Leadership, Culture and New Technologies
Main language of instruction: Spanish
Other languages of instruction: English
If the student is enrolled for the English track then classes for that subject will be taught in the same language.
Head instructor
Dra. Marta CRISPÍ - mcrispi@uic.es
Dra. Esther BELVIS - ebelvis@uic.es
Office hours
To arrange a meeting please contact me at ebelvis@uic.es
Leadership
All students arrive to the Masters of Cultural Management program after several years of challenging work experience. In most cases, however, this experience is based on individual performance, or working in small teams, or managing only a few direct reports. This course will help students develop an understanding of the increasing complexity of leading and managing people at different levels of the organization. By relying on theoretical, empirical, and practical frameworks, this class will provide the tools necessary for students to make meaningful contributions as leaders of people, teams, and organizations.
The course is designed to address several fundamental aspects of managing and leading people in organizations. These include understanding human behavior and work motivation, inspiring trust and commitment, managing interpersonal relationships and conflict, working in teams, developing talent, and fostering a sense of mission in the organization.
In addition, we will examine some cutting-edge leadership challenges that leaders face in the 21st century, such as leader emotion management, how leaders manage (both their own and others’) loneliness, and the unprecedented, nuanced challenges of leading in the digital age.
Culture and New technologies
The recent decades have seen an extraordinarily intense period of experimentation with technology within the performing arts. Digital media has been increasingly incorporated into theatre, dance and opera and has produced new forms of interactive and participatory performance across and beyond disciplines. This has had a clear impact on cultural experiences and has drastically reframed the role of cultural managers and the way productions are created, produced and communicated.
Technologies have allowed small performing arts companies and huge cultural institutions to establish new parameters in the relationship with the audience. The use of both low and high-tech applications has expanded the audience experience, allowing its participation through processes of co-creation and intervention prior or during the performance itself. Thus, the content and aesthetics of the piece appear as important as the apparatus set-up to engage with the audience. Gradually, the creative process and marketing strategy appear aligned; as it sometimes happens the participatory apparatus is used as a commercial tactic to reach new audiences or broaden the impact of the experience beyond the theatrical space. In this process, the challenge that the performing arts are facing is to harmonise the uses that the audience gives to technology and media with the products that cultural institutions can offer to attract the, educate them or foster customer loyalty. Cultural managers need to be aware of the potential of media’s novel approaches to creating theatrical spectacle, including virtual reality, telematics performance in which remote locations are linked in real time, webcams and online communities which do not necessarily coincide with the ones attending the show in the theatre.
This module identifies new performance practices at the cutting-edge of experimentation in relation to technology. It focuses on practices that are pivotal in alternative and also mainstream performance and popular culture to provide a broaden understanding of the challenges that cultural managers need to deal with while providing the necessary skills to effectively respond to different organizational and cross-cultural settings. It addresses the key topics in relation to performing arts, technology and communication so cultural managers can successfully adapt or improve their skills according to the current performing arts market scenario so they can design, manage and provide successful strategies according to the expectations of the audiences and the artists’ goals and needs.
Digital Module
Digital today pervades every corner of the museum activity and every public-oriented content: website, online collection, mobile, social media, interactive museography, marketing. The key question is how Digital can help us fulfill our mission and better serve our audiences’ needs. How best can we create added value through digital?
To be able to better serve our audiences, to better connect knowledge with the public, to work more efficiently, to analyze and segment users, digital plays a strategic role that needs to be well planned.
Leadership
A passion for leadership, and a desire to understand how leadership can be operationalized in the context of arts and cultural organizations.
Some management background can help. However, the course is designed for students from all backgrounds.
New techonolgies
Basic knowledge of the performing arts is desirable, especially in relation to production and marketing. However, the module is designed for students from all backgrounds.
Leadership
This course intends to achieve three primary objectives that transcend the field of leadership:
In addition, the course aims to achieve the following specific objectives necessary for students to become future leaders:
New technologies and museums and heritage
New technologies and Performing arts
• Identify the challenges that cultural managers might encounter related to production, audience reach or dissemination.
• Manage and understand the needs and challenges in different small, medium and big cultural organizations
• Be capable of aligning creative and marketing strategies according to the production target.
Basic competencies
CB6: To have and understand knowledge which provides and grounding or opportunity to be original in terms of the development and/or application of ideas, often in a research-based context.
CB7: To know how to apply the knowledge acquired and the ability to resolve problems in new or little know environments within broader or multidisciplinary contexts related to area of study.
General competencies
CG1: To analyse and interpret social and cultural environments in order to identify needs, opportunities, weaknesses and strengths.
CG2: To manage, coordinate and take part in interdisciplinary work teams.
CG7: To know how to apply and adapt to new technologies in processes of cultural management, production and dissemination.
Cross-disciplinary competencies
CT1: To design, direct, produce and evaluate projects, programmes, strategies, policies or cultural actions which involve a wide variety of different professional profiles, agents and institutions.
Specific competencies
CE9: To coordinate interdisciplinary work teams and use new technologies when managing, producing and disseminating cultural products and services.
In addition:
Leadership
The course is divided into nine modules:
New Technologies and Museums and Heritage
New Technologies in heritage and museums: A Strategic Option.
How technology is changing (and can change): visitor behaviour and expectations, institutional models, role of museums and heritage sites in society. The concept of ICT. How is Digital being used in museums and heritage sites: Collection, Preservation, Education, Marketing, Research and Evaluation. Strengths and weaknesses of using ICT. Ongoing challenges: digital divide, obsolescence, digital literacy, intellectual property laws. Current Challenges of ICT in the field of heritage. Key words. Key roles in a digital organization
About ICT in the dissemination of heritage ICT and the Visitor Experience
The distinctive feature: The Experience
Fundamental elements of ICT: (3D, AR, VR), sound, interaction, stoacaparytelling
Devices: mobile, the screens and tables, wearable
About Some Technologies: geolocation, ebeacons, face recognition, QR. What basic infrastructure is needed to activate digital technologies? What choices do you need to make?
Practical Cases
The conception, design and production of application
Screen digital educational Application. Creating an experience for mobile- learning
Digital Culture: born digital. Digital Artistic Creation - commissionning, storage, exhibition, intellectural property, sharing, production (labs)
New technologies and performing arts (Isabel Villanueva section) The module will be divided into three theoretical-practical sessions of approximately 3 hours duration each. The contents of the specialty will be distributed as follows: 1) Introduction to Performing Arts, Communication and Technology (3h) Performing arts and communication technologies: relationship, functions and traditional uses. Mediatic logic in the Performing Arts. Performing arts in the 21st century: the processes of digitization in theater, dance and opera 2) Debate and content analysis based on digitization cases (3 h) The digitalization in the processes of scenic creation: digital development in the pre-production of the spectacles. The digitalization in the processes of scenic diffusion: possibilities of the recording, creation and digital retransmission of the show. The digitization in the 360º educational-commercial strategy of the performing arts: possibilities of the incorporation of technology and communication in the arts on a large scale. 3) Final practical session (3 h) Practical analysis of cases from the opera sector: during the theoretical sessions, the professor will present cases of initial analysis that will serve as reference models. From them, the students will present a work in which the analysis criteria seen in class will be applied. Each group will be responsible for choosing a current and real theater, organization or festival, from which to develop and / or analyze the entire digital communication strategy.
Digital Module professor Conxa Rodà
Digital today pervades every corner of the museum activity and every public-oriented content: website, online collection, mobile, social media, interactive museography, marketing. The key question is how Digital can help us fulfill our mission and better serve our audiences’ needs. How best can we create added value through digital?
To be able to better serve our audiences, to better connect knowledge with the public, to work more efficiently, to analyze and segment users, digital plays a strategic role that needs to be well planned.
We’ll see examples of different technologies and from museums around the world all along the module. This module will cover 4 main aspects:
1. Museums and Digital Strategy
The strategy means an integral and unified approach that links the museum’s mission with audiences needs and expectations enhanced by digital.
Digital is not the goal, is a way to help us accomplish our goals. Digital Transformation is to apply digital technologies to a new way of creating / producing / communicating content and services. A set of digital projects don’t make a digital strategy. We need to think first: why, for whom, what, how, how well, that is objectives, public, offer, tools, evaluation.
The Digital Transformation is a process, a journey that affects the WHOLE museum.
Recommended previous reading:
Stack, John (2013). “Tate Digital Strategy 2013–15: Digital as a Dimension of Everything” www.tate.org.uk/research/publications/tate-papers/tate-digital-strategy-2013-15-digital-dimension-everything
2. Content strategy
Does museums’ content meet users' needs? Content strategy today is crucial to achieve the best results in connecting collections to audiences, to optimize resources and to improve internal processes. We have transitioned from a digital presence concentrated on the website to a diversity of channels, platforms and devices. The more museums diversify their content the more a content strategy is needed.Recommended previous reading:
Halvorson, Kristina (2015) Content strategy for the web everything. www.slideshare.net/khalvorson/content-strategy-for-everything
3. Museums and Social media
Social media are a strategy element of museum communication today.
But… are we museums doing it rightly enough?
Do we explore/use the specificity of each network and platform?
Do we interact? Or are we just broadcasters?
These and other aspects will be addressed, illustrated with many examples of best practices on different networks.
Recommended previous reading:
Dilenschneider, Colleen (2016). The power of different social media platforms for organizations. http://colleendilen.com/2016/12/07/the-power-of-different-social-media-platforms-for-organizations-data/
4. Mobilizing Museums
Mobilehas become a key factor for the museum experience and interpretation. We’ll see best practices of apps, multimedia audioguides, augmented reality, virtual reality in museums and heritage sites.
Recommended previous reading:
Green, Lindsey (2016) What we know about mobile experiences in Museums after 6 years of research https://medium.com/frankly-green-webb/what-we-know-about-mobile-experiences-in-museums-after-6-years-of-research-42117def2c49?swoff=trueConclusion: Challenges and wrapping-up
Formats
Activities:
1. During the module (individual):
-Create a museum tour / route via Unique Visitors):
Using on the Unique Visitors platform (web or app), create a route that inspires you, selecting artworks from the Museu Nacional d’Art de Catalunya collection. Put a title for the tour and a brief general comment. You may also write a short personal comment for each artwork you selected. Then share the tour publicly.
2. Inclass: Content strategy workshop_content for Visitor Journey (in groups)
Chapter 1 Introducción to performing arts, technology and communication
1. Current trends: from traditional performing arts to emerging interdisciplinary practices
1.1 The incorporation of new technologies in performing arts
Chapter 2 Performing Arts Technology and communication through case studies
2.1 Digitalization and performing arts pre-production processes: strategy, budget, management and the digital development.
2.2 Digitalization and performing arts dissemination processes: expanding the theatrical experience.
2.3 Digitalization and performing arts educative-commercial 360°strategic processes: targeting and broadening audience through innovative products.
Chapter 3 Addressing trends and challenges
3.1 Main challenges for cultural managers: digitalization from theory to practice.
Leadership
The course is based on a mixture of the case method, classroom exercises, reflective leadership assignments, and lectures. At the end of each case there will be a wrap-up with the main learning points. Course requirements include a team assignment and three papers.
New Technologies
The learning activities that will help to understand the theoretical conceptst through practice are: Master class, content analysis, discussion of case studies, correction of cases and the oral presentation of group work. A group activity such as a visit to a cultural institution might be included in the module
Leadership
Course Evaluation
Your final grade for the course will be based on four criteria:
The Mid-term Paper is due at the beginning of the fourth class. It should be a maximum of two (2) pages, double-spaced, 1 inch margins, Times New Roman 12 font. You can choose from one of the following two topics:
1) Leadership and Loneliness: Describe the events in your life that have most generated feelings of loneliness? In an organizational context, what can leaders do to reduce loneliness among employees? Integrate existing research to build your argument.
2) Leadership in the Digital Age: How do you feel leadership has changed over the past two decades since the mass penetration of the Internet in 1995? How have the key challenges leaders face in motivating and leading their followers evolved, if at all? What strategies can you suggest (and back up with credible research) for leaders in today’s technology-mediated workplace? Integrate existing research to build your argument.
The Leadership Research Paper is due at the beginning of the eighth class. It should be a maximum of eight (8) pages, double-spaced, 1 inch margins, Times New Roman 12 font. Research a leadership topic of your choice. Your paper should identify a leadership challenge and share at least three concrete strategies that you have developed to meet this challenge. Integrate existing research to build your argument. You should reference various theories relevant to your argument (you do not have to agree with them; share how your ideas are different and how they “fit” into or outside of the current landscape of leadership theories) and provide examples to support your argument.
Research Proposal Presentation:
Share the following in a (max. 3 minute) presentation:
1) Your selected topic for your Leadership Research Paper
2) Why have you selected this topic? Why is it personally important to you? What do you hope to learn from studying it that will help you in your future career/life?
3) How you will approach your paper? Which theories will you emphasize (but again, not necessarily agree with)? Have you thought of a few concrete leadership examples/ situations that you can incorporate into your paper?
Classes 3, 4 and 5 and 6: Students give their Research Proposal Presentation in each class. All students give constructive feedback (see guidelines, attached). Professor approves Research Proposal or asks student to design another Research Proposal.
Grading: Your Research Paper grade will have three dimensions:
1) Writing quality/originality of your Research Paper:
2) Your research paper presentation
3) Your participation in providing constructive feedback to your classmates during their two presentations
New technologies
The assessment critera and procedures include:
Leadership
Avolio, Bruce, Walumbwa, Fred and Weber, Todd: Leadership: Current Theories, Research, and Future Directions
Boyatzis, Richard, McKee, Annie and Goleman, Daniel: Reawakening Your Passion for Work
Collins, Jim and Porras, Jerry: Building Your Company’s Vision
Collins, Jim: Level 5 Leadership: The Triumph of Humility and Fierce Resolve
Davis, Murray: That’s Interesting!
Goffee, Rob and Jones, Gareth: Managing Authenticity: The Paradox of Great Leadership
Goffee, Rob and Jones, Gareth: Leading Clever People
Goleman, Daniel: The Focused Leader
Goleman, Daniel: What Makes a Leader
Humphrey, Ron: How Do Leaders Use Emotional Labor
Humphrey, Ron, Ashforth, Blake and Diefendorff, James: The Bright Side of Emotional Labor
Maccoby, Michael: Narcissistic Leaders: The Incredible Pros, the Inevitable Cons
Maccoby, Michael: Why People Are Drawn to Narcissists Like Donald Trump
Owens, Bradley and Hekman, David: Modeling How to Grow: An Inductive Examination of Humble Leader Behaviors, Contingencies, And Outcomes
Schwartz, Tony and McCarthy, Catherine: Manage Your Energy, Not Your Time
Senge, Peter: Leading Learning Organizations
Silard, Anthony: The Bait‐and‐Switch of the Internet: The Influence of Connectivity on Contactedness and Connectedness
Wright, Sarah: Coping with Loneliness at Work
Wright, Sarah and Silard, Anthony: The Price of Wearing the Crown: The Antecedents and Outcomes of Leader Loneliness
Optional references
Competencies and coaching
How to Develop Leadership Competencies. Pablo Cardona and Pilar García. Ed. EUNSA, 2005.
Effective Coaching. Marshall J. Cook. Ed. McGraw-Hill, 1999.
Building Robust Competencies. Paul C. Green. Ed. Jossey-Bass, 1999.
The 7 Habits of Highly Effective People. Stephen R. Covey. Ed. Simon & Shuster, 1989.
Communication
Difficult Conversations: How to Discuss What Matters Most. Douglas Stone et al. (Harvard Negotiation Project). Penguin Books, 2010.
People Skills: How to Assert Yourself, Listen to Others, and Resolve Conflicts. Robert Bolton. Touchstone Books, 1986.
Nonviolent Communication: A Language of Life. Marshall Rosenberg. Puddledancer Press, 2015.
The Dance of Connection: How to Talk to Someone When You’re Mad, Hurt, Scared, Frustrated, Insulted, Betrayed, or Desperate. Harriet Lerner. William Morrow Paperbacks, 2002.
Since Strangling Isn’t an Option…..Dealing with Difficult People—Common Problems and Uncommon Solutions. Sandra Crowe. Perigee Books, 1999.
Leadership
The Nature of Leadership (2nd Edition). David V. Day and John Antonakis. Sage, 2012.
The Leadership Challenge. James M. Kouzes and Barry Z. Posner. Ed. Jossey-Bass, 1995.
Why Should Anyone Be Led By You? Rob Goffee xxxx…..
Handbook of Leadership: Theory and Practice. Nitin Hohria and Rakesh Khurana. Havard Business Press, 2010.
Primal Leadership. Daniel Goleman, Richard Boyatzis, and Annie McKee. Harvard Business Review Press. 10th Anniversary ed., 2013.
Stewardship. Peter Block. Ed. Berrett-Koehler, Publishers, 1996.
Leading organizations
Built to Last. James C Collins. HarperCollins Publishers Inc, 1994.
The Individualized Corporation. Sumantra Ghoshal and Christopher A. Bartlett. Ed. Harper Business, 1997.
Beyond Performance: How Great Organizations Build Ultimate Competitive Advantage. Scott Keller and Colin Price. John Wiley & Sons, Inc., 2011.
Motivation and influence
The Power of Full Engagement. Jim Loehr and Tony Schwartz. Free Press. 2003.
Work Motivation. Gary P. Latham. Sage, 2007.
Rewarding Excellence. Edward E. Lawler III. Ed. Jossey-Bass, 2000.
Working with Emotional Intelligence. Daniel Goleman. Ed. Bantam Books, 1998.
Textbooks on Organizational Behavior
Organizational Behavior (2nd European ed). Robert Kreitner, Angelo Kinicki, and Marc Buelens. Ed. McGraw-Hill, 2002.
A Primer on Organizational Behavior (4th ed). James L. Bowditch and Anthony F. Buono. Ed. John Wiley & Sons, 1997.
Classic Readings in Organizational Behavior (2nd ed). J. Steven Ott. Ed. Harcourt Brace College Publishers, 1996.
New Technologies and museums
Anuario AC/E de Cultura Digital. Modelos de negocios culturales en Internet. Focus: Museos y Nuevas tecnologías. 2015
(http://www.dosdoce.com/upload/ficheros/noticias/201503/anuario_ace_de_cultura_digital_2015.pdf consultat 9 d’abril de 2016)
ASENSIO, M. y ASENJO, E. (Eds.). Lazos de Luz Azul: Museos y Tecnologías 1, 2 y 3.0. Barcelona: UOC, 2011.
BELLIDO GANT, M. L. Arte y museos del siglo XXI: entre los nuevos ámbitos y las inserciones tecnológicas. Barcelona: UOC, 2013.
BELLIDO GANT, M. L. Arte, museos y nuevas tecnologías. Gijón: Trea, 2001.
BERTACCHINI, E. y MORANDO, F. “The future of museums in the digital age: New models for access to and use of digital collections”.En. International Journal of Arts Management, 15 (2), 2013, 60-72.
CAMARERO, Carmen, GARRIDO, M. José i SAN JOSÉ, Rebeca. “Efficient of Web Communication Strategies: The Case of Art Museums”. En: International Journal of Arts Management, 18, 2016, p 42-61.
CARRERAS, Cèsar (coord.). Evaluación TIC en el patrimonio cultural: metodologías y estudios de casos. Barcelona: UOC, 2009.
CARRERAS, Cèsar i MUNILLA, Glòria. Patrimoni digital : un nou mitjà al servei de les institucions culturals. Barcelona: UOC, 2007
DOS DOCE: Los museus en la era digital. Uso de nuevas tecnologías antes, durante i después de visitar un museo, centro cultural o galería de arte. Dosdoce, 2013.
(http://www.dosdoce.com/articulo/estudios/3820/museos-en-la-era-digital/, consultat 21 de febrer de 2014).
GARAU, Chiara. Augmented reality to support of Cultural Heritage. Saarbrücken : LAP LAMBERT Academic Publishing, 2013.
PARRY, Ross. Museus in a digital age. London: Routledge, 2010.
PULH, Mathilde and MERNCARELLI, Rémi: “Web 2.0: Is the Museum-Visitor Relationship Being Redefined?”. En: International Journal of Arts Management, 2015, 18, 1, p. 43-51.
Rodríguez Silgo, Alba. “Digitalización y virtualización cultural. Hacia un nuevo horizonte en la conservación-restauración”. En Teros, 102, 67, 2015, p 67-75.
STYLIARAS, Georgios, KOUKOPOULOS, Dimitrios, LAZARINIS, Fotis (eds.). Handbook of research on technologies and cultural heritage : applications and environments. Hershey, PA: Information Science Reference, cop. 2011
RUIZ TORRES, David: La Realidad aumentada y su aplicación en el patrimonio cultural. Gijón: Trea, 2013
SANTACANA, Joan i MARTÍN, Carolina (coords). Manual de museografía interactiva. Gijón: Trea, 2010.
New technologies and performing arts
Benson, S. & Giannachi,G. (2011). Performing Mixed Reality. Massachussets: MIT Press.
Bilton, C. (2007) Management and creativity. From creative industries to creative management, Blackwell publishing: Oxford.
Blake, B. (2014). Theatre and the Digital. New York: Palgrave Macmillan.
Byrnes, W.J. (2009) Management and the arts, 4th edition, Elsevier: Oxford.
Dixon, S. (2007). Digital Performance: a History of New Media in Theatre, Dance, Performance Art and Installation, Massachusetts: MIT Press.
Napoli, P.M. (2010). Audience Evolution: New Technologies and the Transformation of Media Audiences. Columbia University Press: New York.
Rosewall, E. (2013). Arts Management: Uniting Arts and Audiences in the 21st Century, Oxford: Oxford University Press.
Townley, B. & Beech,N.(2009) Managing Creativity: Exploring the Paradox. Cambridge University Press: Cambrigde.
Other materials such as texts and presentation might be delivered throughout the sessions according to the students' needs.