Usual liveblog disclaimer: This is rough, and just my poor attempt to capture the colloquium as it was given.
Jeff Bardzell: Massively Amateur Creativity From Timelines and Libraries to Cyborg Sitcoms and Pencil Skirts.
Amateur Multimedia
What is it and why should we care about it? It’s HUGE! 65,000 videos posted EVERYDAY. Newgrounds has 500k flash objects. Numa Numa alone has been downloiaded 700 million times (BBC). SL has more virtual acreage is larger than Singapore
Jeff’s Interests in AMM
Reveal ways that tools shape message-making. That is creative software support is an input into culture.How amateur communities innovate on production practices. This suggests possible ways of looking at creativity
Dominant ideas of Creativity
The Science of creativity, cognition & creativity and NSF sponsored research. What is the model of creativity used in these studies? Study professionals, they are all experts, well defined roles. They practice processual creativity, which can be discovered via observation. They are “supported” by networks of other professionals and software.
Software embeds this model
Designed for a single user, it’s a set of tools experts use to achieve their preexisting visions. Powerful feature set, requires training. Lack their own content, users have to supply that. Basic features available for sharing and Check-in Check-out systems etc.
Three theorizations of creativity
Phychoology & Informatics
Poststructuralist-Author as disruptor making new clearings (in the heideggerian sense)
Technological Determinism- Medium is the message, all expression is mediated by technology
Despite the fact that these are all very different, they are broadly compatible.
They all talk about professionals, not fine artists, not romantic self-expression, creativity enmeshed in systems.
Thesis: Informatics mdel of creativity does not fit the empirical reality of one of it’s user bases.
We’re designing software tools that fail to support this kind of creativity
We’re missing opportunities
Primary Research: Systematic analysis of multimedia authoring tools, analysis of 100s of AMM artifacts, What are the relationships between the characteristics of production and influence within community. Analysis of criticism (blog poss and comments and revews) what is good and what is bad? How is technology represented. Interviews.
The usable is the message (how these applications are used)
Easy to use features get used the most. Features used the mose become the core constituents of visual languages. Visual languages constitute expression.
Analysis of tools: Nearly all had some process of creative activity, regardless of medium.
Technical mediums allow people to become proficient quickly in different art forms
Example Art element of creation:
From Scratch, From Primitives, From components (flash web services, dreamweaver server vehaviors etc)
Most people use prims because they are the most usable and require the least skill. Prims offer the higher self expression to production time ratio.
Low-production value compositing lends itself to absurdist commentary, not so much to serious or high art. Though there is some
Cicierega video—
The Discourse of AMM
The emergence of amateur theorization of AMM aesthetics
The most popular and successful works often innovate on a groups works
The historical trajectories of designers in AMM are all very similar, they progress across tools.
Video Montage— You gotta see it to believe some of this stuff
Machinima History
Progression: Starts with simple prims, native to the game. Moves to smarter use of prims from both in and out of game. Supplement prims with stuff made from scratch. Games always always already have conent in there. Juxtaposing different kinds of images makes meanings.
Emergent Apparatus: Fashion started as a hobby, progressed into an industry, established and stable fashion press, professionalism.
Evaluation
Agency: Informatics: individual, recognized expert, observable. AMM: Community, low-to medium skills quasi anaymous, not observable, but incredible trail of aertifacts, evolusion of visual language is massiv, undirected and intensely distributed
Social Context: Informatics: Social network is a support to individual creativity, distributed cognition. AMM: Individuals matter much less, Individual artifacts can foster the formation of cliques, community organized by general characteristics of the genre, not professions.
Role of Software Tools: Informatics: Tools modleed on the behavior of experts, tools support creative experts processes. AMM Usable features disproportionately, tools help produce a special kind of creative “expert” use of tools evolves over time at the level of the population.
Conclusions:
Unit of Analysis: Evolution of visual languages at least as important as individual cognition
Role of software: Usable compositing environments: replaces “expert system” as the core value of software in these communities.
Historicity: Informatics sequence School -> cert -> jobs -> participation. AMM: participate -> cert -> jobs