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Issue 7 - distributed aesthetics
Sharing Styles: New Media, Creative Communities
and the Evidence of an Open Source Design Movement
Greg Turner-Rahman
University of Idaho,
USA
Introduction: The Trouble with Flexibility
Design has become an essential part of the contemporary global
economy. Graphic, industrial, and Web design, in particular, produce
a seductive link from the ‘economic to the cultural’ facets of
our lives (Julier, 2000: 20). More to the point, design creates
desire - the fuel of contemporary commerce (Helfand, 1999; Lasn,
1999).
The ease of manufacture and “just-in-time” production scheduling
mandate an ever-shrinking response time to market feedback. The
result is a similarity between products and services (Julier,
2000: 25-27). It is therefore imperative that corporate entities
sell an image of themselves in order to differentiate their products
from a competitor’s.
The role of the designer has become one of a cultural intermediary
who maintains a ‘specific attunement to the swirl of values and
tastes within culture’ (Soar, 2002: 571). As a result, the designer
is obligated to create something that is not only highly innovative
but is acceptable to broad audiences for integration into their
everyday lives. The interconnectedness of commercial production
and cultural identity is such that the careers of designers are
subject to the whims of the marketplace, the corporate entity,
and the intended audience’s ever-shifting cultural norms and tastes.
Many designers struggle to navigate between the demands of commercially
viable cultural production and personally meaningful work (McRobbie,
2002a). Perhaps buying into the mythology that aggrandizes the
struggling artist, young designers often work long hours in insecure
jobs for nothing more than a flexible schedule, mediocre pay,
and a passion for their work.
It has been posited that this recent promotion of the “entrepreneurial
spirit” and the individualisation of creative work is central
in the neo-Liberal economic agenda (McRobbie, 2002a). Angela McRobbie’s
work on the post-Fordist culture industries in Great Britain highlights
many salient features of New Labour’s efforts to dismantle the
social aspects of the work environment. Many of the trends she
reveals are concomitant throughout the world.
The promise of creative freedom, design stardom, and self-expression
drives designers to work in temporary or freelance jobs and to
forgo financial security thus feeding capitalism an endless supply
of young, fresh talent. The flexible economy and the designer
ethos allow capital to offload much responsibility for maintaining
and supporting the workforce (McRobbie, 2002b). The individualisation
of the work experience for the freelance creative producer subverts
the traditional social facets of the workplace and removes the
threat of unionisation. Needless to say, as designers and artists
grow older a freelance or corporate practice may prove too risky
or otherwise undesirable. Options for the middle-aged creative
professional may be limited.
This article argues that online environments supplement the design
practice by providing some of the social networks that McRobbie
argues are dismantled in the new work environment. McRobbie maintains
that alternative environments, such as the club or bar, become
the designer or artist’s primary social realm blurring the line
separating their work and private lives (McRobbie, 2002b). Technologies
such as the mobile phone, laptop, and café with Internet access,
she argues, work in similar fashion.
I contend that the role of technology is far more convoluted.
I will describe the technological tools used by designers to expand
their practice. This review is derived from an ethnographic study
of design culture websites – websites that cater to all types
of artists, designers, and design aficionados – and discussions
with their participants.
Drawing on Richard Barbook’s notion of a hi-tech gift economy
(Barbook, 1998) and Andrew Feenberg’s open source exchange model
(Jesiek, 2003), I analyse communal production and alternative
creative culture in the described online spaces within the context
of the individualised and flexible contemporary design practice.
Both Barbook and Feenberg see code sharing in open source projects
as reinvigorating individual and communal agency and slightly
shifting power away from the corporate entity. I borrow this notion
of gift exchange and lay it over the conceptual framework describing
the online design community spaces in an effort to explain how
the traditional design practice has expanded with the use of the
Internet. What results, I argue, is a wide array of resources,
intellectual property licenses, publishing venues, small-scale
markets, and collaborative production methodologies that may benefit
the small-scale or independent creative producer.
Design portals and blogs, for instance, often provide a number
of resources for designers at all professional levels: professional
services that support designers and artists, job postings, tutorials,
free visual materials, and small-scale marketplaces in which participants
can sell their work.
Through this analysis and a comparison with open source movements,
I argue that we must appreciate the development of a parallel
design practice. This parallel practice perhaps affords the designer
more freedom, thus further blurring the lines between traditional
art-making and the design disciplines. The work shared on design
community sites is often self-motivated and distributed outside
the commercial realm where designers and artists are freed from
the restrictions imposed by capital. The communities that develop,
then, thrive on sharing and reputation-based means of advancing
discourse about the production of visual artifacts.
What I hope can be extrapolated from this notion of the parallel
design practice is that there may be subtle shifts in the global
cultural economy that, while not a sea change, may expand and,
in time, alter the creative individual's cultural practices and,
by default, their role in and relationships with the corporate
world.
Design Culture Websites – A Virtual Ethnography
To best understand this parallel practice, one must first examine
the role of online community in the working lives of designers.
The ethnographic research that informs this article happened from
March 2000 until July 2005 and was carried out in a number of
ways:
• Email correspondence
• Instant messaging
• Review of bulletin board and blog postings
• Informal electronic survey taking
• Telephone interviews.
It is the blurring of the professional and private, work and
play divisions that make it somewhat facile to study individual
and communal interactions. The primary contacts became part of
the study through casual conversation initiated by a prompt that
was, more often than not, a question I posed to the individual
by email. As the conversations continued, I tried to garner a
sense of how the online community functions in their individual
practice. I compared their responses with observed long- and short-term
behavior and their discussions in online forums.
I spent significant time lurking in online spaces, observing
community members, and interviewing individuals directly. In addition
to visiting virtual community spaces (portals, message boards,
and resources sites) daily, scrutinizing archived chat transcripts,
and interviewing the primary contacts, I followed references,
topics of discussion, or hypertext links.
Complicating matters, however, was the fact that design culture
communities are a loose conglomeration of sub-cultural groups
and various disciplines. The boundaries defining this study community
were much less formally defined and very fluid. From one community
space to the next, a variety of notions exist about how the online
resources change or supplement traditional design practices. There
was consensus, however, on the idea that online resources, information
repositories (in the form of blog entries or portal links), community
discussions, and portfolio sharing had indeed influenced their
practice in some way and often for the better.
A generally positive view of online community and resources was
shared across a study community of roughly 220 people. I maintained
a core group of seven primary informants with whom I communicated
periodically throughout the four years of this study. The bulk
of the research, however, comes from the larger survey of designers
and creative individuals. The key informants came from diverse
backgrounds and had achieved various levels of recognition in
their online design communities.
Of the primary informants, two individuals were students who
had been lauded by community members and had work frequently displayed
on well-known design portals. Two other individuals helped establish
and curate collective design culture sites and a third hosted
live events and a successful website promoting experimental motion
graphics.
The other primary contacts were practicing designers (one Web
designer and one traditional print-based graphic designer) who,
despite their frequent visits to design portals and participation
in online discussions, did not really consider themselves an active
part of the online design culture community. The primary contacts
lived in Western Europe, the United States, Canada, and the Philippines.
All seven participants were in their twenties.
When asked how they defined themselves, 57% of the broader study
community simply considered themselves “designers”. Another 38
defined their occupation in more specific terms:
Art Directors (4%)
Interactive Flash/Designers (1.39%)
Interaction Designers (5.8%)
Artists (2.9%)
Programmers (3.78%)
Specialists (2.9%)
Photographer (1.2%)
Visual Stylists (1%)
Illustrators (1.4%)
Creative Directors (4%)
Professor/Educators (1.33%)
Students (8.69%)
As my focus was initially on web design communities, many of
the participants, in the initial years at least, had concentrated
on web design as profession. It is interesting to note that in
follow-up interviews in the summer of 2005 with five subjects
from the broader survey, only two continued with careers in web
design. The other three had taken on co-related professions (design
educator, web master). [1]
For the most part, design culture communities mirror other technology-based
production groups in the fact that they are made-up primarily
of young, educated, white, middle and upper class males. I estimate
that, in the United States, less than 25% of Web-based creative
talents are non-white. I am using numbers provided by the Bureau
of Labor Statistics and various design collectives and organizations
(Bureau of Labor Statistics, 2000; Ryan Carson, 2003; Organization
of Black Designers, 2003).
Obfuscating my numbers is the fact that these creative communities
are international. Apart from designers in North America (including
Canada and Mexico), there are large contingents of creative producers
from Asia, Western Europe and Australia represented in this study.
Any review of global virtual community must integrate international
constituents. [2]
It is important to note that most of the designers interviewed
remarked that, regardless of nationality, they had grown up familiar
with a number of visual production tools and technologies, yet
had varying technical expertise. Most considered design to be
a form of artistic, personal expression. Art-related activities
were described as hobbies by many in the community, highlighting
a definite blurring of the line between their work and personal
time. It is surprising then that design and technology ranked
quite low as hobbies or influences (6% technology-related experimentation
or development [computer building, etc.]) and 6% design-related
activity (designing for personal reasons, visiting design museums,
reading design journals). The lowest ranking influence or hobby
was any type of virtual or non-virtual social interaction (3%).
These numbers, however, contradict other information obtained
through the observation and interview portion of this study. For
instance, design portals, are complex sites where work, play,
private review, and public discourse happen all at once and many
designers have described their visits to these sites either as
personal or work-related investigation. I would like to posit
that these communities' culture of production does not, whether
good or bad, differentiate between the work and non-work social
realm.
The Designer Portal and Blog
While it is easy to assume that Internet-based technologies such
as email, chat, instant messaging, and the like expand the flexible
economy in an intrusive way for the creative producer, design
culture sites certainly fit a similar description, as they are
at once a professional and personal social space and a resource
library.
The portal borrows from both traditional media types (trade magazines,
brochures, print portfolios) and earlier forms of computer-mediated
communication such as Usenet discussions (Turner-Rahman, 2004).
When visiting a portal, users can create accounts that allow access
to job information or visual resources such as user-created stock
photography, moderated discussions, and resource links.
Often a significant portion of the portal website is dedicated
to hyperlinks to inspirational or otherwise interesting work or
cultural artifacts. Blogs work in similar fashion but are more
often than not text-based and focused on one author’s or a small
collective’s commentary. Blogs also tend to be more chronological
in nature whereas the portal may have blog-like elements but may
be more dialogical, slowly evolving, and less dependent on daily
updates.
Conceptually, blogs and portals seem to work on principles similar
to peer-to-peer (p2p) file trading technologies. Simply put, p2p
connectivity allows individuals to share files over a network.
Software installed on the user’s machine enables the display of
downloadable files on other machines while presenting the user’s
files for downloading to other individuals. Each individual, then,
becomes a node that either serves as an individual computer serving
files – a server – or as a supplier of files to a central server.
The user becomes an active part of the network by offering up
her files to the sharing community. It is interesting to note
that in an initial set of interviews with experimental web designers
that over sixty percent described using file sharing in order
to download Photoshop and other software that, for many, was prohibitive
in cost. [3]
The design portal membership and blog authorship encourage sharing
resources and advancing the collective discourse on a host of
interdisciplinary topics. The portal or blog is a central locus
that fosters the construction of a living document or knowledge
base for that community. Portals, in particular, also become a
designed object that require a certain level of craftsmanship
in order to attract visitors to the site and to show that the
moderators are competent in the dialogue of design. The quality
of the discussion and the linked resources similarly legitimatise
the site.
Linked resources allow for the interconnection of not only the
creative producers’ professional representations, such as an individual’s
homepage, but also inspirational sites and resources. What results
is a complex social network wherein knowledge is shared, discourse
continued and advanced, and tentative social bonds are forged.
The practice of sharing visual and technical information lies
at the heart of activity on the design portal or blog and it becomes
a method of scrutinizing and assembling an understanding of the
culture at large or the professional practice in particular. It
also reveals that individuals are attempting to connect to one
another and expand the communal knowledge base in a manner that
can be considered a chaotic and recursive cycle of production
and consumption.
Examples and Evolution
There are a large number of design-related portals and blogs.
To further complicate matters there is often cross-linking. The
entire network of design culture is, therefore, difficult to ascertain.
The interconnectedness of the sites reemphasizes the key aspects
of the community such as the open sharing of resources. But this
sharing highlights the fact that each site varies slightly. Although
there may be the same members visiting, each portal or blog has
a unique feel due, in part, to a particular disciplinary emphasis,
types of commentary or merely the make-up of the regular participants.
The elements most often shared by portals and blogs are: news
items, collective resources, links to inspirational work, threaded
discussions, and showcases of well-regarded work.
Newstoday [http://www.newstoday.com]
has all of the aforementioned elements and is a design culture
portal. It caters primarily to the web designer while also hosting
a number of resources for fashion designers, architects, motion
graphics designers, print-based graphic designers, interior designers,
and design aficionados. The site design is divided into several
panes: site moderators’ hyperlink resources, public hyperlink
resources, public discussion forums, and job postings.
Newstoday’s resources are, more often than not,
links to sites that the author or contributor feels are inspirational.
Sometimes these resource links feature code that others can borrow
and alter to fit their own needs. Others provide personal stock
photography, found visual artifacts, custom-designed fonts, and
images of quirky, unique or otherwise remarkable (or, in some
instances, terribly mundane but humorous) graphical works.
Discussion forums also are broad and centre on virtually any
topic including those not specifically related to art and design.
These discussions often feature brief commentary supported by
links to yet more external Web-based resources. The plethora of
topics highlights not only the mélange of the social and the professional
but also the international audience. Newstoday is
very much a designed object that shows a certain level of design
skill and technical expertise. The portal’s visual appearance
further identifies its producers as engaged in the broader technical
and visual discourse. Thus, it is a popular design culture destination.
Similarly, By Designers for Designers (BD4D) [http://www.bd4d.com]
hosts a large international audience, yet the site is pared down
with only a few select works presented for viewing and a list
of hyperlinks offered up by the members of the collective. This
community of designers and artists shares an interest specifically
in motion graphics as well as animation, linear or three-dimensional
graphic design, and filmmaking. The site extends the social aspects
of the website through small events or showings in physical venues
literally throughout the world. Artists of all kinds come together
to share their work and interact in a very relaxed, almost party-like
atmosphere. The BD4D website, like the live events, is
designed to bring the global collective together and to showcase
emerging talent.
What is remarkable, explains Ryan Carson, one of BD4D’s
founders, is that the events are organized and paid for by the
collective’s members (Carson, 2003). Motivated by passion, community
members finance and spend vast amounts of time and energy on their
own projects. Few make any money on completed work, in fact, and
it is an unwritten rule that it is forbidden to show commercial
work during the group’s show times. However, the use of BD4D
projects in a commercial portfolio is common and not discouraged.
BD4D designers often spend copious amounts of time crafting
intricate imagery using 3D modeling and rendering applications
and personal photography and video. The use of commercial imagery
or stock photography is, for the most part, frowned upon. Beyond
the notion that stock imagery is unoriginal, good stock photography
is often expensive and brings about issues pertaining to copyright
and fair use.
Stock Exchange [http://www.sxc.hu]
is a site that solves this copyright dilemma by allowing amateur
and professional photographers to share their work. The website’s
database serves as remedy for designers looking for free images
or visual resources that are not protected by complex intellectual
property rights and regulations. Site participants can upload
and download high-resolution images and there is generally an
understanding that the image can be used in any context as long
as the work is attributed to the photographer. When creating a
Stock Exchange account, participants must agree to a contract
that states the work uploaded is original and can be used by other
members. Images downloaded from Stock Exchange can be used, free
of charge, even in a commercial application as long as the photographer
is cited on the final product.
Stock Exchange is not the only site offering alternative
licensing of intellectual property or free resources. More recently
Creative Commons [http://www.creativecommons.org]
and Ourmedia.org [http://www.ourmedia.org]
have developed in response to stringent intellectual property
laws. The Creative Commons website states that the organization
seeks to preserve the public domain in an era of tightening intellectual
property protections through the development of alternative downloadable
licenses, legal codes, and deeds of varying copyright protection.
[4]
As more general, and perhaps more evolved, creative online communities,
there is a whole host of media, ample discussion, and shared information
about projects, resources, and alternative forms of copyrighting
creative work. Creative
Commons, Ourmedia.org
and Australian Creative Resources Online (ARCO) [http://www.uq.edu.au/acro/information.html]
act as interface to or, in some instances, storehouse for work
stored on the Internet Archive [http://www.archive.org]
and other free-content sites. The Internet Archive began
as a digital library of current and now-defunct websites but now
houses other cultural artifacts such as textual works, video,
still photography, and music. Media producers using similar repositories
such as Flickr.com [http://www.flickr.com],
a site where users share images and illustrations, can define
how others can use their work by applying more nuanced copyrights
outlined on the Creative Commons site. As a result,
licenses from Creative Commons, when applied to media shared
by community members, provide open access to intellectual property
and allow for more open media resource archives and free culture
gathering spaces. Furthermore, the content distribution sites
additionally provide a common publishing space for a wide range
of design culture producers – not just visual artists and designers.
The Communal Product
The merger of so many visual resources in the more design-specific
portals such as Newstoday bring to light the vast range
of influences and inspiration for professional and amateur creative
producers alike. It also reinforces notions of de-specialization
and of entrepreneurial individuation within the broader commercial
model. The designer can choose any media or stylistic approach
for a particular project and then publish with varying copyright
protections. The market often requires novel visual forms, and
encourages technology-enabled cross-disciplinary or interdisciplinary
exploration. The portal, blog, resource repository, and alternative
intellectual property protection allow for open exchange.
It is possible that, as McRobbie warns, the technological apparatus
also encourages an acceleration of commercial cooptation of creative
freedoms and the promotion of an exclusive body of producers –
a notion somewhat supported by the demographics of many design
portal users. The community, like other technology and design
related groups, is predominantly composed of white, middle or
upper class males from primarily Western countries, although the
demographics are quickly changing (Turner-Rahman, 2004).
Regardless, the technologies fostering shared resources and open
visual and verbal discourse inexorably alter the practice of design
by allowing for spontaneous alterations to methods of practice.
Although cutting-edge productions can be quickly repackaged for
commercial products, the expansion of practice through technological
channels provides alternative venues for publication and interpersonal
communication on a global scale.
In theory, a wider range of producers can enter the discourse.
In many instances, however, the work produced by the varying design
communities remains within the confines of the community site
and never reaches the commercial realm unless promoted in an individual’s
portfolio. Within the portal or blog, it seems the more open and
extreme products rely on anarcho-communism in an open source method
of production as the underlying ideology.
Often design efforts from a host of different disciplines are
shared on the portal sites and absorbed by other community members
passively or through active experimentation. Some dialogue about
an artwork or design and how it was accomplished or simply how
novel it may be is spread through whatever communications channels
are available – personal conversation, email, instant messaging,
online discussions, even live events in physical venues. Yet the
filtering and elevation of interesting, beautiful, or otherwise
remarkable work happens when certain projects and discussions
are shared between portal and blog sites. What results
is an open source-like method of communal knowledge-sharing and
meaning-making.
Open source is a term that has come to mean the distribution
of computer code for individual development of a particular project
such as computer applications or operating systems. The development
of Linux, as an example, happens under the GNU/General Public
Licensing of the Free Software Foundation which allows developers
to download the code, experiment by altering that code, and report
back to a central website bulletin board to share their findings
and revisions. [5]
Over time, online discussions on open source project sites reveal
who the key developers are with sophisticated understandings of
the code. The more reputable developers become - in the lingua
franca - mavens who help facilitate further development
of the project by moderating discussions, reviewing code, promoting
changes in the code, and by mentoring other potential mavens.
The reputation of the mavens is indicative of their contribution
to an open source project. The fact that many do demanding work
for very little pay reveals that the system works as a sort of
gift economy.
Richard Barbrook, in the article “The Hi-Tech Gift Economy,”
explains, through the example of the open source development of
Linux, how anarcho-communism as a functional model in cyberspace
competes with money-commodity systems (Barbrook, 1998). Arguing
that cyberspace establishes a complex, symbiotic relationship
between progressive ideologies and commercial structures, Barbrook
traces the lineage of Linux and other projects and technologies
unique to the Internet back to the radical political movements
of the 1960s.
Barbrook goes on to describe how Internet discussion tools, file
sharing, and email enable an economy based on the circulation
of gifts that help establish personal bonds and a reputation for
the gift-giver (1998). By extension one could likewise argue that
Internet-based community spaces allow for an expansion of the
gift economy that extends beyond the intellectual elite, thus
bypassing what Barbrook calls the “bourgeois alienation” that
has plagued other progressive movements such as the Situationists
(1998). In the model outlined by Barbrook one advantage is that:
Despite the commercialisation of cyberspace, the self-interest
of Net users ensures that the hi-tech gift economy continues
to flourish (1998).
Open source movements and the computer network-mediated gift
economy work without the regulations imposed by markets or states
and are formed ‘through the mutual obligations created by gifts
of time and ideas’ (1998). Traditional commercial models work
in an environment based on scarcity whereas the networked, anarcho-communist
model is one of abundance, where digital files can easily be copied,
shared, and altered. To impose secrecy in a system of abundance
actually puts an organization at risk of being outside of the
community of development and their advances in a specific body
of knowledge. Barbrook explains that in order for corporate interests
to remain competitive they must, in essence, fund anarcho-communism
(1998). The janus-like nature of the flexible economy is apparent
in the working practice and private creative exploration shared
on portal sites and, as a result, open source takes on different
qualities in online design communities. It appears as “competition”,
as moderated commentary or feedback, as the ranking of work or
as work shared throughout a number of community sites.
There are different versions of the competitive model of open
source design projects. For instance, a popular iteration is “Photoshop
Tennis” where one designer takes an image, alters it to create
a uniquely individual graphical production, and then passes the
image along to another designer to alter that image. In another
iteration, competitors take the same image and produce independent
designs. This is a modern incarnation of the exquisite corpse,
a method used by Surrealists to develop an image or text by allowing
each contributor to only see a portion of the entire work.
Following the Surrealist methodology in spirit perhaps, this
competition often has no true winner but is instead a method of
revealing different methodologies, each individual’s unique approach
to visual styling and the resulting concoctions. In some instances,
the visual object is passed back and forth and the image is inscribed
with multiple layers of visual decoration. These projects go hand
in hand with other collaborative projects, such as themed websites.
They provide a method of sharing personal aesthetics and are an
effective way of fostering social interaction and producing communally
shared symbols and experiences. These visual experimentations
may work their way into personal productions that are in turn
shared with the community thus generating a type of visual discourse.
On some sites the discussion about visual work becomes a method
of mentoring and developing the novices’ skills.
Conceptart.org [http://www.conceptart.org],
a community site centered on discussions about concept art
and production design for film and video games, has a substantial
portion of its discussion space dedicated to the informal critiques
of members’ artwork. The depth and quality of the discussions
and critiques vary. The breadth of mentors – some who are currently
working in the industry - often provides the younger and more
inexperienced artists not only with encouragement and critical
assessment of their work but also with ample inspirational imagery.
Beyond the work itself are, again, the structures of community
that foster an exchange of knowledge and visual productions. One
key element is the discussion fora that reaffirm the fact that
design culture sites do not exist solely as entities for their
creators’ own pleasure but are a fora into which community members
can engage in the various verbal and visual discussions. This
discussion about exploratory visual work or commercial projects,
as facilitated by the technology is troubling to some critics.
As Peter Lunenfeld explains:
In the Capital’s seminal essay on the fetishism of
commodities, Marx discusses the distortion of social relations
brought about by the tendency under capitalism to emphasize
the “exchange value” of the commodity over its “use value.”
Commodity production impels the development of social relationships
among producers. But for Marx, this relationship becomes obscured
with the fetishism of commodities - wherein the relationship
between producers is taken metonymically as the relationship
between commodities. (Lunenfeld, 2001: 5)
Lunenfeld’s critique could be leveled at Internet-based exchange
where the commerce of goods is now supplanted by the commerce
of tools (Lunenfeld, 2001). Lunenfeld, from a more traditional
Marxist vantage point, sees a point when the production of technology
spurs continued growth of industries and technological apparatuses
(hardware and software) that are designed to give the impression
that they will inexorably alter our lives for the better.
Design culture at times certainly celebrates a similar techno-fetishistic
and deterministic position: good design will enhance life. Design
culture sites often link to commercial work or information about
new technologies, for that matter, as a way of advancing the practice
by keeping community members aware of the next new thing.
Often new products and technologies not only benefit the production
of design work but also are packaged in a manner that is of interest
to the visual designer. There is an inexorable bond, then, between
the technology and the design communities and it could be argued
that both thrive on the same sort of techno-fetishism. Again,
the commerce of products is now, more than ever, supported heavily
by the design industries. Techno-fetishism aside, it is apparent
that within the design culture portals and blogs, and the software
tools used by visual designers, the artist or designer is capable
of both consumption and production of cultural artifacts. Furthermore,
in the case of web design in particular, the technology facilitates
the production of the community apparatuses as well.
One could argue that, in the quest for new aesthetics and novel
approaches to design, the study community increasingly sought
and promoted whatever novel inspirational form it could find.
While these sources of inspiration are quickly co-opted for commercial
purposes, the communal sites showcased a never-ending supply of
talent and facilitated an international discourse about practices
and alternative models of production and distribution.
Design culture communities, I would argue, sustain exchange-relationships
that closely resemble Barbrook’s description of a hi-tech gift-economy.
This electronic gift economy consists of individuals sharing information
‘without the expectation of any direct, immediate quid pro quo’
(Kollock, 1999: 220). Peter Kollock distinguishes gifts in the
following way: ‘...gifts are exchanged between individuals who
are part of an ongoing interdependent relationship’ (Kollock,
1999: 221).
Open source communities host an exchange model similar to that
maintained in the academy where one’s research is publicly disseminated
to support and extend not only the discipline-specific knowledge-base
but the researcher’s own reputation as well. Brent Jesiek, in
Democratizing Software: Open Source, the Hacker Ethic, and
Beyond, is able to look past corporate mythologies about Internet
subcultures in his search for truly democratic technologies and
communal structures. Using the work of Andrew Feenberg, Jesiek
argues that social values can be embedded in the functions of
a technological product. Feenberg contends, as Jesiek tells us,
that the open source model squarely places power in the hands
of a multitude of producers. Thus the opportunities to challenge
traditionally hegemonic structures and ideologies are expanded
greatly (2003). The agency allowed by open source community may
foster an alternative production model that normalizes the ‘embedding
of more positive social and democratic ideals into technologies’
(2003).
In the same vein, the inspirational links more often than not
make up the most significant part of the portals, allowing designers
to post their own work or resources they deem important. Hyperlinks
are therefore the fundamental structure of sharing. Design community
sites, then, subtly foster a more democratizing model of community
by providing a means of publishing and broadcasting. When established
designers seek out – whether through casual solicitation among
friends or by personal investigation – and present what they deem
notable work, they are, in essence, elevating the efforts and
reputation of both novice and established designers and expanding
the communal discourse. This type of sharing is not unique in
Internet sub-cultures. Computer-mediated social networking has
been significantly developed in the short span of Internet history.
Regardless, the fact that the designers produce work that they
share amongst themselves is not unique either. Design culture
community draws on many of other cultural influences by sharing
interesting links and resources pertaining to a vast range of
visual products designed or not.
Design culture sites can cover a range of issues and are rich
with a plethora of visual and conceptual assets. It is important
to note that the design community also intersects the professional
realm. Often those who share their work make some sort of living
in a creative profession yet the work shared on portal sites is
a complex construction that is at once designed to promote oneself
to commercial interests, and to other artists and designers. These
projects can be sold to provide additional support for the designer.
For instance, some creative producers create their own DVDs, t-shirts,
books, or artwork and sell them on micro-scale ecommerce sites.
Producers pay a small fee to the commerce site host and if an
item is sold they retain the profit. Making money, however, is
not often the priority. Reputation, a desire to share, and knowledge
building often trump moneymaking efforts. There is also a wide
range of projects that can be classified as experimentation and
are marketed as valuable commodities to more than the corporate
organization. An experimental design project may, by necessity,
be more robust in its purpose and intent than the traditional
design work as it is so intricately bound to both the reputation
of the designer and the community’s shared experiences and body
of knowledge.
Andrew Darley highlights a remarkable aspect of the design community’s
sharing when he tells us that new media’s spectacular images are
often designed, developed, and delivered for private consumption
(2000). Private, in this instance, means that the percipient is
alone while viewing a work that was most likely created privately
by an individual as well. Unlike the cinema and even video games
- which both have also become modes of media presentation for
private consumption yet rely on large communities working in a
more or less traditional hierarchy - the experience of producing
experimental design work could be likened to the reading, writing,
and publishing of poetry. Alternatively, one web designer interviewed
remarked that it is like a visual jazz improvisation happening
on a global scale (Luz, 2002).
Conclusion
Adrian Shaughnessy, in an article entitled 'From Here to Here',
argued that the discipline of graphic design was dividing into
two ‘distinct strands’ – one a traditional business-oriented role
and the other a design culture-type movement (Shaughnessy, 2004).
Many design culture portals and blogs cater to both of Shaughnessy’s
strands of design. While I argue that the technology facilitates
social networking, reputation-based methods of advancing knowledge,
communal meaning making, and sharing of resources, there is still
a fascination and ardent support for corporate design work. However,
it seems that a significant number of innovative, independent
projects are being published, shared, and celebrated on design
culture sites. Thus it seems the power to decide what constitutes
a work that advances the practice may be shifting away from corporate
entities and developing indigenously within the creative communities
themselves. Already we can see that the growth of more general
media exchange sites such as Ourmedia.org and Stock
Exchange as viable alternatives to a centralized, corporate-controlled
marketplace and resources provided under alternative licensing
options such as those outlined on Creative Commons.
Furthermore, these sites promote the development of alternative
modes of practice for the designer. These are based not on the
traditional model of capital but on one that is more dialogic,
reputation-based, and exploratory. It is possible to foresee a
time when the design culture system incorporates more small-scale
(even open source) e-commerce sites that allow the designer or
artist to be self-sustained in their practice.
Regardless, the communal systems maintained by the online design
culture websites and supporting technology represent an emanicipatory
use of media. Following Enzenberger’s constituents of a theory
of media, open source design culture sites decentralise power,
foster collective production, encourage active participation,
and the mobilization of the masses (1996). This, perhaps, begins
the project of repairing the holes in the social network fabric
that were ripped apart by the alienation inherent in the work
practices of the flexible economy.
Author’s Biography
Gregory Turner-Rahman is an assistant professor of visual communication
design in the department of Art and Design at the University
of Idaho. He has spent much of
his adult life studying design communities from within as his
professional experience spans the disciplines of graphic design,
Web development, industrial design, and architecture. He is currently
writing a book about online creative communities and open source
design cultures.
Notes
[1] Many designers and aficionados within the
study community hailed from a university or college (86%) while
a small percentage of others were self-trained (4% self trained,
5% other, 4% high school or equivalent). Of note is that of those
university students who practiced web design, for instance, only
31% had formal training whereas 63% described themselves as having
learned their craft through books, experimentation, observing
other work, and by following online discussions. Survey respondents
working in other design areas (industrial design, graphic design,
architecture) were less likely to consider themselves self-taught
but did remark that the Internet is important or very important
for continual career development. [back]
[2] The communities studied were predominantly
male (94% male, 5% female) and were also made up of large numbers
of younger individuals (86% 19-30 yrs. old, 14% 15-18 yrs. old,
10% 30-40 yrs. old, 1.5% 40+ yrs. old). Among all survey participants,
music and movies rated highly as influences on their work (24%
listening or playing music, 21% watching movies or videos). Other
influences include outdoor activities (14% outdoor activities
[bicycle riding, jogging, hiking, kayaking, rock-climbing, etc.])
and fine art (17% fine art activities [drawing, painting, sculpture,
museum or gallery visits]).[back]
[3] The designers interviewed were describing
how they began to do web design, and many described doing some
form of computer-based artwork from the average age of 8. Although
many were exposed to digital imaging software in schools or on
a parent’s machine, others remarked that P2P file sharing was
the only way to garner access to expensive tools such as Photoshop
or 3D rendering and modeling software. [back]
[4] Individuals can essentially piece together
a license with varying levels of copyright protection. For instance,
an artist may specify that a work can be copied, displayed, and
distributed for non-commercial purposes only. Or, in another instance,
the artist may not allow derivations of the work to be re-sampled
or distributed.[back]
[5] The GNU project - GNU is a recursive acronym
for GNU’s Not Unix - was founded in 1984 by Richard
Stallman, a former Artificial Intelligence researcher at MIT.
Although the Free Software Foundation, also founded by Stallman,
holds copyrights for much of the software released under GNU licenses,
the non-profit organization provides the software and promotes
an individual’s right to freely copy, alter, and redistribute
versions (Lessig, 2004; Stallman, 2005). Sourceforge [http://www.sourceforge.net]
hosts nearly 105,000 open source software applications and projects
released under GNU licenses (Sourceforge, 2005).[back]
References
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Enzenberger, Hans Magnus. ‘Constituents of a Theory of the Media’,
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Websites
Australian Creative Resources, http://www.uq.edu.au/acro/information.html
By Designers For Designers (BD4D), http://www.bd4d.com
Conceptart.org, http://www.conceptart.org
Creative Commons, http://www.creativecommons.org
Flickr, http://www.flickr.com
Internet Archive, http://www.archive.org
Newstoday, http://www.newstoday.com
Ourmedia.org, http://www.ourmedia.org
Sourceforge.net, http://www.sourceforge.net
Stock Exchange, http://www.sxc.hu
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