Invitation to My Book Launch Party for Making Dinosaurs Dance

You are cordially invited to attend my book release party for my latest: Making Dinosaurs Dance. Please read below for the details and how to RSVP (required). I hope you can join us!

BOOK LAUNCH PARTY

For Author and ECT Adjunct Professor

BARRY JOSEPH

Monday, April 17th at 6:30-8pm

NYU Brooklyn 370 Jay St, 12th floor

RSVP HERE

Light Fare and Refreshments. Open to all!

Come meet author and digital experience designer Barry Joseph, whose latest book published by the American Alliance of Museums is called Making Dinosaurs Dance: A Toolkit for Digital Design in Museums

Based on his half-dozen years at the American Museum of Natural History, this new guide takes its reader behind the scenes to learn how AMNH innovates visitor digital engagement, highlighting design techniques used both there and at museums around the world. Applying a Lean UX approach to museum design, the book introduces The Six Tools of Digital Design – user research, rapid prototyping, public piloting, iterative design, youth collaboration, and teaming up – then applies them through case studies across a range of topics.

Barry will share stories and case studies from the book, engage through interview with Eric Zimmerman, and turn the microphone over to NYU alums whose collaborative work is documented within the book. Oh, and sell/sign books (at a special launch-only discount)!

 About Barry Joseph

Barry looking celestial

Barry Joseph is founder of Barry Joseph Consulting, focused on innovating solutions for learning in a digital age. For a dozen years, at Global Kids (a NYC-based after school organization) then for six years at the American Museum of Natural History, Barry oversaw the strategy, design, and implementation of a slate of over 100 youth courses that applied the latest technology to engage youth to develop their skills and passions through youth media productions and design practices. He has also worked for over a decade with museums to innovate visitor-facing experiences through iterative design, with a particular focus on prototyping and evaluating cutting-edge visitor-facing experiences. Most recently, as VP of Digital Experience at the Girl Scouts of the USA, he used tools of user experience (UX) and customer experience (CX) to make complexity accessible, supporting the development of a seamless digital customer experience that increased retention and drove new membership. Along the way he has built many communities of practice still active today, like Games For Change and the Emoti-Con! Youth Media Fair, and launched many youth media projects and products. Barry has taught thousands of NYC youth, facilitated over a thousand hours of youth programming, and is currently teaching as an adjunct at New York University’s Learning Technology and Experience Design program. His first book, Seltzertopia, came out in 2018, and his latest book – on digital design in museums – was published by AAM in March 2023: Making Dinosaurs Dance: A Toolkit for Digital Design in Museums. He often writes about digital engagement on his blog Mooshme.org. Learn more at his website or on his blog.

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Upcoming Talks, Workshops and Museweb (oh my!)

In the next two months, I have a number of public appearances. Some are in person and some are online. Some are to launch a new tour for my new book on digital design in museums and some are my chance to return to old stomping grounds. Please let me know if I can hope to see you there!

Wed, March 8, 2023 (7:00 PM – 8:00 PM EST) – Games & Education

This Zoom-based chat with long-time friend and collaborator Nick Fortugno is produced by the New York City Museum Roundtable. Nick was lead game designer on many of the games I detailed within my new book Making Dinosaurs Dance: A Toolkit for Digital Design in Museums (MDD). This is a FREE event for anyone who would like to join. We will be exploring (inspired by the book) what it means to develop games in museums with youth in educational programs. Get the Zoom link here.

Mon, March 13 (private) AMMH Volunteers

So often in my work at AMNH I relied on the volunteers who provided research support and so much more. I was delighted to have the chance to taut their work in my new book (MDD), and am now even more excited to get to chat with them about it at an upcoming private session. (I still miss overhearing their raucous lunch time conversations in the staff cafeteria).

Mon, April 3 (half day, Washington, D.C.) Workshop at MuseWeb

MuseWeb is the very conference where I first spoke about my project Crime Scene Neanderthal, which unexpectedly led to my new book (MDD). So how cool is it that I now get to return to lead a half-day workshop to teach museum professionals the digital design skills I explore in the book? MuseWeb is also my FAVORITE museum-related conference, so I hope to see you there. To attend the workshop you have to sign up in advance (and those who do will receive a copy of the book). Register here. I will also co-lead How to Develop a Data-driven Strategy with my colleagues from both the Natural History Museum of Utah & Mutually Human. Fun for all!

Thur, April 6 (7:00 pm) Book Release Event!

My new department at NYU – Learning Technology and Experience Design – will be hosting my official book release event for my new book (MDD). I am so excited. And it will be in person, in Brooklyn. And guess who’s invited? YOU of course. I’ll do a short talk, do QA, sign books, etc. If you’d like me to get you on the guest list, please let me know!

Wed, April 12 (private) Boston College

I was delighted when Margaret Wallace invite me to speak about my new book at her Fundamentals of Interactive Media class.

Do you have an opportunity to bring me to talk about the book or run a workshop based on its lessons? If so, let’s chat!

Posted in Barry Joseph Consulting, Conferences | Comments Off on Upcoming Talks, Workshops and Museweb (oh my!)

Guess Who Just Started Teaching Digital Design in Museums at NYU…

My grandfather, Ben Joseph, received his medical degree in the 1920s at New York University.

In the 1950s, my father, Paul Joseph, followed in his footsteps, getting his medical degree from NYU as well.

In the 1990s, I took a sharp diagonal and, yes, also went to NYU, but to get a masters degree in American Studies.

Now, in 2023, I am beyond thrilled and deeply honored to have begun teaching as an adjunct in NYU’s Educational Communication and Technology department’s Learning Technology and Experience Design program (formerly known as DMDL). And I can prove it, if you don’t believe me – just check out my page in the faculty section at Steinhardt.

Barry teaching

Drawing inspiration from my new book on digital design in museums, I have inherited a course from Leonard Majzlin, who first taught it 30 years age. He formerly passed it over to me in December. The course is called Media for Museums and Public Spaces. It might also be called Lean UX in Museums.

My students will explore challenges faced by designers working in today’s museums as they create digitally-enabled learning experiences. We will look at exhibit design, but also other digital methods used by museums: mobile apps, social media, web sites, webinars, and more. The course will offer a framework they can draw from and build upon across their career, but also focus heavily on drawing lessons from case studies and field trips, and from hands-on experience.

Wahoo! So excited.

I have wanted to teach at NYU for years and it feels like a dream come true.

If my dad were still alive he would still have no idea what I was doing, but at least he could tell his friends his son was teaching at NYU.

Barry dressed as a tour guide with students in his course on a faux tour
Barry dressed as a tour guide with students in his course on a faux tour
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Unboxing My New Book on Digital Design in Museums

Barry grinning over a pile of his new book

Yesterday a box arrived in the mail, this time not from Amazon. Instead, it was from the publisher of my new book: Making Dinosaurs Dance: A Toolkit for Digital Design in Museums. It’s such a thrilling experience to receive a copy of your own book for the first time. A bit overwhelming, and requires an adjustment, as it’s been in my head or a digital form for so so long and then, at long last, there it is in the physical world where I can hold in my hand and flip its pages.

The book is really three in one: a collection of cases studies for a framework about digital design in museums, a mini-memoir about my innovation-driven rise & fall at AMNH, and a collection of short stories about the joys of being a museum professional.

ORIGIN STORY

This book exists because of COVID-19. When I was let go by the Girl Scouts in their first round of pandemic-driven layoffs, I was not sure what I wanted to do next. A liminal period like that can cause one to do a lot of looking back and reflecting. And in that context I received an email, on Sept 23, 2020, to be exact, the very day I shared on LinkedIn my new professional status.

Alice, now working at a design firm, had seen me speak about my work at AMNH four years earlier, in Los Angeles, at the Museums and Web conference (“For, With and By – User Centric Museum Experiences for Kids”). At a time when I was questioning my value in the workplace, I was floored to hear what an impact it had on her to learn about our work developing Crime Scene Neanderthal. She wrote:

I was so impressed by the way that your exhibition on neanderthals continued to morph and change. Its been several years now but I remember that you incorporated volunteers and students who took the exhibition on as their own. It was remarkable to me how that initiative continued to bear fruit so much longer than most temporary exhibitions seem to do.

Working at Girl Scouts, I spent a number of years unable to give much thought to museums. Yet with the pandemic closing most museums, I found myself grieving for my former colleagues and the field in general. Alice made me realize that perhaps I had something of value to offer based on my six years at AMNH that could support the field at large. If that one talk about just one project had that sort of lasting impression, what else might I still have to share?

Luckily, I loved to blog. In six years at AMNH I posted roughly 350 posts, documenting design steps and lessons learned across innovative digital learning programs and experiments in visitor engagement, interviews with colleagues and big thinkers, thought pieces, and critiques of digital design in museums. I figured there just HAD to be a book in there somewhere.

After a few directions, the final concept emerged: identify a common set of practices across a range of projects then explore them though case studies. Then tie it all together through the loose narrative of my process entering, navigating, then exiting the museum. And season the mix with a few short stories. As I recount in the book’s Introduction, I then learned from Elizabeth Merritt that the American Alliance of Museums was seeking museum book ideas and I was off and running.

Two and a half years later, the process has concluded. The book is now out in the world.

GET A COPY

There are a number of ways to get your own copy.

While you certainly CAN buy your own copy (digital and analog) from Amazon, I’m not sure why one might do that. It’s so expensive. And while I can certainly use the ratings and user reviews, the most economical option is:

Buy a copy directly from the publisher, Rowman.com, and use my super secret code (“RLFANDF30“) to get 30% off.

Or, if you write me, I’d be happy to send you a pdf for free.

BOOK TOUR

I am so excited now to take the book on the road. Details are still coming together, but this is what I currently have in the works:

  • A workshop based on the book at the upcoming (we’re back in person, baby!) MuseWeb conference, in D.C. This is the very conference where I first spoke about Crime Scene Neanderthal, which unexpectedly led to the book, so that’s pretty cool. I also hope to do a book signing there, and perhaps a short story reading.
  • A NYC book release party: I am hoping to do something big early in spring, very likely in Brooklyn. To get on that invite list, be sure to join my book-related newsletter.
  • On March 1st I will present the book to the The New York City Museum Educators Roundtable (NYCMER) during a special evening for both members and guests. Since so much of the book is about innovations in digital learning, I look forward to re-connecting with NYC’s museum educator community.
  • On March 13, I’ll lead an afternoon session for AMNH Volunteers, who contributed so much to the projects documented within the books.
  • I am teaching a 14-session graduate-level course at NYU, right NOW, based on the book. (And more on that later today…)
  • I look forward to offering workshops based on the book to clients around the country. If you are interested in having me come out, please let me know.

So one phase of the book has concluded and a new one has begun. Thank you for being part of its journey.

Posted in Barry Joseph Consulting, From My Work, Toolkit | 1 Comment

I co-edited the new Well Played Journal on esports

I am delighted to announce that this week the latest issue of the Well Played Journal was published, which I co-edited with Stan Altman and Nick Fortugno. It focuses on esports and community, based on the series of events I co-produced last spring at the City College of New York to launch their new Gaming Pathways.

The cover of the Well Played Journal

This special issue is uniquely focused on esports as an emerging type of community, largely within the context of colleges and universities. It asks such questions as: How do college esports clubs facilitate campus social life?  How do the communication systems within competitive games constrain and enable fan/player relationships? And, how do these same systems limit gender equity among players?

The best part? As an open educational resource, it’s free! Download your own copy from here.

Below I will share the introduction I wrote after listing the table of contents:

  1. Gaming Pathways: a theme song. Mega Ran
  2. The Digital Gaming Pathway Program: using digital games to diversify the tech fields. Stan Altman
  3. Games as Gateway to College: why colleges should value esports. Nick Fortugno
  4. The Power of Collegiate Esports Clubs: collegiate gaming during COVID. Matthew Lopez
  5. Women Gamers Comming within a Toxic Community: threats & opportunities. Jessie Su
  6. An Inside View: getting esports into Madison Square Garden. Asi Burak
  7. Esports and their Audiences: how audiences and players express the “e” in esports. Masaya Heywood
  8. How to Level Up a City: competing while leaving no one behind. Mayor Eric Adams

Esports as Community: a Well Played edition on Esports

The Well Played Journal is a forum for in-depth close readings of video games that parse out the various meanings to be found in the experience of playing a game. This special issue is uniquely focused on esports as an emerging type of community, largely within the context of colleges and universities. 

How do college esports clubs facilitate campus social life? 

How do the communication systems within competitive games constrain and enable fan/player relationships? 

How do these same systems limit gender equity among players? 

These questions and more will be explored in the following pages.

This issue differs from others in the Well Played series in a number of ways. 

First, this is being produced through a team that recently launched a public pathway to the gaming industry, composed of high school programs in low-resourced communities that lead to a new undergraduate degree in game design at the City College of New York (CCNY), with both connected to local gaming industry leaders (both AAA and indie). This Gaming Pathways Program launched in spring of 2022 through five public events, from which all of the content of this journal are drawn: two evenings of Well Played lectures, two afternoons of esports competitions, and one press conference with the mayor of New York City. 

Second, as this publication draws from these public events, the diversity of voices represented across those events are reflected within these pages: college students, academics, gaming professionals and, yes, even a mayor and (separately) a nerdcore rapper. (While most Well Played articles are peer reviewed, our chapters followed a different publication path). 

Third, all of these chapters were designed to be presented orally. We have worked with the contributors to adapt them where possible for print; for others we retained the conversational tone if that format was preferred. 

Like all Well Played Journals, we focus here on one topic (esports as community). Through different voices and perspectives we try to understand the topic in a new way, through careful analysis and understanding the topic from the inside out.

The journal opens, echoing each of our events, with wise words from former educator and nerdcore rapper Mega Ran, who wrote these lyrics for his song celebrating how games offer a wide range of pathways to careers in everything from “information tech to architects.”  

Then, Stan Altman, the Director of the Gaming Pathways Program, introduces the new initiative and sets some context. In “Games as Gateway to College,” Nick Fortungo, the educational director of the game design program at CCNY, makes the case that esports are “a great preparation for college, because now you have an angle to connect with the people around you…” This theme of esports creating communities on college campuses is explored from a personal angle in “The Power of Collegiate Esports Clubs,” as college student Matthew Lopez recounts his experience during the global pandemic finding connections through the CCNY Club. Finally, Jessie Su, attending the same school, argues for a more inclusive definition of community within her article, “Women Gamers Comming within a Toxic Community.” 

The last collection of essays move from a college level to a city-wide and national level. Asi Burak, a professional in the industry, recounts his experience building a city-wide esports community through the first major esports competition held at Madison Square Garden. Masaya Heywood, a college student, follows-up with an analysis of how the needs of esports athletes differ from traditional sports, generating different fan cultures, for better and for worse. Finally, Eric Adams, the Mayor of New York City, makes the case of leveling up New York City to become a major center for gaming within the nation. 

As there is so much more to be explored regarding esports and community, this collection is intended to generate conversations and inspire others to do the same. 

So, if you are game for it: tag – you’re it!

Posted in Barry Joseph Consulting, Critiques, Theory | Comments Off on I co-edited the new Well Played Journal on esports

Can generating art through AI still make me an artist if ordering food on GrubHub doesn’t make me a chef?

Can generating art through AI make me an artist if ordering food on GrubHub doesn’t make me a chef?
The title of this piece as run through Midjourney.

“Barry made you this wonderful story,” my wife said as she handed out the home-printed book I made for my niece on the 4th night of Chanukah.

“Well,” I added, “whether it is wonderful is still in question.”

To which my son wryly interjected, “as is whether you made it.”

First, some context: During the holidays this year, I made a number of personalized, illustrated stories for the children in our family. I asked each in advance: “If you were the hero in your own story, what would be the: setting, challenge, genre”. With that information, I went to ChatGPT, and entered a text prompt like “Write me a short fantasy story with a castle about a boy facing a dragon and how they became friends”.

Immediately ChatGPT gave me a dozen-or-so paragraphs composing a coherent short story. I ran the same prompt a few times until I found a story I liked, then incorporated elements from the rejected stories that stood out. I then laid out the text in a design program so I could print them out as a holiday present.

But first, for each page, I grabbed a sentence and put it in as a text prompt for Midjourney, which is like ChatGPT but for images. For example, “He let the friendly dragon try some of the delicious food from the castle’s kitchen” produced the following illustration:

An children's book illustration of a knight in a castle kitchen

Could I quickly (about 90 minutes per book) and easily produce personalized stories to delight my extended family? For sure.

Was my son right to challenge their authorship? Absolutely.

But would any of these gifts have existed without my efforts? Not for a second.

So what’s the right way to understand my role in the production of this material and what is the new ethical landscape I need to navigate in order to do so in an ethical way?

MidJourney AI Art Station is a Facebook group (currently with 21,000 members) created for people to “discuss all things A.I. art.” One poster recently shared the following insightful observation in a post entitled “ETHICS & AI ART”.

  1. “This is art”: To this writer, there was no denying that what we see through this tools is a product that produced an emotion filled with awe, which met their definition of art.
  2. “We are not artists”: That is, just by using these A.I.-powered creativity tools does not make one an artist. This is where the title for this piece comes from, as they wrote “typing words into a computer, getting art back and calling yourself an artist is like ordering food and calling yourself a chef.”

Before I say more I need to set some additional context. If this conversation does not upset you, if you have no skin in the game, you might not realize how much the sudden emergence of these popular tools is threatening the livelihood of visual artists, writers, journalist and more. I have so far not named the writer of the above post because they do NOT want to be identified outside that Facebook group. Why? “Emotions are high right now,” they wrote, “and a lot of artists are getting blacklisted for even KINDA saying AI art is cool / has a place / isn’t going anywhere.” Another poster responded in this thread: “I’ve been doxxed, have a collection of about 50 death threats and my doctors office was called…”

So as I dive into these ethical waters I recognize, not being a trained visual artist whose career is threatened, I want to tread lightly and with great respect.

I love the metaphor about ordering food not making you a chef. It’s pithy and highlights a variety of concerns: about claiming the labor of others as one’s own, about the sense that someone is unjustly pretending to have skills they don’t have; and something that seems unfair about getting something of such value through such little effort.

However, while I think this raises these topics for discussion, they are the not the final word. More broadly, I think this notion is a false one.

To order food, I pick up the phone and describe what I want – or use an app to make some selections and hit enter. 30-60 minutes later food has arrived. Voila!

Meanwhile, while I described above a quick and dirty way to make personalized, children’s books, they were far from a quality worthy to sell on Etsy. A better example is the original “photo” I needed for a deck for a client about a museum concept last week, which took an hour to produce after working through over a hundred options. Or the cards I am producing for a game about A.I.-art, with some cards requiring work of up to two hours to produce. When I think about just the time spent alone, the metaphor of ordering food just does not hold up.

Unlike with ordering food, when I am working with Midjourney I am developing technical skills in using a piece of new technology, like learning how to use Instagram to build a community around a new book, or using mesh routers to spread strong internet access around my home. I am using creative skills identifying what is and is not working, and like solving a puzzle coming up with new combinations of descriptive words and technical terms unique to the tool in order to bend it to my will. It also requires a design practice based on learning through iteration. These are all real skills and literacies.

Perhaps what is missing here is that A.I.-generated text and art is not like Instagram or a router system. Every new tech likes to claim it is disruptive; every moral panic likes to argue that the latest concern is more dangerous than the last. Perhaps A.I. is different, is actually that much more disruptive and its dangers that unique. Why? Because it is operating at a new level of scale, and as such requires a new framework to understand it.

When I started working on the Web in 1995 – that is, literally building the World Wide Web through hand-typed HTML code one page at a time – I looked for some guidance. I found it in Marshall McLuhan.

McLuhan, who is most famous for saying “the medium is the message,” helped us to understand that, for example, the content produced for television is not what shapes us as much as the very act of watching television (and the type of relationships with content the medium of television enables and constrains). So, for the Web, the actual information found on web sites is less important than how humanity is shaped by the ability to click endlessly across a seemingly-infinite number of globally linked set of information. At least, that the idea.

Another concept from McLuhan that had greater impact of me is about the relationship between human’s and technology. Traditional science fiction often used technology as an allegorical warning about humanity’s disconnection with nature, e.g. Frankenstein, an evil computer, etc. McLuhan, however, saw things different. Technology is not in opposition to the natural order of the world but, rather, an extension. A pencil lets you take your ability to speak and extend its ability to last over time. A telegraph lets your voice carry over a greater distance. In this vein, any technology can be reframed as extension of our human powers.

This idea seeped into cyberpunk and from that to the cultural at large, the idea that technology does not destroy our humanity but instead enhances it and that, over time, it will enhance us to such a point we become post-human, passing through a singularity in time from which there will be no going back.

From this perspective, today’s AI-powered creative tools just let us “do art” in a more powerful and effective way.

The tools make us better artists.

But my son was right. Whether I made those children’s stories is still in question, whether I can claim the role of artist who brought them into existence. Just because they would not have existed without me, it doesn’t mean I can claim them as my own.

So what can I claim?

I go back to Clive Thompson’s now classic analysis of how chess grandmaster Garry Kasparov responded in the late 1990s to losing games to IBM’s new Deep Blue. Many threw up their hands, as if the game was over: our future A.I. overlords have arrived. They had not. But Kasparov did not simply reject the power of computers. He created what he called advanced chess, in which players are assisted by software. The players gets feedback from the computer but ultimately make their own decision.

Kasparov then held competitions in which players can choose whether or not to use computers. The winners were those who not only worked with computers, but were the most effective in HOW they worked with them. In the end he concluded “The most brilliant entities on the planet, in other words (at least when it comes to chess), are neither high-end machines nor high-end humans. They’re average-brained people who are really good at blending their smarts with machine smarts.”

In other words, rather than think about technology as something our bodies incorporate through assimilation – like the Borg – perhaps A.I. is developing – has developed – to the point where we can no longer assimilate them, no longer treat them as resources to colonize, but rather threat them as collaborative partners. Earlier this year, Google engineer Blake Lemoine was fired after making claims that their new A.I. was sentient. I think he was wrong, but on to something still worth noting. Our current state of A.I. might not be sentient, but it could still be a technology at a new scale requiring us to treat it differently.

So rather than assimilate it all McLuhan, perhaps its better to think of A.I. as a separate entity with which we collaborate. And in fact, from an interactive design perspective, what is it exactly we are working on with A.I., on what exactly are we collaborating? The answer: making sense of large sources of data. When you search on Google you are using their A.I. to sort through all pages on the web to find what your text prompt requested. It does not produce something new, just gives you access to something already existing, but something you could not have made sense of on your own.

But what if a Google search did give you something new, something it interpreted through your guidance? What would that be called? What could I term my role in the process?

That is what ChatGPT and Midjourney and tools like that are doing: providing us with opportunities to make sense or and make something with our new world of ginormous data sets. So if we can’t use the metaphor of ordering food to make sense of this, and we can’t use McLuhan’s enhancing humanity model, what can we use?

Is there a model can we draw from that describes one’s identity as being part of a collective that makes art, in which no part can make this type of art without the contributions of the other? What terms can we use for the uniquely powerful role humans play within this collaboration among humans and computers?

A member of the Facebook group MidJourney AI Art Station responded to the Ethics post. “I call myself an AI artist with confidence,” she said. “The AI and I are a team.”

That original Ethics post concluded by highlighting an ethical point:

  1. “We shouldn’t use living artists in prompts”: When making art in tools like Midjourney, it is common to include text like “in the style of Jeff Koons”. This creates art LIKE that artist. It is also fun, and powerful, to combine styles, like “in the style of Jeff Koons, Studio Ghibili, and Ansel Adam,” to generate something wild unexpected and new. “We shouldn’t be using living artists as prompts,” the author of the post wrote, “especially if we mean to profit from the use of these images.” Pulling from and being inspired by past artists, especially those who are deceased, they see as fair game. That’s what artists have always done. But if they are living, working artists “at some point this is going to affect their income” and should be respect.

Until I read that I have been using living artists in my prompts in the design of my card game. No more. And I’ll start reducing that practice now and be more intentional when (or if) I still do.

I expect humanity is just in the beginning of developing more sophisticated ethics around human collaboration with A.I.s. Other aspects have already been well established – uprooting inherent racial and gender bias, exposing black box reasoning, and more. I have so much more to learn.

But for now, personally, I look forward to learning more about my A.I. collaborators and exploring what wonders we can create, together.

ADDENDUM ONE

There are two pieces I want to call out that also informed my thinking above:

Ian Bogost in the Atlantic argues that these new A.I. tools are not epistemological in nature but aesthetic. That is, they are not tools for accessing the truth but for creativity. I think he is largely right – they are largely tools for creating new things, and playing with the possibilities of machine generated content, and less useful for producing knowledge. But this will shift over time. Google is terrified, and rightfully so.
ChatGPT Is Dumber Than You Think: Treat it like a toy, not a tool

A second piece is this one from the New York Times: How to Use ChatGPT and Still Be a Good Person. It’s subtitle sums it up: “It’s a turning point for artificial intelligence, and we need to take advantage of these tools without causing harm to ourselves or others.”

ADDENDUM TWO

For those new to this world, I thought it would be helpful to share some more visual examples of what I am talking about above, a selection of ways I used Midjourney in the past four weeks. Without examples, it might be hard to imagine how powerful these tools have become.

During the past month I generated over 4,000 images. Why?

1. For my end-of-year business email, I used Midjourney to create a digital holiday card. I used the prompt “an experience designer showers friends with books in an enthusiastic display of affection for the holidays” and eventually that led me to this image:

Note that EVERYONE is white, and that it is centered around a male – neither of which I requested. This highlights the bias in the system. To get a better image I turned “showers friends” to “showers multiracial friends” to get something better:

2. I shared above about the personalized books for family members. Here’s an example of one of the pages.

3. I am writing a new book on Stephen Sondheim and games. I needed a placeholder to use for social media so I under Midjourney to give me some ideas.

4. Sometimes an animated gif or a meme is just not enough! My friends were joking about early Judd Hirsh movies, so I created this fake still from his ninja action film.

5. I was working on a report for a planned museum. We needed to create some specific archival images. Here is one page from the deck. Only two of these were real images – the rest straight from Midjourney. Can you guess which ones are real?

6. I am creating a card game about the rise of A.I.-assisted art production. I call it Uncannny Valley, “a game to welcome our future A.I. overlords”. It’s a game about the new visual literacy required to make sense of A.I.-assisted art. The vast majority of the 4,000+ plus images I generated in the past month were in development of this game. Some of the outtakes I posted on Instagram, which you can see here. Below are a few examples:

Posted in Barry Joseph Consulting, Theory | Comments Off on Can generating art through AI still make me an artist if ordering food on GrubHub doesn’t make me a chef?

Brooklyn Seltzer Museum and Factory Tour Update

In October I shared that I am working with the Brooklyn Seltzer Boys in Cypress Hills to explore the development of the first seltzer museum in the western hemisphere. As we approach the end of 2022, I wanted to share a few updates.

Let’s start with this heart-warming commercial made for the Brooklyn Seltzer Boys by Natalie Marino. Released just last week, it gets me every time I watch it.

While we’re looking at videos, here’s another. When I started my research on my book Seltzertopia in 2004, no one could find a mold. So it was remarkable for me to see in person how the Brooklyn Seltzer Boys are recreating the process to keep this industry alive. In the video, listen to Kenny Gomberg break down the complicated nature of making the mold for creating new seltzer siphon heads.

a mold for making a seltzer siphon head.
The mold for a siphon head

I think I wandered here a bit. But that’s what it can be like in the world of seltzer. Seltzerman Walter Backerman came in to drop off his empties and reload his truck. I asked him how he was. “It is what it is.” He then began to fill in the details. A half hour later, without any prodding required, he concluded, “It is what it is.”

So why was I there this week? I am supervising a graduate student at NYU who is developing one part of the museum as her thesis project. She is taking one section of the factory, currently loaded with beautiful antique machines, and designing an interactive exhibit that breaks down how a seltzer works carbonates water. This was the “client pitch”. Kenny and Alex gave some crucial and insightful feedback and now Emma will return to revise her design and start building a prototype. Below are some photos.

Emma’s design pitch
Comparing reality to the concept
Mapping out the steps
A 3D model of the space

More to come in 2023! Until then, keep it fizzy!

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What is it Like to Intern with BJC?

My summer intern from NYU’s Learning Tech and Experience Design program was interviewed recently about what it was like. I thought it might be nice to share it here, as a resource for my future interns and any interns you might have the good fortune of working with in the future.

Getting to Know Emma

Emma: I’m from China, a second year LDXT student (2022). I studied in Jinan University in China and had a background in journalism and Chinese language. I worked in a journalism company before but don’t have any experience of education or design.

Sherry: What drew you to the LDXT program?

Emma: I had a few elective courses when I was a university student in instructional design, national education and digital design. That triggered my interest in educational technology to make learning more engaging.

Emma: I had my internship at Barry Joseph Consulting as a UX designer in 2022 from May to August. The company is working with the Utah Education Network (UEN) to improve their user experience. UEN has provided infrastructure and support for higher educators in Utah through building technology and licensing. A lot of public schools and communities are using UEN resources in their teaching and learning. But as time goes on, users’ daily teaching and learning has changed a lot. At the same time, the teaching model and education has experienced revolution because of the pandemic. In order to have a better understanding of user’s needs, UEN collaborated with Barry Joseph Consulting to develop tools that would help UEN better understand their users and their needs. Since the company already had their prototypes, most of my job focused on the research: to understand the user pain points. In order to know the pain points, we conducted interviews and surveys, analyzed the data and created personas, journey maps, and experience maps.

Sherry: Why did you want to do an internship?

Emma: Doing an internship will be helpful for our future career. And I think an internship is a connection between the school and society so that I can have real-world experience and learn something I couldn’t learn from schools such as communications in the workplace, team collaboration, client needs, etc. Also, it’s a good way to polish our portfolio and resume.

Sherry: Why did you choose to do your internship as a UX designer?

Emma: I spent a lot of time browsing online information to figure out my future career and I found the UX designer is a meaningful job to make people’s life more enjoyable, which I’d like to set my path in. Therefore, I chose to do my internship as a UX designer.

Sherry: Did you face any challenges during your internship?

Emma: Of course I had! I came across many difficulties. For example, it’s hard to condense 50 interview data to create a persona. It really challenged my analysis skills. Thankfully, my boss was very supportive and kind to help me.

Emma: I found the opportunity from ECT general chat on slack. Janelle sent the information and I sent the email to apply for. However, the final decision was still on the company. I was applying for other positions on LinkedIn and Indeed as well in the beginning of April. Though a bit anxious at that time, I finally got the position at Berry Joseph Consulting in May and started working a few weeks later.

Sherry: What advice do you have for students who also want to be a UX designer?

Emma: Firstly, it’d be better to be familiar with the process and have the basic knowledge of UX design. Those would be helpful when you’re working as an intern. Secondly, find your advantages and potentials to set up your career path such as UX writing, UX researcher, or UX design. Thirdly, always keep yourself updated in design knowledge. You can learn the design trends from Podcast, Medium, Behance, etc. Last but not least, prepare your portfolio as early as possible. It’d be the most important thing for applying for a job.

Sherry: What advice do you have for students to get the most out of their internship?

Emma: I would say don’t be afraid of asking questions. Your teammates and mentor will help you and you will be able to learn the knowledge that is impossible to learn at school.

Sherry: How might current LTXD students on a career path like yours make the most of their time in the program?

Emma: In my perspective, focusing on the classes can help build the fundamental knowledge. Also, setting up your career goal as early as possible helps you monitor what tools you still need to learn and what elective courses you should take. Try to make your class project better because they will be presented in your portfolio. Lastly, networking with your classmates and professors. They can help you with abundant resources and information for your study and work.

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Towards a Public Pathway for Careers in Gaming: NYC Youth and Agency (video)

Last July, I led a panel with Nicholas Fortugno (Co-Founder & CCO, Playmatics LLC) and Ashlyn Sparrow (Assistant Director, Weston Game Lab, The University of Chicago) to explore how our two cities – NYC and Chicago – were connecting public school teens with colleges based on their interest in games.

The video was just released, and I am proud of this event, not only because it was at the 19th Games For Change Festival (which I co-founded) but as it was a sort of coming-out occasion within the NYC gaming industry for our ambitious new project: The Gaming Pathways.

Unfortunately, the video does not show the slides. So if you’d like to click through your own copy, download this pdf and you can play along at home!

Finally, to provide full context, this is the language used to promote the event: In May 2022, the City University of New York (CCNY) announced a new public pathway to gaming careers to meet the workforce needs of the growing video gaming and related industries in New York City. This presentation explores this new pathway in three ways. First, we will explore highlights from the 2021 study undertaken with area high school-aged youth to inform the development of this project. It will highlight key lessons learned about youth and games while sharing techniques developed to surface examples of youth agency within gaming ecosystems. Second, we will explore what is means to create a new public option offering a bachelor’s degree for youth who want to pursue careers in these industries but lack the means to attend the more expensive private universities offering similar degree programs. Finally, the last third of this symposium will introduce the Weston Game Lab at the University of Chicago and representatives from both programs will explore how both public and private universities can work with local communities to prepare Black and brown youth for a game-oriented career trajectory. The Pathway is a new partnership between New York City’s MoME (Mayor’s Office of Media and Entertainment) and a team led by CCNY consisting of SAENY (Science and Arts Engagement New York) and UAP (Urban Arts).

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The New York Times Mentioned My New Book on Sondheim

Last May I had an idea for a crazy new project.

Today I saw it promoted in the New York Times.

I love when that happens.

Overall, it’s a lovely piece by Eric Grode, but below are the key parts pertaining to my book. (You can also learn more about the book, its Insta, and subscribe to its newsletter here).

Getting Close to Sondheim: New Books Try to Capture His Essence

Memoirs by his collaborators are among the works available now, and several others are on the horizon.

Roughly a decade before Stephen Sondheim died in November 2021, he added a surprising new occupation to his multi-hyphenate career: autobiographer. His two memoirs-through-lyrics, “Finishing the Hat” and “Look, I Made a Hat,” offered beguiling insights into the life of a man who had long cultivated a reputation for sphinx-like reticence. The year since his death has seen bookshelves sag with an array of books offering further glimpses; D.T. Max’s “Finale: Late Conversations With Stephen Sondheim” is the most recent, with several more on the horizon. Here is a look at some of those titles.

Sondheim was a gifted puzzle maker and creator of cryptic scavenger hunts. (Rian Johnson, the screenwriter and director of “Glass Onion: A Knives Out Mystery,” has credited the 1973 mystery film “The Last of Sheila,” co-written by Sondheim, as an inspiration.) Barry Joseph decided to plumb this relatively under-discussed aspect of his life in “Matching Minds With Sondheim: The Puzzles and Games of the Master Lyricist.”

“This is seeing his mind and brilliance in a whole new way,” said Joseph, who hopes to release the book in 2024. “When you’re trying to solve someone’s puzzle, you’re getting into their head.”

Book cover for Matching Minds with Sondheim
A cover I mocked up for fun on Midjourney
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