Visual Arts
One hundred and ninety nine Visual Arts organisations participated in the Digital Culture Survey 2017 of how arts and cultural organisations in England use digital technology. They include organisations of different sizes from across England, giving us a detailed picture of how the Visual Arts sector is using technology to support its work.
Importance of digital technology
In line with previous years, more Visual Arts organisations place importance on digital, across all organisational functions, than the whole sector. Marketing and preserving and archiving continue to be the areas in which digital is seen as important by most Visual Arts organisations, closely followed by operations (see Figure 1). Business models remains the area in which fewest organisation see digital as important.
Figure 1: Importance of digital to different business areas (whole sector vs. Visual Arts, 2017)
This bar chart, titled "Chg., pp 2017 vs. 2013", compares the importance of digital technology in various business areas for the whole sector vs. Visual Arts organisations in 2017, and shows percentage point changes from 2013.
- Marketing: Overall 91%, Visual Arts 96% (Change +4%)
- Preserving and archiving: Overall 78%, Visual Arts 86% (Change +1%)
- Operations: Overall 77%, Visual Arts 83% (Change +2%)
- Distribution and exhibition: Overall 54%, Visual Arts 71% (Change +2%)
- Creation: Overall 56%, Visual Arts 66% (Change -4%)
- Business models: Overall 53%, Visual Arts 60% (Change +27%)
Statistically significant changes 2013-2017 (at a 95 per cent confidence level) are highlighted in bold. Arrows indicate statistically significant differences vs whole sector.
Data Sources: 2017: Visual Arts n=194, Whole sector n=1,391, 2013: Visual Arts n=152.
However, business models is the only area where, proportionately, the importance of digital technology has significantly increased since 2013. This increase can be seen across all scales of Visual Arts organisation. In 2013, significantly more large Visual Arts organisations (i.e. defined by turnover) said digital technologies were important for business models (58 per cent) than did medium-sized (36 per cent) and small organisations (24 per cent). There is now less of a gap. In 2017, 52 per cent of small organisations, 73 per cent of medium-sized organisations and 69 per cent of large Visual Arts organisations say digital technologies are important for business models.
Digital activities
Top digital activities: Publishing content onto free platforms, email marketing and publishing content onto own website.
More likely than other artforms to...: Create standalone digital exhibits or works of art; create digital works that are connected to an exhibition or artwork; and maintain a blog with commentary and cultural criticism.
In comparison to other art and cultural forms, Visual Arts organisations are the most digitally diverse, averaging more types of digital activity than any other artform. On average, they engage in 9.0 different types of digital activity compared to 8.2 for the sector as a whole. This is particularly true for larger Visual Arts organisations, who average 12 different types of digital activity. Medium sized Visual Arts organisations do 9.5; and small Visual Arts organisations do 7.9, which places them more on a par with the sector as a whole.
Visual Arts organisations are notably ahead of the sector average in terms of: standalone digital exhibits or works of art (38 per cent vs. 22 per cent sector average), digital works connected to an exhibition or artwork (37 per cent vs. 25 per cent), selling products or merchandise online (42 per cent vs. 33 per cent), posting video/audio content for download or streaming (47 per cent vs. 39 per cent) and digitising collections (43 per cent vs. 35 per cent).
Compared to 2013, significantly more Visual Arts organisations engage in paid search and/or online display advertising (31 per cent vs. 13 per cent in 2013). However, there has been a decline in the number of Visual Arts organisations engaged in making existing recordings available for digital consumption (57 per cent vs 76 per cent in 2013).
Figure 2: Digital activities for Visual Arts organisations vs whole sector 2017 (and change from 2013)
This horizontal bar chart compares digital activities of Visual Arts organisations (dark purple) against the whole sector (light purple) in 2017, and shows the percentage point change from 2013.
- Publishing content onto free platforms: Visual Arts 85%, Overall (not shown directly, implied by comparison), Chg. -1%
- Email marketing: Visual Arts 79%, Chg. -10%
- Publishing content onto our website: Visual Arts 71%, Chg. -6%
- Make existing recordings available for digital consumption: Visual Arts 57%, Chg. -19%
- Post video/audio content, either for download or streaming: Visual Arts 47%↑, Chg. -3%
- Sell event tickets online: Visual Arts 44%, Chg. -1%
- Maintain a blog with commentary and cultural criticism: Visual Arts 44%↑, Chg. 4%
- Digitising collections - making copies of physical originals in digital form: Visual Arts 43%↑, Chg. -
- Sell products or merchandise online: Visual Arts 42%↑, Chg. 3%
- Standalone digital exhibits or works of art: Visual Arts 38%↑, Chg. -1%
- Accept online donations: Visual Arts 37%, Chg. -1%
- Search engine optimisation: Visual Arts 37%, Chg. -10%
- Digital works that are connected to an exhibition or artwork: Visual Arts 37%↑, Chg. 9%
- Paid search and/or online display advertising: Visual Arts 31%, Chg. 18%
- Provide educational content or online events: Visual Arts 29%, Chg. -3%
- Digital experiences used at the same time as the artwork: Visual Arts 28%, Chg. -1%
- Simulcast/livestream performances: Visual Arts 21%, Chg. 3%
- Use crowdfunding platforms: Visual Arts 16%, Chg. -
- Provide educational interactive experiences: Visual Arts 14%, Chg. -
- Provide virtual reality/augmented reality experiences: Visual Arts 14%, Chg. 1%
- Provide online interactive tours of real-world exhibitions/spaces: Visual Arts 13%, Chg. 3%
- Offer exclusive online content: Visual Arts 10%, Chg. -
- Use third party platforms to generate revenue from: Visual Arts 9%, Chg. -
Arrows indicate statistically significant differences vs whole sector. Bold text indicates statistically significant changes from 2013.
Data Sources: 2017: Visual Arts n=199, Whole sector n = 1,424; 2013: Visual Arts n=152.
When it comes to mobile, Visual Arts organisations are slightly ahead of the sector as a whole, although not significantly so, with 73 per cent having a mobile-optimised web presence (vs. 69 per cent for the whole sector). Visual Arts organisations have also seen a significant increase in mobile optimisation over time, from 40 per cent in 2013 to 73 per cent in 2017. As over 60 per cent of UK online time (for consumers generally) is now spent on mobile, arts and culture organisations that are not yet optimised for mobile should recognise this as a priority.
Visual Arts organisations are broadly similar to the rest of the sector in their use of social media, with Facebook (90 per cent) and Twitter (86 per cent) being the most used social media platforms. They are significantly more likely than the sector as a whole, though, to use Instagram (69 per cent vs 48 per cent) and Vimeo (35 per cent vs. 27 per cent for the whole sector).
Visual Arts organisations are more likely than any other artforms to use data for six out of the 11 data-driven activities we asked about. These mostly relate to audience engagement or to developing their strategy. For example, 48 per cent of Visual Arts organisations report that they use data to identify and engage with their most valuable audience members (compared to 41 per cent among the whole sector) and 55 per cent use data to inform the broader strategic direction of their company (compared to 43 per cent among the whole sector).
The impact of digital
Proportion seeing major/fairly major impacts overall: 86 per cent (vs. 70 per cent for the whole sector)
Main area of impact: Reaching a bigger audience
Overall, Visual Arts is the artform with the highest proportion of organisations that report a positive impact from digital on their ability to carry out their mission (86 per cent), significantly above the sector average of 70 per cent. Large, medium and small Visual Arts organisations all attribute a similar level of impact to digital for fulfilling their overall mission (87 per cent, 92 per cent and 82 per cent respectively).
Visual Arts organisations report significantly higher levels of impact for nearly half of the areas tracked. The largest differences relate to audience development and engagement. The number of Visual Arts organisations experiencing impact in these areas has risen significantly since 2013 (see Figure 3).
Figure 3: The impact of digital technology on business areas (Visual Arts organisations vs. whole sector, 2017)
This horizontal bar chart compares the impact of digital technology on various business areas for Visual Arts organisations (dark purple) against the whole sector (light purple) in 2017, and shows the percentage point change from 2013.
- Reaching a bigger audience: Visual Arts 74%↑, Chg. 16%
- Boosting our public profile: Visual Arts 72%, Chg. 13%
- Engaging more extensively and deeply with our existing audience: Visual Arts 58%, Chg. -2%
- Reaching a more diverse audience: Visual Arts 49%↑, Chg. 20%
- Understanding our audience and what they are saying about us: Visual Arts 48%↑, Chg. 14%
- Improving access: Visual Arts 44%↑, Chg. 19%
- Helping us operate more efficiently: Visual Arts 44%↑, Chg. 10%
- Archiving: Visual Arts 44%, Chg. -2%
- Reaching an international audience to a greater extent than before: Visual Arts 44%↑, Chg. -1%
- Connecting with new communities: Visual Arts 43%↑, Chg. -
- Production: Visual Arts 41%↑, Chg. 3%
- Reaching a younger audience: Visual Arts 37%, Chg. 8%
- Overall quality of our creative work: Visual Arts 36%, Chg. -
- Overall strategy development and prioritisation: Visual Arts 36%↑, Chg. 12%
- Collaborating with other organisations on artistic projects: Visual Arts 36%↑, Chg. 2%
- How we exhibit our end product: Visual Arts 35%↑, Chg. 2%
- Successful funding applications: Visual Arts 33%, Chg. -
- How we distribute our work and related products: Visual Arts 32%↑, Chg. 3%
- Critical response to our work or programmes: Visual Arts 30%, Chg. -
- Selling tickets online for events and/or exhibitions: Visual Arts 27%↑, Chg. 5%
- Creating formal or informal educational resources: Visual Arts 26%, Chg. 3%
- Our organisation's overall profitability: Visual Arts 23%, Chg. 13%
- Helping us to deliver against other social and economic objectives: Visual Arts 21%, Chg. 6%
- Our organisation's overall revenue: Visual Arts 20%, Chg. 11%
- Donations and fundraising: Visual Arts 19%, Chg. 8%
- Product sales (e.g. online merchandising, downloads): Visual Arts 14%, Chg. 2%
Arrows indicate statistically significant differences vs whole sector. Bold text indicates statistically significant changes from 2013.
Data Sources: 2017: Visual Arts n=176, Whole sector n=1,239; 2013: Visual Arts n=152.
Management factors
Biggest barrier: Lack of in-house staff time
Biggest skills gap: Database management/CRM
In line with the rest of the sector, Visual Arts organisations say the most significant barriers to realising their digital ambitions continue to be lack of time and resources. There have been no significant reductions or increases in the barriers faced by Visual Arts organisations since 2013.
Figure 4: Top 5 Barriers felt by Visual Arts organisations (Visual Arts organisations vs. whole sector, 2017)
This horizontal bar chart compares the top 5 barriers to achieving digital aspirations for Visual Arts organisations (dark purple) against the whole sector (light purple) in 2017, and shows the percentage point change from 2013.
- Lack of in-house staff time: Visual Arts 72%, Overall 68%, Chg. 5%
- Lack of funding to allocate to digital projects: Visual Arts 62%, Overall 62%, Chg. -2%
- Difficulty in accessing external funding for digital projects: Visual Arts 57%, Overall 55%, Chg. 0%
- Slow/limited IT systems or networks: Visual Arts 34%, Overall 33%, Chg. -2%
- Lack of expert advice: Visual Arts 29%, Overall 30%, Chg. 0%
Arrows indicate statistically significant differences vs whole sector. Bold text indicates statistically significant changes from 2013.
Data Sources: 2017: Visual Arts n=170, Whole sector n=1,200; 2013: Visual Arts n=151.
In terms of their digital skills profile, more Visual Arts organisations report having advanced skills in comparison to their peers across marketing, creation, preserving and archiving and distribution and exhibition, compared to the wider sector. Visual Arts organisations feel their most advanced skills are across marketing and creation, whilst their least advanced skills are across business models.
Figure 5: Proportion that report their organisation to have above average digital skills – 6-10 out of 10 - compared to their peers (Visual Arts vs. whole sector, 2017)
This horizontal bar chart compares the proportion of Visual Arts organisations (dark purple) reporting above-average digital skills (6-10 out of 10) against the whole sector (light purple) in 2017, across different skill areas.
- Marketing: Visual Arts 57%↑, Overall 46%
- Creation: Visual Arts 47%↑, Overall 38%
- Preserving and archiving: Visual Arts 44%↑, Overall 33%
- Distribution and exhibition: Visual Arts 44%↑, Overall 32%
- Operations: Visual Arts 38%, Overall 35%
- Business models: Visual Arts 24%, Overall 21%
Arrows indicate statistically significant differences vs whole sector.
Data Sources: 2017: Visual Arts n=170, Whole sector n=1,187.
When it comes to specific skill areas tracked, Visual Arts organisations tend to be slightly ahead of or in line with the rest of the sector. For example, they feel most well-served for digital marketing, with 75 per cent of Visual Arts organisations reporting this. This is slightly ahead of the sector as a whole, but not significantly so (69 per cent). This is followed by digital production (55 per cent vs 48 per cent) and multimedia/website design (both 50 per cent).
Since 2013, more Visual Arts organisations are reporting being well-served across digital production (55 per cent vs 43 per cent in 2013) and data analysis (38 per cent vs 26 per cent in 2013).
Endnotes
Learn more about the 2017 Digital Culture survey findings
For a better understanding of how Visual Arts and other organisations are using digital, you can access the Digital Culture data portal and explore the full set of data yourself.
Thumbnail of the 'Digital Culture 2017' report cover.
ARTS COUNCIL ENGLAND
Arts Council England champions, develops and invests in artistic and cultural experiences that enrich people's lives. We support a range of activities across the arts, museums and libraries – from theatre to digital art, reading to dance, music to literature, and crafts to collections.
Great art and culture inspires us, brings us together and teaches us about ourselves and the world around us. In short, it makes life better. Between 2015 and 2018, we plan to invest £1.1 billion of public money from government and an estimated £700 million from the National Lottery to help create these experiences for as many people as possible across the country.
www.artscouncil.org.uk
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