2015年1月17日星期六

Crowdsourcing vs Originality

As Gerry Beegan and Paul Atkinson (2008) argue, “Even when the relationship is one of repudiation. Professional practice defines itself by its distance from the unschooled practitioner ... At the same time, the professional is often a categorization that amateur designers reject, as a limitation to their creativity or originality”. Crowdsourcing has been a controversy subject among the designers.

The word crowdsourcing, a contraction popularized by Jeff Howe in 2006. The word is used to describe a wide group of activities that take on different forms, ranging from the digitization of archives and graphic design to proposing innovative concepts and complex problem solving.

Internet provides a particularly good venue for crowdsourcing since individuals tend to be more open in web-based projects where they are not being physically judged or scrutinized and thus can feel more comfortable sharing. With explicit crowdsourcing, users can evaluate particular items like books or webpages, or share by posting products or items. Users can also build artifacts by providing information and editing other people's work.

Nevertheless crowdsourcing challengged the originality in design. People can edit other's work and share to their blog, and this occur the happenning of repetition in work. It lose the value of originality not only in this way but site like Awwwards are project–focused, meaning crowdsourcing occurs because multiple people contribute to specific design challenges/projects and creatives compete against one another to be awarded the winning design. We can see the designs of the websites are typically the same no matter how we search in the categories.

Crowdsourcing is benefits to the big companies such as Wikis have also been used in the academic community for sharing and dissemination of information across institutional and international boundaries. Or in game development like Foldit which is aimed to discover native protein structures faster, through a combination of crowdsourcing and distributed computing. Virtual interaction and gamification were added, creating a unique and innovative project environment with the potential to greatly assist the cause. However, originality in crowdsourcing has a very low possibility as we can say that designers have limitation to their creativity as they work as groups for their client's needs. 


Source:
Burke, A. (2011). Games That Solve Real Problems: Crowdsourcing Biochemistry. [online] Forbes. Available at: http://www.forbes.com/sites/techonomy/2011/10/27/games-that-solve-real-problems-crowdsourcing-biochemistry/ [Accessed 17 Jan. 2015].

MM Wanderley, D Birnbaum, J Malloch (2006). New Interfaces For Musical Expression. IRCAM – Centre Pompidou. p. 180.

Gerry Beegan and Paul Atkinson, 2008. 'Professionalism, amateurism and the boundaries of design,' Journal of Design History, volume 21, number 4, pp. 305–313. [online]  Available at: http://dx.doi.org/10.1093/jdh/epn037 [Accessed 17 Jan. 2015].

Hoek, J (2014) 'An overview of the success factors and challenges
of the broadcast search process'. Crowdsourcing for Innovation. pp.7. [online]  Available at: https:// http://dspace.library.uu.nl/bitstream/handle/1874/295706/BachelorThesisJustinHoekFinal-1.pdf?sequence=2  [Accessed 17 Jan. 2015].

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