Posts Tagged ‘Crowdsourcing’


With this post (and two following ones) I’m going to explain why I think that Open Design is going mainstream now (here I’m talking about Open Design on broad terms). With these posts I don’t want to say that it is now considered popular and no more controversial, but that it is not underground anymore: it is now finding its place inside the collective imagination.
Since I started researching Open and Collaborative Design practices in 2005, things have changed a lot: there are no more isolated projects but a whole ecosystem is emerging through the weaving of collaborative networks. And since the past year, few signs have been showing clearly that more and more institutional or famous organizations and people are interested in Open Design (or at least in bringing collaboration and crowdsourcing in the design process). If it’s not really mainstream yet, it’s not underground anymore for sure.

01. A novel: Makers

The first sign is clearly the publishing of Cory Doctorow‘s novel Makers: a science-fiction novel about the Maker subculture and the rise (and fall and rise again) of Open Designers through 3D Printing, User-generated Exhibitions and financial fights with big corporations like Walt Disney. And it is an important book also because it tries to show how Open Design could develop with possible business models and scenarios (trying to learn from the dot-com bubble of the ’90s).
You can download it in different formats here, or read it here below (and you can also read a great review by our friend Adam Arvidsson here).

02. IDEO and FrogDesign

02.01 OpenIDEO.com

Introduction to OpenIDEO / OpenIDEO.com from IDEO on Vimeo.

OpenIDEO is a project launched in August 2010 by IDEO, one of the most famous design and innovation consultancies. OpenIDEO can be regarded as an hybrid between Crowdsourcing and Open Design, since they launch challenges to the online crowd, but later the process is collaborative. We must note however that the paradigm here is more Web 2.0 than Open Source: collaboration on OpenIDEO is only about voting, commenting and talking about the projects, in order to refine them and discard the less interesting, so that one winner will be chosen in the end. There is no actual collaborative design with an Open Source process.
All concepts generated are shareable, remix-able, and reusable in a similar way to Creative Commons (though this means they’re not using Creative Commons), since participants own the concepts but grant a non-exclusive license to the Challenge Host for possible publication. Beyond that, organizations that partner with OpenIDEO on challenges may choose to implement the top ideas.
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Few months ago, Platoniq commissioned me a report about business models for Open Hardware, DIY Craft and Fab Labs, for their crowdfunding project Goteo. It is now available here in English, under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 Unported License; it will be soon available in Spanish from Platoniq’s YouCoop website. Just note that the two versions may slightly differ (it happens when you work on two different versions of the same document); the idea is to transform it in a collaborative book in the future, here on openp2pdesign.org.
After the part about Open Hardware and the part about Fab Labs, here’s now the third part, about business models for DIY Craft.

DIY Craft and Microproductions: “traditional” makers

Beside Open Hardware, there is another bottom-up movement that’s slowly growing: the world of do-it-yourself (DIY) and microproductions of craft and fashion design products. There are many people designing and creating handmade product, clothes, bags and accessories, most of them consider it as an hobby, but an increasing number of people are trying to make a living on it, whether alone as an hobby (DIY) or in small groups trying to start small enterprises (microproductions). It’s not a new trend actually: the DIY culture dates back to the ‘60s and ‘70s, and craft has always existed though it was almost replaced by factories and large-scale manufacturing since the Industrial Revolution (at least in the most developed countries).

While at first sight the DIY craft world seems not to be related too much with the Open Culture, at least traditionally, it is now increasingly learning and adopting tools and processes from it, including new technologies into fashion like hardware as well (like the open hardware Lilypad Arduino, for example). As Tim O’Reilly reported in 2008, the Open Source movement underscores how communities can share expertise and build on that knowledge, and the DIY world is adopting this attitude right now. According to him the Maker movement is not just DIY, but the way in which computing is re-engaging with the physical world instead of the virtual, and this is tomorrow’s big business. Open Hardware, DIY craft, fashion microproductions, Open Design are gathering with increasing success into an informal and greater Maker movement, consisting of all the people that learn from doing and share the knowledge about it together in communities. An increasing number of documentaries, books, magazines, tutorials, conferences about managing DIY Crafts projects and businesses has been made available since few years. Maybe one reason of the success of this movement is the recession, that has moved the line between what’s produced at home and what’s purchased in markets. Anyway, selling a consulting or support service or content is the first business model for DIY Craft.

Piracy as a common business model for Fashion Design

The business models of Fashion Design can take a secret form, that has a direct connection with the Open Culture and that can be useful for building new business models for DIY Craft: piracy. Like Shanzai in China, we actually have more innovation and economic revenues when all the actors of a manufacturing ecosystem collaborate and share knowledge and project, and this shows that Open Source and Piracy are indeed a viable business model.
Kal Raustiala and Christopher Sprigman described the importance of copying in the Fashion Design ecosystem really well in their article “The Piracy Paradox: Innovation and Intellectual Property in Fashion Design”: there are no copyright or patent protections in Fashion Design, there are only trademark protections. This means that any wear or fashion product can be copied entirely, except for the brand. The lack of copyright actually accelerates creativity and innovation: one side effects of a culture of copying is the faster establishing of trends and the faster induced obsolescence, leading to more sales and revenue, and to more creativity and innovation (because the life cycle of a fashion design is increasingly shorter). Look for example at Fast Fashion brands like Zara and H&M, which are benefiting from this, copying famous high-end fashion designs and manufacturing them at lower prices (for a different market than the high end one). (more…)

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While reading some of my favourite blogs, I stumbled upon two examples of Web 2.0 services that enable people to redesign products or, way better, that crowdsource the redesign process. The first one is RedesignMe.com: Open Innovation in Product Creation

RedesignMe aims to improve the products and services around us by collectively rethinking bad products into better products and good ideas into great ideas

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« Intro.01 « Intro.02 « Intro.03 « Intro.04 « Intro.05

And what about Open P2P Communities?…

An early definition of Open P2P Communities

Before I reassume shortly the methodological part of my thesis and the conclusions to draw from it, I think that it would be useful to say something more aboute those cases that I have defined Open P2P Communities. The methodology that I have developed in the thesis, in fact, has been developed taking in consideration some existing cases before, and later taking in consideration which design tools and theories were suitable.

Therefore, I searched for cases with a community-based collaborative organizational form, that can build short and long collaborative networks, reaching a potentially high number of participants with an important active role. For sure, this was still a vague definition, therefore I began searching those cases that were inspired by the Free Software / Open Source / P2P phenomenon, as already then (at the beginning of 2005) some believed they had developed organizational forms and principles that could be adopted in other fields with success1.

Collaboration has always existed, but only today its importance has been amplified to such levels that it is now considered more promising than competition. Thanks to the ITC distributed infrastructures, collaboration is being diffused as an organizational form outside of the Free Software / Open Source / P2P Communities.

To all these cases directly inspired by the Open P2P phenomenon2, I have added some cases that, even if not explicitly inspired by Open P2P, share some of its features (and therefore they could have been influenced indirectly)3 . And then I have added some previous cases (and therefore without relations with Open P2P), but that had developed community-based organizational forms able to build long collaborative networks with an active role of the participants4.

The existence of these last two categories is of fundamental importance: community-based organizational forms are not just for Open Source / Free Software / P2P software, but they are very important, and as they tend to develop some common characteristics, they can be used therefore for a wide range of situations and disciplines, independently from the degree of technology used. The Open Source / Free Software / P2P phenomenon is therefore important because it made us aware of the importance of community-based models and inspired us to search for similar cases. Moreover, they have shown own scalable and innovative organizational forms, adapted to face the challenges of a knowledge society.

All these cases represent community-based organizational forms, based on collaboration through the sharing of flows of information and sometimes of material resources. While traditional organizations are based on a vertical hierarchy that commands and controls, the Open P2P Communities are based on a horizontal network in which every participant commands itself and contributes to control the whole network. While in the vertical hierarchies the relationships are defined by power (top-down), in the Open P2P Communities they are defined by reputation (bottom-up). The structure is therefore an horizontal reticular type, where the reputation becomes a centripetal force of infuence towards the other participants. These communities can assume forms that are localized or virtual; they share the ability of self-organization during the development of a main activity for the solution of a specific problem, that the neither institutions neither the market had provided satisfactory solutions. Their community nature allows the creation of social capital,that could generate further processes of improvement of the local dimension, through the connections that they potentially can bring between short networks (the interest for the local dimension) with long networks (that involve a wide number of participants).

A loose definition, between many classifications

This is therefore the concise definition of those cases that I have called Open P2P Communities. For sure, like every classification, there is the risk of excessive generalization and therefore to group cases that represents different things. And as I was approaching to Free Software, Open Source and P2P for the first time, there could be some ingenuous statements. I hope you will understand and help me develop further this ideas collectively!

And as one year has passed from the discussion of my thesis, the definition of an Open P2P Community maybe should be rethought and redefined. Probably in the future it could be convenient or necessary to make a distinction between those cases in which the community risks to be “used” in order to produce value with an activity, and those cases in which is the community itself that directs its activity.

But for the moment I think it is better to continue to observe these phenomena, while they are living and developing, leaving any expectations of exaustive definitions for the future. Even so, this definition has been very useful for me, as it helped me to find a way between the wide number of cases. Let’s remain, at least for the moment, with a loose and adaptable definition.

But maybe it’s time to signal others two phenomena (or, therefore, also categories of definition) that became famous towards or after the end of my thesis, and that share relations with the Open P2P Communities. They are Web 2.0 and Crowdsourcing. I’m going to write something more about them on future posts, but for the moment I will explain what relations they share with Open P2P Communities, as some of these cases can be considered also as Web 2.0 or Crowdsourcing examples.

My research started from existing cases, with a wide and flexilbe classification at the beginning, and its point of departure was the Free Software / Open Source / P2P phenomenon and its diffusion to others fields. At the time (March 2005) the term Web 2.0 already existed, but it had not become so famous (it happened in 2006, according to me, with the success of YouTube) and developed completely. Therefore it seemed to me more useful to focus on the Free Software / Open Source / P2P phenomenon. And the Crowdsourcing term was born in June 2006, when the thesis was already finished.

Therefore, the main reason for the lack of Web 2.0 and Crowdsourcing inside the thesis is mainly due for a temporal factor. The interest towards the organizational forms and the principles developed in the Free Software (and Open Source and P2P) Communities was born end of the nineties. However, we had to wait until 2003 for the first awareness of this possibility, thanks to the Goetz’s article appeared on Wired5. The organizational methodology of the Open Source Communities are seen as the right infrastructure for a knowledge economy, just as the assembly line had been for the Fordist mass-production economy. The interest for Open Source / Free Software / P2P organizational forms was born therefore before the definition of Web 2.06.

Moreover, I think they represent phenomena closely correlates between each other. Web 1.0 has been developed by communities, with bottom-up and P2P dynamics, through sharing and Open Source / Free Software. Therefore it wasn’t Web 2.0 that introduced these dynamics, but they were already present since years in the computer science and programming sciene under the hacker ethic. Web 2.0 represents therefore a phase in which these dynamics have been widened, reinforced and spread further. Web (1.0, 2.0), Free Software / Open Source and P2P therefore should not be considered separately. The classification of Open P2P Communities, can be applied as well also for Web 2.0 services like YouTube.

Although the classifications of these cases are in constant development, it is possible to assume for the moment the partial classification of the Open P2P Communities. It has the advantage to collect cases directly inspired from the Free / Open Source / P2P Software as well the ones that are not recalled directly (but that share some principles and organizational formss), are they recent or antecedent cases. If we want to learn from communities, in order to design with and for communities, it can be useful to maintain such a classification (a loose one but focused on the community dimension).

An Open P2P Communities list (1.1)

Here you can find the list of Open P2P Communities I made during the development of the thesis (2005 – 2006). The number of cases has increased remarkablly since then, especially if we consider those cases that can be classified like Web 2.0 services and Crowdsourcing; for the moment let’s consider this directory, later on I will write about new interesting cases. The cases have been classified by the main activity these communities develop, gathering participants and building collaborative networks.

Collaborative networks that reach a critical mass of participants

Collaborative networks that manage informations and knowledge

Collaborative networks that develop scientific research

Collaborative networks that design

Collaborative networks that organize business activities

Collaborative networks that improve their local dimension

Collaborative networks that help other communities

Open P2P Communities and Participation

I have always said that these Open P2P Communities can self-organize themselves, and this affirmation should be explained better now. These communities are created in order to fix a problem through the development of a collaborative activity. The social relations can already be present but more often, if they develop through time, they rise from the development of the activity. Moreover, we can point out a distinction on the possible types of participation: there are two ways in which Open P2P Communities can self-organize. They can self-organize with:

  • a bottom-up participation: a community gather independently to fix a common problem (for example: Amul);
  • a top-down participation: a (public or private) service that allows the formation of a community and bases on it its operation is offered (for example: YouTube).

The fundamental point is: who takes the initiative and looks for persons in order to form a community? And with which goals?

For example: Free Software is bottom-up, Open Source and P2P could be bottom-up or top-down, Web 2.0 and Crowdsourcing are top-down.

Moreover, from this bottom-up and top-down distinction, we can ask another question: how much these communities are Open and P2P? Data, informations, processes, results are accessible in an Open and P2P way? This is a very important issue and should be studied more.

As a consequence, as designers, we could design for a community in two ways: offering our professional capabilities to existing communities, or designing and developing (public and private) community-based services.

Before we can get to the conclusions on my thesis, I should reassume one last thing: how can a designer relate to an Open P2P Community (and therefore towards an Open P2P Design).

How can we design for a community that gathers around a main collaborative activity?

(to be continued)

Notes:

  1. Mulgan G., Steinberg T., Salem O., “Wide Open. Open source methods and their future potential”, Demos, London 2005, http://www.demos.co.uk/publications/wideopen []
  2. For example: Thinkcycle, OSCar, Open Health. []
  3. For example: BBC Action Network, Neubauten.org, Pledgebank. []
  4. For example: Amul, Dabbawalla, Grameen Bank. []
  5. Goetz, T., “Open Source Everywhere. Software is just the beginning … open source is doing for mass innovation what the assembly line did for mass production. Get ready for the era when collaboration replaces the corporation”, Wired Issue 11.11, 2003 http://www.wired.com/wired/archive/11.11/ []
  6. For example, Thinkcycle started on March 2000, 4 years before the Web 2.0 first definition []
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