A Reflection on the Complexities of Creating Public History for a Specific Place

Working on digital public history that is tied to a specific place has its advantages and disadvantages.  The complexities include various parts of history that are to be covered about a specific place.  Digital technologies have allowed the implementation of mobile devices such as the smartphone to view public history from different locations and spaces.   For The Philly.org project, “Mobile augmented reality applications serve as a method for engaging with smartphone users as they conduct their daily tasks, rather than requiring them to visit a physical building or invest time in a laptop or desktop computer” (Boyer and Marcus).  The audience is given access to the public history site from different locations and time in a digital space.  To overcome the complexities of designing a digital public history for a specific place/location, project designers should consider the three responsive approaches: how they want it, when they want it, and what they want (Baer, Fry, and Davis).  By studying these responsive approaches, project designers are able to use certain digital technologies to enable the viewing of public history from different perspectives.

Also, the implementation of digital technologies has created new ways of delivering oral history to the public.   In reference to the Cleveland Historical project, Mark Tebeau explains, “Ironically, digital tools have presented us with new dilemmas precisely by presenting new possibilities, such as allowing us to more easily edit oral histo­ries.  As a result, we are brought closer to the human voice than ever before, no longer experiencing oral history as mediated by the transcript or interpretation”(33).  With advanced technology, oral histories are transcribed, recorded, and presented in various ways to capture a wide audience.  Paraphrasing Wineburg,“With this in mind, the Center for Public History + Digital Humanities has moved toward an activist model of curation in which team members develop interpre­tive stories that introduce historical and cultural contexts that challenge audi­ences to understand history in a new fashion—a practice in line with the process of historical research and thinking” (Tebeau 32).  Instead of just listening to oral history online, the audience is allowed to think about history in a different way and derive ideas or questions that invite new approaches to the historical content.

Digital technologies have reinforced the concept of collaboration. Tebeau argues,“inspired by the promise of social history and the radical ways that oral history can restructure power relations, we moved toward curating the city in collaboration with the community, rather than curating it for the city’s many constituencies” (30). Digital technologies have enabled the concept of collaboration within the project community and with the community.  “Of particular note, this collaborative oral history project pro­ vides a transformative way of understanding “place” and of moving beyond an emphasis on visual interpretive practice, in order to provide a deeper way of building interpretive stories for public humanities exhibitions on mobile computing­ devices” (Tebeau 25).  Digital technologies have challenged the concept of traditional collaboration vs. non-traditional collaboration.  By taking on a humanistic approach, project designers implement digital technologies to allow a wide audience to take part in contributing to the place specific, public history site.

Furthermore, digital technologies can be used to include a different type of communication and engagement with an audience in digital space.  Presenting place specific, public history in a physical space versus a digital space can be challenging; however, digital technologies are being used in different ways to provide the audience with a similar experience as if they were touring the exhibit in person or sometimes presenting more ways of audience engagement. The location-based projects are user centered.   The Murder on Beacon Hill project engages the audience to peer into what had happened in the past by providing an interesting narrative that speaks to the audience and takes them on a journey in digital space.  The maps, images of the place in past and present, and the architecture invite an engaging communication between the site and the audience.  The narrative is presented in segments to allow the audience to search different points of the digital history of Beacon Hill.  Digital technologies have enabled the public history site to engage the audience audience by inviting them to explore a mysterious past and  to question what had happened during that time and location.

However, there are some challenges when implementing digital technologies for a public history project.  Digital technologies might inhibit the seamless transition from physical space to digital space. Some of the contents that are presented in the museum may not be available in digital space due to various issues.  According to Hart and Brownbill, “The amount of content available on the app when out of the museum or exhibition is an issue for some, striking a balance between the in-museum and out of museum experience is challenging…A major challenge was to present all these types of content in a meaningful way.”   Also, certain objects that can be viewed in a physical space might not be the same when viewed in digital space.   For example,  “Due to rapid technological changes, specifically in the technology used in mobile augmented reality or in placing objects in 3D space as in the case of PhillyHistory.org, implementing an augmented reality project requires an advanced level of technical knowledge” (Boyer and Marcus).  Viewing objects in a physical space allows the visitor to have a 3D image of them.  However,  digital technologies need to be carefully selected to create the same effect as if the object was viewed in person in a digital space.

Another challenge is the access to mobile devices.  For example, not everyone has access to smartphones.  “Although the smartphone market is growing rapidly, many individuals do not own a device that would enable them to access an augmented reality application.”   (Boyer and Marcus).  By focusing more on mobile devices, the site begins to ignore the disenfranchised/marginalized audience.

The materials and exploration sites for Module 8 have allowed to me consider how location-based techniques can be implemented into my project. The mobile format for my project will require some modifications and additional digital tools. Creating a seamless transition from the website to mobile app will be challenging; however, it will be an exciting challenge because it will adapt to the changing ways of viewing things on a smartphone and engaging my audience.  At the same time, I am wondering if Iess is more when implementing digital technologies to capture a wide audience for my project.

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