All resources aimed at people with User Interest: Cultural co-production projects between organisations and communities

What is it? a toolbox

What does it allow you to do? to browse through best practice examples, explore what digital tools we made in CINE and find references on how we have used them.

Cost? free

Who is it for?


A comprehensive toolbox of digital heritage tools and guidelines. The resource contains guidelines, best practice examples and digital tools created by all CINE partners.


This toolkit was brought to you by CINE and partners:

What is it? A recording of an online event

What does it allow you to do? Find inspiration about the topic and learn new things

Cost? free

Who is it for?


We believe that museums and heritage organisations can, and should, play a powerful role in imagining different futures for our communities and societies. Digital technologies have the potential to be an important tool in this process. This session draws on the experience of the CINE project partners and others to explore the questions: how can we utilise technological possibilities to be both a preserver of the past and an instigator of new ideas for the future? What digital tools exist to help us? How can we develop new digital tools that meet our particular needs, align with our values, and help us to address the challenging topics of our time in meaningful ways?

Speakers include:

CINE partners
Reflections & Experiences
On community co-production, serious gaming in heritage, managing data, curating digital content, climate change.

Katrin Glinka
Imagining the Future: one Project at a time
Using technology and museums to instigate the future.

Anjanesh Babu
Machine Learning in the Heritage Sector
A practical example of collaboration to introduce new technology into the museum sector.

Marinos Ioannides
Reflections on Digital Cultural Heritage
The director of the Digital Heritage lab of the Cyprus University of Technology and UNESCO Chair on Digital Cultural Heritage reflects on our programme and the future.


This toolkit was brought to you by CINE and partners:

What is it? A recording of an online event

What does it allow you to do? Find inspiration about the topic and learn new things

Cost? free

Who is it for?


Digital technologies are changing our curatorial practices today more than ever. This session draws on the experiences of the CINE project partners and others to explore the questions: how can digital technologies aid and extend our curatorial practices? How can we use technology to better engage our audiences and communities with a view to playing a more active role in the communities of the future? How can curators of heritage become more adaptable, creative and confident in the digital realm?

Speakers include:

Abira Hussein
The Archive and the Community
Exploring the tensions between digitally driven outputs and audiences, the potential role digital technologies can have in pluralising curation, and the potential role of diaspora knowledge in informing museum practice.

Su Basbugu
Thinking Outside the White Cube
Rethinking curatorial practices through the British Council’s online exhibition platform Museum Without Walls.

Jacquie Aitken
Using immersive digital technology to mobilise heritage for social change
A discussion of the ways in which digital heritage can be used as a generative tool which has the potential to democratise cultural production and argues for it going beyond the spectacle.


This toolkit was brought to you by CINE and partners:

What is it? A recording of an online event

What does it allow you to do? Find inspiration about the topic and learn new things

Cost? free

Who is it for?


Community co-production is a method that offers cultural organisations and community groups opportunities to work together towards a common goal. This can be both fruitful and challenging, but essential if museums and heritage organisations are to play a useful role in imagining different futures for our communities and societies. This online event draws on the experience of the CINE project partners and others to explore the questions: what is good co-production? How do you create roles, manage social relationships and expectations? Does co-production work?

Speakers include:

Judith McCarthy
Cultures of co-production
Initiating co-production projects in Ireland and Iceland within the CINE project.

Sarah Smed
Co-producing the Danish Welfare Museum
Reflections on museums and social change.

Dominique Bouchard
Transforming the future of the past: re-interpreting Stonehenge
Presenting a film project co-produced with young people who live near one of the most iconic heritage sites in England.


This toolkit was brought to you by CINE and partners:

What is it? A recording of an online event

What does it allow you to do? Find inspiration about the topic and learn new things

Cost? free

Who is it for?


Join us to explore the themes of heritage storytelling and gamification in this CINE TALK. Storytelling and gamification are powerful tools, and, twinned with digital technologies, offer exciting possibilities for heritage engagement. The digital event is hosted by our partners at Skriðuklaustur as we reflect on all we have learnt through the CINE project and invite others to share their experiences.

Speakers include:

Ed Rodley
Games, gamification and museums: What’s changed since 2018?
Games, gamification and museums in the present moment.

Maria Economou
Emotion and Storytelling in Museums
Reflections on the learning from the Emotive project.

Steinunn Anna GunnlaugsdottirLeifur Björn Björnsson and Skúli Björn Gunnarsson
Storytelling and gamification with precise location technology (UWB)
CINE partners Locatify and Gunnarsstofnun reflect on the opportunities for heritage offered by new location technology.


This toolkit was brought to you by CINE and partners:

What is it? A virtual model of a historic landscape

What does it allow you to do? See what is possible through collaboration between heritage organisations and "techie" people

Cost? free

Who is it for?


The two digital reconstructions present sites in the Strath of Kildonan, the pre-clearances longhouse settlement of Caen, and an Iron Age settlement close by the same site. Both models have been used to enrich heritage dissemination online, through digital events, as part of the Real Rights exhibition and as an outdoor touring app, the Timespan Landscape Explorer.

Caen, pre-clearance township 1813

Iron Age Kildonan

This digital reconstruction has been made using archaeological and archaeobotany evidence. It includes roundhouses, agricultural field systems, 3D objects from the Timespan Museum collection and animated characters. It demonstrates life in the Iron Age and the effects of changing climates on farming communities.


This toolkit was brought to you by CINE and partners:

What is it? A digital model presented in different environments - in a short film, in the online exhibition Real Rights, in Timespan's Museum

What does it allow you to do? See what is possible through collaboration between heritage organisations and "techie" people

Cost? free

Who is it for?


The village of Helmsdale in the north of Scotland was once a major fishing port. Located in Sutherland, the local community caught and cured herring on a vast scale. This reconstruction is part of our case study and shows how the harbour and fish curing facilities at Helmsdale may have looked in the 1890s, near the height of the herring trade.

It is one of the CINE case studies.


This toolkit was brought to you by CINE and partners:

What is it? an app to gather landscape data with the help from the public

What does it allow you to do? to see an example of advanced mapping

Cost? free information

Who is it for?


The idea with the Muninn app was to crowdsource cultural remains in landscaped with help of the public. The information gathered via the app goes into a special database where it is certified and then made visible on a map

In CINE this app was developed as part of Advanced Mapping, a method to gather information of landscapes and to present this in layers on maps.

Muninn was made for the associated partner The Cultural Heritage Agency of Iceland, which is an administrative institution responsible for archiving information about archaeological and built heritage. They run a geo-located database for protected and listed archaeological sites. In Iceland, each municipality is obliged to register cultural heritage within their territory as a part of their land-use and master plans. Only a part of cultural heritage in the country has been located and listed.

Muninn is currently being tested.


This toolkit was brought to you by CINE and partners:

What is it? a guideline and toolkit for historic buildings and places affected by a changing climate

What does it allow you to do? to assess risks and plan for adaptation

Cost? free

Who is it for?


CINE has worked closely together with the Adapt Northern Heritage project. Therefore we want to present the toolkit that our partners have created.

The Adapt Northern Heritage toolkit consists of five tools to help understand better how climate change will effect northern historic places and explore options for what can be done to respond to this change. The principal tool is a guide for Assessing Risk and Planning Adaption, which is supported by publications on Adaptation Stories, Conservation Factsheets and Information Sources. The guide is for use by both conservation professionals and those involved in caring for a historic place. To support the risk management process described in the guide, workbooks and slideshow tutorials are also available.



What is it? a practical handbook

What does it allow you to do? understand how gamification can be used in heritage contexts to make dissemination materials more engaging

Cost? free

Who is it for?


Gamification is the application of game-design elements and game principles in non-game contexts. It can also be defined as a set of activities and processes to solve problems by using or applying the characteristics of game elements.

Gamification is a broad term but simply put, we are adding elements of game-related fun to a traditionally non-game activity.

In this handbook you can find out about techniques of gamification, elements of gamification design and gamification in heritage. These topics are illustrated with examples from the CINE project.


This toolkit was brought to you by CINE and partners:

What is it? Website showing co-production case study

What does it allow you to do? See what can be achieved through co-production

Cost? Free

Who is it for?


The Inch Heritage website is the result of a community co-production project between the people of Inch Island, County Donegal, Donegal County Museum and Ulster University.


This toolkit was brought to you by CINE and partners:

What is it? Website showing case study site

What does it allow you to do? See what is possible through collaboration between heritage organisations and "techie" people

Cost? Free

Who is it for?


We used the latest technology and digitisation methods to tell the story of St. Catherine’s Church and graveyard in Killybegs, County Donegal, Ireland.

Killybegs History and Heritage Society collaborated with Donegal County Museum and Ulster University’s Intelligent Systems Research Centre to create a virtual reconstruction, virtual tour, and a series of 3D scans of artefacts from the site.

Virtual St. Catherine’s shows what can be achieved when heritage organisations and “techie” people collaborate on digital projects.


This toolkit was brought to you by CINE and partners:

What is it? an app

What does it allow you to do? see an example of an outdoors outreach tool that uses different media to make available content and to discuss the pressing issues of our time

Cost? free

Who is it for?


The app is a field guide and trail of places in the Kildonan case study area, which provides a portrait of the parish of Kildonan, Highlands, Scotland.

The interactive maps lead users to information on climate impact, land use and stories, as well as 360 images, audio recordings and relevant archive material from Timespan’s collection. It’s beautifully packaged in eye-popping designs and the intuitive functionality will appeal to app users and those less familiar with virtual mobile trails. 


This toolkit was brought to you by CINE and partners:

What is it? Guideline

What does it allow you to do? Understand what archaeology is and how to use its multi-disciplinary potential

Cost? Free

Who is it for?


What new knowledge can be generated when archaeologists, historians, community members and virtual modellers get together to recreate a landscape? These three guidelines pull together the possibilities and set out some pointers communicating this understanding to others.


This toolkit was brought to you by CINE and partners:

What is it? a resource including a guide and a field manual

What does it allow you to do? learn about co-production and see examples of co-production work

Cost? free

Who is it for?


Co-production is the process by which we facilitate and empower the community, both individually and collectively, to become the curators, makers and performers of their own stories.

In CINE we have used co-production methods in some of our case studies. This guide is a record of how we used co-production and what we have learned.

You will find information about the benefits and the challenges of co-production and key points to consider. This leads you then to the detailed co-production guide and the co-production field manual.


This toolkit was brought to you by CINE and partners: