwith digital value-adding in physicalspace<br />
  20. 20. Gaming<br />Createsnetwork in the gamingenvironment<br />Connectsplayers, developers, ordinaryusers<br />New ways to display games in the physicallibrary<br />New comptences for the staff: games are as important as books!!<br />
  21. 21. Mindspot- youngpeople, arts and events<br />Target: to be an important<br />cultural factor for youngpeople<br />outside the library<br />Activities:<br />e.g. Mindspot live in the shopping<br />center. Up-coming bands apply,<br />getchosen and get to play in the<br />shopping center..a.m.o.<br />Actors: New partnerships, music<br />festivals and shopping centers<br />
  22. 22. Children’sInteractiveLibrary<br />Focusonusing the body as<br />tool<br />Interaction<br />people/media/technology<br />Prototypingthroughuser<br />involvement<br />New approach to<br />collaborativesearch<br />
  23. 23. Personas<br />
  24. 24. Digital Elections?<br />Target: <br />Digitalization of electionprocesses. <br />Create an opensourceproduct for other<br />cities. <br />Method: <br />Development in co-operation<br />withpolitical parties onrecruitment<br />Experimentswithvotingon mobile and web<br />Digital voting as research project<br />Result: <br />Election for youthparliamenton mobile<br />New tool for recruitment and organisation<br />of volunteers for elections<br />
  25. 25. Mobile Probes<br />Target: knowledgeaboutusers. <br />Develop a new digital and mobile based user<br />involvement platform. Research people’s<br />lives and inspire to new products or services. <br />Method: Access to users’ daily life<br />Send out questions and tasks to participants’<br />mobile phones. Answers and pictures by<br />MMS or text messages. <br />Results: Clues for new library services<br />Innovation of programmes for families<br />Opportunity to target library services and<br />media collection (learn, listen/play music)<br />Knowledge of tweens priorities – also<br />regarding staff!<br />
  26. 26. In ourlibrary of the future…<br />the library is a mashup library<br />requires integration and presentation of knowledge<br />and dialogue in a diversity of ways<br />the physical library must merge with the digital<br />technology is embedded <br />Focus on developing an inclusive building that<br />supports the continuous reinventing of functionality <br />
  27. 27. Focus on users, process, technology, involvement, co-creation<br />Learnings are integrated in our building process<br />The library used to be about transactions – in the future it is about relations<br />2014…<br />www.multimediehuset.dk/mediaspace<br />

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