Skip to main content
Top

2015 | OriginalPaper | Chapter

2. The Internet Is Ancient, Small Steps Are Important, and Four Other Theses About Making Things in a Digital World

Author : David Gauntlett

Published in: Creativity in the Digital Age

Publisher: Springer London

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

Human beings have been creative, and made things, for many thousands of years. Indeed, the evidence suggests that the first human tools were made almost two million years ago (Donald, A mind so rare: the evolution of human consciousness. W. W. Norton, New York, 2001). Digital technologies and the internet have not initiated creativity, therefore, but they have certainly given creative practices a boost, by enabling several things to be achieved much more simply and quickly: connections between people, distribution of material, conversations about it, collaborations, and opportunities to build on the work of others.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Footnotes
1
If you are a stranger to this cultural reference, see https://​en.​wikipedia.​org/​wiki/​The_​Emperor’s_​New_​Clothes
 
2
Unintentionally influenced, perhaps, by the 1999 Billie Piper #1 pop hit of the same name.
 
3
The Veronica Mars Movie Project page on Kickstarter: http://​www.​kickstarter.​com/​projects/​559914737/​the-veronica-mars-movie-project. Actor and director Zach Braff was inspired by this and raised $3.1 million for his feature film Wish I Was Here a month later (http://​www.​kickstarter.​com/​projects/​1869987317/​wish-i-was-here-1). Spike Lee also launched a fundraising effort in July 2013, raising $1.4 million for his next film project (http://​www.​kickstarter.​com/​projects/​spikelee/​the-newest-hottest-spike-lee-joint).
 
7
A simple way of thinking about the economics of this kind of thing was offered by Kevin Kelly in 2008, in a blog post entitled ‘1,000 True Fans’. Kelly suggests that a creator ‘needs to acquire only 1,000 True Fans to make a living’. A ‘True Fan’ is defined as ‘someone who will purchase anything and everything you produce’. Kelly explains:
Assume conservatively that your True Fans will each spend one day’s wages per year in support of what you do. That ‘one-day-wage’ is an average, because of course your truest fans will spend a lot more than that. Let’s peg that per diem each True Fan spends at $100 per year. If you have 1,000 fans that sums up to $100,000 per year, which minus some modest expenses, is a living for most folks.
This sounds promising, although in subsequent posts (‘The Reality of Depending on True Fans’ and ‘The Case Against 1,000 True Fans’) Kelly had to admit that for artists bumping along at this level of success, with no security and a rather continuous need to generate products or ticket sales to avoid the drift into poverty, this is an uncomfortable existence. Conversely, as one commenter said:
In the old environment most musicians weren’t making any money anyway or had debts to the record companies. And they did not have control over rights [to their own work]. At least some things have changed for the better now. (‘Max’, 11 May 2010)
Certainly, a lot of comments on these posts referred to the pleasure of control over an artistic career, and ‘making a living’ from it, with a meaningful connection to some people who love the work, even if the artist is not having big hits.
 
8
MaKey MaKey is described on its Kickstarter page as ‘a simple Invention Kit for Beginners and Experts doing art, engineering, and everything inbetween’, and in June 2012, the project exceeded its fundraising target by 2,272 % (with $568,106 pledged against a mere $25,000 goal). See http://​www.​kickstarter.​com/​projects/​joylabs/​makey-makey-an-invention-kit-for-everyone and http://​www.​makeymakey.​com
 
9
This quotation is from the notes I made in advance, rather than what was actually said. The video of the talk can be seen at: http://​fora.​tv/​2013/​09/​22/​six_​amazing_​things_​about_​making
 
11
This bit about Dougald Hine and the School of Everything is a summary of some material that previously appeared in Gauntlett (2011).
 
12
This bit about the Kuznetsov and Paulos study draws on an account of the study that I first wrote in Gauntlett et al. (2012).
 
Literature
go back to reference Ackermann E, Gauntlett D, Weckstrom C (2009) Defining systematic creativity. LEGO Learning Institute, Billund Ackermann E, Gauntlett D, Weckstrom C (2009) Defining systematic creativity. LEGO Learning Institute, Billund
go back to reference Ackermann E, Gauntlett D, Wolbers T, Weckstrom C (2010) Defining systematic creativity in the digital realm. LEGO Learning Institute, Billund Ackermann E, Gauntlett D, Wolbers T, Weckstrom C (2010) Defining systematic creativity in the digital realm. LEGO Learning Institute, Billund
go back to reference Curran J, Fenton N, Freedman D (2012) Misunderstanding the internet. Routledge, AbingdonCrossRef Curran J, Fenton N, Freedman D (2012) Misunderstanding the internet. Routledge, AbingdonCrossRef
go back to reference Donald M (2001) A mind so rare: the evolution of human consciousness. W. W. Norton, New York Donald M (2001) A mind so rare: the evolution of human consciousness. W. W. Norton, New York
go back to reference Fenton N (2012) The internet and social networking. In: James C, Fenton N, Freedman D (eds) Misunderstanding the Internet. Routledge, Abingdon Fenton N (2012) The internet and social networking. In: James C, Fenton N, Freedman D (eds) Misunderstanding the Internet. Routledge, Abingdon
go back to reference Gauntlett D (2000) Web studies: a user’s guide. In: Gauntlett D (ed) Web.studies: rewiring media studies for the digital age. Arnold, London Gauntlett D (2000) Web studies: a user’s guide. In: Gauntlett D (ed) Web.studies: rewiring media studies for the digital age. Arnold, London
go back to reference Gauntlett D (2011) Making is connecting: the social meaning of creativity, from DIY and knitting to YouTube and Web 2.0. Polity, Cambridge Gauntlett D (2011) Making is connecting: the social meaning of creativity, from DIY and knitting to YouTube and Web 2.0. Polity, Cambridge
go back to reference Gauntlett D (2013) Creativity and digital innovation. In: Youngs G (ed) Digital world: connectivity, creativity and rights. Routledge, Abingdon Gauntlett D (2013) Creativity and digital innovation. In: Youngs G (ed) Digital world: connectivity, creativity and rights. Routledge, Abingdon
go back to reference Gauntlett D, Ackermann E, Whitebread D, Wolbers T, Weckstrom C (2011) The future of play: defining the role and value of play in the 21st century. LEGO Learning Institute, Billund Gauntlett D, Ackermann E, Whitebread D, Wolbers T, Weckstrom C (2011) The future of play: defining the role and value of play in the 21st century. LEGO Learning Institute, Billund
go back to reference Gauntlett D, Ackermann E, Whitebread D, Wolbers T, Weckstrom C, Thomsen BS (2012) The future of learning. LEGO Learning Institute, Billund Gauntlett D, Ackermann E, Whitebread D, Wolbers T, Weckstrom C, Thomsen BS (2012) The future of learning. LEGO Learning Institute, Billund
go back to reference Illich I (1973) Tools for conviviality. Calder & Boyars, London Illich I (1973) Tools for conviviality. Calder & Boyars, London
go back to reference Lanier J (2010) You are not a gadget: a manifesto. Allen Lane, London Lanier J (2010) You are not a gadget: a manifesto. Allen Lane, London
go back to reference Lanier J (2013) Who owns the future? Allen Lane, London Lanier J (2013) Who owns the future? Allen Lane, London
go back to reference Layard R (2006) Happiness: lessons from a new science. Penguin, London Layard R (2006) Happiness: lessons from a new science. Penguin, London
go back to reference Leadbeater C (2008) We think: mass innovation not mass production. Profile Books, London Leadbeater C (2008) We think: mass innovation not mass production. Profile Books, London
go back to reference Levine F, Heimerl C (eds) (2008) Handmade nation: the rise of DIY, art, craft and design. Princeton Architectural Press, New York Levine F, Heimerl C (eds) (2008) Handmade nation: the rise of DIY, art, craft and design. Princeton Architectural Press, New York
go back to reference Miller T (2009) Cybertarians of the world unite: you have nothing to lose but your tubes! In: Snickars P, Vonderau P (eds) The YouTube reader. National Library of Sweden, Stockholm Miller T (2009) Cybertarians of the world unite: you have nothing to lose but your tubes! In: Snickars P, Vonderau P (eds) The YouTube reader. National Library of Sweden, Stockholm
go back to reference Miller D (2012) Social networking sites. In: Horst HA, Miller D (eds) Digital anthropology. Berg, London Miller D (2012) Social networking sites. In: Horst HA, Miller D (eds) Digital anthropology. Berg, London
go back to reference Morozov E (2011) The net delusion: how not to liberate the world. Allen Lane, London Morozov E (2011) The net delusion: how not to liberate the world. Allen Lane, London
go back to reference Morozov E (2013) To save everything, click here: technology, solutionism, and the urge to fix problems that don’t exist. Allen Lane, London Morozov E (2013) To save everything, click here: technology, solutionism, and the urge to fix problems that don’t exist. Allen Lane, London
go back to reference Peseschkian N (1985) In search of meaning: a psychotherapy of small steps. Springer, HeidelbergCrossRef Peseschkian N (1985) In search of meaning: a psychotherapy of small steps. Springer, HeidelbergCrossRef
go back to reference Stappers PJ, Visser FS, Kistemaker S (2011) Creation & co: user participation in design. In: Van Abel B, Evers L, Klaassen R, Troxler P (eds) Open design now: why design cannot remain exclusive. BIS Publishers, Amsterdam Stappers PJ, Visser FS, Kistemaker S (2011) Creation & co: user participation in design. In: Van Abel B, Evers L, Klaassen R, Troxler P (eds) Open design now: why design cannot remain exclusive. BIS Publishers, Amsterdam
go back to reference Van Abel B, Evers L, Klaassen R, Troxler P (2011) Open design now: why design cannot remain exclusive. BIS Publishers, Amsterdam Van Abel B, Evers L, Klaassen R, Troxler P (2011) Open design now: why design cannot remain exclusive. BIS Publishers, Amsterdam
Metadata
Title
The Internet Is Ancient, Small Steps Are Important, and Four Other Theses About Making Things in a Digital World
Author
David Gauntlett
Copyright Year
2015
Publisher
Springer London
DOI
https://doi.org/10.1007/978-1-4471-6681-8_2