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Audience VS. Project

Audience and Project in public history projects are deeply connected. It wouldn’t be “public” history without the public and if there’s not a project there’s no audience to view it.

The purpose of Public History is to help bridge the gap between non-historians and historians, by helping the public understand events with more nuance than they previously had. Denise Meringolo quotes J. Ronald Grele in stating that “the task of the public historian, broadly defined, should be to help members of the public do their own history and to aid them in understanding their role in shaping and interpreting events,” (Denise D. Meringolo, Museums, Monuments, and National Parks: Toward a New Genealogy of Public History (University of Massachusetts Press, 2012), p. xxiii). This statement is pretty humbling for public historians. It requires us to be vulnerable and all the research to live with our audience in a way where they can interrogate it, in many cases without a historian to personally walk them through it. One of the most important things to remember is that the audience isn’t stupid, they just don’t have all the sources and resources memorized, and they could come to their own conclusions as long as we present them evidence to ponder.

So how do we determine the audience itself? The public is not one amorphous solid of humanity, but instead made of smaller niches, groups, or demographics. For the Histories of the National Mall public history project, the team sat down and came up with lists of potential people that would use their Omeka instance. Easily they came up with tourists, from abroad, across the county, or even local tourists. They also added history enthusiasts, public historians, and cultural heritage professionals, because after all, we’re all nerds and, in some ways, design projects that we personally would like to see, (“Building Histories of the National Mall – A Guide to Creating a Digital Public History Project,” accessed February 3, 2023, https://mallhistory.org/Guide/index.html, p. 8.) Each step of the way, they designed the project with the target audience in mind, considering how the tourists would approach the project (typically on a phone with sporatic Wi-Fi), and what topics they would find most interesting including semi-personalized tours by clicking on what topics they want to explore. The project was successful because the audience appreciate what the team did to consider them.

So if you know who your audience, Who is your audience? In this case you may want to develop a persona, or a fake identity of someone you imagine visiting the museum (often an amalgamation of real life visitors). So for my Tudor History video game (now turned timeline for the next few months), I made two personas of the audience I thought would enjoy my project.

Meet Janet:

A Photo of a middle-aged blonde woman. She is white with glasses, a necklace, and a blue top. She is smiling and appears friendly.
Public Domain Image from Morgue File by user Penmac.
Name:Janet
Demographic: Older White Woman in Suburban Area
Descriptive Title: High School History Teacher
Quote: “I like to find fun activities that immerse my students in the course material to prepare them for standardized testing.”
A Day in a Life Narrative:

Janet teaches as a highschool AP European History teacher in Cheseapeake, Virginia. She finds that often her typical style of PowerPoint presentations don’t keep the attention of her students as well anymore. Since the pandemic, she’s been looking for free online interactive activities to teach for her classes, and wants to find an activity to go along with her lessons about the Reformation. Her principal is open to educational video game lessons, but only if they can demonstrate that they are beneficial for standardized testing like the SOLs and AP exams. While Janet isn’t the best with technology, she has gotten better in the past years, and believes that as long as the user interface is easy to navigate, she can learn it.
End Goals:

Janet will be satisfied with free educational video games that are easy to navigate, teach about the Reformation, and comply with state and AP test concepts. She will not be satisfied if there is not connection to standardized materials, the game interface or mechanics are hard to learn, or if the game takes too many historical liberties.
I designed Janet after reading about Personas at Te Papa (“WOSP Personas,” accessed February 16, 2023, http://te-papa.github.io/personas/.) I really appreciated how each of the personas came with a picture and read like a mostly real person. They had hobbies, families, motivations, careers. While Janet is still pretty simple compared to what they included, I’m pretty happy with how she turned out, and between you and me, I think she would still like the timeline idea too!

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