Uncategorised Archives - Page 2 of 4 - Joi Polloi

If the past year has shown us anything good, it’s that when faced with events unprecedented in our lifetimes, the overwhelming desire from most people has been to support one another in whatever ways they can.  Here in Sheffield we’ve witnessed many examples of local communities and citizens going out of their way to help their families, friends and neighbours through this tumultuous and difficult time.  The selflessness and strength displayed by countless others has been a real inspiration to keep on keeping on.

How we adapted as an agency

Like thousands of companies, Joi Polloi had to move quickly to 100% remote working. Despite being a digital agency this wasn’t without its challenges and obstacles.  On the fortunate side, all of our systems are cloud-based and enabled everyone to access the files and services they needed so long as they had a secure internet connection. There were logistical challenges in ensuring we all had the correct hardware and working environments set up at home.  All of this happened incredibly quickly and looking back to those tentative days in late March feels like looking back on a different time entirely.  How long would we be working in this way?  What do people need to do their jobs? How do they feel about working like this?

What quickly became clear, and what has proved to be one of the most difficult things to deal with, is that face-to-face contact and human interaction is vital to how we function – as people and colleagues.  We did our best to replicate these very human needs virtually, with daily video calls for the whole agency, regular team catch ups, and maintaining open and transparent communication across the company.  When removed from the mode of social interaction we took for granted it was surprisingly easy to feel disconnected in a way which seemed to place too much pressure and responsibility on individual shoulders.

Human beings have an astonishing ability to adapt to circumstances and we all now behave in ways that no longer seem novel or unusual and yet would have been hard to envisage less than a year ago.  It is in the spirit of mutual respect and support that we’ve been able to keep our team going and continue to deliver work for our clients.  A healthy dose of perspective has also been useful when the vagaries of the new world have felt too much at times.

We’ve continued to be available for our clients and colleagues as much as possible and during the last few months we’ve had a frenetic time of planning, pitching and delivering work.  We have deepened relationships with existing clients and created connections with new ones. 

Moving offline things online

One of the biggest challenges that has faced venues, live events and festivals this year is how to continue, in some form, when physical spaces are no longer an option? 

Early in the pandemic we were commissioned by the University of Sheffield to create an online space for their biennial Festival of the Mind – with the aim of not just delivering generic online event functionality, but to bring alive the unique atmosphere, experience and excitement that the festival normally creates.

We responded by developing a ‘virtual events’ platform which was able to host all of their live events, Q&A sessions and a variety of interactive content, in a visually rich and engaging way. By creating a platform that was designed with configurability in mind, it meant we could easily adapt it for two of their other festivals in a short space of time.  

Screenshot of Festival of the Mind website

We’ve gone on to take what we learnt from these projects to build the Joi VX platform – a virtual events system with a focus on making the experience of attending an event an experience in itself. Expect to hear a lot more about this in 2021…

Museums and culture

Despite the challenges faced by the sector after multiple lockdowns and ongoing restrictions to physical visits, we’ve managed to work on several really interesting projects for museums and galleries to help them during Covid and prepare for a return to welcoming visitors.

For OnFife we developed a series of walking tours, which use mobile web-apps and geolocation to guide visitors around a set of themed outdoor routes. Ranging from history to pop music, these have proven popular while tourism has been forced to remain a strictly outdoor affair.

We’ve also worked with Glasgow Science Centre to deliver multiple interactive digital exhibits across three exhibitions, collaborating with physical fabricators to create new exhibits which will educate and delight visitors once they begin to return to the physical spaces.

Spanning material science, space and health these installations seamlessly combine physical and screen-based interactivity.

For example, Team Snake which integrates physical controls and gameplay to challenge players to either work as a team, or work physically hard!

We’ve also continued our ongoing relationships with museums including the Science Museum in London, Museums Sheffield, and Eyam Museum (who know a thing or two about surviving infectious diseases) to help keep development of their kiosks and websites going during 2020.

Digital interactive content for television

As well as our ongoing work to keep websites such as Channel 4 News, The Great British Bake Off and 4Sales up and running, we produced new digital work for three true icons of British TV.

I May Destroy You was one of the year’s biggest new shows, tackling difficult issues in a distinctive and stylised way. BBC Creative produced a series of digital works in response to fan reactions and comments. We collaborated with them to produce an interactive 360° experience Dear Bob… which presented some of these reactions in a fantasy gallery environment, using 3D-rendered visuals and spatial video clips.

Screenshot of Dear Bob

The Rap Game UK returned to BBC3, and wanted to encourage up and coming rappers from across the UK to submit videos of their performances to a highly stylised map of the UK, showcasing the diverse breadth of talent across the country. Over a hundred performances were submitted to the map, and the show was one of the pillars of the autumn schedule on iPlayer.

Countryfile is a fixture of Sunday night TV and is one of the longest running and highest rated shows on BBC1. This autumn they launched the Plant Britain campaign to encourage the great British public to get planting – trees, flowers or seeds. We developed an interactive 3D map which allows viewers to submit their plantings – and display the nationwide totals. This not only creates a sense of progression towards an overall target, but allows different regions to compare themselves against others. We developed and built the microsite in record time, working closely with the production team to coordinate with filming schedules so footage of the site in use could be incorporated into the programme. The microsite was designed to be resilient against large amounts of traffic when calls to action went out on BBC1, and received submissions for over 60,000 plants within the first hour – a great start to the two year campaign.

R&D and innovation

Keeping ahead of trends and technical innovation has continued to be important to us this year. We were awarded funding from XR Stories to develop proofs of concept for two innovative strands of work: ChangeMaker, a platform for teaching young people about how they can improve the world; and AI FanAlong – an exploration of how AI-powered voice-bots can extend storyworlds for kids programmes. We’ve brought together some brilliant partners to deliver this research, including universities of York, Huddersfield, and BBC Children’s. Expect to hear more about the outcomes of this in 2021!

We also worked on a pilot for a new TV format, integrating touch-screens into the studio set with a game engine running behind the scenes. We can’t say too much about this one right now, but it allowed us to draw on our past experience both of working in a TV production environment and designing touchscreens and game engines.

Another innovative project was a collaboration with Warner Music and ViacomCBS developing a prototype Virtual Talent Contest as part of the IBC accelerator programme. We collaborated with Never.no and Grabyo to test out workflows which use AI to moderate submissions, and developing an algorithmic model for a more fair talent content. The results were demoed at IBC, the world’s most influential media, entertainment and technology show, which was held online this year.

2021 and beyond

We’ve proven in 2020 that we can adapt, survive and thrive as a team, delivering exciting and innovative digital projects for our clients despite the uncertainty that enveloped the world. We owe a massive THANK YOU to all our clients, staff and suppliers who have helped us get through the year.

If you want to keep up with what we’re doing in 2021, you can follow us on Twitter, Instagram or LinkedIn, or sign up to our occasional email newsletter below.

If you have an idea we can help you with in 2021, we are always happy to chat (heck, maybe we’ll even get to meet face to face). Please drop us a line on info@joipolloi.com

Merry Christmas, and a happy new year.

My university journey

Hello, I’m Chloe and I’m the Production Coordinator here at Joi Polloi. I joined the team in 2019 after graduating with a first class degree in Digital Media Production from Sheffield Hallam University. 

Digital Media Production was a three year course that taught me a range of skills from Photography, Animation, Film Production, Media Analysis, Web development, Events Management, Marketing, and more. Whilst at University, I took part in voluntary work with DocFest and other small companies as I felt this was a vital part for building my network, portfolio and overall confidence, as this becomes such a huge benefit within the industry.

For my final year, my mindset was eager to secure a job after graduating and I wanted to take the final year as a chance to take as much opportunity as I could manage, to build on my portfolio. One of the ways I achieved this was using the facilities I had around me at the University and getting advice from tutors, as they have connections around the city. For the final year project, we had to produce a Creative Media project that we focus on throughout the year and this is something that you create by yourself. My tutor Richard Mather helped me secure two clients, both of which are charities – Barnardo’s and Age UK Sheffield. For Barnardo’s, I created an animation educating young people on the reality of pornography and for Age UK Sheffield, I created a short video about the facility they provide for their members who suffer from Dementia. 

As I wanted to build on my portfolio as much as possible, me and another student decided to take on managing the Summer Ball for the Media Department, as the Media Department didn’t hold a graduation event. This was an opportunity to gain experience in different areas within the media such as administration, liaising with local companies, managing a small team of students and marketing the event. This was a big achievement throughout my University experience and this helped with my networking skills, tutors would notice my hard work and recommend clients to work with me.

A nice dinner arrangement
Our Junior Producer, Chloe, giving a speech

The Circle – On-site Producer

After university, I was working as a sales adviser at H&M and, like all graduates, I had the fear of not getting into the industry. However, during July my tutor Anne Doncaster sent me an email about an opportunity to work as an On-site Producer for Joi Polloi during the filming of The Circle for Netflix and Channel 4. Joi Polloi created the social media platform seen in the show for  TV production company Studio Lambert. Anne had recommended me to Joi Polloi’s Creative Director, Nick Crossland after the hard work and determination I had previously put into my final year project. After sending my CV to the company, I received a phone call from Senior Producer Alexis Baker saying that I had secured a place.
The role consisted of being on hand to help with any issues on The Circle’s platform, helping producers in the gallery with problem-solving and helping teach the international producers how to use the software. This experience helped me gain my confidence, communication skills, and independence. Whilst working at The Circle, the Joi Polloi team recommended me to the founder of Joi Polloi, Andy Barratt, and I was then offered a job to work as a Production Coordinator for Joi Polloi full-time.

Our Junior Producer, Chloe, working on site at The Circle

Joi Polloi – Junior Production Coordinator 

I am now a Junior Production Coordinator at Joi Polloi, with various responsibilities such as social media management, design, video production, admin, project management, testing, and many more. Joi Polloi has allowed me to further develop my knowledge in these areas and figure out the path I’d like to take. 

Taking the step into the real world is a huge transition from University, as you are surrounded by many talented people who have been working within the industry for many years. For the first few months of working for Joi Polloi, I personally struggled with my confidence, speaking out during meetings and voicing my opinions, however, as time went on the team made me feel extremely welcomed and taught me in areas that I struggled with. 

Working at Joi Polloi has made me more confident in myself, my skill set, my capabilities, and the potential to succeed within the company. I believe that the experience from University massively impacted my chances of securing this position and using my final year as an opportunity to build on my portfolio as much as possible.

My advice

My biggest advice for graduates, university students, and everyone else – hard work never goes unnoticed. You have to stay positive, goal-orientated and stay focused on how you want to build your career.  My advice is:  

-Build on your portfolio, website and CV.

-Networking is SO important

-Keep aware of the opportunities around you

-Email agencies around you

– Apply for internships 

-Take the opportunities that come to you, you never know where they’ll take you. (I certainly didn’t expect to be in this position a year ago).

Here at Joi Polloi, we’re excited to announce we’ve been lucky enough to win funding for three projects as part of XR Stories – Young Audience Funds.

The fund aims to explore concepts that will enrich and inspire young audiences using cutting edge technologies in the creation of immersive content. This is fantastic for Joi Polloi as it gives us a good opportunity to experiment with new digital content ideas for young audiences, as well as new and exciting technology.

A toolset for making your voice heard

Joi Polloi’s first successful submission was for the project Change Maker!

Change Maker! aims to inspire young people between the age of 11-16 to promote social and political change through education, advocacy, inspiration and support from their peers and decision-makers around the country. Inspired by the story of Greta Thunberg,  our goal is to empower young people to understand how and why the world around them works, engage with it and shape it.

A young girl with a sign that reads "OUR FUTURES ARE ON THE LINE"

Working with internationally-recognised expert in youth citizenship Dr Andrew Mycock of the University of Huddersfield, we are researching how to bridge the gap between engagement and activism. The Change Maker! platform will provide a safe space where young people can learn about and discuss issues that interest and affect them. Promoting youth voices, users will engage with the platform to express their views and debate with other young people in a way that is natural and nurturing. Change Maker! aims to be a unique resource which acts as an engagement facilitator, ensuring that activities undertaken are presented to policymakers and elected representatives.

Immersive storytelling through smart speakers

Our second project AI Fan Along, explores how AI smart speakers can be used to create immersive storytelling content  for TV shows.  This project focuses on developing concepts for a meta-story chat tool to allow users to engage with their favourite TV show characters through types of voice-assisted smart technology, such as Amazon Alexa or Google Home. 

The project poses the question “Imagine if you get to the end of your favourite TV show, and you could have a conversation with your favourite character?” Encouraging children to be curious while building their social development is a core focus to the development of the project.

Informed by research from academics specialising in AI at the University of York, we will explore the subject of voice synthesis, automatic speech recognition (ASR) – the ethics around responsible innovation,  safeguarding, accessibility and privacy.

Our work has become all the more timely with the recent launch of the BBC’s digital assistant this year, highlighting the growing appetite for content across smart speakers. The project is particularly pertinent given the focus on the representation of regional accents to create a more personal and authentic experience for users. 

A man walking through the stars (abstract)

Learning through virtual puppeteering

Our third project is in partnership with award winning animation studio Fettle Animation; Awesome Animals Safari is an augmented reality safari, where the audience can meet and interact with their favourite animals.

Using leading AR technology, the project will focus on how to bring 2D animation to life  to create a multi sensory on-screen safari. Our technical research will focus on motion capture and limb recognition to create gesture based online animal puppeteering to progress through the story. Giving children the opportunity to learn interesting animal facts through play.

The project will be underpinned by child-centred research from Digital Literacies specialists Dr Becky Parry and Early Childhood specialist Dr Liz Chesworth at the University of Sheffield School of Education and an exploration of the market potential of this work from Dr Carlton Reeve Head of Games, Animation and Visual Effects at the University of Bradford’s School of Media, Design and Technology.

Awsome Animals, logo

The projects are due to be completed by the end of the year, watch this space for updates on our progress! 

We’re all being told to brace ourselves for the ‘new normal’, but what does that really mean for the heritage sector? In these unprecedented times, how do galleries, libraries, archives, and museums, the GLAM sector, prepare to welcome back visitors safely without having to compromise on visitor experience?

How to increase digitisation and accessibility

The way we interact with the world has changed dramatically.  Technology has become an essential part of our daily lives.  What were once tactile customer experiences have become more digitised; from cashless transactions to motion-detection devices to avoid touching unnecessary surfaces. But what does that mean for the GLAM sector; one that focuses on hands-on ‘real life’ experiences?

There has been an upsurge in digital storytelling since lockdown, with museums launching virtual tours (in various ways), pushing more content online and engaging with visitors through social media.  Closing buildings has put a real strain on internal digital teams; once a small part of the museum’s marketing team, they’ve now been pushed well and truly into the limelight. What role will they take now?

Head of Security Tim from Texas Cowboy museum became an internet sensation with his heartfelt posts as he was left as the custodian of the teams social media account.

A screen grab of a tweet which reads: "Hello, my name is Tim and I am the head of security for The Cowboy. I have been asked to take on the additional duty of social media management while the museum is closed. I'm new to this but excited. My team will also continue to protect and monitor the museum. Thanks, Tim Send"

Keeping visitors engaged during lockdown has been an issue to overcome, but now the more pressing challenge is how to safely engage with visitors once museums’ doors re-open. Embracing digital will not only be essential to keep visitors safe but will also help create more enriching experiences. To enable audiences to engage with content without touch, Joi Polloi are investing in R&D to explore ways of using motion and gesture tracking to create interactive experiences and games.

These changes will also be reflected in visual and audio guides by removing the need for institutions to provide devices and headsets, and instead really harnessing the growing potential of Bring Your Own Device (BYOD) experiences via visitors devices. Digital guides present an opportunity to make content more immersive: removing the need for physical maps and guide books, digital content can be at a user’s fingertips on their own device. 

Recently here at Joi Polloi, we created a tour guide for a walking tour of Dunfermline in Scotland. Users were able to learn about the history of the town while following an interactive walking tour from their smartphone.

The Dunfermline app in use.

This approach also allows content to be produced in a more personalised and importantly accessible way. Allowing a user to find information on accessibility access, bespoke content for the visually impaired and even providing support to those with learning difficulties so they can choose exhibits that are suitable to their needs. This could all enrich a visitor’s experience even before they step foot into the museum. A few years back Joi Polloi helped run a workshop for the Arts Marketing Association, looking at just this opportunity – creating a mobile experience that let people with access issues plan and navigate through a space in a way uniquely suitable to them. Incidentally, a large focus of it was on identifying ‘quiet’ zones and times, when few people were around – something now critical for a different reason with social distancing.

A spider diagram

Aside from visuals, audio and smell are other ways to engage with our senses. Tate Sensorium was a revolutionary project back in 2015 which aimed to explore how we experience art.  The immersive exhibit explored the role played by taste, touch, smell and sound in the way we ‘see’ art. The display featured four paintings from the Tate collection. Visitors were encouraged to experience the sounds, smells, tastes and physical forms inspired by the artworks, and record and review their feelings through sophisticated measurement devices. The Tate described the project as a ‘new approach to interpreting artworks, using technology to stimulate the senses, triggering both memory and imagination’ 

A woman in a dimly lit room starting at a wall

Extending the museum experience

With stringent social distancing measures required, museums will be limited in visitor capacity with more strictly timed entries and exhibit queuing. To monitor capacity within the museums, visitors will need to move through an exhibition at a slower pace. Keeping audiences entertained as they wait for the next section to be empty enough will be a key challenge to overcome.  Introducing natural segues between exhibits could become an interesting way to allow visitors to stay engaged while waiting to move on through the exhibition. These interactions could be in the form of informative large scale videos or interesting touchpoints where visitors could interact with artefacts or artworks through their mobile device tour guide. 

AI, AR and smart technology is a huge growth area, with a number of commercial applications. 

Beacon technology (such as iBeacons) have been with us for some time now, creating new ways to interact with objects by allowing organisations to position the small bluetooth sensor devices throughout an indoor space. These can then be picked up by a compatible app or operating system, allowing a visitor to walk past a piece of art and receive a notification with relevant information about that piece. So far they can be seen as ‘novelty’ or one off implementations ( Russ really enjoyed experiencing ‘Coming Out’ by Playlines, an iBeacon based drama), but now perhaps we can implement them in a different way to help ease congestion, whilst providing curated experiences?

AR on the other hand can take objects from a static form and create 3D experiences that immerse a user in a piece of art or object in a new and exciting way.

What’s next?

There is no denying that navigating a post-pandemic world will be challenging, but in these times of less travel and more self-reflection, the role of culture and the arts to enrich our lives has never been more pertinent. 

Studies have shown the arts have had a huge impact on people during lock down. The Network of European Museum Organisations recently released the findings of its survey into the impact of Covid-19. The report stated that digital was “far from being a distant promise or a source of untapped potential, digital is essential for museums’ success in the future – just as has been the case through lockdown” Going on to state that “We must learn from this crisis in order to effectively respond, mitigate, adapt and integrate, urging governments to invest in Europe’s cultural heritage in the future, to support what binds us together, while so many other things drive us apart. Museums might not change the world, but museums at their best can show what humanity can do at its best.”

If this gets you thinking and you want to get in touch with us (about anything!) please get in touch with:

Melodie Ash – melodie.ash@joipolloi.com

Or Russell Stearman – russell.stearman@joipolloi.com

Image credit: Tate Sensorium – The Telegraph 

We’ve had an idea of collating all the work we’ve done for museums in the past few years together for two reasons:

  1. The analytical part of me enjoys it.
  2. To look for common threads and where we can do more stuff for more people.

We do lots of work for various public facing organisations, from museums to TV companies and it’s enjoyable to mix and match and bring these ideas together. It’s also great to be able to take what we learn from projects and make them available for everyone. If any of the below strikes a chord with you then please do get in touch, we always enjoy chatting through ideas!

Things to go in Physical Spaces

I know the article is titled ‘virtual museum’ but we’ve been doing a lot of really great stuff that actually sits inside the museum. It’s great to make something that sits as (literally) part of the furniture, and enhances someone’s visit on the day. Being a company with it’s roots in the web, we think about a physical visit as part of a journey that starts online and want to make the whole thing as part of the big journey. That’s why in our work for the Science Museum Medicine gallery, we took cues from the pre-visit experience into the gallery space.

Inside Medicine: The Wellcome Galleries

Inside the Medicine: The Wellcome Galleries at the Science Museum are our new Multimedia Interactive Kiosks (MIKs). These kiosks are freestanding touchscreen devices on display throughout the new gallery spaces, utilising text, images, videos and even interactive 3D models to offer visitors a deeper and richer insight into the collection on display.

We love building things that can be re-used, so even though we were just asked to build for the one gallery, we’ve ended up building a modular museum-wide information system that is in the process of being made open source.

For Glasgow Science Centre’s Idea No59 we’ve designed, built and delivered six game-based interactive touchscreen exhibits to inspire the next generation of scientists and engineers by providing a hands-on, practical approach to enable visitors to get to grips with science, and see modern scientific principles in action.

Us in the office testing the Idea no.59 exhibits in development

Both of those projects are gallery-wide, but we also do smaller scale one-offs, such as what we’re working on at the moment for Sheffield’s Festival of the Mind, creating psychological tests!

Engaging people in Exhibitions & Events

Getting people interested is always a fun thing to do, whether that’s to excite them to go and do something, or make them feel closer to a subject they previously cared little for. We’ve a strong history of making things for media and culture institutions.

  • We created the BBC Tomorrow’s World Global Change Calculator to engage people with science and technology by allowing them to explore how the world has changed in them and their relatives lifetimes. They simply enter their birth year, a relatives, then explore how science has progressed and look at data differences across the years.
BBC Tomorrow’s World Global Change Calculator
  • Our response to the challenge of engaging the 25–35 audience in the Natural History Museum’s Venom exhibition was to develop a killer game of “Would You Rather?”, where players had to choose between two scary-looking creatures to identify which was the most dangerous to humans, with frequently surprising results.
Natural History Museum Venom Exhibition
  • In a more light-hearted vein we created a tongue-in-cheek personality quiz for National Museum Scotland that connected players to Rip It Up, their history of Scottish pop exhibition by posing the question ‘What kind of Scottish Popster are You?’
  • Allowing people to customise and feel something is special to them is what lay behind BBC’s My Glasto Lineup, an online tool where fans could put together a personalised line-up of Glastonbury acts that they wanted to see and turn that line-up into a custom poster that they could download or share on social media. Alongside the poster, the process finished nicely with a schedule of their chosen lineup performances, when and where to watch them, complete with calendar reminders ensuring they wouldn’t miss a thing, whether they were at the event or watching at home.
BBC’s My Glasto Lineup: my own favourite lineup in one of the many styles
  • As part of playing around with audience expectations and how they engage with something, we’ve gone into the world of bots. This includes making chatbots to help guide you round the town of Dunfermline, and also chatbots for Channel 4 to recreate the atmosphere of the TV show Humans.
Dunfermline Tours chatbots
  • We’re even in the process of creating an entire ‘interactive documentary’ format delivered entirely through chat (and gorgeous illustrations).

Merging the world of chatbot and audience engagement, we’re doing some research at the moment thanks to XR Stories, to look at how chatbots can be used to help take their interest in a TV show that one step further. I think this will be really handy in a museum too — imagine being able not just to have an audio tour of a gallery, but actually discuss your response to your experience. Or maybe that’d be horrible — you never know until you try.

Whilst on the topic of moving around, our work with Dunfermline has seen us make a handy system for creating walking tours of a town, easy to follow maps, peppered with hotspot filled with information, pictures and audio to help you understand not just the location, but about the culture and history that makes a place special.

Dunfermline Tours

Rather than place the tours behind a barrier of forcing a visitor to download an app, they are delivered as a mobile first responsive site. This allows visitors to use the app as they walk the streets of the town, and also people further afield can experience it from the comfort of their armchair, or from a desktop.

Other People

Well, that’s enough about us, if you want to see what other people do — these two links below are great!

https://virtualmuseums.io/

https://culturefix.digital/

The technology industry, particularly coding, can often be male-dominated. To celebrate International Women’s Day 2020, we spoke to Ana, who is the FIRST female developer at our company. Ana joined us at Joi Polloi in September 2019 as a Junior Front-End Developer and has been doing some amazing work since then. We wanted to share Ana’s journey on becoming a developer and how it feels to work predominantly in a male dominated industry.

Have you always had an interest in developing?

My first interaction with personal computing was playing on my Dad’s computer and launching games via DOS. As a kid I wanted to move into game development, having clocked up countless hours on gameboys and playstation, but that didn’t seem like a feasible career path growing up.

This was an area I’ve always been interested in but never took the plunge into up until recently. I’d always worked in or around the technology sector, my first ‘proper job’ was as a graduate in the smart cities sector, I’ve also been a project manager and quality assurance tester, but I always pestered the developers about learning more about their side of job.

Ana, our first female developer

What inspired you to get into developing?

I just felt like it was time to take the plunge. I’d originally wanted to take Computer Science at A level, but was dissuaded from doing it as I didn’t have a STEM subject focus. Looking back at it now, I don’t think it would’ve mattered, and I should have taken the class anyway. I just loved the idea that you pressed keys that told a computer to carry out these incredible computations in 0s and 1s.

One of the pivotal figures in Computer Science is Grace Hopper, who I find to an inspirational figure. Her team created the first compiler for computing language, a compiler renders worded instructions into code that can be read by computers. The compiler would be a precursor for Common Business Oriented Language or COBOL which was an early programming language.

What it’s like working predominantly in a male orientated industry?

I tend not to notice it as much, my first role out of university was at an engineering firm, so the ratio of male to female employees is similar to the tech industry. I think I notice the difference more when there’s a more even split of males and females. Also it’s something I’ve not noticed at Joi Polloi, there’s such a great environment amongst the development team I don’t think about it. Our development team is still predominantly male, but this could change in the future.

“I think more and more women are taking on technical roles, so hopefully that will change in the future.”

Django Girls Event

The Django Girls event is an ‘international non-profit organisation started by two Polish women, Ola Sitarska and Ola Sendecka, who want to inspire women from all backgrounds to get interested in technology’. I first took part in Django Girls two years ago and found it a quite intense weekend but overall a great experience. Especially dipping your toes into building something from scratch. It inspired me to continue learning more about development and was a great stepping stone for getting me started.

Last Friday I volunteered as a coach, as I wanted to help others get on their learning path, like I did. It was a huge success, though I wasn’t able to troubleshoot every issue that came up, but I did provide guidance and problem solving wherever I could. Although I’ve only been in a developing role since September, I have trained people in the previous roles. I found that a lot of skills and fundamentals that I’ve learned in Javascript are transferable to Python.

Front End North was a one-day conference held at the Crucible in Sheffield for developers and designers on 7th February 2020. The conference held the stage for 8 inspiring speakers who presented their knowledge and understanding on a variety of technical and creative aspects of working on the web. Some of our team including Developers, Digital Producers and Designers attended the conference, and we asked them to give us their insight into what they took away from the experience and how it relates to their current work.

From Ana:

“As a developer with a background in testing, I was really interested in what developers could run test-wise from their end of production. It was interesting to be introduced to Martin Fowler’s practical test pyramid.

Above: Martin Fowler’s practical test pyramid (2012) — the pyramid shows test order from bottom to top, and illustrates the number of tests to conduct — the more high level you are on the pyramid, the fewer tests you should write.

Smith also touches on test design, and what makes up a good robust suite of tests, that the ‘cheapest’ test should give you confidence, stability and documentation. Smith defines testing as the quickest to write and run, and simplest to write, and runs on the cheapest resources. When you’re sometimes resource strapped and focused on development, this sort of mindset is invaluable in making sure the code is robust and will definitely be useful in future projects so that we can deploy with confidence.”

From Chloe:

“For me the Leonie Watson’s talk on accessibility stood out for me. She touched on how in Amazon’s Alexa you can implement extra features using Speech Synthesis Markup Language (SSML) inside Alexa’s JSON code, to enhance the conversational architecture and the huge difference it can really make. Whether Leonie is hearing about ‘fluffy kittens’ or a train crash, the monotone voice of Alexa says the same and can become quite repetitive and ‘boring’. Not only did this educate me on the use of the SSML (and JSON in general), it also gave me the insight into how we could implement more emotive synthesised speech into future projects. Bridging the gap between the flexibility of what can be said, and the emotive impact of that is hard, and when we’ve worked on voice assistant projects previously, actors saying set phrases have been preferred to give that emotional connection with the user.”

From Matt:

“The first rule of Media Queries is… do I need a media query?

From: @rachelandrew’s talk “The Evolution of CSS” at @FrontEndNorth

“Over the last few years we have been handed a whole set of new tools in CSS which allow our sites to respond to the environment of our user, and the shape of the content we are displaying.”

In other words, it is no longer acceptable to present a desktop site on a mobile device, have content hidden behind hovers for users on tablets or phones (not great practice anyway), or show animation to people who have specifically requested they aren’t shown it. Especially given the ever growing list of @media queries available.

However, the classic use case of Media queries in responding to screen sizes is no longer always necessary through the use of flexbox and grid, providing you allow the user’s browser to choose how the elements resize and place themselves to some degree. Media queries ought to be about enhancing the UX of your site, not about screen size.

So, as Rachel said, “Stop expecting people to fix something to use your website. Respond to meet them where they are”.

…unless you’re using <IE 11. Then upgrade or go away*. ¯\_(ツ)_/¯”

*Humble opinion of this developer.

From Kaz:

“The biggest take away from the conference for me was Leonie Watson’s talk on voice. Almost as an aside at the end of a talk on Amazon’s Alexa, she spoke about CSS attributes that can be used to add pace and emphasis to screen readers. We wouldn’t ever visually design a news article with the header, sub header and body copy all being the same size and weight, there’d be no hierarchy, so why would we not use the tools available to design an equal experience for a user who relies on a screen reader!

Accessibility and inclusion aren’t just tick boxes, we need to think about the experience that all humans have with our interfaces. During a recent project for the Science Museum in London, we designed the Kiosks for the new Medicine Galleries. We needed to make the experience accessible for all visitors to the galleries. The kiosks are fixed height screens, so we needed to think about the ergonomics of our interface for wheelchair visitors and make all interaction points reachable. Moving all interaction points to the bottom of the screen created an accessible experience for wheelchair users, but it also made the kiosks accessible for children who might not be tall enough to reach higher up the screen too. Designing for accessibility and inclusion can be low on the agenda for some, it creates additional constraints, and can add time to a project.

At Joi Polloi we’ve always endeavoured to create accessible experiences, so it’s great to learn how we can improve and make our experiences not just accessible, but also more enjoyable to those users too.”

From Josh:

Stuart Robson’s talk showed an interesting approach to improve this flow — Design Tokens. It can often be a time consuming process to translate changes in design into a live environment. For example, if a designer changes a colour, the new design has to be sent to the developer, the new colour added to the code, and the site updated with the new code. This can quickly start to consume a lot of dev and design time. The idea behind this is that you break the design down into the component atoms — font sizes, colours, spacing, z-indexes, etc — and construct all styles only from those. You store these design tokens in an intermediate format, such as JSON or YAML (there are plugins beginning to pop up that will do this directly from your design tool e.g. Sketch), then they can be compiled straight into the CSS for the site using a program like Theo. This speeds up the workflow, as the designer only needs to update the design tokens file and the dev pull the new version. This approach also has the advantage that if you need to build on a new platform, there is no duplication of code — the design tokens file can simply be compiled into whatever style necessary, such as XML for Android, or JSON for iOS.”

CMC 2019: Digital integrations, robots and an audience vote.

This year’s Children’s Media Conference was themed ‘limitless’.

Across more than 60 sessions, leading industry figures opened debate on innovation, diversity, education, policy, commissioning and much more in the kids media industries.

Nick and Robin were there to see how digital technologies are being embraced by an industry that serves generations of digital natives, the limitless opportunities and the dangers facing young people.

Are the robots coming?

A lot of sessions had delegates digging into their consciences, asking the ethical questions that come with creating more content, across more channels, and reaching more young people. One session that we particularly enjoyed — Are the robots coming for our children?– debated Artificial Intelligence (AI) and data use for targeting kids. Whilst applications for AI across children’s media are fast emerging, so are the threats and concerns. From robots that support early language development to deep analysis that produces audience insights, the panelists did a great job of showing how AI is being used, and highlighting guidance to ensure the safe and ethical use of data. There’s a helpful summary of the session here.

Digital at the outset, not an afterthought

We enjoyed chatting to delegates about integrating digital into a show’s format, as many production companies are taking their leads from shows like The Circle, based entirely around a digital concept. This is a logical direction for kids media to move in. Digital and childrens TV have been bolted together for a long time, with games being a massive part of BBC’s kids’ media, for example. The concept of bringing digital interactions into TV format for children and young people is long overdue, and the consensus amongst producers seems to be that digital should be driving the format from inception, rather than as a bolt-on, often introduced at the marketing stage.

A stay or leave vote

In Fresh Kids Tech, session leader Stuart Dredge walked us through the latest tech trends in kids’ media and invited the audience to opt in or out of each area, based on whether the opportunities and benefits outweigh the risks. A huge amount was covered, from Augmented Reality and Virtual Reality, to voice controlled tech and apps that are giving kids vital support mechanisms. We recommend you take a look at the session report for this one, as it gives so many examples of kids’ tech you can’t help but be inspired. Needless to say, we were remainers in most cases.

Reports from sessions at CMC 2019 can be found on the website, with audio and film footage soon to come.

We have experienced a significant growth spurt over the past year, more than doubling in size. Since January 2018, we’ve welcomed 10 new faces to Team Joi Polloi, and we’re really happy that six of these are brand new positions.

New faces

Amongst the appointments is Robin Cramp, who joined us last autumn as Client Partner Lead. Robin previously worked at the BBC and brings a huge amount of broadcast and media insight. Kim Davies is the newest addition to the team, joining Joi Polloi this month as our new Operations Manager. Kim will oversee the day to day running of the studio, contracts and supplier relationships.

We welcomed Sian Gilbert last summer as a Junior Producer and, at the start of 2019, Alexis Baker joined as our Project Manager.

Our development team has continued to grow, as we welcomed Lawrence Goldstein, Matthew Haynes and Josh Kalsi in 2018. So far in 2019 we’ve taken on two experienced full stack developers, Andrew Bills and Brad Beatson, to build a wide range of creative digital platforms and products. Nigel Speight fills a brand-new role in the team as a specialist App Developer. Experienced across both iOS and Android platforms, Nigel will be leading on an ever-growing portfolio of mobile products.

An evolution

The growth of the team is closely aligned to a big step we took last year, when we ‘announced’ our specialism in digital services to the television, media and cultural industries.We had built long standing relationships with many clients in the broadcast and museums sector, including the BBC, Channel 4, Studio Lambert and the National History Museum. So, defining our sector specialisms was a natural progression. We wanted to focus on attracting the most challenging and exciting digital commissions in the television, media and cultural industries.

One such commission was Channel 4 and Studio Lambert’s The Circle, for which we built the production technology platform that contestants used to communicate and compete, as well as the mobile app. This was possibly our most pioneering project to date, with the entire success of the show resting on the technology.

The Circle has been commissioned by Channel 4 for a second series, and the format has been bought by Netflix, with three global versions being translated into more than 60 languages. The show was undoubtedly a success and our part in this has given us confidence and ambition to continue working at the forefront of the digital landscape in the television, media and cultural sectors.

We have invested in talent to make our creative and operational systems even more robust, efficient and to the highest technical standards. Now, we are excited to continue building our team and to embark on some very big projects in 2019.

What if your next museum experience was determined by your ability to break codes?

This is one of the ideas born from our recent Creative Lab, an internal event designed to help us develop a collective, informed view of how Augmented Reality could be adopted by the museum sector.

Why AR?

We recently blogged about AR, sharing some thoughts, frustrations and hopes about the ways this technology is progressing. Sure, AR is novel and fun, perfect for PR stunts and experience marketing. Is it this as far as it can go? Are there opportunities to embed AR into operations; to make it a fundamental part of how an organisation or experience ‘works’?

Why museums?

We love museums. We’re a team of avid museum-goers and we have clients in this sector, for whom we love doing really great work. This work has exposed us to the problems they face, like attracting a younger demographic, and having to keep vast amounts of their collections in storage (we know, this makes us really sad too).

Museums have been dabbling with virtual and augmented reality for some time. Keeping up the momentum after the initial novelty has worn off can be tricky though. And, with funding applications for such projects asking for proof of long-term value, museums need to be sure that their AR solution will deliver on the investment. Our Creative Lab is just one of the ways that we are developing our knowledge to provide clients with an objective view on AR, so that they can make informed decisions as to its value and potential.

How it worked

Across two days, our team of designers, developers and producers collaborated on research, design and evaluation. We mapped out the key attributes of the UK’s top 10 museums (as defined by Trip Advisor), their different audience groups and their toughest challenges. We used insight from our clients, as well as the Museums Association and Audience Agency, to help us build a detailed contextual picture of the sector.

We mapped out the key attributes of the UK’s top 10 museums to build a detailed contextual picture of the sector.

Youth engagement leapt out again and again as a challenge for many museums, with the 16–34 demographic being a desirable, yet hard-to-reach age group. This ties in with a project we recently worked on, with the brief asking how AR could be used to attract the short attention spans of this age group. Understanding the value of and challenges associated with this audience steered our focus towards solutions that would meet their expectations and behaviours.

Breaking up into cross-specialism teams, we set about designing AR solutions that connect a specific museum (of each team’s choosing) to its core audience group or groups. At the end of day 1, each team pitched an idea, and we followed with discussion and questions on each. Each person then had three votes which they could place across multiple ideas or go ‘all in’ on a hot favourite.

Each team pitched an idea, and we followed with discussion and questions on each.

We ended up with two front running ideas; gamification and ways of using AR to visualise the scale of museum collections. This gave us our focus for day 2, on which we broke into two larger groups, each dedicated to designing a solution under one of these themes.

Finding a winning solution

The culmination of our Creative Lab was the second round of pitches, demonstrating how each group had developed the winning ideas from day 1. We heard about two very different applications of AR, one which enabled museum visitors (for this exercise the solution was applied to Bletchley Park) to curate their own experience through a code breaking game, ‘unlocking’ different parts of their journey.

Our second AR solution looked at demonstrating scale and in our group’s example, the idea was based on the London Transport Museum, suggesting that visitors could see what correlates above ground as they observe various underground routes and stations, as well as experiencing the hidden real world through “x-ray specs”.

Whilst this would depend on a significant commission, what excited us about our gamification idea is the potential to develop a toolkit that can be replicated for a number of museums. Mystery and history surround museum collections of all genres, making a code breaking or clue solving mission widely applicable.

Mystery and history surround museum collections, making a code breaking or clue solving mission widely applicable.

Two days wasn’t nearly long enough to pursue this idea further, but, with the bit between our teeth, it’s now planted firmly on our radar. Our two-day Creative Lab gave us some good quality team-building time, whilst allowing us to turn AR inside out and upside down, exploring every which way it can be applied to this very specialist cultural sector.