| The project
The interactive children’s library is an
untraditional and interdisciplinary research
and development project exploring the
children’s library of the future. The project
was conducted in the period 2004-2006 by
the Main Library in Aarhus with financial
support from the Danish National Library
Authority’s development pool for public
and school libraries. |
Aarhus Public Libraries have joined
forces with IT City ISIS Katrinebjerg,
University of Southern Denmark, four
business enterprises and public libraries
in Hjørring, Odder, Silkeborg and
Vejle to develop systematic research
and collect empirical knowledge about
children’s use of interactive means
within the framework of children's
libraries.
The project development is based on
children's needs, culture and cultural
experiences, and the research will be
put to use in the shaping of a concept
for the interior of the children’s library
of the future. A library where IT-services
based on pervasive computing,
broadband network, 3D visualisation
and interactivity constitute the instruments
uniting the virtual with the
physical library.
The object is to meet children’s needs
for space providing new experiences,
learning, events, sense impressions and
physical activity. However, the library
must still aim to be the place where
children come to attain information
which can support their cultural and
democratic place in society.
The vision behind ‘The children’s
library of the future’
Imagine a children’s library where movements
activate rooms and elements
in the library, and where imagination is
stimulated by sound, images and light,
while at the same time it is possible to
seek isolation and become deeply
absorbed.
How do we create a physical and virtual
sensation of being inside and outside,
of being both alone and part of a
social group? It could be by making
installations where children by
touching can answer questions and
evoke light, sound or movements in
the room. It could be by making interactive
programmes built into installations
for children to interact with and
thereby encourage their interest in decoding
symbols, images and text.
Children’s communication with the
library, with the materials, with the
room and with other children is
visualized and inter-activated.
Why a research project?
Over the years libraries have developed
to an astonishing degree, from storage
and loan machines to knowledge centres
with mediation and learning as
central elements. The Internet - ost
people will maintain - has been the
one single factor with the greatest impact
on the development of libraries
from 1996 until today. Most development
resources have been spent on
digitising the traditional library services
into Internet services: online
reservation, legal download of music,
‘Ask a librarian’, streaming of short and
full-feature films on the net etc. This
development has meant that fewer and
fewer people need to visit the library in
person to obtain the same service. The
development has also forced the libraries
to reconsider which services to
offer, or perhaps rather what exactly
the libraries should be offering in the
future, and what kind of role we as
librarians have to play in order to
attract the users and keep the position
we believe to hold in society.
Many 'obvious' services have been digitised,
and it becomes increasing difficult
to come up with something new. It
is therefore necessary to seek new paths
to work along, and it also means that
the libraries have to find new partners
and to a greater extent than previously
to include the end user in the development.
The happy cooperation
In his book The Medici Effect Frans
Johansson describes how ideas are
generated in the synergy effect between
various professional groups. One of the
objectives of the project ‘The interactive
children’s library’ has been to find
other cooperation partners, and in this
connection we have learnt that this is
not only rewarding, but also a process
that demands many resources. Just
managing to ‘speak the same language’
or to establish mutual appreciation
take a little while, as does learning to
communicate with the large and
geographically diverse project group.
But at the same time we have also
come to appreciate that we would not
have got as far in the development of
ideas had it not been for this diversity
in the group.
Howard Gardner’s theories about the
multiple intelligences are widely used
in a school and learning context, and
there is general consensus that there
are several ways in which to learn. It is
also quite obvious that children (and
adults) like to be stimulated in different
ways, whether it be a question of
sitting in a certain chair, listening to
music etc,, in any given learning situation.
The children’s library in Denmark
is for the most part nice and quiet, and
I regret to say so: Absolutely boring!
Rows upon rows of shelves, a few
chairs, maybe a bean bag and a few
multimedia machines. If we are to be
generous (and we ought to be) we
might say that the libraries’ way of
considering the multiple intelligences
consists in arranging events such as
theatre, role play workshops, PCs set
up for games. But just how futureoriented
have we been in applying
present day technological and architectural
trends?
From about 1995 till 2001, where
virtual reality (VR) was at its very
height, the libraries reacted by moving
the real world into the machines and
out onto the net, and many fine library
services have emerged because of that:
Ask a librarian, dotbot, library.dk,
askolivia and the literature site. The
fascination with technology was at its
peak - look at this, see what we can do!
Technological advances such as smaller
and smaller mobile phones, chips,
RFID etc. paved the way for a new field
of research - augmented reality (AR).
The basic idea was, and still is, that
micro technology makes it possible to
put ‘the intelligence’ into things, to
dismantle the traditional PC and put it
into things.
Several fine examples of library building
are visible all around the world,
and it is quite obvious that many architectural
aspects have been considered -
big is the operative word - and the
buildings are often described as iconic
or as giving a ‘lift’ to an area. By looking
at some of the new libraries, I have
wondered at the lack of exploitation
and experimentation with technology,
space and learning. The interior design
is not in tune with the handsome
building. The thoughts and ideas are
there, architects experiment with serendipity
promoting design, space within
space within space, experience zones,
other forms of learning and being, but
somehow these things do not seem to
reach right inside the libraries.Why is
that? Is it a kind of inherent inertia on
behalf of the libraries, are they afraid to
do something that might offend or is it
in fact just lack of vision, imagination
and courage? Only the decision-makers
can answer these questions. The ideas
and the technique are available to make
spaces and installations that support
the multiple intelligences, while at the
same time showing due respect for the
library’s traditional virtues, but they
are not integrated in the libraries.
The exhibition
During the period 24. April till 8.May
2006 the central library in Aarhus
staged an interactive exhibition with 32
elements. The composition was a mixture
of prototypes, art installations and
purely commercial objects. The overall
objective was for the exhibition to
serve as an eye-opener, to demonstrate
what a library could also be, and to
provide inspiration for the professional
visitor to develop in his/her own
library.
Development and display of prototypes
is interesting, but not something that
everyone has the chance to do. It was,
therefore, also important that the exhibition
showed the ‘immediate’ such as
yellow arrows, garage band, things to
be bought at reasonable cost and right
away put to use.
Story Surfer
In a close collaboration with InteractiveSpaces.
net and by including children
in iterative design processes, a search/
browse installation named Story Surfer,
was developed. This is an innovative
tool that gives children the opportunity
to find inspiration among the great
variety of library materials.
It is not an actual search tool, but
rather an introduction to what is
available. Based on the ideas of tangible
design, children’s natural curiosity and
application of intelligences other than
the purely intellectual ones, Story Surfer
focuses on use of the body and
playing with materials.
With the help of pervasive computing
the search is detached from keyboard
and traditional computer screen, and
instead large physical objects are employed
for the users to search, examine
and play with. The technology is
secondary to the user - experiences,
play and the positive meeting with the
library is the essence here.
The idea is for the children - via physical
movement - to use the space/library in a new way.
Traditional libraries’
OPACs are often cryptic and very
difficult to decode, for children as well
as adults.With Story Surfer we wanted
to provide an installation which in a
effortless way would enable the user to
search, and through two interactive
surfaces, floor and table, it was possible
to see front pages of books and
examine the content more closely,
while having the opportunity to talk
and collaborate with friends or other
users.We cannot offer a valid research
result, as the installation was not
available long enough, but we did
observe users of all ages, either on their
own or in small groups examining
books, talking about these or about
what was actually happening on the
floor. It is a victory in itself to get children
to search quite voluntarily, in
some cases for up to 20 minutes. This
is not something we have seen before
with traditional OPACs.
Bibphone
Materials in a library have a life cycle
where they pass through many hands
and are read by many different people.
Imagine if all these books could talk, or
if all the users had the opportunity of
talking to the book and thereby indirectly
to the next borrower/user.
Books could have information/values
added to them independently of the
library. Functions in the bibphone
could be: Listen to a review/message or
speak to the book yourself. Books
could contain little traces which could
be gathered - in a kind of treasure
hunt - into a bigger story.
In the bibphone experiment, two different
prototype designs were tested, a
multiple and a single user version, with
RFID and BlueTooth technology as a
basis.With the chance to talk to the
book, it becomes easy for the users in
an intuitive and simple way to make
their comments. At the same time the
bibphone contains a potential danger
(or possibility!), as the users can say
exactly what they want, without the
librarians filtering what is being said.
But loss of control is exactly one of the
exciting trends we can observe now in
the library world. Children would like
to be involved in defining content,
space and design, which means that the
library as an institution must adapt
itself to another role and hand over
some control.
I-Land
The children’s library and local-historical
departments may sound like opposites,
but in a close collaboration an
interactive table was developed where
children with balloons and small dolls
could examine the history of their
town, watch historical clips from films,
look at pictures and listen to comments
on these. The RFID technology makes
it possible for children to get access to
information in an intuitive and effortless
way not available to them before.
The possibilities of the table are more
or less infinite - new themes can be
developed whereby the technology of
the table can be reused. The table is
developed in cooperation with a local
IT firm, Cordura, which works professionally
with practical application of
RFID technology.
What have we learnt?
We are told that if one were to let one
hundred monkeys type away on typewriters
for one hundred years, they
would end up having written the collective
works of Shakespeare. I do not
wish to compare librarians with monkeys
- I only want to make the point
that for one thing we cannot wait one
hundred years, for another it is necessary
to get more professions to work
together.
The value of diversity in the choice of
partners, the probability of inventing
something radically different, something
that points further into the future,
is greater than if we, libraries and
librarians, just continue to cooperate.
The validity of ideas is secured through
user-driven innovation, where close
contact and cooperation with the children
is maintained during the entire
process. It is also essential that they can
see that their input is put to good use
and that their collective commitment
has produced results. All along the
project two classes have contributed to
the development of new ideas and
taken part in trying them out.
A recently conducted study at the Main
Library in Aarhus into user behaviour
and patterns of use showed that 60% of
the visitors did not take out any books.
A similar nationwide investigation
among smaller libraries showed a
figure of about 50%. That – combined
with the decline in number of visitors
– must force the libraries to contemplate
how, what and perhaps also why
we do what we do.
Translated by Vibeke Cranfield
Photo: Søren E. Jensen