Handbook on Cultural Web User Interaction
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Handbook on cultural web user interaction edited by MINERVA EC Working Group “Quality, Accessibility and Usability” First draft (June 2008) [English translation under revision] WP5 1 Handbook on cultural web user interaction First draft (June 2008) edited by MINERVA EC Working Group “Quality, Accessibility and Usability” General co-ordinators Rossella Caffo (MINERVA EC Project Manager) Antonella Fresa (Technical Manager) Piergiacomo Sola (Administration Manager) Monika Hagedorn-Saupe (Working Group “Quality, Accessibility and Usability” coordinator) European Editorial Committee Monika Hagedorn Saupe (coordinator), Germany Hanna Arpiainen, Finland Pierre-Yves Desaive, Belgium Nathanael Dupré Latour, Czech Republic Axel Ermert, Germany Pierluigi Feliciati, Italy Gabriele Froeschl, Austria Susan Hazan, Israel Karine Lasaracina, Belgium Maria Teresa Natale , Italy Tzanetos Pomonis, Greece Maria Sliwinska, Poland Hans Van der Linden, Belgium Franc Zakrajsek, Slovenja Texts by Rossella Caffo, Pierluigi Feliciati, Chiara Faggiolani, Monika Hagedorn Saupe, Susan Hazan, Maria Teresa Natale, Giovanni Solimine Good practices edited by Karim Ben Hamida, Sara Di Giorgio, Chiara Faggiolani, Pierluigi Feliciati, Susan Hazan, Elisa Sciotti Editing Pierluigi Feliciati, Maria Teresa Natale Web version Andrea Tempera www.minervaeurope.org/publications/ handbookwebusers-firstdraft-june08.pdf A special thanks to Giuliana De Francesco for her helpful contribution © 2008 MINERVA EC Project 2 Table of content Foreword Introduction 1. Users and cultural contents on the web: state of the art 1.1. Users and services in cultural web applications: websites and portals 1.1.1 Libraries 1.1.1.1 Digital libraries 1.1.2 Museums 1.1.3 Archives 1.1.4. Temporary events 1.1.5. Research and education 1.1.6. Cultural portals 1.1.7. Cultural tourism GOOD PRACTICES 1. British Library 2. New York Public Library 3 Gallica 4 Project Gutenberg 5. Louvre 6. Hermitage Virtual Academy – Virtual Academy 7. Every object tells a story 8 National Archives of Australia – Virtual Room 9 Public Records Office – Just for kids 10 Berlinale – Berlin International Film Festival 11 Italian research Portal 12 UK-student.net 13 Christ's College Finchley, UK 14 American Memory of the Library of Congress 15 TEL – The European Library 16 Spain.Info 1.2. Current trends in web services: Web 2.0-3.0 1.2.1. Blogs and wikis 1.2.2. Content in a pod 1.2.3 Micro-content: sharing, book marking and tagging 1.2.4. Social networking sites MySpace Facebook Linkedin 1.2.5. MUVE’S (Multi User Virtual Environments) Second House of Sweden in Second Life McMaster University, Ontario Musée du Louvre on Thompson Island The Staatliche Kunstsammlungen's Old Masters Picture Gallery, Dresden 1.2.6. Conclusion 3 2. Finding one’s way 2.1 Cultural subject types 2.1.1. Archive 2.1.2. Library 2.1.3. Museum 2.1.4. Widespread cultural heritage 2.1.5. Temporary exhibition event 2.1.6. Management and governing institution 2.1.7. Centres for research and training, Schools 2.1.8. Cultural digital projects 2.1.9. Portals 2.1.10. Digital libraries 2.1.11. Cultural tourism portals 2.2. Web applications types 2.2.1. Web site 2.2.2. Web application 2.2.3. Forum 2.2.4. Blog 2.2.4.1 Photoblog 2.2.4.2 Videoblog / Vlog 2.2.4.3 Geoblog 2.2.5. Wiki 2.2.6. Web portal 2.2.7. Database 2.2.8. Information system 2.2.9. Web service 2.2.10. Online social network 2.2.11. Web game 2.2.12. MUVE 2.3 Web applications life cycle 2.3.1. Website planning 2.3.2. Website design 2.3.3 Content selection 2.3.4. Digitisation process and collection of digital contents 2.3.5. Storage of the digital masters 2.3.6. Metadata creation and capture 2.3.7. Website implementation and test of the prototype 2.3.8. Online publication 2.3.9. Ongoing maintenance 2.4. Users and uses 2.4.1 The web user: state of the art and tendencies 2.4.1.1. The user for ICT professionals 2.4.1.2. The user in marketing 2.4.1.3. The user according to MINERVA 2.4.1.4 The user according to usability gurus 2.4.1.5. The user in current tendencies 2.4.1.6. The automatic user 4 2.4.2 The web user: who is he? 2.4.2.1. The in-home user 2.4.2.2. The simulated user 2.4.2.2.1. User types and roles 2.4.2.2.2. Personas 2.4.2.3. The simulated uses 2.4.2.3.1. Use cases and scenarios 2.4.2.4. The final user point of view: user stories 2.4.3. Systems adapting their behaviour to users 2.4.3.1. Customisation 2.4.3.2. Personalisation 2.5. Interactive and user side services 2.5.1. Interactive communication services with the intermediation of the information provider 2.5.1.1. Electronic mailing list 2.5.1.2. Newsletter 2.5.1.3. Forum 2.5.1.4. Blog, photoblog, videoblog, geoblog 2.5.1.5. Virtual reference services 2.5.1.6. Mobile devices: SMS/MMS/Bluetooth 2.5.1.7. Instant messaging 2.5.1.8. Videoconferencing 2.5.1.9. Streaming 2.5.1.10. WebCam 2.5.2. Interactive learning services 2.5.2.1. Online tutorials, Online help 2.5.3. Virtual interactive tours 2.5.4. Commercial interactive services 2.5.4.1. E-commerce 2.5.4.2. Online ticketing 2.5.5. Interactive forms 2.5.6 User-side services 2.5.6.1. Podcasting 2.5.6.2. Social bookmarking 2.5.6.3. Folksonomies, social tagging 2.5.6.4. File-sharing (texts, images, video) 2.5.6.5. Mashup 2.5.6.6. Story-telling 2.5.6.7. Interactive games 2.5.6.8. Masterpiece on your desktop 2.5.6.9. Add a comment 2.5.6.10. Send to a friend 2.5.6.11. Votes and polls 2.5.6.12. Travelogue service 2.5.6.13. Personalised agenda and calendar 2.5.6.14. Personalised map 2.5.6.15. Personalised visitor plans 2.5.6.16. Personalised Web Gallery / The virtual curator 2.5.6.17. Virtual postcards 2.5.6.18. Learning environments 2.5.7 Muve’s 5 2.6. Audience measurement in Internet 2.6.1. Census data measurements: web analytics 2.6.2 Sample or user centred measurements 2.6.2.1. The meter 2.6.2.2. Standardized interview – Static textual questionnaire 2.6.3. Audience metrics 2.6.4. Log file analysis 2.6.5. Protection of privacy 3. The importance of using metadata 3.1. Why use metadata for describing websites? 3.2. Benefits of using metadata 3.3. The Dublin Core standard 3.4. Another way for exposing resources: Syndication 3.4.1. Feed readers 3.5. Towards semantic integration 3.5.1. The semantic web 3.5.2. Towards OWL 3.5.3. Resource Description Framework (RDF) 3.5.4 Semantics for cultural heritage: CIDOC CRM 4. Practical tools 4.1. A self-evaluation questionnaire for planning a user-centred web application 4.2. Websites and portals feedback form Annexes 1. Study on users and usages of Michael-fr website (including the model of questionnaire) 2. Digital Library Users: Results of a Survey on Needs, Expectations and Skills 3. Europeana.eu online questionnaire 6 Foreword “User needs” the keywords with which the MINERVA project has always dealt with the themes of the quality and accessibility of the web sites of cultural institutes, as if to highlight the main objective of a communication tool that, since 2002, has had users as its central reference point. Since then, after a long process involving analyses, studies and research undertaken and carried forward thanks to the commitment of tens and tens of experts from many European countries and that represented all types of cultural institutions, a series of tools, handbooks, guidelines and recommendations have been produced. These have all had the objective of helping and facilitating institutes in creating highly qualified and accessible websites that would be able to opportunely represent and communicate the quality and excellence of the European cultural heritage. A prototype of the cultural web site “Museo&Web” was prepared on the basis of the first manuals. For institutes this forms a further concrete work tool that has put the contents of the first handbook into practice, enriching them with many examples and with a rational part on the tools for designing a website. A further stage in the long process, achieved within the sphere of the new MINERVA EC project, is represented by the work that is presented with this handbook. It deals with the relationship between user and web application, in the light of the developments and new prospects that have emerged in recent years. It is a practical manual focussed on interaction with users in the web, that also investigates the current tendencies of the net, strongly orientated towards collaborative functions, interaction with the user, sharing in social networks, the evolution of the Web 2.0 and the new challenge of the Web 3.0. In presenting this work I wish to thank all those who have cooperated in the initiative, the authors of the texts and the many colleagues who wished to enrich the debate with suggestions, comments and proposals. Rossella Caffo MINERVA EC Project coordinator 7 Introduction This handbook has its origin in three statements, often reasserted in past MINERVA activities: • the quality of a digital cultural project implies decisions that must be dealt with from the earliest stages; • most cultural digital projects should be available to the widest number of users.