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A bad business model or a savvy market strategy? Thinking like a vendor

I want to talk about an e-book platform called Inkling whose web version is not cross-browser compatible. But what I am really interested to talk about is neither an ebook platform nor its cross-browser support. I am interested in thinking about the way we assess and evaluate resource products from vendors and their market strategies as librarians. I am using Inkling just as an example to touch on this topic.

Inkling is a company that makes an interactive textbook. It works with publishers to get a contract for certain titles of theirs, so that those titles can be made to e-books that run on and are sold at the Inkling platform. Inkling originally started as an e-book platform app on the iOS device such as an iPad and iPhone. The Inkling platform is quite nice. Adding annotation is easy and the page numbers of a print book is clearly marked on the side of its e-book version. Inkling e-textbooks in medicine offer interactive quizzes integrated into a human anatomy diagram and include related audio and video files that can be played right there inside the app, thereby broadening the utility of a textbook to students. The Inkling e-book platform also provides various sharing features that can be handy for students and teachers.

Recently, Inkling released a Web version. My library, which tested its app version earlier, was interested in purchasing some of the titles that were available at the Inkling Store for library patrons. Not only did we like the Inkling platform as a reading platform but we also found out that those titles were not available as e-books from any other vendors. My library wanted to provide more medical titles as e-books so that our students and faculty can access them with convenience. But while testing their Web version, we found a few problematic things for library patrons. (1) First, the Web version of Inkling doesn’t allow library patrons to use their iPad/iPhone version unlike products such as Naxos Music Library. So the convenience of getting the resource on a personal device was taken away in the Web version. (2) Second, Inkling requires each library patron to create a separate Inkling account in order to access the Web version of Inkling through the institutional subscription. The double authorization required – one for the university log-in and the other for the inkling log-in – was cumbersome and annoying. The majority of library users do not want to create an additional account for each database or resource that they use through the library subscription.

But the most problematic was (3) the fact that Inkling’s Web version only runs on Safari and Chrome.  No Firefox, no IE. This was a deal-breaker for us because the number one browser that is used to access our library’s website is IE and the second is Firefox according to the Google Analytics statistics. Furthermore, the most important patron group that my library serves, the medical students and faculty at our school, mostly work on the student laptops and office PCs that the school IT department configures and issues, and those student laptops and computers only come with IE and Firefox. Students and faculty have to request IT if they want to install any new software on these standard laptops and PCs. For this reason, when the limited browser support of the Inkling Web was known, librarians at my library unanimously agreed to wait for Inkling to add the support for other web browsers. We also did a demo of the Web version to a group of faculty with a few students included but the responses were lukewarm. So waiting was agreed to be the best option at this point.

At the same time, it was puzzling why Inkling released a Web product that only supports Safari and Chrome. We were told that Inkling e-books use HTML5 and CSS3 extensively and that not all the HTML5 and CSS3 features that Inkling uses are supported in IE and Firefox.  Okay, but if the Web version is to target institutional subscriptions rather than individual consumers – whom their iPhone/iPad version targets, then why the limited cross-browser functionality? In my opinion, no libraries were going to purchase ebooks that are going to run on web-browsers that half of their library patrons or more do not already have on their computers. Perhaps did Inkling release its Web version in haste and are planning to add cross-browser support as soon as possible? However, when my library inquired about Inkling’s future plan of cross-browser support, we were told that they were planning to add that feature in the future but without any timeline for it. Then, the cross-browser support didn’t seem like a high-priority for them. So if this is the case, what is going on?

Source: http://www.flickr.com/photos/angeliathatsme/6182582677/

As long as I was thinking as a librarian, I could only think that this was simply a bad business model. But let’s think about from Inkling’s perspective.  Is there a possibility that this is not a bad business model but an actually savvy business strategy? I do not doubt that Inkling’s development team can make their platform work with Firefox and IE. From the product they built, Inkling seems to have a capable dev team. I wonder if the company is debating internally whether adding the cross-browser support to their e-book platform would be a worthwhile investment at this point.

(A) First of all, HTML5 is being fast accepted as the new web standard and the W3C has a working group to finalize the specification. So whatever feature Inkling needs and FireFox lacks may well be soon added. And hopefully IE will follow the suit. If the browser support for these features are coming, Inkling may well do better by simply waiting a bit.

(B) The company may be uncertain about how much revenue will be generated from the institutional subscriptions. If the main attraction of their product lies in its availability on iPhone and iPad, then since this feature is not allowed for the users of Inkling’s Web version through the institutional subscription, individual consumers may well remain as their main target customer group. And for that matter, the release of the Web version itself doesn’t necessarily mean that the company is targeting institutional subscriptions as the main customers. The Web version might be a nice companion for the individual users who nevertheless purchase Inkling books mostly to use them on the iOS platform.

(c) But most importantly, Inkling’s real target could be mobile devices, not desktops. Now think about mobile devices – many different kinds of smartphones and tablets. If they are iOS devices, they will have Safari web browser. If not, they are likely to be Android devices. What browser do Android devices have? Chrome. So perhaps what the real market strategy of Inkling is going for the mobile market, not the desktop market. Maybe this is what they are really after.  Now the choice of Sarafi and Chrome seems to make much more sense, doesn’t it? And I have to say that focusing on the mobile is only smart considering that the Mobile Internet is about to surpass the Desktop Internet.  Of course, I have no way of knowing if any of these guesses are true. I am simply testing hypotheses.

So what was the lesson I learned? It was something obvious but nevertheless I have been overlooking for a while. As librarians, we are used to evaluate a resource product based upon how user-friendly it is for library patrons to use and how easy it is to implement in the common library setting (such as IP authentication by EZproxy and institutional log-in). However, these two factors are not necessarily the greatest concern for the vendors. That doesn’t mean that their business model is bad. They just happen to have a different business model that is not quite library-friendly. But vendors don’t exist to be library-friendly as much as libraries exist to purchase vendor products.  And sometimes, thinking about their concerns rather than ours can give us librarians a clue of where the vendors are going with their products and what their responses to our requests are likely to be, which we need to be aware of and to understand as much as we can. It is a good mental exercise for librarians.

 

 

Why Gamify and What to Avoid in Library Gamification

*** This blog post has been originally published in ACRL TechConnect 0n August 7, 2012. ***

In my last post, “Applying Game Dynamics to Library Services,” I presented several ideas for applying game dynamics to library services. After the post, I have received a comment like this, which I thought worthwhile to further explore.

  • What about the risk of gamification – the fact that it can deprive people of internal motivation for serious activities by offering superficial external rewards?

We tend to associate the library with learning, research, scholarship, and something serious. By contrast, games make us think of fun. For this reason, it is natural to worry about a library or any library-related activities such as reading, studying, researching becoming frivolous and trivial by gamification. In an effort to address this concern, I will point out that (a) gamification is a society-wide trend (and as such, highly likely to become not so frivolous after all), (b) what to avoid in gamifying libraries, and (c) what the limit of gamification is in this post. The key to successful gamification is to harness its impressive power while being fully aware of its limit so that you won’t overestimate what you can achieve with it.

Why gamify?

SCVNGR plans to create a game platform as Facebook built a social platform.

Gamification is not just a hot topic in libraries or higher education. It is a much bigger society-wide trend. In a similar way in which Facebook has evolved from a single website to practically ‘the’ social platform and layer of the real world with over 900 million active users as of May 2012, now a game layer is slowly being built on top of the real world. Just as the social layer effectively fused social elements into the world, the game layer brings gaming elements into reality. A game layer that we can compare to Facebook has not yet emerged. Nor is clear how far gamification will penetrate our daily activities. But we can imagine what a semi-universal social platform is going to be like from location-based smartphone apps such as Foursquare and Gowalla. Instead of building a virtual world for a game, these apps gamify the real world. Our mundane everyday activities in the non-game context turn into gaming opportunities for rewards like badges, points, rankings, and statuses.

But why apply game design elements to the non-game context in the first place? The short answer is that people are more motivated, engaged, and often achieve more in games than in the real world. Why are people better at a game than in real life? It is because games offer an environment intentionally designed to provide people with optimal experience by means of various gaming mechanisms and dynamics. Games make people perform better in the way the real world does not. It was in this context that a game designer and game studies researcher, Jane McGonigal, stated that reality is broken.”1 Gamification aims at extracting those game mechanisms and apply them to reality in order to make the real world experience more interesting and engaging.

Gabe Zichermann’s definition of gamificaion as“the process of game-thinking and game mechanics to engage users and solve problems” expresses the goal of gamification well.2 In this definition lies a good answer to the question of why libraries need to pay attention to games and game dynamics. Game dynamics can raise library users’ level of engagement with library resources, programs, and services. They can help library users to solve problems more effectively and quickly by making the process fun. A good example of such gamification is the NCSU Mobile Scanvenger Hunt, which was described in the previous post here in ACRL TechConnect blog.

What to avoid in library gamification

Since games can induce strong motivation and spur a high level of productivity, it is easy to overestimate the power of game dynamics. Perhaps, everything we do will turn into a game one day and we will be the slaves of omnipresent games that demands ever more motivation and productivity than we can summon! However, not all games are fun or worth playing. Designing good game experiences is nothing but easy.

The first thing to avoid in gamification is poor gamification. Gamification can easily backfire if it is poorly designed. Creating a library game or gamifying certain aspects of a library doesn’t guarantee that it will be successful with its target group. Games that are too challenging or too boring are both poorly designed games. Naturally, it is much more difficult to design and create a good game than a bad one. The quality of the game – i.e. how fun it is – can make or break your library’s gamification project.

Second, one can over-gamify and make everything into a game. This is quite unlikely to happen at a library. But it is still important to remember that people have a limited amount of attention. The more information we have to process and digest, the scarcer our attention becomes. If a library offers many different games or a variety of gamified experiences all at once, users may become overwhelmed and tired. For this reason, in pioneering the application of game dynamics to libraries, the best approach might be to start small and simple.

Third, a game that is organization-centered rather than user-centered can be worse than no game at all. A game with organization-centered design uses external rewards to increase the organization’s bottom line in the short term.3 Games designed this way attempt to control behavior with rewards. Once users feel the game is playing them rather than they are playing the game, however, they are likely to have a negative feeling towards the game and the organization. While a library doesn’t have the goal of maximizing profits like a business, which can easily drive a business to lean towards organization-centered gamification, it is entirely possible for a library to design a game that is too heavily focused on the educational aspect of the game, for example. Such gamification is likely to result in lukewarm responses from library patrons if what they are looking for is fun more than anything else. This doesn’t mean that gamification cannot make a significant contribution to learning. It means that successful gamification should bring out learning as a natural by-product of pleasant and fun experiences, not as a forced outcome.

Harnessing the power of game dynamics

Games are played for fun, and the fun comes from their being ‘not’ real life where one’s action comes with inconvenient real-world consequences. For this reason, when a goal other than fun is imposed on it, the game begins to lose its magical effect on motivation and productivity.  It is true that games can achieve amazing things. For example, the game FoldIt revealed the structure of a specific protein that long eluded biochemists.4 But people played this game not because the result would be revolutionary in science but because it was simply fun to play.

It is probably unrealistic to think that every task and project can be turned into a fun game. However, games can be used to make not-so-fun work into something less painful and even enjoyable to some degree, particularly when we lack motivation. In his book, Game Frame, Aaron Dignan cites the story of tennis player Andre Agassi.5 Agassi played a mental game of imagining the tennis ball machine as a black dragon spitting balls in an attempt to smite him. He did not hit 2,500 balls a day purely because it was fun. But by making the grueling practice into a game in his mind and tying the game with his own real-life goal of becoming a successful tennis player, he was able to endure the training and make the progress he needed.

In applying game dynamics to library services and programs, we can take either of two approaches:

  1. The ultimate goal can be simply having fun in some library-related context. There is nothing wrong with this, and at minimum, it will make the library a more friendly and interesting place to patrons.
  2. Or, we can utilize game dynamics to transform a more serious task or project (such as learning how to cite literature for a research paper) into something less painful and even enjoyable.

 

Gamification with little investment

Budge, a gamification website

Gamification is still a new trend. A pioneering gamification app, Gowalla lost to Foursquare in competition and was acquired by Facebook last December, and it is yet to be seen how Facebook will put Gowalla to use. Another gamification tool, Budge is closing down at the end of this month. For this reason, those who are interested in trying a gamification project at a library but may wonder if the result will be worth investment.

In this early stage of gamification, it will be useful to remember that gamification doesn’t necessarily require complicated technology or huge investment. You can run a successful game in your library instruction class with a pencil and paper. How about rewarding your library patrons who write to your library’s Facebook page and get most “likes” by other patrons? Or perhaps, a library can surprise and delight the first library patron who checks in your library’s Foursquare or Yelp page by offering a free coffee coupon at the library coffeeshop or simply awarding the Early-Bird badge? In gamification, imagination and creativity can go a long way.

What are your gamification ideas that can engage library patrons and enliven their library experience without huge investment? Share them with us here!

Notes
  1. Jane McGonigal. Reality Is Broken: Why Games Make Us Better and How They Can Change the World.  (New York: Penguin Press, 2011), 3.
  2. Gabe Zichermann and Christopher Cunningham. Gamification by Design: Implementing Game Mechanics in Web and Mobile Apps. (Sebastopol, CA: O’Reilly Media, 2011), xiv.
  3.  The distinction between games with organization-centered design vs. those with user-centered is from Scott Nicholson, “A User-Centered Theoretical Framework for Meaningful Gamification,” (pre-print) http://scottnicholson.com/pubs/meaningfulframework.pdf.
  4. Elizabeth Armstrong Moore, “Foldit Game Leads to AIDS Research Breakthrough.” CNET, Sep. 19, 2011, http://news.cnet.com/8301-27083_3-20108365-247/foldit-game-leads-to-aids-research-breakthrough/.
  5. Aaron Dignan, Game Frame: Using Games as a Strategy for Success, (New York: Free Press, 2011), 80.

Applying Game Dynamics to Library Services

*** This blog post has been originally published in ACRL TechConnect 0n July 9, 2012. ***

There is a lot of talk about games at libraries. Public libraries in particular have been active in incorporating games in their programs and collections. Even for academic libraries, gaming is no longer a foreign topic. The 2012 Horizon Report sees Game-Based Learning to be on the 2-3 years horizon for adoption. That is not a very long time away from the present.

I am not going to talk about games here, of which I am a rather poor player in general. Instead, I would like to talk about game dynamics and how they can be applied to library services. I am really late for writing about this idea, which I heard about a few years ago. But probably now is as good a time as any as the Horizon Report this year mentions gaming.

A light bulb in my head lit up when I listened to the TED talk, “The game layer on top of the world” by Seth Priebatsch during my commute. (See the video below.) There, he talks about the game layer as something that is being built now after the social layer that Facebook has pretty much established. Just as the social layer has fundamentally changed the mode of human interaction and the way of our lives as a result, Priebatsch sees a similar potential in the game layer.

What has attracted my attention in this talk about the game layer was not so much the game per se as the the impressive power the game dynamics wield to human beings. Once you hear those examples of the game dynamics, their impact is immediately obvious. But until now, I haven’t had a conscious understanding about how successful well-designed games can be at providing people with such engaging and immersive experience.

According to Priebatsch, among those game dynamics are: (a) appointment dynamic, (b) influence & status, (c) progress dynamic, and (d) communal discovery. (He says that there are three more but he only mentions four in the talk.) Since he details what each of these dynamics mean in the talk below with clear examples, I am not going to repeat the explanation.

Seth Priebatsch: The game layer on top of the world

To simply put, these game dynamics are very powerful motivators for human action. Did you know that Farmville can change the behavior pattern of over 70 million people by simply changing a rule for how often a Famville user needs to water the crop? The power of these game dynamics stems from the fact that they require meeting relatively simple conditions in return for attainable rewards. Games usually begin with simple tasks that award you with some goods and elevation in your status or level. Then gradually, the tasks become complicated for more challenging rewards. The game dynamics drive game players to plan and perform simple to complicated actions. These often motivate individuals to exert a significant level of diligence, creativity, and resourcefulness.

What is really cool about these game dynamics is that they are applicable to any human action in the real world, and not just in the gaming world. Sure, you can create a game to tap into people’s creativity and diligence. (In another TED talk, “Gaming can make a better world,” Jane McGonigal explores the possibility of harnessing the human energy and creativity spent on gaming to solve the real-world problems. See the video below.) But, you do not have to. You can just as easily embed these game dynamics outside the traditional game sphere. These dynamics tend to be quite effectively utilized in games. But they do not have to be restricted to online games.

So my question is whether these game dynamics can be applied to make library services more engaging and interesting to library users? Can libraries take advantage of these game dynamics to help library users to attain the goals that they themselves probably want to reach but often fail to?

Here are some of my thought-experiments applying game dynamics to library services.

  1. Provide level-up experience for library users.
    Suppose your user logs into a library proxy system every time for browsing library’s databases, e-books, and e-journals. How about based upon the time spent and the number and frequency of log-ins, allowing the user to level up from ‘novice library user’ to ‘super researcher’? Of course, you would probably want to use way more appealing terms such as “Paladin level 20 Killer Ninja Researcher” instead of “Super Researcher.”
  2. Award some status and powers associated with library use that can be admired (with the addition of visible tokens for them).
    Allow users to tweet, Facebook, and G+ their updated status and powers as they level up, so that it can be boasted to others. Status and power is meaningless unless it is looked up to by others in one’s own community. How about re-issuing library cards as in Judo with some sort of belt system: red belt, black belt, brown belt, white belt etc.? Add up some sleek mini-posters that celebrate some of those high belt status in the library space where everybody can see. Or even better something users can boast in their Facebook pages. It might just work to motivate library users to study more, read more, and research more.
  3. Show the progress bar in library catalog.
    The progress bar makes you goal-oriented. It gives you satisfaction whenever you move the bar one notch to the right. It makes you feel that you are moving towards something good. Why not show the progress bar in the library OPAC? If a user run a search, show the progress! If a user selects a record in the search results, move one notch up in the progress bar. If s/he clicks holdings or the links in the record, how about showing the Happy Face or a Dancing Penguin for a second before moving on? Humans have such a soft spot for positive feedback that if a required action is simple and easy enough, they might just do it for fun.
  4. Color-code the status of checked-out books.
    In the library’s “My Account” page, mark past-due books as red and newly checked-out books as green. Items that are about the midway of the check-out period can be in yellow. Or show it as an hourglass that loses its sand on the top part as you pass the due date of library books. This may make people more compelled to return the overdue items.
  5. Library currency to accumulate and spend?
    Let users to boast taking out and returning books from the library to others. Maybe give them points per transaction? Social reading is already a big phenomenon. Combined with a library, it can create even more fun experience. Maybe it can be just like Gowalla or Foursquare. Maybe users can trace their reading history and find others with a similar reading pattern. How about letting library users to accumulate and spend library points (or currency) for coffee at a library cafe? Now some students may seriously start reading.

Game dynamics are significant because they can be used to build a foundation for our willing participation in a project for our own optimum performance. Libraries have been an indispensable means for individuals who aspire for learning, experience, and knowledge, and serving those individuals has been always a crucial mission of libraries. Game dynamics can be utilized to help libraries to serve such mission more effectively.

PS. Also check out the talk below by Jane McGonigal about her explanation regarding why people are so much more successful at games than at the real life and how we may perhaps harness that potential to solve the real life problems.

Jane McGonigal: Gaming can make a better world

 

My Talks and Presentations at ALA Conference

Here are the presentations and talks I gave at the ALA conference 2012. This year’s ALA conference was a challenge because I was swamped with work until the last minute I left work for the conference. So I wasn’t able to write any blog post before the conference. And of course, I spent more time on polishing the slides once I got to Anaheim.  Although I was not fully prepared both physically and mentally, however, the ALA Annual Conference was, as always, invigorating and informative. I am still digesting much of what I have learned from the conference and hopefully I can summarize some of those things later to share.

In the meantime, here are the slides of the talks and presentations that I gave at the conference. Big thanks to my co-presenters, Jason Clark and Tod Colegrove. It was one of the most amazing collaboration experience I ever had. Also special thanks to the LITA Heads of Library Technology Interest Group for inviting me to serve on the panel discussing the adoption of open source software at libraries. And as always, I greatly enjoyed the lively discussion at the LITA Mobile Computing Interest Group meeting.

Here are the final slides.

“I Can Do It All By Myself”: Exploring new roles for libraries and mediating technologies in addressing the Do-It-Yourself mindset of library patrons  with Tod Colegrove and Jason Clark.

The Mobile Web and the Mobile Websites of Libraries

I have given a talk at the 2012 Amigos Online Conference - Access by Touch: Delivering Library Services Through Mobile Technologies last Friday. Thanks to all who attended my session!

I won’t be really write any post on my blog on this until I come back from the ALA Annual Conference. But I wanted to share the slides for now. And for those who rather prefer words than slides, here is the super-short summary of my talk.

  • We are moving into the era of the Mobile Web which is now a competitor to the Desktop Web.
    (If you haven’t heard about the Mobile Web, it’s a good time for you to do now!)
  • The user behavior on the Mobile Web is significantly different from that in a few years ago already.
  • The new mantra for the Mobile Web is “Don’t Dumb Things Down on Mobile.”
  • In the last few years, library mobile Web sites have been changing slowly but with some definite trend. The trend is more and more support for the use of library resources and account transactions on the mobile itself as one of the primary tasks on a library’s mobile Website.
  • So my recommendation is:
    • If you library doesn’t have a mobile site yet, build one.
      (In the poll I did, 70% of my audience reported that their libraries do not yet have a mobile website.)
    • Ensure discoverability
      : If your library has a mobile site, please enable redirect (either auto or with a choice) to the mobile version so that a user can discover your mobile site in the most perfect context, i.e when they are getting to your library website on their mobile.
    • Then think about updating your mobile site in keeping with the recent trend of the Mobile Web.

I am also chairing the Mobile Computing IG meeting at the 2012 ALA Annual Conference.
So if you are interested and will be at Anaheim, come by to the meeting!

Slides: The Mobile Web and the Mobile Websites of Libraries: How They Changed for the Last Few Years

View more PowerPoint from Bohyun Kim

What Do Libraries Call Users, and What Do Library Users Think of Themselves in relation to Libraries?

 

Do library users think of themselves as library “patrons?”

In American Libraries Magazine, Anthony Molaro wrote a piece titled “Just Who Do We Serve?”  There, Molaro mentioned an interesting fact that caught my eyes. Did you know that library users actually preferred to be called “member” rather than “patron”, “customer,” or “user?” According to a recent survey, that is the case.

“You Must Focus on Connection Management Instead of Collection Management” R. David Lankes posted in his Work In Progress blog a while ago. He details a strategic planning session in which library consultant Joan Frye Williams decided to end the eternal debate about what we should call library patrons by asking them directly. Unexpectedly, those surveyed responded that instead of being called a library “patron,” or “customer,” or “user,” more than half preferred the term “member.”

(Side note: Some information about the survey mentioned is found at http://www.newlibrarianship.org/wordpress/?page_id=1052 . See the second comment by Lankes. Thanks to David Lankes for the link.)

Throughout my entire library career since early 2000s, the term that refers to library users which I heard most from the library staff was “patron.” I don’t recall any library staff calling a library user “customer” or even “user” back then.  As a very new part-time library assistant, I took it that this term “patron” meant pretty much “customer” in the sense that it is the customer (=patron in the library) that is the king.

At that time, I found the term “patron” odd and was curious about the fact that libraries were so patron-oriented. As a total library novice, I found the term ‘patron’ antiquated. (Could be just me, I admit.) Secondly, I just had no idea that libraries I frequented had such a patron-oriented culture even though I was a good library user/grad student. I was greatly impressed and amazed at how seriously the library staff take each and every small comment they receive from their “patrons.”

Now of course, I no longer feel the same curiosity about the term ‘patron,’ as I was brainwashed through my formal LIS education. (Kidding, kidding… ) But I still feel odd calling a library user “library patron.”   When I hear the term “patron,” I automatically think of patrons of the arts and culture, like the Medici who were the patrons of Michaelangelo and Leonardo da Vinci. Now, certainly library users don’t consider themselves as playing the role of that kind of “patron.” Do they? If patronage means just some support, probably a term for this type of patronage that library users can better relate to would be rather “friends of the library.”

Library membership = CVS or Costco Membership?

I am not against the idea that as the library staff, we do and should strive to create and support the maximum satisfaction of library users. I am just pointing out that there seems to be some interesting difference between how libraries and library staff view library users in their operation and how library users consider themselves in relation to the libraries they frequent.

Side note: I have realized that I often use the term “user” to refer to library patrons. But that’s just because I work mostly in the context of web services. I use this term ‘user’ out of habit, not as any result of reflection. Interestingly, I found that some who work in the areas of web design and development (not library-related) actually prefer a term different than “user.” Jenifer Hanen, a web developer/designer, said once on Twitter that she preferred “people” or “customers / clients” opposed to “user.” I am guessing here, but it is probably because all the other terms than “user” seems to imply that they are not just some abstract entity that comes into a website and click links but the actual people with certain interests and preferences etc.

The survey result that Molaro cites seems to point out the very same kind of  interesting difference that I have noticed between how libraries and library staff view library users in their operation and how library users consider themselves in relation to their libraries. It shows that library users (in lieu of no better term here) think of themselves as library members rather than library patrons, library customers, or library users.

Molaro continues to detail his view on what each term is likely to signify. According to him, “library patron” as a term represents the worldview in which libraries are indebted to them, patrons. By the way, this matches with what this term brings to my mind.

“Library user,” on the other hand, makes Molaro think of those who consume without creating. And he opposes to the use of this term because, in his opinion, this term implies that the users need something the library offers but the library do not need them.  I disagree on this. I actually like the term ‘library user’ because it always reminds me of the fact that there are many other places where they can go for their information needs. It reminds me that libraries are not the only source for them and it is unrealistic to, say, argue that all library users should start their research at their library homepage rather than Google. But again, this could be just me working mostly in library web services.

Molaro likes the term “library member” since he thinks that this term implies ownership and an active role. And he says “people served by libraries view themselves because they carry a library card.” Now, I am in 100% favor of library users or patrons or members having the feeling of ownership and active role in relation to their libraries. But I do not think that library users prefer to be called library members because of the feeling of ownership and their active role in libraries.

I carry and use the CVS and the Costco card. This doesn’t make me feel ownership towards these companies, or in any way I imagine myself playing an active role in them. Am I a member? Probably,  since I have a card, a membership card.  If the membership costs money, then, definitely the term, ‘membership’ is more fitting because it implies that some kind of services and privileges are rendered to me once I join (whether free or not). I get points at CVS and enter/buy stuff in bulk at a lower price at Costco with my membership. Now as a library member, I don’t pay the membership fee, but I get to borrow books and other library items. So there, in my mind, I am a member in relation to my local library just as I am a member of CVS or Costco.

I am not saying that this is the mental perception that libraries want their users/patrons/members to have in relation to them. I am simply saying that this might be the actual mental image that most of our library patrons/users/members have about their relation to their libraries.

The Million-Dollar Question

If libraries want those people who sign up for a library card to feel the ownership to their library and play an active role, what can they do to achieve that?  Molaro thinks that perhaps “Preferred Member card” can help in this respect. He says:

Much like other organizations, institutions, and businesses, libraries should consider implementing a preferred member card program. This preferred member card could be purchased through an annual fee and would have perks and privileges. For example, hot new bestsellers are purchased for regular library members and extra copies purchased for preferred members. Perhaps preferred members would not be subject to late fines, or entitled to extended loan periods, being cited on an honor roll, or invited to a special party? The preferred member card could be a part of a larger membership and fundraising drive. Much like NPR or PBS, libraries can incorporate preferred membership drives into their National Library Week or National Library Card Month promotions.

Well, what do you think? I am divided on this idea for many reasons. And I am not going to go into those reasons here, because at this point, many of us, librarians, will have minds bouncing left and right and up and down just thinking about those reasons and what the best direction would be. So it might be the best to let them percolate a bit before shooting ideas to the sky.

In the meantime, it would be worthwhile to just break down the question to see where the difficulty exactly stems from. It really originates from the conflict of these two things:

  1. How do you make the library members care about their libraries?
  2. Anyone can become a library member (no investment required) and there is nothing they gain by being an active member (no incentive provided).

Just as a reminder, we all know that libraries do 2. intentionally as its mission is not to generate profit but to provide equal access to information for both the under-served/underprivileged and the well-to-do. Now 2. has the problem:  no investment and no incentive. Human beings tend to care much less about the things they get for no investment; they are also highly likely to be involved very little with things that they have no incentive to do so.  So 2. creates an obstacle to achieving 1.

How can libraries achieve 1. without endangering 2.?  That’s a million dollar question for libraries.


Making Library e-Books on the e-Book Reader Visible

***  This post has been originally posted to the ACRL TechConnect blog. ***

Browsing Experience in the Virtual vs. the Physical Space

However entangled our lives are in virtual spaces, it is in the physical space that we exist. For this reason, human attention is most easily directed at where visual and other sensory stimuli are. The resulting sensory feedback from interacting with the source of these stimuli further enriches the experience we have in the physical space. Libraries can take advantage of this fact in order to bring users’ fleeting attention to their often-invisible online collections. So far, our experience on the Internet, where we spend so much time, is still mostly limited to one or two sensory stimuli and provides little or no sensory feedback. A library’s online resources, often touted for its 24/7 accessibility anywhere, are no exception to this limitation.

Flickr - "augmented reality game bibliotheek deventer"

Think about new library books, for example. The print ones are usually prominently displayed at a library lobby area attracting library visitors to walk up and browse them in the physical space. By thumbing through a new book and moving back and forth from the table of contents to different chapters, we can quickly get a sense of what kind of a book it is and decide whether we want to further read the book or not. The tactile, olfactory, visual, and auditory sensory input that we get from thumbing through a newly printed book with fresh ink contributes to making this experience enjoyable and memorable at the same time.

Now compare this experience with reading a library Web page with the list of new online library books on a computer screen. Each book is reduced to a string of words and a hyperlink. It is hard to provide any engaging experience with a string of words and a hyperlink.

The Invisibility Problem of Library e-Books

Like many libraries, Florida International University (FIU) Library started an e-book reader lending program that circulates e-book readers. Each reader comes with more than one hundred titles that have been selected by subject librarians. But how can a library make these library e-books on e-book readers noticed by library users? How can a library help a user to quickly figure out what books are available on, say, a library Kindle device when those are specifically what the user is looking for?

Well, if a user runs a keyword search in the library’s online catalog, say, with ‘Kindle,’  s/he will find more than sufficient information since the library has already neatly cataloged all titles available on the Kindle device there. But many users may fail to try this or even be unaware of the new e-book reader lending program in the first place. The e-book reader lending program offers a great service to library users. However, the library e-books offered on the e-book readers can be largely invisible to users who tend to think that what they can see in a library is all a library has.

Giving Physical Presence to Library e-Books on e-Book Readers

The problem can be solved by giving some physical presence to e-books on the library’s e-book readers using a dummy bookmark on the stacks. This is particularly effective as it quickly captures users’ attention while they are already browsing the library stacks looking for something to read.

Users are familiar with a dummy book on physical shelves that marks a print title that is often looked for under different names or the recent change of the location of a title. Applied to Kindle e-books, a dummy bookmark is just as effective. A user can walk around the space where stacks are located and physically identify those e-books that the library makes available on a e-book reader in each subject section. By a visible cue, a dummy bookmarks create a direct sensory association between an e-book and something physical (that provides a visible and tactile feedback) in a user’s mind, thereby effectively expanding a users’ idea of what is available at a library.

When you pull out the bookmark, it looks like this. The bookmark includes the book’s cover image, title, author, and call number, which help a user to locate the title record in the library’s online catalog. But in reality, users are more likely to just walk down to the Course Reserves area to check out an e-book reader after reading this sign.

I tweeted this photo a while ago when I accidentally found out the idea was implemented while looking for some book in the stacks. (See the disclaimer below.)  I was quite surprised by many positive comments that I received in Twitter. Many librarians also suggested adding a QR code to the dummy bookmark next to the Call Number. The addition of the QR code would be an excellent bonus on the bookmark. It will allow users to check the availability of the title on their mobile devices, so that they can avoid the situation in which the e-book and the e-book reader device have been already checked out.

If you are running a pricy e-book reader lending program at your library, a dummy bookmark might be an inexpensive but highly effective way to make those e-books stand out to users on the library stacks. What other things do you do at your library to make your online resources and e-books more visible to users?

Disclaimer: I have suggested this idea at the E-resources group meeting where all FIU libraries (including Medical Library where I work) are represented. But the implementation was done solely by the FIU main Library for their Kindle e-book collection on their stacks. For those who are curious, I was unable to find the exact number of dummy bookmarks on the stacks. 

 

Usability in Action (2) – The Role of a Homepage

What to place and where to place the many elements of a website’s homepage is often the result of a delicate negotiation and compromise between what users want and what the site owner wants.  While the most ideal case is surely when these two things completely match, this doesn’t happen often for reasons you can easily guess.

I have recently worked with a vendor of a database called UpToDate to implement their new feature of automatic CME (Continuing Medical Education) Credit tracking through the EZproxy of my institution. This new feature brought some interesting changes to their database homepage, which I thought would be a great example to discuss in the context of Web usability.

Their homepage used to look like this. Very clean and to-the-point. Their Googole-like homepage offered exactly what users want most, searching their database for the information they need often at the point of (medical) care.

Previous Homepage

After the introduction of the automatic CME tracking feature, however, their homepage has changed as shown below. To be exact, they show the new homepage first-time when a user enters the site and then every 15 days or so to prompt users to register.

New Homepage

 

There are some pretty obvious usability issues in this new homepage due to the prominent Log in box and Register box as well as the big heading that reads “Earn CME with UpToDate.”

  • To a new users, the whole purpose of this database appears to be Earning CME.
    (I am pretty sure this is not the first impression this database wants to give to its first-time visitors no matter how well known the database is!  The most important role of a homepage is to answer the question for a user: “What does this site do for me?”)
  • To a user who just got to this database, seeing another Log-in vs. Register box makes them doubt if their initial authentication was successful.
    (If you run a website, you do not want to make your user  worry if their first action to get into the site was a failure!)
  • To experienced users, it is confusing where to do what they used to do, which is what they really want from this site. That is, running a search for clinical information.
    (You don’t want your user to “THINK about” how and where to do the most primary action in your site, ever! It should be obvious.)

In designing a homepage, try to provide satisfying answers to these three questions. Then you are on the right track. If you need to add additional information, do so without making the homepage fail to answer these questions first.

  • What does this site do for me?
  • What first action should I take to try what this site promises?
  • Where and how do I do that action (at this second without a need to think)?

Now that you have given a thought about the usability of this example, how would you re-design this page while providing information about the new feature that requires log-in and registration? I will leave that as something for you to think about!

 

Management is Not the Decision-Making Team

While reading the post below, this caught my eye.  What do you think? Would this apply to libraries as in software development industry?

“The “management team” isn’t the “decision making” team. It’s a support function. You may want to call them administration instead of management, which will keep them from getting too big for their britches.

Administrators aren’t supposed to make the hard decisions. They don’t know enough. … … … ”

Excerpt from “The Management Team – Guest Post From Joel Spolsky”
- http://www.avc.com/a_vc/2012/02/the-management-team-guest-post-from-joel-spolsky.html.

Usability in Action (1) – Don’t Offer Irrelevant Options in the First Place

Many assume that adding more information would automatically increase the usability of a website.  While there are cases in which this would be true,  often a better option is to make that needed information not necessary at all for a user to make the right choice in the first place.

I found a good example recently at work. All state university libraries in Florida started allowing students in any state university to borrow from other state university library. This service was launched with the name, U-Borrow. It’s faster than the traditional ILL (interlibrary loan). It also offers a longer borrowing period.  It’s a great service for library user

In order to advertise this service and make it easier for users to discover, the search result screen in the library catalog now shows the U-Borrow option as a link (as shown below).

Search Result Screen from the Library Catalog

Search Result Screen from the Library Catalog

If the user clicks the U-Borrow link, the computer presents the search search result done in the union catalog. This allows the user to see what state university library may have the item s/he is looking for that is not available in her or his own university library, and to request the item from the closest library from his or her own.

But there is one problem.  Since the original search in the user’s own library catalog was not restricted to a particular format, the U-borrow link also presents items in all formats that match including online resources(see below). But(!) the U-borrow service does ‘not’ apply to online resources.

The Search Result from the Union Catalog

So the current solution is to bring this information to a user’s attention when the user actually clicks any record for an online resource in the search result list.  See below the screenshot where it says “this item is not available through the UBorrow Service.”

Catalog Record with a Note about U-Borrow Restriction

Catalog Record with a Note about U-Borrow Restriction

This is a solution. But not the best solution. If a user gets to this page, s/he is likely to just click the link on top and get frustrated instead of examining the record fully by scrolling down and recognize the note at the bottom.

So in this case, the best solution would be to make the U-Borrow link in the first screenshot result in only the items available through the U-Borrow service. This will obviate the need for the user to heed later the note about certain items are not available. By removing irrelevant options in the first place, we can allow users to make the right choice without making a conscious choice.

Can you think of similar examples like this? Guiding people to make the right choice by providing information is good. But all the better if the right choice can be automatically selected based upon the previous option.

 

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