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
Barbrook, R. ‘The Hi-Tech Gift Economy’, First Monday 3.2(1998),
http://www.firstmonday.dk/issues/issue3_12/barbrook/
Carson, Ryan. ‘By Designers for Designers [Interview]’, (July 2003).
Darley, Andrew. Visual Digital Culture (London:
Routledge, 2000).
Enzenberger, Hans Magnus. ‘Constituents of a Theory of the Media’,
in Electronic Culture: Technology and Visual Representation
(New York: Aperature, 1996), 62-85.
Helfand, Jessica. ‘Graphic Design is…’, Adbusters 7.3 (1999):
9.
Jesiek, Brett. ‘Democratizing software: Open source, the hacker
ethic, and beyond’, First Monday, 8,10 (2003), http://www.firstmonday.org/issues/issue8_10/jesiek/index.html
Julier, Guy. Design Culture (London:
Sage Publication, 2002).
Kollock, Peter. ‘The Economies of Online Cooperation: Gifts and
Public Goods in Cyberspace’, in Communities in Cyberspace (London:
Routledge, 1999), 220-242.
Lasn, Kalle. ‘Design Anarchy’, Adbusters 7.3 (1999): 10.
Lessig, Lawrence. Free Culture (New York: The Penguin Press,
2004).
Lunenfeld, Peter. Snap to grid: a user's guide to digital arts,
media, and cultures (Cambridge, Massachusetts: MIT Press, 2001).
Luz (screen name). ‘Visual Culture of Online Design Communities
[Interview]’, (September 2002).
McRobbie, Angela. ‘Clubs to Companies: Notes on the Decline of
Political Culture in Speeded Up Creative Worlds’, Cultural Studies,
16 (2002a): 516-531.
____. ‘Halloway to Hollywood: Happiness at work in the new cultural
Economy’, in Cultural Economy (London: Sage Publications,
2002b): 97-114.
Organization for Black Designers. ‘Organization Information’, (2003),
http://www.core77.com/OBD/info.html
Shaughnessy,
Adrian. ‘From Here to Here’, Creative Review, April 1 (2004):
54.
Soar,
Matthew. ‘The First Things First Manifesto and the Politics of Culture
Jamming: Towards a Cultural Economy of Graphic Design and Advertising’,
Cultural Studies, 16 (2002):570-592.
Stallman, Richard. ‘The GNU Project’, (2005), http://www.gnu.org/gnu/thegnuproject.html
Turner-Rahman, Gregory. ‘The Contested Surface of the Baroque Website’,
Post-Identity, 4.1. (2004),
U.S. Department of Labor – Bureau of Labor Statistics. ‘Characteristics
of the Employed’, Current Population Survey. (2000), http://www.bls.gov/cps/home.htm#annual
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
TOP |