Open Design Now » community http://opendesignnow.org Why design cannot remain exclusive Thu, 13 Dec 2012 09:32:59 +0000 en hourly 1 http://wordpress.org/?v=3.3.1 THINGIVERSE / ZACH SMITH http://opendesignnow.org/index.php/case/thingiverse-zach-smith/ http://opendesignnow.org/index.php/case/thingiverse-zach-smith/#comments Fri, 27 May 2011 09:55:14 +0000 remko http://opendesignnow.org/?p=471 Continue reading ]]> Thingiverse
How the Internet, Sharing and Digital Fabrication are Enabling a New Wave of Open Source Hardware

Zach Smith

Thingiverse.com was started on a lazy Saturday afternoon in late October 2008. I was at the local hackerspace, NYC Resistor, with my friend Bre Pettis. As usual, we were tinkering with our RepRap machine and dreaming of the day when 3D printing would be ubiquitous. As we worked, we chatted about what it would be like if you had a 3D printer that could make you anything you wanted. We decided that one of the coolest things would be the ability to download designs from the internet that your 3D printer would then turn into real things.

We then asked ourselves what that would look like. HELLO WORLD We did some quick Googling and found that almost all the 3D model repositories on the internet were behind paywalls. We were shocked and appalled; the future of digital fabrication was supposed to free us from the tyranny of distribution costs as we applied the techniques of free software to hardware. Being people who prefer action to words, we set out to build a site that reflected what we wanted the future to be.

Thingiverse  COMMUNITY was built from the ground up as a place for people to freely share their digital designs for physical objects. We built it to be as inclusive as possible. It will accept almost any digital file, so long as it a design for a real, physical object. In fact, most of the early designs on the site are vector drawings for laser cutters. Later, we branched out with support for 3D models, electronics, and designs intended for CNC machines.

Once the rough framework was in place, we started adding features to encourage open design and collaboration. The first step was a licensing system that allowed users to very explicitly state the licence which the listed files were available under. Designers can choose from a number of licences, including Creative Commons,  CREATIVE COMMONS GPL, LGPL, BSD, and Public Domain. The licensing is even available in a machine-readable format on the page itself. We also wanted to encourage collaboration  CO-CREATION by including a derivatives system that allowed people to upload modifications to a design. This feature was a hit because it allowed modified designs to easily give attribution, as well as creating a nice tree structure of all the derivative works available. This was a victory for both the designers and people who wanted to improve on designs that were already available. The designers got credit for the initial work, and the users were easily able to find the latest designs.

The result of this is that Thingiverse is now home to nearly 4,000 open source   OPEN EVERYTHING objects. It has over 5,000 active users and nearly 1 million downloads across all of the design files. It is home to a huge variety of open source hardware projects. On Thingiverse, you can download open source bottle openers, statues, robots, toys, tools, and even 3D printers.  REPRODUCTION It is the largest repository of open source hardware on the Internet and a wonderful place to share your things with the world.

www.thingiverse.com

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REDESIGN ME / MAXIM SCHRAM http://opendesignnow.org/index.php/case/redesign-me-maxim-schram/ http://opendesignnow.org/index.php/case/redesign-me-maxim-schram/#comments Fri, 27 May 2011 09:53:48 +0000 remko http://opendesignnow.org/?p=465 Continue reading ]]> Redesign Me
Online Co-creation and Co-design

Maxim Schram

Open design by online communities is becoming more common among companies that had previously been secretive about the products they create. Dutch tea manufacturer Pickwick, for example, used the online design and idea community RedesignMe.com to interact with an audience of external designers, marketers and consumers.

The goal was to collect input from stakeholders and lead users on the subject of innovative tea products. A challenge was presented to a community of about 3,500 people; the assignment was to ‘create innovative tea concepts that match Pickwick’s brand values’.

The exercise proved successful in terms of the number of ideas generated. 90 people participated actively over a period of six weeks, creating 198 tea-related concepts. The concepts ranged from new flavours to new packaging, as well as items to be sold or given away as a marketing gimmick.

Initially, 70 people created 125 concepts without further encouragement. Our research showed that the presence of community  COMMUNITY managers from Pickwick positively influenced participation. Because many people received feedback directly from Pickwick, participation went up, inspiring participating users to send in one or two additional concepts.

In addition to creators, there were also commenters. Over 500 people commented on the challenge and the resulting concepts. Discussions between people led to numerous improvements in the concepts. Some ideas that only consisted of a short story from one user were converted into a 3D model by another user. Other concepts were perfected based on discussions between participants and Pickwick marketers.

By the end, the challenge had been viewed by over 20,000 people, most of which were passive readers (‘lurkers’). Although only about 2% of the total number of readers actively participated in the challenge, it is possible to state confidently that Pickwick generated significant publicity as the first Dutch producer of fast-moving consumer goods to participate in this level of online co-creation.  CO-CREATION

The Pickwick Challenge paved the way for other food companies to take advantage of co-design through online communities. While co-creation does not guarantee that original concepts will be found, companies say it helps them step back and see the bigger picture in relation to their business.

www.redesignme.com

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PONOKO / PETER TROXLER http://opendesignnow.org/index.php/case/ponoko-peter-troxler/ http://opendesignnow.org/index.php/case/ponoko-peter-troxler/#comments Fri, 27 May 2011 09:53:29 +0000 remko http://opendesignnow.org/?p=463 Continue reading ]]> Ponoko:
The Distributed
Making System

Peter Troxler

Ponoko first saw the limelight of success on 17 September 2007 at TechCrunch40, a conference held in San Francisco to showcase ‘forty of the hottest new start-ups from around the world’ to a 600+ strong audience. The event unfolded under the auspices of an expert panel which included Chris Anderson, Ron Conway, Esther Dyson and Caterina Fake. Ponoko was one of those forty, together with the likes of App2You, Docstoc, Kaltura, Tripit, Trutap, and Viewdle.

Ponoko was the odd one out. Instead of keeping safely to the digital information realm, its promise was to link the digital to the physical world. Users upload designs to the Ponoko website and select the materials; Ponoko then makes and delivers the product or product parts – and users can post designs in the Ponoko showroom for people to view and buy. Lauded as ‘the world’s easiest making system’, Ponoko combines digital designing with internet technology for distribution, relying on local manufacturing for production of the designs.

Ponoko’s first designer community in Wellington, New Zealand  COMMUNITY consisted of 19 hand-selected designers. At a family gathering on 19 July 2007, the 27 designs available ranged from bike lights, lampshades and jewellery, to tables, room dividers, a chess set, CD rack, artwork and an architectural model of well-known Wellington neighbourhood Brooklyn.

In the 24 hours after the TechCrunch40 talk, Ponoko’s website got over one million hits; their name was all over the media outlets and tech blogs. ‘I believe that everyone wants to be a designer. Ponoko is going to make that possible,’ someone commented on Ponoko’s company profile at Crunchbase.com. ‘Currently, Ponoko has no decentralized manufacturing competitors,’ the directory entry said. Indeed, the 3D-printing service Shapeways  PRINTING registered their domain on Monday, 18 February 2008.

After TechCrunch40, Ponoko quickly moved into the US market. Their user base continues to be mainly in the United States; its hotspots are the usual suspects: the Bay Area, New York, Austin, Philadelphia. ‘We have a good strong user base here in New Zealand, but the vast majority are in the United States,’ Ponoko founder Dave ten Have admitted in a recent interview. 1

In its early days, Ponoko’s manufacturing capabilities were limited to laser cutting. In 2009, they partnered with CNC-router manufacturer ShopBot to create the 100k-Garages initiative, a network of 180 machine shops ready to professionally cut  AESTHETICS: 2D any 2D design. In September 2010, they teamed up with SparkFun to be able to add electronics to designs, and as of November they offer 3D printing in collaboration with CloudFab.

Ponoko employs five full-time staff in Wellington and three in Oakland. They have arrangements with local design studios Formulor in Berlin, RazorLAB in London, and Vectorealism in Milan. Ponoko’s user community counts a few thousand designers; some products have even made it to reasonable success. Still, Dan ten Have declines to comment on the profitability of Ponoko, saying only, ‘the lights are still on’. For Ponoko, the challenge remains to ‘kick the scale side of things’, and Dan is hinting at some ‘very deliberate rinse and repeat’.

WWW.PONOKO.COM

  1. MacManus, R, ‘From Ideation To Creation: Ponoko’s Sci-Fi “Making System”’, in ReadWriteWeb, 28 September 2010. Available online at: www.readwriteweb.com/archives/from_science_fiction_concept_to_real_product.php , accessed 4 October 2010.
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OHANDA / JÜRGEN NEUMANN http://opendesignnow.org/index.php/case/ohanda-jurgen-neumann/ http://opendesignnow.org/index.php/case/ohanda-jurgen-neumann/#comments Fri, 27 May 2011 09:52:03 +0000 remko http://opendesignnow.org/?p=457 Continue reading ]]> OHANDA
Open Source Hardware and Design Alliance

Jürgen Neumann

OHANDA is an initiative to foster sustainable copyleft-style sharing of open hardware and design. Since its emergence from the GOSH!-Grounding Open Source Hardware summit at the Banff Centre in July 2009, one of the goals of the project has been to build a service for sharing open hardware designs which includes a certification model and a form of registration. OHANDA is in process, and the process is open.

Why can’t we just use any copyleft license?

In short: copyleft  ACTIVISM derives its legal basis from copyright, which cannot be effectively enforced in the physical world. The equivalent would be patents, but the process of patenting hardware to make it open would be slow and expensive. The proposed solution with OHANDA is a label in the sense of a trademark. The label will allow the developer to associate a copyleft licence with any kind of physical device through OHANDA, which would act as a registration authority. The label could be compared to other common certificates, such as organic food, fair trade or CE certificates shown on products.

How does it work?

The designer  DESIGNERS applies the copyleft license to the product designs and documentation. This makes it possible to licence the work under his name without restricting its use to the point that it could no longer be considered open.

First, the designer signs up for a registered account (as a person or as an organization) and receives a unique producer ID. When the designer registers at OHANDA, he accepts the terms and conditions of using the OHANDA label. This means that the designer grants the Four Freedoms to the user (see below) and publishes the work under a copyleft licence. The designer then registers the product and receives a unique product ID. After doing so, the designer may apply the OHANDA label to the product. The OHANDA label and the unique OHANDA registration key (OKEY) are printed/engraved on each copy of the device. This ensures that the link to the documentation and to the contributors always travels with the physical device itself, providing visible proof that it is open source hardware. The OHANDA registration key on the product helps the user link the product back to the designer, the product description, design artefacts and the copyleft licence through the web-based service offered by OHANDA. Empowered by the Four Freedoms, the user may develop the product further,  BLUEPRINTS register as a producer in his own right, share his design artefacts under a copyleft licence, and be associated with the derivatives of the product.

Four Freedoms

The four freedoms from Free Software Definition lay the foundation for sharing hardware through OHANDA. The adaptations below are made by just replacing the term ‘program’ with the term(s) ‘device /& design’. This may not be the most understandable way of describing freedoms of sharing open hardware, but it describes the degree of openness that OHANDA stands for. By granting these four freedoms for all documentation attached to a product, sharing takes place on a sustainable basis.

Freedom 0. The freedom to use the device and/or design for any purpose, including making items based on it.  REMIX

Freedom 1. The freedom to study how the device works and change it to make it to do what you wish. Access to the complete design is a precondition for this.  WYS ≠ WYG

Freedom 2. The freedom to redistribute copies of the device and/or design.  SHARE

Freedom 3. The freedom to improve the device and/or design, and release your improvements (and modified versions in general) to the public, so that the whole community benefits. Access to the complete design  HACKING DESIGN is a precondition for this.

Who owns it?

Ideally? Nobody… and everybody. A legal entity is needed to register a trademark. This legal entity should either be a credible, pre-existing, not-for-profit organization, or a new non-profit organization with enough transparency in its operational management that the ownership of this common asset does not become an issue. Distributing the ownership gradually among all those who share their hardware feels like the right thing to do, but it may turn out too complex to manage in the long run. OHANDA is still a work in progress; existing certification models are being studied in order to adopt best practices. In the meantime, the community  COMMUNITY gathering around OHANDA will simply proceed without any legal entity or definitive registered trademark.

www.ohanda.org

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INSTRUCTABLES RESTAURANT / ARNE HENDRIKS http://opendesignnow.org/index.php/case/instructables-restaurant-arne-hendriks/ http://opendesignnow.org/index.php/case/instructables-restaurant-arne-hendriks/#comments Fri, 27 May 2011 09:50:46 +0000 remko http://opendesignnow.org/?p=453 Continue reading ]]> INSTRUCTABLES RESTAURANT
Open Design in a Restaurant Setting

Arne Hendriks

The Instructables Restaurant 1 is the world’s first open source restaurant. If you like the food, the restaurant gives you the recipe. And if you love the chair, or any of its other products, the restaurant provides the instructions for how to make it yourself.

The complete menu and interior are based exclusively on the open-access recipes and instructions available online, which are shared by members  COMMUNITY of Instructables.com, a web-based platform for users to create and share detailed instructions for their own DIY projects, known as ‘instructables’. 2 Nothing in the restaurant has been designed by its proprietor or its chef; they just make what they find online.

The restaurant not only appropriates this information to create its content, décor and atmosphere, it also showcases it and passes it on. Everything you eat or use in the restaurant comes with full instructions on how to make it yourself. The members who originally uploaded the instructables that were chosen for use in the restaurant are credited on posters and flyers hanging in the restaurant, providing publicity for their instructable.

The online world enters the offline world

The Instructables Restaurant turns the online potential of shared ideas into reality, and opens up this reality to the criticism of consumers. It tests and is tested, adopting an online feedback system in which members can comment on each other’s instructables and rate them. Customers are encouraged to give feedback on the food and interior through the Instructables website. The feedback is immediately passed on to the member who uploaded the relevant instructable. Unlike a popularity contest, however, the restaurant also offers options for actually improving the instructable and how it works in practice. The restaurant’s appreciative attitude toward criticism creates an open space of trial and error for every item on the menu and product list, with increased quality as a possible outcome.

The restaurant attracts its customers from the general public, from people who have heard or read about the Instructables website, and from the website’s 1.8 million members. Everybody who is a member is a potential author (read: chef or designer) of the restaurant. This effectively creates a community of at least 1.8 million people who love the place, and may even have the ambition to be featured in it. In the end, the concept for the Instructables Restaurant was turned into an instructable as well. Everybody is welcome to start a similar restaurant and offer suggestions to make it even better.

instructablesrestaurant.com

  1. The Instructables Restaurant is a concept proposed by Arne Hendriks and Bas van Abel and developed in cooperation with Waag Society and Fab Lab Amsterdam.
  2.  Launched in 2005, Instructables.com was founded by MIT graduate Eric Wilhelm, who continues to play an active role as CEO; his profile on the website states his commitment to ‘making technology accessible through understanding’. This active online community isn’t just about sharing how you do what you do, though. Besides posting their projects, registered users can also offer suggestions and comments on other people’s projects, collaboratively improving the end result. From recipes and crafts to furniture and solar panels, Instructables offers a wide range of projects, and it just keeps getting better. http://www.instructables.com/member/ewilhelm
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FRITZING / ANDRÉ KNÖRIG, JONATHAN COHEN, RETO WETTACH http://opendesignnow.org/index.php/case/fritzing-andre-knorig-jonathan-cohen-reto-wettach/ http://opendesignnow.org/index.php/case/fritzing-andre-knorig-jonathan-cohen-reto-wettach/#comments Fri, 27 May 2011 09:44:11 +0000 remko http://opendesignnow.org/?p=1508 Continue reading ]]> A COMMON LANGUAGE TO EXCHANGE IDEAS

André Knörig, Jonathan Cohen, Reto Wettach

Fritzing is an open source project with the aim of supporting designers, artists and hobbyists (i.e. ‘non-engineers’) to work creatively with interactive electronics. As computer processing power moves away from the desktop and ‘into the cloud’, it becomes useful and important to ensure that this resource is made accessible to tinkerers all over the world.

Originally a research project, Fritzing is now actively used by more than 10,000 people to document their electronic prototypes, share them with others, teach electronics in the classroom, and create PCB layouts for professional manufacturing.

Fritzing’s most important contribution to design is that it gives its practitioners a common, familiar ‘language’ in which to document and exchange their ideas. COMMUNITY At Fritzing, we call this the ‘breadboard view’; it is simply an abstract, but clearly recognizable software version of the way many of our practitioners work in the real world: with a breadboard, chips, and wires. Because these images are easier to interpret than photographs, Fritzing sketches are now used on sites like Arduino.cc or Instructables.com – and in the project gallery at Fritzing.orgSHARE

Beyond facilitating the sharing of knowledge, a major goal of Fritzing is to enable production. In the case of electronics, this means designing and manufacturing printed circuit boards, a skill that has so far been reserved for professionals. Fritzing lets a beginner AMATEURISSIMO seamlessly translate a breadboard sketch into a PCB design (and schematic design, if needed), ready to be sent to a production house or made at home. Additionally, we are setting up our own fabrication service that will eventually make it possible for users to order designs created by other users.

Fritzing is almost as open as it gets, in every respect. The software itself is open source, uses open standards and file formats (SVG, XML), can be used within an ecology of other open tools (such as Arduino, Wiring and Inkscape), and offers open access through online learning materials (under CC licences).  OPEN EVERYTHING

Building on this foundation, Fritzing encourages open sharing of knowledge, from basic electronics to complete documentation for completed projects. Openness is hardwired into the structure of Fritzing: there is a ‘sharing’ button in the software, and Fritzing include rich export options and an online project gallery. We are committing to bringing about a culture in which sharing is self-evident, simply because it is easy and useful for everybody.

In another context, we think of Fritzing as a tool for democratizing production. By putting the tools of the industry into the hands of the people, we hope to open up the discussion of our technological future. People should not take the outcomes of the industrial process for granted. Rather, they should participate critically in shaping our culture, by creating their own objects as alternatives.

fritzing.org

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FROM BEST DESIGN TO JUST DESIGN / TOMMI LAITIO http://opendesignnow.org/index.php/article/from-best-design-to-just-design-tommi-laitio/ http://opendesignnow.org/index.php/article/from-best-design-to-just-design-tommi-laitio/#comments Fri, 27 May 2011 09:16:55 +0000 remko http://opendesignnow.org/?p=432 Continue reading ]]> Can open design contribute to the world’s bigger problems, such as depletion and squandering of natural resources, population growth, consumerism and widespread poverty? In turn, can pooling knowledge and resources, re-evaluating the concept of time, and facilitating user participation help open design make a strong contribution to sustainability? Tommi Laitio investigates and reflects.

Tommi Laitio

In a world of material scarcity and competent people, the right question to ask when designing is not who knows best. Rather, we should be asking what is just and fair.

The world’s problems are rooted in moral bankruptcy that underlies all the systems in which we live and operate. Over 90% of the resources taken out of the ground today become waste within three months. 1

To avoid the catastrophic effects of climate change, we need to cut our carbon emissions to a tenth of the present level. Approximately 75% of the world’s population live in countries where national consumption exceeds the planet’s bio-capacity.2 Worse yet, the world’s population is expected to grow by 50% in the next forty years. That will make nine billion of us.

Consuming less will not be easy. In the developed world, the demand for new products, different lifestyles and more active forms of participation grows as people gain new skills, have more expendable time and money, and find themselves looking for meaning in their lives. Meanwhile, basic standards of living are far from being met in many parts of the world. While the developed countries are dealing with hedonistic angst, approximately 50,000 people die daily from poverty-related causes – most of them women and children. One billion people go to sleep hungry every day.

The world as it is, in all its flawed complexity,  TREND is the ultimate design challenge of today. The issues that need to be tackled do not have a clearly identifiable owner or one simple solution. We’ve entered an era of co-existing versions of truth that may not be fully compatible, even to the point of being mutually exclusive. The ultimate problems of this time are results of the way we eat, interact with others, exercise and consume. This is why they are also far too serious to be left entirely to professional designers.

This complex combination of problems calls for open design. So far, professional designers have dealt with material shortages by minimizing their negative impact on production and distribution. Classic approaches to market segmentation no longer function when factors like age or ethnicity no longer define ambitions and desires. Neither professional-led design nor classic approaches will be broad enough to solve pandemic problems like climate change and other worldwide anthropogenic issues, stemming from an absence of moral responsibility. The facts are clear: we need a full paradigm shift; minor tweaks to traditional methods will no longer suffice.  REVOLUTION

The challenge that we all share is to create design that actually solves problems.  SOCIAL DESIGN The questions to be answered become far clearer with this strategic focus. If design is to be used successfully in striving for a fairer place to live, a number of things will be needed, including more participatory tools for understanding the architecture of the problem, quicker ways to test alternative solutions, smarter methods of negotiation and selection, and flexibility in production and distribution.

A Tale of Two Worlds

For the first time in human history, more than half of the world’s population lives in cities. According to the UN, in 2020 half of these city-dwellers will live in slums. Aspirations for urban lifestyles are inevitably going to clash. It is harder to build communities when everyone feels they belong to a minority.

Urban freedoms need to be pursued in ways that do not limit other people’s freedoms. Strong local communities  COMMUNITY are fundamental in assisting people in planning their lives, sharing resources and knowledge, developing a sense of home, solving the problems they face, feeling safe, having room to laugh and play as well as building lasting relationships with the people around them. Community structures necessitate government investments as well as new inventions in affordable communication, food production, public transport and housing.

It is in cities that the world of tomorrow is being made, as they build resilience against global turmoil. Issues like local food production are being acknowledged in government programmes. However, in order to share their ideas and resources, people need to feel comfortable and safe. This poses a tremendous challenge, especially in societies where people are most affected by global injustice. When people are struggling to meet their most basic day-to-day needs, the motivation to search for solutions together is small. The same applies to marginalized groups, even in developed societies. When people consider themselves victims of circumstance, opening up to others takes several preparatory steps. Equality, good public spaces and education are fundamental preconditions for open design. The same applies to open design for public services – and equal societies are both happier and more cost-efficient.3

Open design is part of a shift from ‘wow design’ to ‘we design’.

Even if there are many developments that run parallel in developed and developing countries, there are also vast differences. Developing countries urgently need affordable, yet sustainable solutions using easy-access resources. Initiatives like the non-profit International Development Enterprises 4 in Nepal allow the local farmers to tap into global information without having to spend their limited resources on personal equipment. The cooperatives share phones so that they can check market prices and avoid being taken advantage of in negotiations.  SOCIAL DESIGN Combining local trust networks and striving for sustainability calls for other, better solutions than poor copies of the systems in the developed world. It also tackles one of the pitfalls that growing economies need to navigate: the risk of spending a disproportionate percentage of increased national revenues on technology instead of health and education. Systems like free text messaging, reliable communication networks and easy-to-build recharging systems become crucial.

The same logic was used in the development of the Open Source Washing Machine 5 using solar power, loudspeakers or bicycle tires. The design work started from the available materials and actual needs of the local communities. This approach to design would make it possible for developing countries to become frontrunners in smart recycling.

Smarter Crowds

The greatest potential in open design lies in building from incentives. According to Michel Bauwens, open and peer-to-peer processes have a built-in drive to seek the most sustainable solution. 6 When the entire process is a negotiation of the common good, there will be an automatic push to search for a solution that can be applied to various situations. As people twist and turn the matter, analysing it from many different angles, the true nature of the problem becomes clearer. A crowd of people will always be able to subject a problem to more thorough scrutiny than an army of corporate anthropologists.

In a climate of adaptation and rapid prototyping, PRINTING we can test the functionality of various alternatives in a faster pace. This reduces the risk of betting everything on the wrong horse, as is often done in the traditional process. Open design is part of a shift from ‘wow design’ to ‘we design’. Making that shift, however, requires broader access to places of experimentation and learning like Fab Labs.

The new dividing line is the underlying motives of the people involved: whether things are done for benefit (altruistic motives) or for profit (selfish motives). Legislation and education play a key role in the ongoing change. As Michel Bauwens has pointed out, true for-benefit design leaves room for new people. 7 New people notice undiscovered errors and contribute new resources and new ideas. A good example of design for benefit is Whirlwind, 8 which has in the last 30 years provided thousands and thousands of wheel-chairs to developing countries. Product development collaboration  CO-CREATION between developing and developed countries has guaranteed that the chairs can handle the rough circumstances. The drawings are protected by a Creative Commons license. The biggest success is the RoughRider wheelchair, produced by local manufacturers and already used by 25,000 disabled people in developing countries.

By pooling knowledge and resources, individuals can actually turn the supply chain around. Inspiring examples can be found in the field of architecture. Take Loppukiri, 9 a home for the elderly in Helsinki, Finland. Disappointed by the options for assisted living currently on the market, a group of pensioners pooled their funds and selected an architect to work with them on building residential facilities that would meet their specific needs. The Loppukiri cooperative did not limit their design process to their physical surroundings; they also designed structured activities and living arrangements in consultation with numerous professionals. The people in this community split domestic chores, cook lunch for each other and eat together. All in all, they have efficiently solved one of the greatest challenges of aging: loneliness and social isolation. The co-designed architecture of the building supports this community-based ethos and the members are keen to share their lessons with others.

As the example demonstrates, crowds do not make the professional irrelevant. The same approach could be adapted to other groups with special needs. The role of the designer would increasingly shift toward the roles of a trainer, translator and integrator. In order to tap into available resources and the in-depth knowledge held by the group, the designer needs to adapt to their needs and desires. Pooling a number of designers to tackle a bigger community challenge might be a way to win the trust of a new client. In a world where the crowds control the resources, the need for value-driven design grows. This clearly represents a potential growth market for design agencies functioning as a cooperative or a social enterprise.

Time Is Money

Open design requires a re-evaluation of the concept of time. People are willing to contribute more time to shared initiatives when they have a sense of the common good. True happiness comes from feeling needed, valuable, wanted, confident and competent. Open design at its best allows people with skills, experience, knowledge and enthusiasm to contribute their time and energy to building something together – and the desire is there. The recent economic turmoil and an increasingly well-educated population also add potential momentum  OPEN EVERYTHING to the open design movement.

Super-diversity makes it all the more difficult to apply clear distinctions between experts and amateurs. The strategy towards inclusion and trust often acts outside the global monetary world. It means valuing people’s contributions based on the assumption that every individual can have equal value. This is where innovations such as time banks 10 , the Design Quotient proposed by design agency IDEO, and hyperlocal currencies 11 come in. When people earn credits by participating in a design process,  CROWDSOURCING we give a useful and important reminder that citizens have both the right and the responsibility to take part in shaping their world. Structured participation can accelerate the positive cycle; for instance, each person’ contributions could be tracked in the form of hourly credits, which could then be traded for help from someone else. Systems that foster healthy co-dependency, such as time banks, remind us that everyone has something valuable to share: social skills, technical excellence, catering for a session, or translation. Tools like the School of Everything 12 – local social media for bringing people together to learn from each other – make it possible to provide a clearer impression of what a community actually can do.

Open design towards sustainable local happiness seems to take a major time investment. Luckily, time is something we have in abundance. The age of ‘useless people’ looks very different in different parts of the world. In Central Africa and the Middle East, the number of young people clearly outnumbers the number of elderly people; in sharp contrast, Japan has nearly five pensioners to every young person. Although many people from both groups will remain in or enter the labour market, the number of people who have nothing meaningful to do is still growing. Whether this time is directed into private endeavours or put to use for the common good is crucial to the well-being of our communities, as well as for the global resource potential. This means serious rethinking, especially in cultures where individual value has been closely linked to gainful employment.

Design for Better Living

Participation in the process is also a strong driver for sustainability. Taking part in the creative process associates the final result more strongly with an experience. Recent studies have shown without a doubt that product consumption has a lower impact on personal happiness than experiences. The sense of ownership generated by participation creates a stronger emotional bond, both between the object and its owner, and between the object and the people in the owner’s network. Objects with an experiential dimension transform into tangible memories, whereas pure objects are subject to material degradation and devaluation. In addition, if we assume shared ownership of the solution as well as the end product, we need more people to be involved in deciding how to handle disposal.

Design stemming from a desire to serve the common good is really about giving people tools to live fuller and better lives and creating objects with a longer shelf life. Inspiring examples of the potential already exist. For instance, Open Source Ecology 13 is a project of strengthening self-sufficiency in food production. Sharing the instructions on how to turn a Toyota Corolla into an eCorolla 14 allows people to improve something they already own.  REMIX The Open Prosthetics Project 15 shares the peer-to-peer learning curve with all the physically disabled people of the world. The Factor e Farm in Missouri 16 explores ways to create an off-grid community relying on scrap metal and labour. By putting the results out in the open for everyone to see and adapt for their own use, communities of people can learn from each other. Through copying, prototyping, improving and formatting, the common good can grow. Motives are crucial here: if a person’s intrinsic motives for participating are about solving problems in their own community, the right strategy for growth is sharing the methods openly.

It is difficult to say whether open design leads to better services and products. What it certainly does accomplish is building stronger communities. COMMUNITY It allows people to get to know the people around them while doing something meaningful. It builds bonds and healthy, reciprocal dependencies as people exchange services, equipment and time. As people join in, design is rooted in the DNA of their lives and they keep the end products longer. Open design also builds support for peer-to-peer politics.

Open design is a crucial tool for discovering ‘Us’ again. When successful, it challenges the traditional preconceptions about knowledge, professionalism and democracy. Open design shakes up the current balance of power. It will therefore not come as a surprise that many of the remarks warning against the purported dangers of open design – lower quality, poorer aesthetics, more junk, things that will not work – express the same complaints echoed in every democratization process in history, all the way back to the French Revolution.

The right question to ask is not which process will lead to the best design. The fundamental question is far simpler: what is right and just?

  1. Chapman, J, Emotionally Durable Design: Objects, Experiences and Empathy. Earthscan Ltd, 2005.
  2. link: wwf.panda.org/about_our_earth/all_publications/living_planet_report/, accessed on 16 January, 2011.
  3. Wilkinson, R and Pickett, K, The Spirit Level: Why More Equal Societies Almost Always Do Better. Allen Lane, 2009.
  4. link: www.ideorg.org
  5. link: www.oswash.org
  6. Michel Bauwens, TEDxBrussels, 2009. Video available online at www.youtube.com/watch?v=DGjQSki0uyg, accessed 29 November 2010.
  7. Bauwens, M, ‘ To the Finland Station’. Available online at p2pfoundation.net/To_the_Finland_Station, accessed 29 November 2010.
  8. link: www.whirlwindwheelchair.org
  9. link: www.loppukiri.fi
  10. link: www.timebank.org.uk
  11. As used on the Dutch island of Texel, for example.
  12. link: schoolofeverything.com
  13. link: openfarmtech.org
  14. link: ecars-now.wikidot.com/cars:electric-toyota-corolla:c-guide, accessed on 16 January, 2011.
  15. link: www.openprosthetics.org
  16. link: openfarmtech.org/wiki/Factor_e_Farm, accessed on 16 January, 2011
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TEACHING ATTITUDES, SKILLS, APPROACHES, STRUCTURE AND TOOLS / CAROLIEN HUMMELS http://opendesignnow.org/index.php/article/teaching-attitudes-skills-approaches-structure-and-tools-carolien-hummels/ http://opendesignnow.org/index.php/article/teaching-attitudes-skills-approaches-structure-and-tools-carolien-hummels/#comments Fri, 27 May 2011 08:41:41 +0000 remko http://opendesignnow.org/?p=425 Continue reading ]]> Taking a critical look at current educational models, open design will involve a shift in the relationship between designers and potential users in terms of attitude, skills and approach. Caroline Hummels discusses the consequences of open design for the educational approach and for the structure and tools offered. She advocates an educational model that reflects the flexibility, openness, and continuous development of open design.

Caroline Hummels

Does training for open design require a different style of education? Current initiatives like Linux, VOICED and Fab Lab show the beauty of open platforms for sharing and learning, without requiring its contributors to follow specialized  AMATEURISSIMO education. Despite this innate advantage, an educational model that is slanted specifically towards open design is needed. This chapter discusses how we can shape that model in such a way that it enables designers to blossom in an open structure. Although I focus on design education, the model can also be applied to other fields of expertise.

The Aim and Focus of Open Design

So why do we need a specific education style to facilitate open design? In fact, we don’t. I do, however, believe that education should reflect upon its own paradigms, and envision what types of designers society will need in the future. Open design is one of the reasons to look critically at current educational models. Society is always changing.  REVOLUTION What that means right now, for example, is that we have to be able to deal creatively and flexibly with large amounts of constantly evolving information. It also means that we currently have to find answers to large societal questions, now that we have reached the limits of our financial and environmental ecologies, among other frameworks. Open design addresses and works with these overall trends.  TRENDS

Open design assumes open access, sharing, change, learning and ever-evolving knowledge and skills. It is an open and flexible platform instead of a closed one. Consequently, open design emerges from the New Science paradigm of quantum physics, relativity and self-organizing structures, developed by such scientists as Einstein, Bohr and Prigogine. 1 Where Newton’s classical-scientific view is essentially simple and closed – it can be modelled through time-reversible laws and all complexities can be reduced to simplicities – Prigogine’s reality is multiple, temporal and complex. It is open and admissible to change.

Design education based on a New Science paradigm requires a transformative curriculum, according to Doll 2. In such a transformative curriculum, teachers discard the God’s-eye view, uniform curricula and tests that are considered objective and predictive. On the contrary, they emphasize and support a variety of positions, procedures and interpretations. Design education for open design could benefit from theories like Constructivism, where learning is the learner’s active construction of meaning in context.

Open design is based on a libertarian relationship between designers and potential users, and not on a rational one in which the designer is seen as superior.

It is possible to postulate what educating for open design could look like, based on a constructivist learning model. The educational model for open design described below addresses attitudes and skills, approaches, and structure and tools. The figures in the text exemplify these topics by showcasing the educational model we use in the Department of Industrial Design at Eindhoven University of Technology.

Learning the Attitudes and Skills for Open Design

In his book The Craftsman, 3 Richard Sennett describes the importance of a craftsman’s intrinsic motivation, commitment to doing good work for its own sake, and an ongoing pursuit of mastery in his or her craft. This attitude is the basis for the success of open communities like Linux, where the reward system is based on the quality of the outcome, social appraisal within the group (peer review) and the personal development of the contributors. The success of open communities like Linux depends on a set of attitudes, skills and activities that foster learning from experience, developing skills through doing, curiosity, ambiguity, imagination, opening up, questioning, collaborating, open-ended conversation, experimentation, and intimacy. It is these attitudes, skills and activities that will also determine the success of open design.

I therefore consider it essential that design education focus on forming self-directed and life-long learners, who are intrinsically motivated and who take responsibility for developing their own competencies and delivering high-quality work. Design students should learn to trust their senses and their intuition, and to embrace ambiguity, open-endedness and experimentation, as explained in the next section on approaches to open design. Moreover, design students should develop the attitude geared towards collaboration,  CO-CREATION preferably supported by methods, tools and structures that foster collaboration (as explained in the last section on structure and tools for open design). It is not only designers who are participating in open design; in principle, everyone can participate. The key aspect is that everyone contributes their own expertise, while respecting and building on the expertise of others. This is especially true when addressing larger societal questions and designing systems where expertise is needed from a range of fields, including design, social sciences and engineering.  KNOWLEDGE

Blurring Boundaries

Open design implies that the boundary between designers and users is blurring, at least with respect to motivation, initiative and needs. So what does this mean for the interaction between designers and potential users? On the basis of my organizational classification, 4 open design is based on a libertarian relationship between designers and potential users, and not on a rational one in which the designer is seen as superior. Neither is it based on an integrating relationship, in which the designer looks after the interest of the majority of potential users. The libertarian approach emphasizes the freedom and personal responsibility of every individual. This means that the designer is no longer placed above users when determining what is right for them; rather, the designer is part of a larger community. 5

To be clear, this does not imply that everyone now becomes a designer, as IKEA and many others are implying.  WYS ≠ WYG The design profession is still something that requires many years of education and practice, like any other profession. It does mean, however, that potential users now add their own experience and specific competencies to the mix.
Based on the aforementioned, I consider it essential for current design education to teach students to cooperate with other experts, respecting their expertise and simultaneously reflecting on their own competencies. This means, for example, that design students need to learn to work as part of multi-disciplinary teams, collaborating with students from other departments and schools, both on the same level and on different levels, e.g. students from a regional training centre, a university of applied sciences and a university of technology working together on projects. Moreover, design students need to learn to collaborate intensively with potential users, not as objective researchers that perform one or several user studies, not merely as facilitators that run co-design sessions, but also as subjective participants in an intensive process in which they themselves are part of the solution.

The Approach to Open Design

Due to the flexibility, open-endedness and often innovative character of open design, students should have first-hand experience with the fact that design decisions are always conditional; such decisions are always based on insufficient information, are but taken to the best of their and the community’s experience and knowledge at that point. They can use two strategies to generate information to support these decisions, which reciprocally provide focus: design making (synthesizing and concretizing) and design thinking (analysing and abstracting).

Since open design depends highly on different people and expertise, including the element provided by potential users, tangible solutions that can be experienced are essential throughout the design process to validate ideas and to guide further developments.  STANDARDS Moreover, design-making opens up new solution spaces that go beyond imagination, especially in group settings and when focusing on innovative, disruptive products which lack a well-established frame of reference for users or the market. It recalls the adage ‘quality through quantity’.

I consequently advocate that design students learn to use a highly iterative process of generating dozens of solutions and testing them in situ, in their proper context.  The Reflective Transformative Design Process 6 offers such a flexible and open process that it regards the act of designing not only as thought, but as a generator of knowledge. The process supports developing a vision of social and societal transformation, exploring solutions in situ with others, as well as offering moments of reflection.

Structures and Tools for Open Design

Open design requires a place to co-operate. That said, a hybrid design environment would both take advantage of a digital space that is always available all over the world, while making use of the intensity of collaborating in a physical workspace, making things, exchanging ideas and knowledge, and testing designs in context with potential users. A beautiful example of such a hybrid community is Beppe Grillo’s blog, 7 which enables people to share digitally  COMMUNITY and to meet each other all over the world. What does this mean for design education? Faculties, departments and schools have to think both physically and virtually about workspaces that enhance collaboration.  CO-CREATION At the Department of Industrial Design here at Eindhoven University of Technology, we have structured our workspaces thematically to provide areas in which students can work together, share expertise and learn from each other. In addition to a supportive structure, open design would benefit from tools that support designing and sharing, for a variety of contributors. Design education can support students in exploring these tools through methods such as participatory design, co-design or rapid prototyping equipment at Fab Labs. Universities and schools can also develop open design tools and methods, such as Skin 2.0, 8 the Fab@home printers or design tools developed by former ID students at Studio Ludens.

Conclusions

Open design not only forces designers to think about their profession, role, attitude and competencies, but also challenges design educators to scrutinize their educational system. In this article I have discussed what open design means for the designer’s attitude, skills and approach as well as for the educational structure and tools offered. Since we have stressed the flexibility, open-endedness and often innovative character of open design, the educational model for open design will also be flexible and open, and will need continuous development and testing with all parties involved to become a truly open design system.

  1. Doll, W, ‘Prigogine: A New Sense of Order, A New Curriculum’ in Theory into Practice, Beyond the Measured Curriculum 25(1), 1986, p. 10-16.
  2. Idem.
  3. Sennett, R, The Craftsman. London, Penguin Books, 2009.
  4. De Geus, M, Organisatietheorie in de politieke filosofie. Delft: Eburon, 1989. Cited in: Hummels, G, Vluchtige arbeid: Ethiek en een proces van organisatie-ontwikkeling. Doctoral dissertation, University of Twente, Faculty of Philosophy and Social Sciences, Enschede, The Netherlands, 1996.
  5. Hummels, C, Gestural design tools: prototypes, experiments and scenarios. Doctoral dissertation, Delft University of Technology, 2000. URL: id-dock.com/pages/overig/caro/publications/thesis/00Humthesis.pdf, accessed on 16 January, 2011.
  6. Hummels, C and Frens, J, ‘The reflective transformative design process’, CHI 2009, 4-9 April 2009, Boston, Massachusetts, USA, ACM, p. 2655-2658.
  7. link: www.beppegrillo.it/en/
  8. Saakes, D, Shape does matter: designing materials in products. Doctoral dissertation, Delft University of Technology, 2010.
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CREATION & CO: USER PARTICIPATION IN DESIGN / PIETER JAN STAPPERS & CO http://opendesignnow.org/index.php/article/creation-co-user-participation-in-design-pieter-jan-stappers-co/ http://opendesignnow.org/index.php/article/creation-co-user-participation-in-design-pieter-jan-stappers-co/#comments Fri, 27 May 2011 08:40:51 +0000 remko http://opendesignnow.org/?p=421 Continue reading ]]> The roles of the designer, the client (or producer, or manufacturer) and the user are being shaken up in industrial practices that have, until now, been oriented mainly towards mass production. Stappers and his colleagues illustrate the contemporary occurrence of co-creation and co-design and describe the hybridization of the designer’s role.

Pieter Jan Stappers Froukje Sleeswijk Visser Sandra Kistemaker

Open design has numerous aims; some of the most important ambitions include breaking down the barriers between designers and end-users, making it possible for non-designers become designers, AMATEURISSIMO and cutting out the middle-man by having end users fabricate the products they need. Inspiring examples have been presented in the domain of craftsmanship. New, craft-based industries are visibly taking off, either locally oriented or operating globally over the internet. However, the feasibility of open design for more complex products, such as washing machines, cars and jet planes.

The Creative Guy

As yet, it is unclear where the limitations of a user-centred approach to user involvement lie. Despite these complicating factors, the roles of designer, client, user and end user are being shaken up in these more complex areas of design and product development. 1 Traditional caricatures of the designer as ‘the creative guy’ and the user as a recipient, a ‘passive, un-critical consumer’ have been questioned and surpassed in a growing variety of ways.

One example mentioned frequently is the ‘lead user approach’, 2 in which select subgroups of dedicated, tech-savvy users contribute to the process of generating solutions, and develop new features for products. This presents a clear challenge to the traditional division of roles in the design process, but it only serves the needs of specific subgroups in the user populations. Other approaches, such as generative techniques and contextmapping 3, try to involve end users as experts in their own experience by taking them through a carefully orchestrated and supported process of fostering awareness, reflection and expression, in order to help them become competent partners within the design team. In commercial practice, the use of focus groups critiquing proposed new product designs, usability tests, or marketing consultations can also involve users in more active ways than have been practised so far. It is important to define the distinction between co-creation  CO-CREATION and co-design; co-creation indicates a collaborative creative effort, either large or small, and often localized, while co-design refers to co-creation used in the course of the design process, preferably from beginning to end. In this article, we focus on contextmapping, a specific aspect of co-design, in which end users are assigned the role of expert informant, and are supported in that role through access to dedicated tools for observation, reflection and expression. The production of these tools and facilitation of the process have become design research activities which are carried out by professionals with a background in design and/or research.

The Traditional View in Transformation

The traditional view of design identifies three roles: the user, who buys and will live with the product, the designer, who conceives the product, and the client, who manufactures and distributes the product. Popular visual representations of these roles, as well as training materials used in several types of design education, show the connection as a chain of single, narrow links. In this view, the client takes the initiative. For instance, the client conducts market research, spots an opportunity in the market, gives a brief to the designer which specifies design requirements, and expects to receive a concept design in return. A number of trends are chipping away at this linear, unintegrated model from all sides. In co-creation, roles and responsibilities which had previously been thought of as separate are interacting, merging, or even being swapped back and forth between the parties; some roles are disappearing in the form in which we knew them, and new roles are appearing.

There are several reasons for this shift. First, as our lives get more complex, people are more informed, and they need to be more informed.

Users are getting savvier
The internet has made it possible for users to be more informed, giving them opportunities to be involved and have a say in what is made for them. TREND: NETWORK SOCIETY

Designers are getting savvier too
As the design process incorporates more and more areas of expertise from different parties, managing this process increasingly calls for research skills and a talent for facilitation. In some places, including our own school, design education is starting to include those vital skills in the curriculum; elsewhere, people with backgrounds in organizational management or social sciences are specializing in addressing those roles.

The designer-client relationship is no longer as simple as a brief stating a clearly defined problem.

Design clients are diversifying
Some areas of human endeavour are adopting design perspectives. As a result, principles and practices of design are being used to address increasingly complex problems. Projects such as the design of hospitals, services, or policies generally involve multiple stakeholders and areas of expertise. As the structure of design processes shifts, design techniques are being recognized as supporting these very different people by facilitating shared, solution-oriented thinking. Referred to collectively as ‘service design’ or ‘design thinking’, such larger-scope problems are being claimed for the design profession (or at least the design procedures).

Partly as a result of these developments, the relationships between the parties are changing.

→ The designer–client relationship is no longer as simple as a brief stating a clearly defined problem and the concept design proposing a single solution. In the Dashboard User Guide, Stevens & Watson distinguish five degrees of how the client is served by the designer, ranging from prescribing (one concept to deliver on the brief), through menu (several concepts to choose from), co-creation DIY (collaboration as equals), and assistance (the client receiving design coaching and help), to DIY (the client does the design while the designer observes and interjects comments as needed). 4

→ The client–user relationship is opening up in open design and meta-design. In open design, manufacturing options are becoming widespread and widely accessible, and resources for sharing design ideas are available (open movement). In meta-design, 5 products are made with sufficient adaptability to leave a number of final design choices to the user.

→ The designer–user relationship is opening up strongly throughout the entire design process. In several industries, competition on technology and price has saturated the market, and clients are taking a closer look at the user experiences and contexts of use in order to improve their products. Elsewhere 6 we called this the “contextual push”, a force in product development that complements the classic forces of ‘technology push’ and ‘market pull’. Users are being involved increasingly early in the design process, not just in the post-conceptualization phases (e.g. usability testing and concept testing), but also in the fuzzy front end of strategic planning, information gathering, and conceptualizing. The challenge here is not only the timing of when different players are involved, but also the responsibilities and powers granted to them. Frequently, users can participate in informing design, providing ideas for solutions, or evaluating proposed concepts; however, at this stage, they are rarely involved in deciding what will be made (as would be the case in fully fledged participatory design).

In small and medium enterprises, the separation has always been less clearly defined: individuals often take on several roles in the process, with the benefit that several viewpoints are more smoothly integrated than in larger corporations.

The list above shows how some of these developments are unfolding. The traditional view, with its clear separation of roles, seems too restricted to address the current complexities, but its influence has not yet been lifted from design-speak, from thinking, or from practice. In our experience, the separations between these roles are more entrenched in the larger industries, where roles are often separated over many specialized individuals or departments. In small and medium enterprises, the separation has always been less clearly defined: single individuals often take on several roles in the design process, with the benefit that several viewpoints are more smoothly integrated than in larger corporations.

Co-creation with Users in Industrial Practice

User involvement is progressively moving toward the front end of designing. The people controlling the design process are seeing that the user can be a source of valuable input, not just a channel for directing output.

To generalize somewhat, it would seem that the complaints department in many companies was the place that received most input from the users, in the form of returned products. In many cases, the product was returned not because of a product defect, but because the user could not figure out how to operate it, or discovered after purchase that the product completely failed to fulfil his expectations. In the 80s and 90s, consultations with users moved up earlier and earlier, first advancing through sales and marketing, then usability testing, and finally concept evaluation. What happened in these three phases is that users were called in after the concept had been developed to test the products in practice, hopefully revealing any mistakes. This helped companies launch better products by eliminating problems earlier in the design process.

In the 90s and 00s, user involvement was solicited from the other end of the process, bringing in users in increasingly active ways for contextual informing, idea generation, and concept development.  KNOWLEDGE Although the participatory design movement had shown that intensive collaboration with users can be effective throughout the process, progress in the industry in this half of the cycle has been slower and often limited to incidental involvement (short, local contributions).

Contextmapping: Informing Design

Contextmapping methods help users to observe and reflect on parts of their lives, and to use these reflections in making a ‘map’ that reflects the various facets of their experiences. This map provides the design team with information, inspiration and empathy, feeding further development of the concept design into a product. 7 The approach is built on four main principles:

→ Users are involved as the experts on their own experience.

→ The user’s expertise can be coaxed into expression by applying appropriate techniques, which typically involve self-observation and reflection.

→ The information gathered on the context of use should be like a map: it should provide multifaceted, rich and supportive leads for the design team to explore the experiential context. This requires both empathy with the users (a concrete, holistic, feel for the context) and an understanding of the context (an abstract overview of what could be generalized to other users, other situations and future developments).

→ Facilitating this process requires a mixture of design competencies and research skills.

In a series of some 100 design research projects, ranging from individual student graduation projects to larger collaborations  CO-CREATION in consortiums of academic researchers and industrial partners, these methods were developed to fit both user needs and industrial practice. In some cases, user participation has gone beyond informing the process, moving into the realm of idea and concept generation and development.

The client involved in this project offers a large range of hearing protectors for private users, for use in a range of situations: swimming, working, flying, making and listening to music, sleeping or riding a motorcycle. The focus of this project was to gain insight into the life, experience and context of amateur musicians.

Despite our hopes and ambitious rhetoric, design is often not at the forefront of companies’ attention.

The company did not have its own design department; most of the innovations were developed internally with people from the existing team, who came from different backgrounds. The CEO and other people responsible for innovations were highly involved and were part of the research and design team during the entire project. The initial study and the idea generation brainstorming sessions were conducted and facilitated by design agency Muzus, resulting in a concept that was further developed by a second, technical, design agency, and handed back to the company (so we already see several separate design agencies at work).

Process and Techniques

The techniques support designers, helping them to develop empathy for this user group, learn about their lives, understand their context and be able to step into their shoes. COMMUNITY The client already had longer-standing relations with users, but felt that the existing relationship had not led to new ideas for a while. In the contextmapping study, seven musicians who played in amateur bands formed a fresh band and played their instruments in a three-hour session. The participants prepared themselves with a sensitizing package during the week before the test session. By taking part in creative assignments, explaining the artefacts and discussing the different topics, the user group of musicians painted a rich and detailed picture for the research team. Employees from the client company observed the session, took notes from their perspective and subsequently engaged in a discussion with the musicians. An immediate result of the session was the reassessment of several stereotypes; the design team went home with plenty of ideas to for further innovation.

Insights, Ideas and Concepts

Three substantial new insights emerged from the session and subsequent analysis. First, hearing protection is currently geared toward individual usage, but it has an adverse effect in a band: if one band member is using hearing protection, volume will be increased and all other members will suffer. Second, many musicians are ignorant of the risk of hearing damage, and are completely unaware of the decibel threshold for damage. This lack of awareness was new to the client. Third, this group is different from all user groups that this company serves. In contrast to, for instance, construction workers operating heavy machinery, these musicians actually want to hear the sound, even while they are protected from the full impact of it: they love their music and want to be able to experience it to the fullest.

Based upon these user insights, the client conferred with users and the research and design team to generate new ideas for innovative hearing protection that is appropriate to the context, experience and needs of amateur musicians. The resulting concepts covered several different levels: helping musicians become aware of the danger of high volumes;developing new ways of communicating with musicians in their familiar context and fitting their tone of voice; redesigning marketing for this specific user group; developing concepts for new innovative products.

Although this company had already had contact with their users over a longer period, they found that that they had often asked the same people for feedback over and over, only requesting confirmation of their own ideas and asking users to reflect on existing ideas. The experience of opening up, adding a fresh perspective and stepping into the shoes of a specific user group led to new directions for innovation at different levels.

Where Is This Going?

The traditional view is splitting at the seams. In many industries, the traditional separation of roles is recognized as no longer inevitable, effective or desired. However, the evolution to new forms of designing has by no means produced a stable and unified view of how the roles are distributed now. Moreover, these processes are not easy to implement. Despite our hopes and ambitious rhetoric, design is often not at the forefront of companies’ attention due to such factors as budget constraints, insufficient awareness of what a design approach can contribute and should cost, and a lack of innovative user-driven attitudes. The same holds true for the newer trends of doing research within design, especially user research; the concept of opening up design processes to end-user participation  HACKING DESIGN is often not even considered.

In our experiences with large and small industries, we see a variety of formats being used, combining ingredients in different constellations and using different degrees of separation or specialization, depending on the object of design. Moreover, we see a greater need to orchestrate these processes in the large design projects currently gaining attention under the label of ‘service design’; some design professionals are shifting into this new role.

In many industries, the separation of roles is no longer recognized as inevitable, effective or desired.

Clients (or providers, from a user’s perspective) need to become aware of what is possible, and consider how they can become more flexible to accommodate the new design paradigms. The paradox here is that this may be more difficult for the larger industries, which already include user participation in their research budgets, than it is for smaller companies, who have much smaller budgets, but often build a stronger relationship with their users. In large companies, different phases of the design process are often split up, connected only through formal documents that are too limited to convey the full richness of user contexts. These overly structured transitions cause valuable insights to be lost because they are not handed over effectively to the new team. On the other hand, smaller companies, who have a longer-standing relationship with users, are often not aware that their users’ expertise can be brought to bear more effectively with the aid of appropriate methods.  STANDARDS

The role of designers is becoming more varied: part creator, part researcher, part facilitator, part process manager.

The role of designers is becoming more varied: part creator, part researcher, part facilitator, part process manager. We see graduates of design schools specializing in these roles to varying extents. Users’ roles are also changing. A side effect of co-creation
CO-CREATION which we have often observed is that the participating users do not lose their awareness of their own expertise once it has been identified; indeed, they are eager to develop it further. In our own experience, we find that participants are eager to return months after their initial participation, having continued to develop the expertise that was awakened in the study. 8 Gawande recounts a series of similar participatory studies in the area of hospital hygiene, where various participating users discussed and suggested solutions. 9 One effect was that after the sessions, these users would take initiatives to change their work environment in ways that they had never done before in their traditional roles as nurses, cleaners, or doctors. Awakened expertise can lead to confidence, inspiring users to take increased responsibility and initiative. It is likely that this effect can be found in all areas of co-design and co-creation OPEN EVERYTHING in particular, and open design in general: the act of taking part in the creative process, and becoming aware of the expert within, gives people the confidence to take initiative.

  1. How these roles are labelled is a major headache in itself when reading or talking about design, and the various varieties reflect values in the field. For user one can read customer, consumer or beneficiary; for designer, read design team, developer; for client, read provider (from the user’s perspective), client; for product, also read service, system, experience. The different labels are real and important, but dealing with the nuances in this Babylonian word game would go beyond the scope of this text.
  2. Von Hippel, E, Democratizing Innovation. MIT Press, 2005.
  3. Sanders, E & Stappers, P, ‘Co-creation and the new landscapes of Design’, Codesign, 4(1), 2008, p. 5-18.
  4. Stevens, M & Watson, M, Dashboard User Guide. Institute without boundaries, Toronto, Canada, 2008. Available online at
    www.thedesigndashboard.com/contents/dashboard_userguide.pdf , accessed on 13 October 2010.
  5. Fischer, G, Giaccardi, E, Eden, H, Sugimoto, M and Ye, Y, ‘Beyond binary choices: Integrating individual and social creativity’, International Journal of Human Computer Studies, 63:4-5, 2005, p. 482-512.
  6. Sanders & Stappers, op.cit.
  7. Sleeswijk Visser, F, Stappers, P, Van der Lugt, R, & Sanders, E, ‘Contextmapping: Experiences from practice’, Codesign, 1(2), 2005, p.119-149. Stappers, P, & Sleeswijk Visser, F, ‘Contextmapping’. GeoConnexion International, July/August 2006, p. 22-24. Stappers, P, van Rijn, H, Kistemaker, S, Hennink, A, Sleeswijk Visser, F, ‘Designing for other people’s strengths and motivations: Three cases using context, visions, and experiential prototypes’, Advanced Engineering Informatics, A Special Issue on Human-Centered Product Design and Development. Vol. 23, 2009, p. 174-183.
  8. Sleeswijk Visser, F, Visser, V, ‘Re-using users: Co-create and co-evaluate’, Personal and Ubiquitous Computing, 10(2-3), 2005, p. 148-152.
  9. Gawande, A, Better: A surgeon’s notes on performance. Picador, 2007.
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LIBRARIES OF THE PEER PRODUCTION ERA / PETER TROXLER http://opendesignnow.org/index.php/article/libraries-of-the-peer-production-era-peter-troxler/ http://opendesignnow.org/index.php/article/libraries-of-the-peer-production-era-peter-troxler/#comments Fri, 27 May 2011 08:37:00 +0000 remko http://opendesignnow.org/?p=411 Continue reading ]]> Mapping the landscape of commons-based peer production, Peter Troxler analyses the arena of open source hardware and looks into various initiatives being spawned by fabrication labs, trying to identify their business potential and asking how these initiatives contribute to giving people more control over their productivity in self-directed, community-oriented ways.

Peter Troxler

In today’s society, individuals often collaborate in producing cultural content, knowledge, and other information, as well as physical goods. In some cases, these individuals share the results and products, the means, methods and experience gained from this collaboration as a resource for further development; CO-CREATION this phenomenon is referred to as commons-based peer production.

Commons-based peer production is most widely practiced in the area of software development: open source software. The most prominent examples of open source software are the Linux operating system and the Apache web server. Open source is not the exclusive domain of software, however; it has spread into other domains, from culture and education to knowledge discovery  KNOWLEDGE and sharing. Examples include the many people who use Creative Commons licences, CREATIVE COMMONS the Blender movies, VEB Film Leipzig, the countless initiatives in open education, the SETI@home project, Wikipedia, Open Street Map, or Slashdot. Commons-based peer production is generally attributed to digital revolutions: the widespread availability of new, digital information technologies. 1

While its origins can indeed be traced back to digital development, commons-based peer production goes beyond the purely digital domain. A number of open source hardware projects currently aim to produce tangible goods through a peer-production approach, not to mention ‘fabbing’ initiatives (abbreviated from fabrication) that seek to make it possible for anyone to manufacture their own goods.

Perhaps these initiatives are emerging because many “physical activities are becoming so data-centric that the physical aspects are simply executional steps at the end of a chain of digital manipulation”, as Shirky suggests. 2 Then again, perhaps the commons-based peer production model “provides opportunities for virtuous behavior” and so “is more conducive to virtuous individuals”. 3

Yochai Benkler argues that “in the networked information economy – an economy of information, knowledge, and culture that flow through society over a ubiquitous, decentralized network – productivity and growth can be sustained in a pattern that differs fundamentally from the industrial information economy of the twentieth century in two crucial characteristics. First, non-market production (…) can play a much more important role than it could in the physical economy. Second, radically decentralized production and distribution, whether market-based or not, can similarly play a much more important role”. 4 TREND: NETWORK SOCIETY

The business, or rather, the benefits of commons-based peer-production are not uniquely monetary. 5 The rewards include indirect mechanisms, such as the positive effects of learning on future earnings or enhanced reputation, which in turn can lead to future (paid) contracts for consultancy, customization, maintenance or other services. The business also includes what economists call hedonic rewards: not consumption, but the act of creation gives pleasure to the prosumers. Peer recognition is another physiological reward, involving ego gratification. This part of the business is an exchange of production for consumption that does not rely on monetary means.

Open Source Hardware

Since 2006, Philip Torrone and Limor ‘Ladyada’ Fried have been curating Make Magazine’s definitive guide to open source hardware projects MANIFESTOS that started out as a holiday season spending guide to ‘gifts that give back’. 6 Under the heading Million Dollar Baby – probably alluding to the underdog nature of open source hardware – they presented fifteen examples of companies at O’Reilly’s Foo Camp East in May 2010:

Adafruit Industries, makers of educational electronic kits; Arduino, the open source computing platform; Beagle Board, a manufacturer of open development boards for computers; Bug Labs, known for their modular Lego-type computer hardware; Chumby, standalone Internet content viewers; Dangerous Prototypes, Dutch hackers turned entrepreneurs who sell an open source reverse engineering tool; DIY Drones, for open source unmanned aerial vehicles (autopilot drones); Evil Mad Scientist Labs and their fun educational projects; Liquidware, who make Arduino accessories; Makerbot Industries, the company behind MakerBot 3D printers and the sharing platform Thingiverse.com; Maker Shed, the shop behind Make Magazine and Maker Fair; Parallax, education in microcontroller programming and interfacing; Seed Studios, for Chinese Arduino derivatives; Solarbotics, for solar kits, robot kits and BEAM robotics; Spark Fun Electronics, for education and prototyping electronics products.

All these companies are selling open source hardware and creating some kind of community around them. Together, they generate a turnover of about US$ 50m, or so Torrone and Limor estimate. They reckon that there are currently about 200 open source hardware projects of a similar kind. The open source hardware community will reach a turnover of US$ 1b by 2015, according to the forecasts made by Torrone and Limor. Some of these communities have seen exponential growth recently, such as the RepRap community. 7

Kerstin Balka, Christina Raasch and Cornelius Herstatt went to great lengths to collect examples of open source hardware projects through Open-Innovation-Projects.org. In 2009, their database consisted of 106 entries, 76 of which were truly open development of physical products, or open design. Open design as defined on that site is characterized by revealing information on a new design free of charge, with the intention of collaborative development of a single design or a limited number of related designs for market exploitation. Among others, their database includes community projects such as Openmoko, Fab@home, OpenEEG, One Laptop Per Child, SOCIAL DESIGN Mikrokopter, or RepRap.

it is naïve to believe that open source software practices could be copied to and applied in the open design realm without any alteration, ignoring the constraints and opportunities of materiality.

Balka, Raasch and Herstatt used this database of open design projects for statistical studies to identify similarities and differences in open source software projects. 8 They found that, “in open design communities, tangible objects can be developed in very similar fashion to software; one could even say that people treat a design as source code to a physical object and change the object via changing the source”. 9 However, they also find that “open parts strategies in open design are crafted at the component level, rather than the level of the entire design” 10 and that “the degree of openness differs significantly between software and hardware components, in the sense that software is more transparent, accessible, and replicable than hardware”. 11 WYS ≠ WYG Indeed, despite the many academic discussions that support such a view, it is naïve to believe that open source software practices could be copied to and applied in the open design realm without any alteration, ignoring the constraints and opportunities that the materiality of design entails.

Fabbing

Besides these single-aim or single-product projects, there are other initiatives promoting commons-based peer production primarily by sharing designs and encouraging people to ‘make things’. Some are about making things for the fun of it;  GRASSROOTS INVENTION the Maker Faire in the USA, Make Magazine and Craft Magazine are all good examples. Some initiatives are about easy sharing, distribution and promotion, such as Ponoko, Shapeways and Thingiverse. Others involve more serious or more ambitious social experiments, such as the Open Source Ecology with their experimental facility, Factor E Farm. 12

And there are initiatives of commons-based peer production that could be summarized under the heading of ‘shared machine shops’. 13  These initiatives are typically centred around workshops equipped with hand tools and relatively inexpensive fabrication machines (e.g. laser cutters, routers, 3D mills). Users produce two-dimensional and three-dimensional objects that once could have only been made using equipment costing hundreds of thousands of euros. They use digital drawings and open source software to control the machines, and they build electronic circuits and gadgets.

100k-Garages is “a community of workshops with digital fabrication tools for precisely cutting, machining, drilling, or sculpting the parts for your project or product, in all kinds of materials, in a shop or garage near you”. 14 Most of these workshops are located in the USA and Canada (about 180), with five shops in Europe and two in Australia. 100k-Garages are essentially establishing a network of distributed manufacturing shops that produce their users’ designs for a fee. They are providing a professional manufacturing service, rather than offering shop access for makers to make their own things themselves. Through quality of workmanship and standardization of equipment – the network is sponsored by ShopBot Industries, a maker of CNC routers – they are establishing a platform which guarantees the making end of it and frees users to focus on design. Ponoko, one of the preferred sharing platforms, enables further exchange.

TechShop is a group of workshops that are equipped with typical machine shop tools (welding stations, laser cutters, milling machines) and corresponding design software. TechShops are mainly based on the ‘gym model’: a monthly subscription buys users access to tools, machines, design software, and other professional equipment. Courses on how to use the tools are offered, too, for a fee. Located in Menlo Park, San Francisco and San Jose, CA, Raleigh, NC, Portland, OR, and Detroit, MI, they cater to a US-based clientele. 15 Chris Anderson describes them as an “incubator for the atom age”; 16 according to his account, the facilities are mainly used by entrepreneurs who come to a TechShop for prototyping and small batch production. The online member project gallery, however, shows such diverse projects as a 3D scan of an alligator skeleton, custom-made sports equipment, movie props, a laser-cut gauge for bamboo needles, a laser-etched laptop and an infrared heater for an arthritic dog.

Hackerspaces are another venue where peer production takes place, self-defined “as community-operated physical places, where people can meet and work on their projects”. 17 Emerging from the counterculture movement, 18 they are “place[s] where people can learn about technology and science outside the confines of work or school”. 19 Equipment and funding are collective endeavours.

A hackerspace might use a combination of membership contributions, course fees, donations and subsidies to sustain itself. Activities in hackerspaces evolve around computers and technology, and digital or electronic art. Hackerspaces are founded as local initiatives following a common pattern. The Hackerspaces ecosystem comprises several hundred member locations world-wide, of which roughly half are either dormant or under construction. 20 Becoming a hackerspace is essentially a matter of self-declaration – an entry on the hackerspaces.org wiki is sufficient – which lowers the barrier to entry enormously, at least for advanced computer users. However, this low barrier to entry is probably also the reason for the relatively large number of ‘registered’ but dormant hackerspaces. Collaboration  CO-CREATION between Hackerspaces has recently begun in the form of ‘hackathons’; these marathon sessions currently do not seem to extend beyond displaying the activities happening at the spaces taking part. 21

the open source label confers a certain coolness in some circles of a gadget-crazy world.

Fab Lab, short for fabrication laboratory, is another global initiative with a growing number of locations around the world. Fab Labs have a more conceptual foundation, as they emerged from an MIT course entitled ‘How To Make (almost) Anything’. 22 While there is no formal procedure on how to become a Fab Lab, the process is monitored by MIT, and MIT maintains a list of all Fab Labs worldwide. At the moment of writing, the Fab Lab community COMMUNITY comprises about sixty labs, with another fifty to open in the not-too-distant future. There are a few collaborative projects within the community, and a number of initiatives to exchange designs and experience between the labs. Similar to the hackathons, but occurring more regularly and systematically, all the labs around the world can get in contact with each other through a common video conferencing system hosted at the MIT which is used for ad-hoc meetings, scheduled conferences and the delivery of the Fab Academy training programme.

Academic publications note a number of examples of Fab Lab projects. Mikhak and colleagues report on projects in India, at Vigyan Ashram Fab Lab just outside the village of Pabal in Maharashtra, and at the Costa Rica Institute of Technology in San Jose, Costa Rica. The projects in India are about developing controller boards to facilitate more accurate timing of the diesel engines they use to generate electrical power, and developing devices to monitor milk quality not at the collection centres and the processing plants, but at the producer level. The Costa Rican projects revolve around wireless diagnostic modules for agricultural, educational and medical applications, for example monitoring a certain skin condition in a rural village. 23 SOCIAL DESIGN

In FAB: The Coming Revolution on Your Desktop, Neil Gershenfeld lists examples of what students at MIT made in his course on ‘How to Make (almost) Anything’. The list includes a bag that collects and replays screams, a computer interface for parrots that can be controlled by a bird using its beak, a personalized bike frame, a cow-powered generator, an alarm clock that needs to be wrestled with to turn it off, and a defensive dress that protects its wearer’s personal space. 24

Arne Gjengedal reports on the early projects at the Norwegian MIT Fab Lab at Solvik farm in Lyngen. His list includes the ‘electronic shepard’ (sic) project that used telecom equipment  RECYCLING to track sheep in the mountains, the ‘helmet wiper’ for clearing the face shield in the rain, the ‘wideband antenna’ for the industrial, scientific and medical (ISM) radio band, the ‘Internet 0’ project for a low-bandwidth internet protocol, the ‘perfect antenna’, and the ‘local position system’ for positioning of robots in the lab. 25

Diane Pfeiffer describes her own experiments and projects in the context of distributed digital design. Her experiments were Lasercut News, Digital Color Studies & Pixelated Images, Lasercut Screen, and Lasercut Bracelets (which she sold at a local shop); the projects she worked on were Distorted Chair and Asperatus Tile. 26

The Business Promise

All those initiatives represent various aspects of a commons-based peer production ecosystem (non-market or radically decentralized production) or are at least contributing to the emergence of such an ecosystem.

Torrone and Fried have shown how a regular and sizeable market has grown around open source hardware. Those open source hardware businesses clearly operate under market conditions and their production is not radically decentralized. Indeed, Torrone and Fried’s agenda might even be said to ‘prove’ that open source hardware results in marketable products. Evidently, the open source label confers a certain coolness in some circles of a gadget-crazy world.  OPEN EVERYTHING

Yet many of these open source hardware components – Arduino and MakerBot being the most prominent examples – are providing open source ingredients to a peer production ecosystem at a price that outweighs the pain of sourcing all the parts, having to deal with manual assembly, or facing issues of incompatibility. As components, they can become building blocks of higher-order machines. In that sense, they function as a platform for open source development. As far as the components themselves are concerned, they are open source in the sense that their internal structure and functioning are made transparent and potentially modifiable.  BLUEPRINTS

As flat-packed, self-assembly, open source machines, they are the choice of many peer-producers and form an important basis for highly decentralized – and highly customized – production. It becomes possible to own machines at the price of building them rather than the price of buying them pre-assembled. DOWNLOADABLE DESIGN And their open source nature makes it easier to adapt them to specific requirements or even repurpose them in novel ways.

Rather than commoditizing ingredients, 100k-Garages commoditize one part of the making process: the cutting. If there is a dense enough network of such facilities in any particular region, this makes a certain practical sense in terms of efficiency and safety, given the somewhat demanding fabrication process of a ShopBot CNC router as compared to a laser cutter. However, it establishes a division of labour, and it deprives user-clients from accessing potential learning experiences and therefore potentially contributing to a more general commons. The result is that the ShopBot remains a commons apart, and somewhat closed at that.

TechShops, Hackerspaces and Fab Labs are all providing facilities and knowledge as part or rather as a basis of a commons. The environment in which TechShops operate is strictly commercial. Peer production might happen by accident, but there seem to be no incentives to support it. As an ‘incubator for the atomic age’, they remain safely in the market arena, yet they are effectively creating opportunities for decentralized prototyping and production.

In contrast, Hackerspaces live up to their name, definition and history by building on non-market, sometimes even anti-market  MANIFESTOS commons-based principles. Their core focus is doing personal and collective projects. And Hackerspaces are far from exclusive; they frequently include casual users who might spend a lot of time in hackerspaces. Nick Farr even speculates that those casual users are “perhaps making more significant contributions than regular members, but decline to officially join for many different reasons.” 27

The Fab Labs’ commitment to a commons is clear from how they are structured. Fab Labs subscribe to a charter which, among other things, stipulates open access, establishes peer learning as a core feature and requires that “designs and processes developed in fab labs must remain available for individual use”. In the same clause, however, the charter also allows for intellectual property to be protected “however you choose”. Underlining this point, it explicitly continues that “commercial activities can be incubated in fab labs”, while cautioning against potential conflict with open access, and encouraging business activity to grow beyond the lab and to give back to the inventors, labs, and networks that contributed to their success. 28 Fab Labs incorporate an interesting mix of characteristics that might seem contradictory at first, but might well be considered the best practical approximation of Benkler’s networked information economy.  TREND: NETWORK SOCIETY


‘Libraries’ of the Peer Production Era

The fabbing universe could be described on two dimensions, characterizing initiatives as more reproductive or more generative in their nature, and as more infrastructure-oriented or more-project oriented in their approach.


Books, Libraries, and the Choices of Self-Directed Productivity

Open source hardware – as components or production equipment – not only embodies the technical knowledge of products and production the way that traditional components and machines once did. In sharp contrast to the opaque and impenetrable black boxes of advanced 20th-century engineering,  WYS ≠ WYG they give users access to that knowledge as a result of their open source design. Akin to books, which seem meaningless to people who cannot read, but open their content to those who have achieved literacy, open source hardware reveals its technicalities to those who grasp that language.

If open source hardware can be compared to the ‘books’ of commons-based peer production, then TechShops, Hackerspaces and Fab Labs are its libraries. Traditional libraries act as common points of access to knowledge coded in books, and in fact offer locations where knowledge can be produced. Similarly, copy shops allow anybody to produce their own range of print products, from cards to books, T-shirts and mugs. Cyber-cafés also provide access to knowledge, as locations where everybody can link into a common information and communication infrastructure. Those new labs are the places that provide general access to the tools, methods and experience of peer production. Indeed, the National Fab Lab Bill presented to the US Congress in 2010 EVENT argues along these lines, aiming “to foster a new generation with scientific and engineering skills and to provide a workforce capable of producing world class individualized and traditional manufactured goods”. 29

The business proposals of open source hardware and the various fabbing initiatives are not equally straightforward in every case. As discussed, commons-based peer production has found ways to generate monetary returns by selling open source products, charging memberships fees in open source communities, or providing paid education and manufacturing services. To some extent, the strong appeal of commons-based peer production can probably be attributed in part to its hedonic rewards: the pleasure of being creative, the pride of recognition by peers, the feeling of achievement and status. However, there are no clear examples of indirect mechanisms deriving tangible benefits from these hedonic rewards, such as makers getting corporate development assignments or contracts as product managers thanks to their reputation in open hardware design. If such examples exist, they are not being discussed openly. And commons-based peer production has yet to realize its potential as a platform for many more developers and producers to generate a substantial income under market or non-market conditions.

As Yochai Benkler notes, it is “important to see that these efforts mark the emergence of a new mode of production, one that was mostly unavailable to people in either the physical economy (…) or in the industrial information economy.” 30 The initiatives of commons-based peer production give more people more control over their productivity in self-directed and community-oriented ways. The variety of the initiatives give people a range of fundamentally different options to choose from, and indeed requires them to make those choices instead of accepting a mode of consumption that has been predetermined by a lobby of the current “winners in the economic system of the previous century.” 31

Even if the emergence of open source hardware and fabbing initiatives only dates back a few decades, commons-based peer production is still in its early days. Nobody knows yet whether the one and only correct, long-lasting and sustainable approach to this new mode of production has been found yet – or even if such a uniform approach will ever emerge.
REVOLUTION It seems much more likely that the current trend will develop into a plethora of different models that embrace various aspects of commons-based peer production, with users switching between different models as appropriate. It will be interesting to see whether and how traditional businesses will be able to adapt to a new reality of real prosumer choice.

  1. See e.g. Benkler, Y, The Wealth of Networks. How Social Production Transforms Markets and Freedom. New Haven and London, Yale University Press, 2006.
  2. Shirky, C, ‘Re: <decentralization> Generalizing Peer Production into the Physical World’. Forum post, 5 Nov 2007 at finance.groups.yahoo.com/group/decentralization/message/6967 , accessed on 30 August 2010.
  3. Benkler, Y and Nissenbaum, H, ‘Commons-based Peer Production and Virtue’, The Journal of Political Philosophy, Vol. 14, No. 4, 2006, p. 394.
  4. Benkler, Y, ‘Freedom in the Commons: Towards a Political Economy of Information’, Duke Law Journal, Vol. 52, 2003, p. 1246f.
  5. See also Benkler, Y, ‘Coase’s Penguin, or, Linux and The Nature of the Firm’, The Yale Law Journal, Vol. 112, 2002.
  6. Available online at blog.makezine.com/archive/2006/11/the_open_source_gift_guid.html
  7. Jones, R, Bowyer, A & De Bruijn, E, ‘The Law and the Prophets/Profits’. Presentation given at FAB6: The Sixth International Fab Lab Forum and Symposium on Digital Fabrication, Amsterdam, 15-20 August 2010. Available at cba.mit.edu/events/10.08.FAB6/RepRap.ppt , accessed 30 August 2010.
  8. Balka, K, Raasch, C, Herstatt, C, ‘Open Source beyond software: An empirical investigation of the open design phenomenon’. Paper presented at the R&D Management Conference 2009, Feldafing near Munich, Germany, 14-16 October 2009. See also: Balka, K, Raasch, C, Herstatt, C, ‘Open Source Innovation: A study of openness and community expectations’. Paper presented at the DIME Conference, Milan, Italy, 14-16 April 2010.
  9. 2009 study, p. 22.
  10. 2010 study, p. 11.
  11. Idem.
  12. Dolittle, J, ‘OSE Proposal – Towards a World-Class Open Source Research and Development Facility’. Available online at openfarmtech.org/OSE_Proposal_2008.pdf , accessed 6 June 2010.
  13. Hess, K. Community Technology. New York: Harper & Rowe, 1979.
  14. 100kGarages. Available online at www.100kgarages.com , accessed 30 August 2010.
  15. TechShop is the SF Bay Area’s only open-access public workshop. Available online at techshop.ws/ , accessed 30 August 2010.
  16. Anderson, C, ‘In the Next Industrial Revolution, Atoms Are the New Bits’, Wired, Feb. 2010. Available online at www.wired.com/magazine/2010/01/ff_newrevolution/all/1 , accessed 4 June 2010.
  17. HackerspaceWiki. Available online at hackerspaces.org/wiki/ , accessed 30 August 2010.
  18. Grenzfurthner, J, and Schneider, F, ‘Hacking the Spaces’ on monochrom.at, 2009. Available online at www.monochrom.at/hacking-the-spaces/ , accessed 30 August 2010.
  19. Farr, N, ‘Respect the past, examine the present, build the future’, 25 August 2009. Available online at blog.hackerspaces.org/2009/08/25/respect-the-past-examine-the-present-build-the-future/ , accessed 30 August 2010.
  20. List of Hackerspaces. Available online at hackerspaces.org/wiki/List_of_Hacker_Spaces , accessed 30 August 2010.
  21. Synchronous Hackathon. Available online at hackerspaces.org/wiki/Synchronous_Hackathon , accessed 30 August 2010.
  22. Gershenfeld, N, FAB: The Coming Revolution on Your Desktop. From Personal Computers to Personal Fabrication, Cambridge: Basic Books, 2005, p. 4.
  23. Mikhak, B, Lyon, C, Gorton, T, Gershenfeld, N, McEnnis, C, Taylor, J, ‘Fab Lab: An Alternative Model of ICT for Development’. Paper presented at the Development by Design Conference, Bangalore, India, 2002. Bangalore: ThinkCycle. Available online at: gig.media.mit.edu/GIGCD/latest/docs/fablab-dyd02.pdf , accessed 11 July 2010.
  24. Gershenfeld, op.cit.
  25. Gjengedal, A, ‘Industrial clusters and establishment of MIT Fab Lab at Furuflaten, Norway’. Paper presented at the 9th International Conference on Engineering Education, 2006. Available online at: www.ineer.org/Events/ICEE2006/papers/3600.pdf , accessed 3 March 2010.
  26. Pfeiffer, D, Digital Tools, Distributed Making & Design. Thesis submitted to the faculty of the Virginia Polytechnic Institute and State University in partial fulfilment of the requirements for the Master of Science in Architecture. Blacksburg, VA: Virginia Polytechnic Institute and State University, 2006.
  27. Farr, N, ‘The Rights and Obligations of Hackerspace Members’, 19 August 2009. Available online at blog.hackerspaces.org/2009/08/19/rights-and-obligations-of-hackerspace-members/ , accessed 31 August 2010.
  28. Fab Charter, 2007. Available online at fab.cba.mit.edu/about/charter/, accessed 11 January 2011.
  29. H.R. 6003: To provide for the establishment of the National Fab Lab Network (…). Available online at www.govtrack.us/congress/billtext.xpd?bill=h111-6003, accessed 13 Oct 2010.
  30. Benkler, Y, ‘Freedom in the Commons: Towards a Political Economy of Information’, Duke Law Journal, Vol. 52, 2003, p. 1261.
  31. Idem, p. 1276.
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