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Archive for the 'social creativity' Category

Can crowds fill the void left by defunct newspapers? Reflections on our experiments with locative crowdsourcing

Tuesday, November 12th, 2013

Write up by Andrés Monroy-Hernández and Elena Agapie, building on the work of J. Nathan Matias

Motivated by the disappearance of local newspapers, this past summer, we started to explore new ways of supporting community news production through collaborative writing tools. The first incarnation of this is NewsPad, a system for neighborhood communities to collaboratively to report on local events such as festivals and town hall meetings.

One of the first challenges we encountered when testing NewsPad in the wild, was the difficulty of bootstrapping these collective action efforts to produce even lightweight articles in the form of lists, also referred to as listicles.

We decided to explore this challenge using on-demand, location-based labor through TaskRabbit. We were able to produce articles about the events in under an hour, and for less than $100. Here we we share some of initial reflections after running a few experiments.

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The Remixing Dilemma: The Trade-Off Between Generativity and Originality

Thursday, May 9th, 2013

This post was written with Benjamin Mako Hill. It is a summary of a paper just published in American Behavioral Scientist. You can also read the full paper: The remixing dilemma: The trade-off between generativity and originality. It is part of a series of papers I have written with Mako Hill using data from Scratch. You can find the others on my website.

Remix Diagram

Remix Diagram

Remixing — the reworking and recombination of existing creative artifacts — represents a widespread, important, and controversial form of social creativity online. Proponents of remix culture often speak of remixing in terms of rich ecosystems where creative works are novel and highly generative, however, examples like this can be difficult to find. Although there is a steady stream of media being shared freely on the web, only a tiny fraction of these projects are remixed even once. On top of this, many remixes are not very different from the works they are built upon. Why is some content more attractive to remixers? Why are some projects remixed in deeper and more transformative ways?

We try to shed light on both of these questions using data from Scratch — a large online remixing community. Although we find support for several popular theories, we also present evidence in support of a persistent trade-off that has broad practical and theoretical implications. In what we call the remixing dilemma, we suggest that characteristics of projects that are associated with higher rates of remixing are also associated with simpler and less transformative types of derivatives.

Our study is focused on two interrelated research questions. First, we ask why some projects shared in remixing communities are more or less generative than others. “Generativity” — a term we borrow from Jonathan Zittrain — describes creative works that are likely to inspire follow-on work. Several scholars have offered suggestions for why some creative works might be more generative than others. We focus on three central theories:

  1. Projects that are moderately complicated are more generative. The free and open source software motto “release early and release often” suggests that simple projects will offer more obvious opportunities for contribution than more polished projects. That said, projects that are extremely simple (e.g., completely blank slates) may also uninspiring to would-be contributors.
  2. Projects by prominent creators are more generative. The reasoning for this claim comes from the suggestion that remixing can act as a form of cultural conversation and that the work of popular creators can act like a common medium or language. People want to remix famous pop stars because people will be more likely to appreciate the remix if they recognize the remixed track.
  3. Projects that are remixes themselves are more generative. The reasoning for this final claim comes from the idea that remixing thrives through the accumulation of contributions from groups of people building on each other’s work. Read the rest of this entry »

The Cost of Collaboration for Code and Art

Thursday, December 13th, 2012

Does collaboration result in higher quality creative works than individuals working alone? Is working in groups better for functional works like code than for creative works like art? Although these questions lie at the heart of conversations about collaborative production on the Internet and peer production, it can be hard to find research settings where you can compare across both individual and group work and across both code and art. We set out to tackle these questions in the context of a very large remixing community.

Remixing in Scratch

Example of a remix in the Scratch online community, and the project it is based off. The orange arrows indicate pieces which were present in the original and reused in the remix

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Turn This into That: a Remixing Experiment

Tuesday, September 11th, 2012

Two sides of social production: crowdsourcing and remixing

Networked technologies have facilitated two forms of social production: remixing and crowdsourcing. Remixing has been typically associated with creative, expressive, and unconstrained work such as the creation of video mashups or funny image macros that we often see on social media websites. Crowdsourcing, on the other hand, has been associated with large-scale mechanical work, like labeling images or transcribing audio, performed as microtasks on services like Amazon Mechanical Turk. So the stereotype is that remixing is playful, creative, expressive, but undirected and often chaotic, while crowdsourcing is useful to achieve actual work but it is monotonous, and requires (small) financial incentives.

Crowdsoucing Creativity: “Mixsourcing”

The space between remixing and crowdsourcing has partially been explored. For example, one could argue that Wikipedia exists in a unique space in between these two ideas as it relies on some, albeit small, degree of human creativity, requires no financial incentives, and leverages large numbers of contributors who are encouraged to tweak one another’s submissions. However, Wikipedia’s texts are mainly functional, purposely devoid of any personal expressiveness, and constrained by the task at hand.

On the more creative end of the spectrum, artists have explored the use of crowdsourcing, such as the Johnny Cash Project and the Sheep Market, and researchers have evaluated the uses of creative crowdsourcing for design. We wondered then, if there is a way to create a generic platform to perform creative and artistic work in a more directed, crowdsourcing-like way, some kind of “bounded creativity,” which we called “mixsourcing.”

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Project Idea: an Internet Rube Goldberg Machine

Monday, February 6th, 2012

The other day I was chatting with some folks at Berkman and this idea came up as a possibly fun and quirky experimental project. It’s not fully fleshed out,  but maybe this can inspire more conversations to turn it into something feasible.

The goal of the project is to crate an Internet contraption that, in the spirit of a Rube Goldberg machine, runs on its own after having started it. It will be completely funded, defined, and carried out by the Internet using today’s micro-funding and micro-tasks platforms.  The project would be the embodiment of crowdsourcing — it will both celebrate it and problematize it.

The creators of the contraption, will have very little say in the final project itself.  Their role would be to define its stages and to set the structure that will hopefully lead to something awesome. Here is how it might work: Read the rest of this entry »

Supporting an Online Community for Kids

Monday, November 28th, 2011

Recently we, the Scratch Team at MIT, were asked to come up with a list of activities we have done to support the development of the Scratch Online Community. The question was framed in the context of what needs to be done beyond the creation the technological infrastructure, i.e. a website. Here is a list of some of the things that came up in the discussion and that I think have helped engage more than half a million young people a month. Of course, each community is different, but I hope some of these ideas are useful in other similar scenarios.

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