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5 Case Study 1 - Leicester Research Archive - University of Leicester

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displayed for decades as originals. Museum experts are human beings, who also<br />

make errors. Yet so far, museums have relied upon the judgment <strong>of</strong> experts to<br />

interpret objects in their care. Now, with the possibility to present collections<br />

online, thereby providing the possibility to open up processes <strong>of</strong> interpretation <strong>of</strong><br />

material culture on a scale previously unknown, the question arises, whether<br />

museums would benefit from the knowledge <strong>of</strong> the wider online community or<br />

not. The tools to start a debate and to include contributions <strong>of</strong> users and to make<br />

processes <strong>of</strong> interpretation more transparent are here now, yet, at the same time,<br />

like in the case <strong>of</strong> the study by Nature magazine, mentioned above, which<br />

investigated the reliability <strong>of</strong> entries in Wikipedia, the question comes up, how<br />

the museum can ensure the quality and the reliability <strong>of</strong> content produced by<br />

non-expert users.<br />

It is proposed that one should take a more differentiated approach to defining<br />

user participation. On one hand, this could mean that users are literally getting<br />

involved in content production. Examples <strong>of</strong> this have already been mentioned<br />

above. Through drawing upon a number <strong>of</strong> important examples <strong>of</strong> museum<br />

websites and literature in the area <strong>of</strong> study, the author proposes that the concept<br />

<strong>of</strong> fostering user participation is not restricted to activities, which explicitly invite<br />

the user to create content. Rather, while there may be some projects where this<br />

sort <strong>of</strong> interaction has proved to be successful, there is also space for other<br />

projects where the content production is driven by the museum. However, the<br />

way this content is chosen and edited aims to motivate the user to get a more<br />

involved, a more immediate and a more intellectually accessible museum<br />

experience.<br />

User participation understood in this way has therefore not got anything to do<br />

with users writing and uploading content. Nor is it related to the idea that online<br />

museums can foster two-way communication between museum and audiences<br />

and among audiences themselves. Rather, it has to do with user-empowerment. It<br />

is based on the idea that a more informed user will automatically make more<br />

sense <strong>of</strong> the museums’ <strong>of</strong>ferings, which is supported by the research <strong>of</strong> Falk and<br />

Dierking, who argue that a visitor who feels comfortable in the galleries, who<br />

can easily orientate him/herself around the spaces, and has some sort <strong>of</strong> idea<br />

97

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