The introduction of the Digital Memory Project Reviews, which is a compilation of several reviews of digital memory projects developed by the students of the course Digital Memories: Theory and Practice, presents an interesting reference used for analyzing Digital Humanities projects: the “How Did They Make That?” video. In this post, I want to make a brief presentation of Posner’s reverse-engineering of digital products and suggest how it could be improved to leverage the impact of digital humanities projects.
In the video, Posner presents a method that helps to unveil how digital humanities projects are built (what she also calls “black boxes”). She then defines three patterns that are present in any digital project:
1) Sources: a collection of data (ex.: files, images, texts, numbers, videos, sounds, documents, artifacts, etc.);
2) Processes: treating data to make it machine-readable (ex.: organizing, editing, correcting, digitizing, quantifying, etc.);
3) Presentation: make it human-viewable (ex.: make it searchable, interactive, web-accessible, mapped, etc.).
In her perspective, identifying these patterns can be applied in most DH projects and, therefore, inspire students to create their projects. However, in the same video, when she interviews scholars and analyses their projects based on her reverse engineering framework, an issue emerges regarding how people access their digital projects and what they should do to make them more accessible. This aspect becomes very clear in Rachel Deblinger’s comments when she talks about how she was surprised by how people navigate her Memories/Motifs project, a website that presents memories of the Holocaust survivors in postwar America.
Based on that, I started to think that maybe it would be helpful to add another element in Posner’s reverse-engineering method: audience. This way, students would exercise thinking not only about the resources and formats they can choose to build a digital project but also who they want to benefit by building it. In my perspective, covering this aspect would leverage Digital Humanities projects’ impact, bringing insights into how DH projects are taking into account the demands of different audiences, specially the ones outside the academy.




