Digital R&D 27-9-13 Learning Event Learning Themes Workshop


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Digital R&D 27-9-13 Learning Event Learning Themes Workshop

  1. 1. Key Learning Themes to date Workshop A, Sept 27th Learning Event
  2. 2. This document The Learning Team associated with the Digital R&D Fund has been interacting with the funded projects through a variety of different ways. From all those different contacts we’ve started to identify and group the challenges and experiences into what we call Key Learning Themes. We have identified 7 so far as well as an eighth category of issues which aren’t arising but possibly should be. This is not an exhaustive list and will no doubt have gaps. It is a work in progress and as the projects develop we shall continue to grow, refine and re-present these themes in different ways.
  3. 3. TECHNICAL COLLABORATION USERS & DESIGN What is the information that is helping projects make key technical decisions ? What are the tools and ways of working that bring the best out of projects with both arts & technology partners? How do arts organisations relate to their users and how can they be effectively involved in project design and development? ORGANISATIONAL PEOPLE How can the host arts organisation engage with their R&D project in a way that is supportive? What are the perspectives and skills required to enable valuable innovation projects? SUSTAINABILITY What can be done to ensure that these projects are not just oneoffs? POLICY What are the areas of attention that have to be addressed at a sector-wide level? WHAT’S MISSING? What conversations are we not coming across which are conspicuous by their absence?
  4. 4. TECHNICAL MOBILE WHAT IP DIVERSITY OWNING DATA The debate between building native mobile apps vs a mobile site Range of experiences re: IP considerations of content assets Organisations don’t always have access to their own data PRE-RESEARCH METHODOLOGY Value of using a rigorous competitor analysis before final specification Choosing a devlpt methodology (e.g. Lean/ Agile)
  5. 5. COLLABORATION REMOTE TEAMS METHODS RELATIONSHIP Basecamp is good but working remotely can be challenging There is a culture clash between Prince2 & Agile/ Scrum methodologies Mindset change from client-service to peers & partners KNOWLEDGE New tech partners can need to check levels of understanding of arts org
  6. 6. ORGANISATIONAL PERSPECTIVES COMMS REPUTATION Organisational view isn’t always the most appropriate for the user Value & status projects have to be communicated & sold internally well Conflict between prototyping & perceived reputational impact CURATORSHIP Conflict between crowdsourcing approach & democratic user input
  7. 7. PEOPLE RECRUITMENT DECISIONS PRODUCERS It can be hard to recruit for new types of digital project roles Project leads require confidence in major technical decisions The value of digital producers over digital project managers
  8. 8. USERS & DESIGN LISTENING CO-DESIGN USER GROUPS How important is it to listen to users and how to use feedback? Co-design is hard User groups are often already very close to the arts partners SCALE PRIORITIES DESIGN TOOLS When is the right to start thinking about marketing at scale Arts org priorities are not the same as user priorities Rrange of design tools being used, but rarely native to the arts org
  9. 9. SUSTAINABILITY SKILL LOSS INTL IMPACT Non-staff teams can lead to loss of in-org experience at close Making sure the project has a lasting impact on the participating orgs
  10. 10. POLICY R&D CLASH PEER-TO-PEER RIGHTS Academic, commercial & creative R&D are each different How to make peer support and knowledge transfer work at scale Difficult rights models often make contracting difficult CULTURAL DATA Lack of open standards for cultural data makes integration inefficient
  11. 11. THE MISSING CONVERSATIONS STRATEGY ENGAGEMENT How do the projects fit into the arts or tech org’s longer term plans? How will these projects attract users at a decent level of scale?