DIY Media and Collaboration KCB201 Virtual Cultures Dr Axel Bruns [email_address]
DIY Communities Emerging in various domains: open source software development online publishing blogs open news – e.g.  Slashdot ,  Indymedia ,  OhmyNews media sharing and creative practice e.g.  Flickr ,  ccMixter ,  YouTube ,  Jumpcut ,  Current.tv knowledge management wikis – e.g.  Wikipedia social bookmarking – e.g.  del.icio.us ,  digg geotagging – e.g.  Google Earth ,  Frappr DIY advice – e.g.  Instructables ,  Videojug reviews and viral marketing e.g.  Epinions ,  IgoUgo
Collaborative Online Communities Online communities as content creators: distributed generation of content by a wide community of participants fluid movement of participants between roles as leaders, participants, and users of content outcomes remain always unfinished, and continually under development evolutionary, iterative, and palimpsestic development participation based on merit, not ownership copyright systems which acknowledge authorship but enable continuing collaboration (Bruns, 2007, p. 3) Supported by collaborative technologies: blogs, wikis, content management systems (CMS – e.g.  del.icio.us ) social software, social networking tools, Web 2.0 technologies
Social Software? Social software: “ Social software is a particular sub-class of software-prosthesis that concerns itself with the augmentation of human, social and / or collaborative abilities through structured mediation (this mediation may be distributed or centralised, top-down or bottom-up/emergent).”  (Coates qtd. in Bruns, 2008, p. 2) e.g.  del.icio.us  for organising and evaluating Web content e.g. wikis (and  Wikipedia ) for collecting, connecting, managing knowledge e.g.  ccMixter  for distributed collaboration on composing and producing music removes boundaries: better access to collaboration for more participants adds tools: better management of information and organisation of contributors and tasks provides filters: better harnessing of positive developments and outcomes (Bruns, 2008, p. 3)
Web 2.0? Web 2.0: “ Web 2.0 is the business revolution in the computer industry caused by the move to the internet as platform, and an attempt to understand the rules for success on that new platform.” Rules: Don’t treat software as an artifact, but as a process of engagement with your users. (“The perpetual beta”) Open your data and services for re-use by others, and re-use the data and services of others whenever possible. (“Small pieces loosely joined”) Don’t think of applications that reside on either client or server, but build applications that reside in the space between devices. (“Software above the level of a single device”) (O’Reilly qtd. in Bruns, 2008, p. 3) Note: the term “Web 2.0” is frequently (mis)used as a marketing term…
Impact of DIY Communities Challenges for established content industries: open source software development in direct and quick response to  user needs, and with user involvement citizen journalism undermines authority of mainstream news media,  provides alternative views Wikipedia broader and more diverse coverage than print  encyclopedias, often comparable quality Google Maps more convenient than traditional maps, emerging uses  as replacement for  Yellow Pages  etc. YouTube global sharing of videos undermines TV networks’  content schedules filesharing (BitTorrent) bypasses conventional distribution models for music /  video / software, allows for new distribution models Implications for industries: casual collapse ( Trendwatching.com )? need for fundamental changes, need to engage with DIY communities’ interests
Pro-Am Opportunities Possible cooperation between industries and communities: harnessing the hive non-commercial or commercial utilisation of community artefacts by organisations inside and outside the community harvesting the hive provision of value-added services using artefacts developed by the community, aimed mainly at non-participants harbouring the hive provision of value-added services into the community – e.g. community hosting services hijacking the hive deliberately aims to achieve lock-in of communities for financial gain, by providing services which become indispensable – e.g.  Facebook (Bruns, 2007, pp. 4-5) cooperations revolve around  Pro-Am participants: amateurs working to professional standards ( Leadbeater  & Miller )  pro-am partnerships: professionals taking part in (amateur) DIY communities

KCB201 Week 7 Slidecast: DIY Media and Collaboration

  • 1.
    DIY Media andCollaboration KCB201 Virtual Cultures Dr Axel Bruns [email_address]
  • 2.
    DIY Communities Emergingin various domains: open source software development online publishing blogs open news – e.g. Slashdot , Indymedia , OhmyNews media sharing and creative practice e.g. Flickr , ccMixter , YouTube , Jumpcut , Current.tv knowledge management wikis – e.g. Wikipedia social bookmarking – e.g. del.icio.us , digg geotagging – e.g. Google Earth , Frappr DIY advice – e.g. Instructables , Videojug reviews and viral marketing e.g. Epinions , IgoUgo
  • 3.
    Collaborative Online CommunitiesOnline communities as content creators: distributed generation of content by a wide community of participants fluid movement of participants between roles as leaders, participants, and users of content outcomes remain always unfinished, and continually under development evolutionary, iterative, and palimpsestic development participation based on merit, not ownership copyright systems which acknowledge authorship but enable continuing collaboration (Bruns, 2007, p. 3) Supported by collaborative technologies: blogs, wikis, content management systems (CMS – e.g. del.icio.us ) social software, social networking tools, Web 2.0 technologies
  • 4.
    Social Software? Socialsoftware: “ Social software is a particular sub-class of software-prosthesis that concerns itself with the augmentation of human, social and / or collaborative abilities through structured mediation (this mediation may be distributed or centralised, top-down or bottom-up/emergent).” (Coates qtd. in Bruns, 2008, p. 2) e.g. del.icio.us for organising and evaluating Web content e.g. wikis (and Wikipedia ) for collecting, connecting, managing knowledge e.g. ccMixter for distributed collaboration on composing and producing music removes boundaries: better access to collaboration for more participants adds tools: better management of information and organisation of contributors and tasks provides filters: better harnessing of positive developments and outcomes (Bruns, 2008, p. 3)
  • 5.
    Web 2.0? Web2.0: “ Web 2.0 is the business revolution in the computer industry caused by the move to the internet as platform, and an attempt to understand the rules for success on that new platform.” Rules: Don’t treat software as an artifact, but as a process of engagement with your users. (“The perpetual beta”) Open your data and services for re-use by others, and re-use the data and services of others whenever possible. (“Small pieces loosely joined”) Don’t think of applications that reside on either client or server, but build applications that reside in the space between devices. (“Software above the level of a single device”) (O’Reilly qtd. in Bruns, 2008, p. 3) Note: the term “Web 2.0” is frequently (mis)used as a marketing term…
  • 6.
    Impact of DIYCommunities Challenges for established content industries: open source software development in direct and quick response to user needs, and with user involvement citizen journalism undermines authority of mainstream news media, provides alternative views Wikipedia broader and more diverse coverage than print encyclopedias, often comparable quality Google Maps more convenient than traditional maps, emerging uses as replacement for Yellow Pages etc. YouTube global sharing of videos undermines TV networks’ content schedules filesharing (BitTorrent) bypasses conventional distribution models for music / video / software, allows for new distribution models Implications for industries: casual collapse ( Trendwatching.com )? need for fundamental changes, need to engage with DIY communities’ interests
  • 7.
    Pro-Am Opportunities Possiblecooperation between industries and communities: harnessing the hive non-commercial or commercial utilisation of community artefacts by organisations inside and outside the community harvesting the hive provision of value-added services using artefacts developed by the community, aimed mainly at non-participants harbouring the hive provision of value-added services into the community – e.g. community hosting services hijacking the hive deliberately aims to achieve lock-in of communities for financial gain, by providing services which become indispensable – e.g. Facebook (Bruns, 2007, pp. 4-5) cooperations revolve around Pro-Am participants: amateurs working to professional standards ( Leadbeater & Miller ) pro-am partnerships: professionals taking part in (amateur) DIY communities