Ontology is the philosophical study of the nature of being, becoming, existence, and relation. This paper presents an ontology of the Sq’éwlets Virtual Museum of Canada Website Project, a project that has focused on creating a digital community biography of the Sq’éwlets First Nation ( www.digitalsqewlets.ca ). Based on several decades of community archaeology and the recent production of short video documentaries, the website presents a long-term perspective of what it means to be a Sq’éwlets person and community member today. We explore how this project came to focus on the nature of being Sq’éwlets; how community members conceived the nature, structure, and nomenclature of the website; and how this Sq’éwlets being-ness is translated for outside audiences. We suggest what lessons this approach has for anthropological conventions of naming and knowing as they relate to Indigenous histories, and consider how archaeological knowledge can be transformed into a digital platform within a community-based process.
ABSTRACTʔeləw̓ k̓ ʷ -Belongings is an interactive tabletop using a tangible user interface to explore intangible cultural heritage. The table was designed for the c̓ əsnaʔəm, the city before the city exhibition. This exhibition is a partnership of three major institutions in Vancouver, BC, examining the significant ancient village site on which part of Vancouver was built, as well as Musqueam culture and community today. The tabletop uses replicas of Musqueam belongings excavated from c̓ əsnaʔəm, as well as contemporary objects that are a part of everyday Musqueam life to access information about the long history of salmon fishing and the continuity of related knowledge at c̓ əsnaʔəm. The design of ʔeləw̓ k̓ ʷ -Belongings highlights the tensions between fragmentation and continuity that are central to discussions of access and preservation of intangible cultural heritage in the digital age. In this paper we discuss the tangible tabletop interface as a response to the desire to reconnect fragmented collections and physical belongings from c̓ əsnaʔəm with Musqueam intangible cultural knowledge. KEYWORDS
Belongings is an interactive tabletop using a tangible user interface to explore intangible cultural heritage. The table was designed for the c ̓ əsnaʔəm, the city before the city exhibition. This exhibition is a partnership of three major institutions in Vancouver, BC, exploring the significant ancient village site on which part of Vancouver was built, as well as Musqueam culture and community today. The tabletop uses replicas of Musqueam belongings excavated from c ̓ əsnaʔəm, as well as contemporary objects that are a part of everyday Musqueam life to access information about the long history of salmon fishing and the continuity of related knowledge at c ̓ əsnaʔəm. The design of ʔeləw ̓ k ̓ ʷ-Belongings highlights the tensions between fragmentation and continuity that are central to discussions of access and preservation of intangible cultural heritage in the digital age. In this paper we discuss the tangible tabletop interface as a response to the desire to reconnect fragmented collections and physical belongings from c ̓ əsnaʔəm with Musqueam intangible cultural knowledge. Tangible interaction. Intangible cultural heritage. Museum of Anthropology. Musqueam Indian Band. c ̓ əsnaʔəm.
In this paper, we highlight possibilities for designing intangible cultural values into interactions with technologies in heritage spaces. We do this specifically through the design of ʔeləw ̓ k ̓ ʷ -Belongings, an interactive tangible table installed in a cultural heritage museum. The tabletop was collaboratively designed to communicate complex and narrative information and values about Musqueam culture. Rather than focusing only on content and interface design, we wanted visitors to also experience Musqueam values through their interactions with the system. We describe our value-sensitive design process, present five interdependent design goals, discuss the design strategies that enabled us to meet these goals, and evaluate our approach through a user study. From our design process and evaluation we offer recommendations for designing values into interactions more generally and for tangible interactions specifically in ways that support visitors' experience and understanding of specific cultural values through technology.
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