Guide to the Stanford Humanities Lab Records

Daniel Hartwig
Stanford University. Libraries. Department of Special Collections and University Archives
Stanford, California
September 2011
Copyright © 2015 The Board of Trustees of the Leland Stanford Junior University. All rights reserved.


Call Number: SC1061
Creator: Lowood, Henry
Creator: Schnapp, Jeffrey T. (Jeffrey Thompson), 1954-
Creator: Shanks, Michael.
Creator: Stanford Humanities Lab.
Title: Stanford Humanities Lab records
Dates: circa 1999-2009
Physical Description: 11161.6 megabyte(s)
Summary: The materials consist of administrative records, subject files, conference materials, and email documenting the functions and projects of the Stanford Humanities Lab.
Language(s): The materials are in English.
Physical Location: Special Collections and University Archives materials are stored offsite and must be paged 36-48 hours in advance. For more information on paging collections, see the department's website:
Repository: Department of Special Collections and University Archives
Green Library
557 Escondido Mall
Stanford, CA 94305-6064
Phone: (650) 725-1022

Administrative Information

Information about Access

Open for research.

Ownership & Copyright

All requests to reproduce, publish, quote from, or otherwise use collection materials must be submitted in writing to the Head of Special Collections and University Archives, Stanford University Libraries, Stanford, California 94304-6064. Consent is given on behalf of Special Collections as the owner of the physical items and is not intended to include or imply permission from the copyright owner. Such permission must be obtained from the copyright owner, heir(s) or assigns. See:
Restrictions also apply to digital representations of the original materials. Use of digital files is restricted to research and educational purposes.

Cite As

[identification of item], Stanford Humanities Lab Records (SC0161). Dept. of Special Collections and University Archives, Stanford University Libraries, Stanford, Calif.

Biographical/Historical note

Founded by Jeffrey Schnapp (Comparative Literature) in 1999, the Stanford Humanities Lab (SHL) enabled scholars in the humanities to undertake mid- to large-scale team-based research projects. By supporting innovative research, SHL sought to expand the scope and scale of humanitas, supplementing traditional humanities training with "hands-on" experiences in a true laboratory setting. In 2003, Henry Lowood (Curator for History of Science & Technology Collections; Film & Media Collections) became co-director of the lab. Schanpp and Lowood were later joined by Michael Shanks (Archaeology), who directed lab as a team until 2009 when it evolved into separate projects. The Stanford Humanities Lab was a Center for Transdiciplinary/Post-Disciplinary Study. With new developments in areas such as biotech, digital culture, global society, SHL believed that some crucial questions — about what it is to be human, about experience in a connected world, about the boundaries of culture and nature — transcend the old divisions between the arts, sciences and humanities, between the academy, industry and the cultural sphere.
SHL engaged in experimental projects with a "laboratory" ethos — collaborative, co-creative, team-based — involving a triangulation of arts practice, commentary/critique, and outreach, merging research, pedagogy, publication and practice. They didn't just comment and discuss, they built: new media, interactive archives, predictive models of social change, new courses, collaborative research workshops, art exhibitions.
The SHL agenda encompassed: • animating archives - regenerating, bringing to life, and fostering new modes of interaction with the storehouses of human, cultural, artistic, scientific achievement - our focus is on the question of the relationship of the human past to efforts at conservation and preservation
• building bigger pictures - putting specialized in-depth research into the context of big human questions; questions, for example, of rapid social change and innovation, the ethical implications of information technology, the character of distributed digital communities, the politics of digital citizenship, the past, present, and future of intellectual property • enabling co-creative collaboration - developing successful models of teamwork, learner-centered models of training (thinking through doing), and collaborative authoring tools and processes • building bridges - establishing innovative partnerships between industry, museums, foundations, and high-level university-based research
Projects The Lab offered the opportunity for scholars in the humanities to undertake the sort of mid- to large-scale team-based research projects that have traditionally been the domain of the natural and social sciences. Humanities disciplines have generally received far more modest research funding than the sciences, thus discouraging resource-intensive scholarship as well as collaborative or team-based work. These limitations have resulted in research findings—usually in print form—that are produced and consumed by individual scholars working in isolation, and shared with students exclusively in the classroom setting.
SHL sought to change that. Whereas institutional pressures have fostered a narrowing of research agendas, SHL promoted a model of the humanities that is flexible and cross-disciplinary at its core and at the same time rooted in the disciplinary traditions of the humanities. By providing financial support for innovative humanities research with results that assume technologically inflected forms, SHL attempted:
• to expand the scope and scale of humanitas
• to supplement traditional humanities training with "hands-on" experiences in a true laboratory setting
• to add an outreach dimension to traditional disciplinary endeavors
After an initial pilot year, projects were typically funded for five to seven years, during which SHL administrative and technical staff were involved in helping to shepherd the work to successful completion. Administrative staff helped with working methodology, such pragmatic details as helping to build partnerships with museums and other public institutions, fundraising, and presenting work to the campus and wider community.
Technical staff helped researchers imagine outputs and results beyond the limits of their technology skills. They assisted in locating digital artist collaborators, programmers, video producers, animators, and others to help realize researchers' ideas. And they instructed research teams not only on how to supervise the creation of technology-driven outputs but also on how to do hands-on programming, film production, animation, etc. of their own.
Teaching SHL projects were rooted in the disciplinary traditions of the Humanities, but they involve students from a wide array of Humanities and non-Humanities disciplines. Many SHL projects involved a recurring course or seminar component that allows team members to introduce, develop, and test their research results within the classroom. SHL was a research center, but teaching is central to its mission. The SHL aim was to lead a revolution in the way knowledge is produced and presented in the Humanities and, in so doing, to provide a compelling new model for Humanities education that:
• enhances and deepens traditional classroom teaching
• integrates the latest technologies and tools into Humanities research and vice versa
• breeds a new kind of Humanities-savvy "techie" and a new kind of tech-savvy "fuzzy"
To this end, SHL projects involved a new hands-on, laboratory-based model of undergraduate and graduate training, informed by the media and information revolutions of the present. Students learned not only by studying knowledge in the traditional manner, but also by producing knowledge: by being assigned responsibility for the realization of a piece of research within a larger research mosaic, overseen by an experienced senior researcher.

Scope and Contents

The materials consist of administrative records, subject files, conference materials, and email documenting the functions and projects of the Stanford Humanities Lab.

Arrangement note

The materials are arranged in two series: Series 1. Computer Files; Series 2. Paper files.

Access Terms

Digital humanities centers.
Humanities--Data processing.
Humanities--Study and teaching (Higher).
Humanities--Study and teaching--California --Stanford.


Series 1 Computer Files

Physical Description: 11 gigabyte(s) (17,780 files in 1058 directories)

How They Got Game - SHL project

Physical Description: 6.41 gigabyte(s)

HPS - SHL project

Physical Description: 690 megabyte(s)

Eudora email 2003

Creator/Collector: Lowood, Henry
Physical Description: 385 megabyte(s)



Game Project.fol






Thunderbird email 2011

Creator/Collector: Lowood, Henry
Physical Description: 42.4 megabyte(s)




















Physical Description: 3.49 gigabyte(s)

Series 2 Paper Files

Box 1, Folder 1


Box 1, Folder 2


Box 1, Folder 3

Digital humanities

Box 1, Folder 4

How they got game (SHL)

Box 1, Folder 5

HPS simulations--AFOSR grant

Box 1, Folder 6

Electronic Arts

Box 1, Folder 7

Why game studies now?

Box 1, Folder 8

Digital person reader

Box 1, Folder 9

Game colelction--National Vanguard, Resistance games

Box 1, Folder 10

Springer book

Box 1, Folder 11


Box 1, Folder 12

Wargame book

Box 1, Folder 13


Box 1, Folder 14


Box 1, Folder 15


Box 1, Folder 16

Exhibit planning--How they got game

Box 1, Folder 17

Storytelling--Virtual World Conference, Stanford 2004 Feb

Box 1, Folder 18


Box 1, Folder 19

Bits of culture

Box 1, Folder 20

History of computer game characters 2003 Apr

Box 1, Folder 21

Henrik Bennetsen

Box 1, Folder 22

Digital humanities

Box 1, Folder 23

Preserving Creative America (Library of Congress)

Box 1, Folder 24

Game archive project, Kyoto

Box 1, Folder 25


Box 1, Folder 26


Box 1, Folder 27

Center for digital imaging and sound

Box 1, Folder 28


Box 1, Folder 29

How they got game book

Box 1, Folder 30

Military simulation archives

Box 1, Folder 31

Panel on cultural legacy of video games 2001

Box 1, Folder 32

E3 2002

Box 1, Folder 33

Game Developers Conference--IGDA 2002

Box 1, Folder 34

Future of content 2002

Box 1, Folder 35

Future of content 2003

Box 1, Folder 36

Online gaming 2004 Feb

Box 1, Folder 37

Wizards of OS3, Berlin 2004

Box 1, Folder 38

Arizona 2005

Box 1, Folder 39

Digital vision 2005

Box 1, Folder 40

Gaming to learn workshop 2003

Box 1, Folder 41

DIGRA 2005

Box 1, Folder 42

Serious Games, DC 2004

Box 1, Folder 43

030303--Collective play

Box 1, Folder 44

HSS 2009

Box 1, Folder 45

History of computer game design

Box 1, Folder 46-47

STS 145: History of Computer Game Design 2001

Box 2, Folder 1-8

STS 145: History of Computer Game Design 2001-2005