and implementing
A Digital
Asset Management System
for the San
Francisco Museum of Modern Art
SIMS
213
User
Interface Design and Development
Professor Marti Hearst
Margo
Dunlap
Thoreau Lovell
Joanna Plattner
May
8, 2001
Problem Statement
Like many museums, the San Francisco Museum of Modern
Art (SFMOMA) is just beginning to understand that digital images
of objects in or related to its collection are important assets
that need to be properly managed. Three factors have prompted
this awareness. First, more and more units inside the museum
use, or want to use, digital images. Second, more and more units
inside the museum create digital images, of varying quality, using a range of methodologies. And third, there
is a growing sense that digital images are a kind of currency
of increasing value for inter-institutional exchanges, building
public awareness of the institution, and extending the reach
of its educational efforts.
Currently, low-resolution digital images are used
at SFMOMA for exhibition planning, during new acquisition meetings
and for web display; high quality digital images are used in
electronic projects such as gallery kiosks, educational websites
and CD-ROMS; and even higher-resolution images are used in print-based
publicity materials and in exhibition catalogs. Future use of
digital images at SFMOMA will likely also include the registration
department, which documents the arrival and transfer of artwork
and the conservation department, which routinely photographs
artwork before, during, and after working on it.
Many of these departments create digital images
for their own use. Most on a relatively small scale, but others
at a much grander scale. For instance, over the last five or
six years the photography department has digitized more than
10,000 photographs, and, over the last three years, Interactive
Education Technologies has created more than 2000 high quality
images. The museum estimates that there are close to 20,000
“good quality” digital images scattered across its network servers
and that up to a 100 new digital images are created everyday.
At present the museum participates in only one museum consortium,
Art Museum Image Consortium (AMICO), to which it must submit
500 digital images per year, but it’s likely that membership
in such consortia will play an increasingly important role in
the museum’s future.
Current digital asset management at SFMOMA is done,
if at all, on an ad-hoc, department by department basis. EmbARK,
the collections management system (CMS) in use at the museum,
supports rudimentary image management, but is not rich enough
in features or easy enough to use to represent an adequate digital
asset management (DAM) solution.
Last year SFMOMA created a new department, Collection
Information and Access (CIA), which has among its many responsibilities
a charge to improve management of digital assets at the museum.
The sponsor of our project, this is the group with which we
worked most closely at SFMOMA.
SFMOMA-DAM Solution Overview
The prototype digital asset management system we
designed for the CIA department features an extensible, layered
architecture—relational database with web interface—to support
the creation, discovery, use, and preservation of digital media,
associated with art objects and the museum.
More specifically,
the design for the SFMOMA-DAM system supports the following
functionality: Search and Retrieval, Image File Request, Image
Grouping (saved search results), and System / DB administration.
Search and Retrieval allows users to search for
objects and/or images and to quickly determine what digital
images exist, who created them, when, according to what standards,
and what use rights are associated with those images.
The Image File Request function allows users to
request copies of digital images or to request the creation
(digitization) of new images, while also capturing information
on who’s using what images for what purposes.
With the Image Grouping function, users can create
and save image collections, which can then be shared with colleagues.
System / DB administration entails a wide rage of
functions, the most important of which include: creating new
DAM database records, with their appropriate metadata; distributing
images to users, and managing the online storage of images for
retrieval and the offline storage of images for preservation.
The SFMOMA-DAM system addresses the needs of the
two broad classes of users discussed above: those who create
and manage digital assets and those who want to use these digital
assets for museum related projects. Public access is not supported
in the prototype, but SFMOMA-DAM could easily be extended to
do so.
User Interface Design and Development
Two areas associated with user interface design
and development proved to be most important for this project.
The first falls within the broad category of needs assessment.
In particular, user interviews, the development of user personas,
and exploratory walk-throughs were invaluable. Together, they
helped us better understand who the users of the new digital
asset management system at SFMOMA would be, what their goals
are, and what tasks they need (and would like) the new system
to perform.
Interaction design, turned out to equally important.
By interaction design we mean design work that tackles high-level
system interaction issues and that pays attention to the user’s
overall engagement with the flow of the system. For a number
of reasons, other techniques did not play as important a role
in our project. For example, the heuristic evaluation and informal
usability study of the prototype did not uncover as many useful
suggestions as they would have had the interface been somewhat
more developed. This is not meant to disparage these techniques,
only to suggest that using them after the interaction design
had been more completely worked out probably would have been
more informative.
Needs Assessment
User Interviews
In early February we interviewed six staff members
at SFMOMA. The interviews were intended to deepen our understanding
of how digital images, and digital media in general, are created
and used inside the museum. The interviews took place in staff
offices or workspaces and were recorded with permission.
For our interviews, we focused on staff in the Collection
Information and Access (CIA) and Interactive Educational Technology
(IET) departments. IET not only requires access to digital assets
created by CIA, but they also create a high volume of digital
materials themselves. We interviewed four staff members in CIA:
the Manager of Visual Resources, an Image Coordinator, Imaging
Specialist, and Slide Librarian. We also interviewed two staff
members in IET: a senior producer and a production manager.
The most frequently articulated desires, heard throughout
the interviews, were to improve coordination between departments
who create and use digital media; to reduce redundancy, where
different departments are digitizing the same objects, or the
same department is digitizing objects multiple times; and to
streamline the processes involved in requesting the creation
and use of digital media, as well as distributing the digital
media once it is ready for use.
The Manager of Visual Resources in CIA was most
concerned with the digitization of objects in the permanent
collection. He articulated a vision of a centralized DAM system
that would support his primary goals of helping to organize
museum wide practices for creating digital images, to ensure
that the museum could efficiently digitize their entire permanent
collection, and to make sure that those digitized images were
made available to as wide a constituency inside the museum as
possible.
As daily creators of digital media, both the CIA
Imaging Specialist and the IET Production Manager emphasized
that they want a system that is fast and easy to use, one that
improves their ability to efficiently create, document, and
deliver digital media.
The CIA Image Coordinator stressed her desire that
the DAM system would help users discover for themselves what
digital images exist, rather than always asking her, and also
provide users with a way to fill out requests for images. She
also hoped that the DAM system would improve the management
of use rights and permissions associated with images.
The IET Senior Producer hoped that the DAM system
would allow her staff to quickly determine what high-quality
digital surrogates existed and then allow them to request copies
of images via an online request form. She also felt strongly
that IET should be able to use the DAM system to manage the
digital media that they create, which often is of artwork not
in the museum’s permanent collection.
A set of related and overlapping requirements began
to emerge from the interviews. But the interviews were not our
sole source of information. A disturbing trend emerged during
our regular meetings with CIA staff. Some weeks the scope of
the project was pushed to include the broadest range of users
inside the museum—curatorial, registration, conservation, education,
publications, and public relations—other weeks the scope was
squeezed to include only the most immediate needs of the CIA
department itself. How, then, to fix the scope of the project?
Alan Cooper’s personas provided a possible answer.
Personas, goals, and tasks
In The Inmates are Running the Assylum, Alan
Cooper proposes, in his typically iconoclastic fashion, a model
for dealing with user needs that de-emphasizes the role of users.
In their place he puts personas, hypothetical archetypes, inspired
by users, but more properly seen as creations of the designer’s
imagination.
In a recent talk Cooper emphasized the importance
of working with personas by discussing the difference between
programmers and designers. Programmers need to be concerned
with what a user might possibly think about doing, while a designer
needs to stay focused on what that user will probably want to
do. The difference is between the possible and the probable,
between the edge case and the central tendency. The problem
for designers, as we discovered working with SFMOMA, is that
it can be hard to keep the central tendency clearly in mind,
especially when the initial phases of the needs analysis results
in a proliferation of often conflicting user needs, expectations,
fears, and insecurities.
Real users often have idiosyncrasies and biases
and may not be representative of anyone but themselves. A persona,
on the other hand, is the central tendency personified. A persona
replaces the vague, elastic “user,” who can be stretched any
number of ways depending on the particular weaknesses of the
designer or the client, with an “imaginary, but precise,” individual
defined in terms of his or her “goals in life (especially relating
to a particular project), their capabilities, inclinations,
and background.” The idea is to create a cast of characters whose
likes and dislikes can be discussed, whose behavior and misbehavior
can be predicted, who, in other words, can be “known” very much
like fictional characters can be known and understood. Once
personas have been identified they become the reference point
for all discussions about features, interaction design, graphic
design and implementation. Thorny questions about should this
or that feature be included are resolved by asking does “Billy
Lewis” need this feature to meet his goals, not will “users”
think that it’s “cool,” or even, does the client think that
it should be included.
Our interviews suggested five primary user types.
Creators of digital images, managers of image creation centers,
coordinators of image requests, sophisticated users of images,
and unsophisticated users of images. From these we developed
four personas and identified two as primary. Primary personas
are indicated by (P) next to their names. A brief introduction
to each persona is presented below; complete persona descriptions
are provided as appendix A.
Persona
1:

Anton Bellatino (P)
Motto: “Art First!”
Anton is 28 years old and he loves his job. He's
a digital imaging specialist at SFMOMA. He spends virtually
100% of his time creating digital images of artwork, using either
a digital camera or a scanner, and then processing them with
Photoshop. What he likes most about his job is the art.
Anton loves media, particularly films. One of the things
he likes about living in San Francisco, is that he can go to
2 or 3 movies a week. His tastes range from obscure European
films shown at Goethe Institute and Alliance France, to experimental
films shown at the SF Art Institute, to Spike and Mike's Animation
Festivals, to Hollywood action films.
Persona
2

Ken Wong
Motto: “Do it once, do it right!”
Ken is 41 years old. He is practical, drives a pre-owned
Toyota and wears Edie Bauer clothes. He is a technically savvy
collections administrator at SFMOMA. Ken enjoys using his
home computer to track his family's finances and access the
internet. He is self-taught and would prefer to figure problems
out on his own rather than asking for help. Ken studied art
and mathematics as an undergrad, and expected to work as an
artist while supplementing his income with jobs at museums and
galleries. However, shortly after joining the Collections Management
group he discovered that he enjoyed management even more. Five
years ago he enrolled in a graduate level evening arts management
program at USF, which he completed in three years.
Persona
3

Robin Foster (P)
Motto: “Let’s try it!”
Robin is 36, married, and lives in Oakland. Born
in Portland, educated in Seattle, and now living and working
in the SF Bay Area, Robin has always lived on the West coast
and would like to keep it that way. After finishing her BA at
the University of Washington in Communication, she worked as
the project manager for the Seattle Art Museum's Open Studio
project, which focused on teaching artists and arts organizations
how to create Websites and to analyze the impact of technology
on culture. She proved herself to be a good manager and an inspiring
team leader.
Persona
4

Sophie Lindstrom
Motto: "So many books, so little time!"
Sophie is 27 years old and she's been working at
SMOMA for 3 years. When she moved to the Bay area 3½ years ago,
after finishing her MFA at the Rhode Island School of Design
she was sure she would land an interesting job. She new she
was smart and creative, friendly and considerate, and that her
contacts from school wouldn't hurt. Coming from a middle class
family, she appreciated the benefits a good education would
afford her. Her timing was good and her confidence paid off
when she was hired as a Curatorial assistant in the photography
department at SFMOMA. She is sophisticated, but not a snob.
She uses the Web at work for research and she uses email for
professional correspondence, but she's never bought into all
of the hype about the internet and technology in general.
Anton and Robin were the obvious choices for primary
personas. At the highest level, users of the DAM system will
either be primarily creators of digital images or users of those
digital images. Anton, as the only image creator, was a lock.
Robin is a more complex persona. She needs some of the images
that Anton creates for sophisticated multimedia projects, but
her group also creates a large number of images themselves.
She is both a sophisticated user and a manager of an imaging
center. What’s more, the images her group creates represent
another source of images for the DAM system to manage. For our
purposes, then, Robin represents the user who both needs to
access images from and contribute image to the DAM system. If
she’s satisfied, then both Ken and Sophie should be satisfied
as well.
Personas,
by themselves, are not that useful unless you understand their
goals.
Goals are what the persona wants to accomplish, not how they
will accomplish it. Goals are relatively unchanging, whereas
the tasks necessary to achieve those goals may change often,
and are particularly sensitive to changes in technology. According
to Cooper, “The essence of good interaction design is devising
interactions that let users achieve their practical goals without
violating their personal goals.”
One of Anton’s personal goals is not to be blamed
for bad quality images that he didn’t create, and, conversely,
to be acknowledged for all the high-quality images he does create.
His practical goals include working on the digitization of the
entire collection as efficiently and accurately as possible.
A system that neglected quality for quantity of digitization
would violate Anton’s personal goals, while satisfying his practical
goals. Similarly, a system that emphasized quality of digitization,
but did so in a highly bureaucratic fashion that severely slowed
down the process of documenting that digitization would violate
Anton’s practical goals, while satisfying at least some of his
personal goals. For the DAM system to be successful from Anton’s
point of view, then, it needs to efficiently support the creation,
documentation, and delivery of digital images by him, and provide
others in the museum with a set of guidelines to do the same.
Robin’s personal goals include seeing herself, and
being seen, as a visionary. Her practical goals include creating
multimedia projects for a broad range of audiences, including
teachers and their students. Working on a project that simply
repeated tried and true interactive educational technology techniques
might satisfy her practical goals, but would not satisfy her
personal goals. Conversely, developing interactive educational
technology that could only run on very high end computers, or
in tightly controlled research settings, might be personally
satisfying, but would violate her practical goals. The DAM system
won’t directly help Robin create more visionary interactive
education solutions, but, in order to be successful from her
point of view, it does need to be a very efficient support tool
for her primary goals. She should be able to use it to quickly
find and get access to the images she needs. And just importantly,
she should be able to quickly and easily add the images her
department creates into the DAM system, so that they can be
used for other projects in the future.
The Iterative Design Model

(Web Project Design Steps)
Armed with our understanding of Anton and Robin,
we were able to move out of the Discovery phase of design, with
its focus on needs assessment, with a much clearer understanding
of the functionality we needed to include in our system design.
We determined that in order to make Anton and Robin happy the
DAM System must:
·
Provide access through both search and browse
functionality to high-quality digital images, including low-resolution
derivatives, and the metadata necessary to understand what the
image is and how it can be used.

·
Be flexible enough to handle images of objects
in and not in the SFMOMA collection.

·
Support requests to use images accessed through
the DAM system.

·
Provide a way for image creators, and others,
to know who is using what images for what purposes.

·
Support the delivery of digital images to the
users who request them.

·
Support the documentation of the image creation
process (technical metadata) as efficiently as possible, ensure
that this information can be used to understand the technical
nature of the images in the future.
But, as we began the Exploration phase of design,
testing different ideas for embodying this functionality into
html pages, it quickly became apparent that what mattered most
was the overall flow of the system, not how elements were organized
on any one page. We tried to model this interaction in very
rough html pages, but html proved to be neither fast enough
nor flexible enough to keep up with our interaction modeling
needs. Instead, we began diagramming system interaction using
Visio and Jesse James Garrett’s “visual vocabulary for describing
information architecture and interaction design,” (http://www.jjg.net/ia/visvocab/)
which he makes available for free as a Visio shape library.
See Appendix B for the SFMOMA-DAM interaction design diagrams.
Garrett’s visual vocabulary provided us with a method
to quickly work out high-level system interactions, while we
continued to develop static html pages. We would also have preferred
to design rough storyboards, either hand-drawn or using an electronic
tool such as Denim, before coding any html, but time did not
allow such a measured approach. What we ended up with instead
was a partial set of interaction diagrams, some rough hand-drawn
screen ideas, and a lot of hard-coded html pages, some of which
were in synch with the diagrams, some which were not.
Nevertheless, it’s also true that the html pages
provided us with a way to test the validity of the interaction
model expressed in the diagrams. And since the html pages were
then the basis of our usability tests and exploratory walk-throughs,
they provided the all-important contact point between the high-level
design and the eventual end-users of the system.
It’s fair
to say that our project is still in the Exploration phase of
design. But as is often the case, the design phases are not
as linear as the diagram suggests. What gets emphasized at any
given time changes, but discovery, design, and refinement continue
more or less simultaneously. Were the design and prototyping
of SFMOMA-DAM to continue, which it might, embodying the interaction
design into “live,” interactive screens and testing them regularly
with users would remain our top priority. And only after the
interaction and information design were thoroughly tested, both
in terms of the users response, and system performance, would
we tackle visual design, the last step in the design process.
Functionality
As discussed in the solution overview section, our
high-level system design supports four core functions:
· Search
and Retrieval

· Image File Request

· Image Grouping
(saved search results)

· System/Database
Administration.
Around the time of the first interactive prototype it became clear that we would
not be able to complete the design of the entire system.
At about the same time, the museum began to stress: creating
DAM database records, that is getting object and image metadata
into the system, along with search and retrieval on that information.
Image File Request, and Image Grouping were classified as “nice
to have” features.
From that point forward we focused our design and
evaluation efforts on Search and Retrieval, System/Database
Admin, and Image File Request, in that order.
However, in anticipation of the future importance of
the Image Grouping function, we decided to include references
to it in the current design in the form of an unlinked “DAMfolio”
icon.
Our prototype SFMOMA-DAM interface consists of a
mix of dynamic (ASP) and hard-coded (html) pages, and among
these some pages are more complete than others.
For example, we have a “help” function, but users who
select it today will be directed to a mostly empty page.
As directed by the project sponsors, the pagers
were designed to be viewed on large monitors with a minimum
display area of 800 x 600 pixel.
Upon full implementation of the final prototype
interface users will be able to:
1.Create DAM object records