Crowdsourcing is a neologism for the act of taking a task traditionally performed by an employee or contractor, and outsourcing it to an undefined, generally large group of people, in the form of an open call.

 

Digital prototyping, also virtual prototyping, is a phrase that has been used in the MCAD (mechanical computer-aided design) space for more than a decade. It reemerged around 2007 and has become a discussion topic with trade media and industry analysts.

 

serious game is a software application developed with game technology and game design principles for a primary purpose other than pure entertainment.

 

product-service system (PSS), also known as a function-oriented business model, is a business model, developed in academia, that is aimed at providing sustainability of both consumption and production.


 

 


Towards Sustainable Product Design 6 - 6th International Conference October 2001 Amsterdam, The Netherlands.

 

 

Sustainable Innovation - Key conclusions from Sustainable Innovation Conferences 2003–2006 organised by The Centre for Sustainable Design.

 

http://www.smartmobs.com/2008/02/11/user-led-innovation-a-new-framework-for-co-creating-business-and-social-value/ -  The research  consists of qualitative interviews conducted with Eric von Hippel (MIT), Yochai Benkler (Harvard), Jimmy Wales (Wikipedia), Siva Vaidhyanathan (Virginia), John Howkins (Adelphi Charter), Michel Bauwens (P2P Alternatives) and Mitch Kapor (Linden Lab).’

 

http://mass-customization.blogs.com/ - Notes and ideas on mass customization, personalization, customer integration, and open innovation - strategies of value co-creation between suppliers and customers.

 

http://kluster.com/ - A place to harness the power of community collaboration to get stuff done.

 

http://www.masternewmedia.org/interface_and_navigation_design/design-research/state-of-design-research-from-market-driven-era-to-user-centered-innovation-MakeTools-Liz-Sanders-20071019.htm - From Market-Driven Era To User Centered Innovation.

 

http://www.wethinkthebook.net/home.aspx - We-think: mass innovation, not mass production.

 

http://www.openinnovators.net/list-open-innovation-crowdsourcing-examples/ - List of open innovators.

 

http://www.fellowforce.com/ - aims to open up organizations for outside-in participation from experts, consumers, and other interested parties to generate powerful new options through this collaboration.

 

http://www.openinnovators.net/6-steps-to-effective-crowdsourcing/ - Our users have a lot to tell us.

 

http://ijg.cgpublisher.com/product/pub.154/prod.36 - Crowdsourcing Creativity: Participative Design on the Internet.

 

http://www.crowdsourcingdirectory.com/ - The CrowdsourcingDirectory aims to keep you aware of what's happening in the wonderful world of Crowdsourcing.

 

http://www.samiviitamaki.com/2007/05/06/the-flirt-model-of-crowdsourcing-the-updated-model-and-background/ - The FLIRT Model of Crowdsourcing.

 

http://www.osgv.org/ - Welcome to Open Source Green Vehicle Project(OSGV).

 

http://www.theoscarproject.org/ - It is the goal of the OScar Project to develop a car according to Open Source principles.

 

http://www.openp2pdesign.org/blog/archives/category/crowdsourcing - Open Peer-to-Peer Design.

 

http://www.thinkcycle.org/ - An academic, non-profit initiative engaged in supporting distributed collaboration towards design challenges facing underserved communities and the environment.

 

http://www.joelamantia.com/blog/archives/networks_and_systems/the_diy_future_what_happens_when_everyone_is_a_designer.html - The DIY Future: What Happens When Everyone Is A Designer?

 

http://www.cec-designcontest.net/cec/ - A community for people interested in shoe fashion, shoe customization and open shoe innovation.

 

http://www.economist.com/specialreports/displaystory.cfm?story_id=9928291 - The age of mass innovation.

 

http://mass-customization.blogs.com/mass_customization_open_i/2007/06/bmws_mini_brand.html - BMW’s Mini Brand Launches Custom Roof Designer Online.

 

http://www.demos.co.uk/publications/loggingon - Culture, participation and the web.

 

http://crowdsourcing.typepad.com/ - The application of Open Source principles to fields outside of software.

 

http://www.cambrianhouse.com/ - Welcome to the Home of Crowdsourcing.

 

http://www.fluevog.com/files_2/os-1.html - Open Source footwear.

 

http://www.time.com/time/magazine/article/0,9171,1590440,00.html - Getting Rich off Those Who Work for Free.

 

http://www.businessweek.com/innovate/content/mar2007/id20070302_219704.htm?chan=technology_technology+index+page_more+of+today's+top+stories - The New Science of Sharing.

 

http://www.madeforone.com/Articles/index.php/technology/one-word-for-many-trends/ - One word for many trends.

 

http://www.businessweek.com/innovate/content/feb2007/id20070223_399988.htm - Hack This Product, Please!

 

http://www.wearesmarter.org/ - We are smarter than me.

 

http://www.businessweek.com/innovate/content/jul2006/id20060713_755844.htm - Crowdsourcing: Consumers as Creators.

 

http://www.strategy-business.com/press/enewsarticle/enews083106?pg=all - My Customer, My Co-Innovator.

 

http://www.mturk.com/mturk/welcome - Amazon Mechanical Turk.

 

http://www.innocentive.com/ - Open Innovation community.

 

http://www.crowdspirit.com/ - Crowdsourcing within the consumer electronics world.

 

http://www.instructables.com/ - Instructables is a web-based documentation platform where passionate people share what they do and how they do it, and learn from and collaborate with others.

 

http://studiolab.io.tudelft.nl/mugge/publications - Product attachment is defined as the strength of the emotional bond a consumer experiences with a product.

 

http://www.designlondon.net/ - Design London will develop, research and deliver radically new practices, tools and processes to transform the way businesses innovate, and translate their creativity into commercial success.

 

http://hbswk.hbs.edu/item/3687.html - Why Managing Innovation is Like Theater.

 

http://mitworld.mit.edu/video/357/ - Innovation Through Design Thinking.

 

http://www.uxmatters.com/MT/archives/000130.php - Designing Breakthrough Products: Going Where No User Has Gone Before.

 

http://www.nri.co.jp/english/opinion/papers/2007/np2007122.html - New Business Outlook Seen in "Second Life".

 

http://www.businessweek.com/innovate/index.html - Innovation & Design.

 

http://money.cnn.com/magazines/fortune/fortune_archive/2005/05/30/8261236/index.htm - The amazing rise of the do-it-yourself economy.

 

http://www.intel.com/research/exploratory/papr/inside_asia_lessons.htm - The Role of Ethnographic Research In Driving Technology Innovation.

 

http://userinnovation.mit.edu/online_papers.php - Toolkits for user innovation and design.

 

http://www.readwriteweb.com/archives/crowdsourcing_million_heads.php - Crowdsourcing: A Million Heads is Better than One.

 

http://zero.newassignment.net/ - Inspired by the open-source movement, this is an attempt to bring journalists together with people in the public who can help cover a story.

 

http://99designs.com/ - Need something designed? Crowdsource it to our community of thousands of designers.

 

http://www.wired.com/techbiz/media/news/2007/07/crowdsourcing - What Does Crowdsourcing Really Mean?

 

http://innovationzen.com/blog/2006/08/01/top-10-crowdsourcing-companies/ - Top 10 Crowdsourcing Companies.

 

http://www.spigit.com/homepage - Helps your company leverage your community of employees, partners and customers by providing a structured process to accelerate breakthrough innovations.

 

http://www.ideablob.com/ - Ideablob is a living, breathing community of ideas.

 

http://blog.wired.com/games/2006/11/qa_in_second_li.html - Q&A in Second Life: Crowdsourcing and Virtual Worlds.

 

http://www.openeur.com/blog/en/2007/08/02/bestprac-en/ - Bestpractice in Open Innovation & Crowdsourcing.

 

http://www.openinnovators.net/best-books-on-crowdsourcing-open-innovation-management-wikinomics/ - 13 pioneering books about crowdsourcing and open innovation.

 

http://vw.stanford.edu/ - The Virtual Worlds Group at the Stanford Computer Science Department is investigating large-scale networked virtual environments.

 

http://www.ideacrossing.com/index.html - Through the design, production, and facilitation of innovation competitions, we empower passionate individuals to voice new ideas and be rewarded in the process.

 

http://www.wikinomics.com/ - Explains how to prosper in a world where new communications technologies are democratizing the creation of value.

 

http://www.openinnovators.net/online-tools-for-innovation-entrepreneurs/ - Online Innovation Tools.

 

http://www.domystuff.com/ - Provides a marketplace where anyone looking to outsource chores, errands, or projects can locate (and do business with) responsible and experienced local help.

 

http://www.strategy-business.com/press/enewsarticle/enews053107 - The Ignorance of Crowds.

 

http://www.triz-journal.com/archives/what_is_triz/ - Triz?

 

http://www.technologyreview.com/read_article.aspx?ch=specialsections&sc=emerging08&id=20243 - Modeling Surprise.

 

http://www.creax.net/ - 838 of the best websites on the web about creativity and innovation handpicked by our team!

 

http://www.nextd.org/ - NextDesign Leadership Institute and the next design leadership movement were launched in 2002 by GK VanPatter and Elizabeth Pastor as an experiment in innovation acceleration.

 

http://www.seriousgames.org/index2.html - The Serious Games Initiative is focused on uses for games in exploring management and leadership challenges facing the public sector.

 

http://seriousgames.ning.com/ - May be a simulation which has the look and feel of a game, but corresponds to non-game events or processes, including business operations and military operations.

 

http://www.applyseriousgames.com/ - Third Annual Conference Leading the Debate on Emergent & Real-World Serious Games.

 

http://blog.futurelab.net/2008/04/reconciling_serious_games_mark.html - Reconciling Serious Games Market Size Different Estimates.

 

http://www.metaversejournal.com/ - We believe that virtual worlds at the very least may bring a new approach to internet-based interaction, and we want to cover their evolution.

 

http://wiki.secondlife.com/wiki/Business_Articles - A long list of business articles on Second Life.

 

http://freshtakes.typepad.com/sl_communicators/ - Exploring the potential of Second Life for business communications, information dissemination and innovation.

 

http://www.purselipsquarejaw.org/2006/03/internet-of-things-working.php - Internet of things: working bibliography.

 

http://www.calfaucets.com/virtual/ - Match any handle with any spout in any of more than 25 finishes to create the faucet of your dreams.  Simply start with one of our popular faucet designs and modify from there, or start from scratch. When you’re done with your masterpiece, you can print it out and take it to a California Faucets Select Dealer.

 

http://www.experientia.com/blog/ - A non-commercial experience design gateway, developed as a public service to all those interested in the broader field of experience design and user-centred design.

 

http://no-retro.com/home/2008/04/28/mass-customisation-and-mobile-phones/ - Mass Customisation and Mobile Phones.

 

http://www.openmoko.com/index.html - Mobile phones, currently closed and self limited, will rival broadband computers. When based on Open standards, they will deliver ubiquitous computing and vanish.

 

http://www.buglabs.net/ - Bug Labs is a new kind of technology company, enabling a new generation of engineers to tap their creativity and build any type of device they want, without having to solder, learn solid state electronics, or go to China.

 

http://servicedesign.wikispaces.com/ - This wiki aims at collecting cases, methods and reflections about Service design.

 

http://www.mepss.nl/ - The MEPSS innovation methodology and tools assist your organisation in creating new product-service offerings.

 

http://www.viaopenbook.com/ - The external panel CAD files for the VIA OpenBook Reference Design are being released under a Creative Commons Attribution Share Alike 3.0 license giving customers the flexibility to bring their own innovative style and brand value propositions to the Mini-Note market segment.

 

http://www.ijdesign.org/ojs/index.php/IJDesign/article/view/220/143#3 - The Product Ecology: Understanding Social Product Use and Supporting Design Culture

 

http://iftf.org/node/1766 - An emerging do-it-yourself culture of “makers” is boldly voiding warranties to tweak, hack, and customize the products they buy.

 


An excerpt from: MARSHALL, J. 2008.  'An exploration of hybrid art and design practice using computer-based design and fabrication tools'. PhD Thesis. The Robert Gordon University.

 

 


STERLING, B., 2005. Shaping things. Cambridge, Massachusetts: The MIT Press.

Bruce Sterling’s book ‘Shaping Things’ (2005) is a thought experiment exploring and extrapolating potential future applications of computer-based technologies. Sterling is a science fiction author best known for his novels in the cyberpunk genre. However, in this work Sterling makes wide-ranging speculations on design, technology, economics and history.  Sterling is not afraid of conjecture, supposition or eclectic language - a fact which has caused this book to be derided by more empirical or positivist commentators.  Nevertheless, in the context of the present study it is a useful indication of the spectrum of ideas currently being considered for the use of computer-based design and fabrication tools towards the development of new orders of object and possible new modes of design practice.

 
Sterling makes a timeline of objects, starting with ‘artefacts’ and going through ‘machines’, ‘products’, ‘gizmos’, and finally ‘spimes’ and ‘biots’ (Table 1). The category of object that is of interest to this study is that of the ‘spime’- a neologism, a contraction of ‘space’ and ‘time’ (or a speculative, imaginary object) – the idea is you no longer look at an object as an artefact, but as a process (Alexander, 2006). This recalls Gilles Deleuze’s definition of an ‘objectile’ (Deleuze, 1992, p.19) where objects are mediated between the virtual and the tangible and become an ‘event’:
 
“The new status of the object no longer refers its condition to a spatial mold – in other words, to a relation of form-matter – but to a temporary modulation that implies as much the beginnings of a continuous variation of matter as a continuous development of form” (Deleuze, 1992, p.19)
 

Type of object
Description
Requirements
User-object relationship
Timeline
Artifact
Simple artificial objects, made by hand, used by hand, powered by muscle
Created one at a time, locally
Hunters and farmers
(Makers?)
Beginning of mankind
Machine
Complex, precisely proportioned artefacts with many integral moving parts that have tapped some non-human, non animal-power source
Specialised support structures for engineering skills, distribution and finance
Customers
1500s
Product
Widely distributed, commercially available objects, anonymously and uniformly manufactured in massive quantities, using a planned division of labour
Supported by highly reliable transportation, finance and information systems
Consumers
Around World War One
Gizmo
Highly unstable, user-alterable, baroquely multifeatured objects, commonly programmable, with a brief lifespan
Commonly linked to network service providers; they are not stand-alone objects but interfaces
End-users
1989
Spime
Manufactured objects whose informational support is so overwhelmingly extensive and rich that they can be regarded as material instantiations of an immaterial system
Sustainable, enhanceable, uniquely identifiable, and made of substances that can and will be folded back into the production stream
Wranglers
About 2004
Biot
Entities that are both object and person – "shape their own shape"
A technosociety where objects are fabricated by redesigning and exploiting biochemical processes
Biot
Around 2070

Bruce Sterling’s evolution of objects (after Sterling, 2005)
 
Sterling’s ‘spimes’ will be uniquely identified objects that will track every interaction throughout their lifecycle. These will be self-identifying, location-aware and self-documenting (Sterling, 2005, p.77). They will change the human relationship to time and material processes, by making those processes explicit and traceable. The flaw in Sterling’s argument is his implicit assumption that by capturing more data about the world that we will have more power over over it. Sterling’s solution to this is to throw this issue over the wall and make a design problem out of it. Designers are charged with creating the systems that will manage all this data and to design the interfaces through which human beings will interact with it. This is where ‘Shaping Things’ gets particularly interesting in regard to this research project:
 
“The modelling arena is where I shape my things.  The physical object itself has become mere industrial output. The model is the manager’s command-and-control platform. The object is merely hard copy.” (Sterling, 2005, p.96)
 

Sterling states that ‘fabricators’ – the likely future developments of RP&M machines will produce these hard copies or ‘fabjects’. However, he points out (Sterling, 2005, p.106) that the virtual representations of the object are more valuable than the objects themselves.

 

http://www.manovich.net/Sterling_shaping_thing.pdf - Shaping Things.

 

http://mitpress.mit.edu/books/chapters/0262693267chap10.pdf - Meet the SPIME.

 

http://en.wikipedia.org/wiki/Spime - SPIME.

 

http://www.boingboing.net/images/blobjects.htm - When Blobjects Rule the Earth.


 THACKARA, J., 2005. In the bubble: designing in a complex world. Cambridge, Massachusetts: The MIT Press.

"Structural changes to whole systems, in the way markets are organized, in the way our transport infrastructures are organized and used, and in the way we work and live, are the hardest changes to effect. Rut just such changes in these areas are already under way. The shift to a service-based economy is one of the most important features of this transition. Think of your mobile phone. You may have paid fifty dollars for the handset - or maybe you got it free. Either way, you probably pay hundreds of dollars for calls and services each year - and those, to all intents and purposes, are immaterial in the sense that you do not need to purchase or use a new device each time you make a call. Many of us already lease, rather than purchase, a device as part of a service contract-a car, a refrigerator, an answering machine, a photocopier. In so doing, we purchase performance-moving, cooling, message taking, or copying-rather than the product itself. Companies are finding, today, that by switching from simply selling a product to selling the optimal performance of a product, they obtain significant financial rewards through, among other things, increasing resource productivity. The trend is to supply enabling platforms rather than stand-alone devices."

 

"The constantly changing flows of people and ideas that characterize a dynamic learning organization, and the quality of interactions with other people and communities and customers, are more important than the boxes we meet in, the chairs we sit in, or the kevboards we punch to communicate with. If innovation is a social process that involves complex interactions among individuals, communities of practice, and customers, then fostering these complex interactions - designing the context of innovation and learning-brings so-called soft aspects of workplace design to the fore. The keyword here is minds in the plural - and in particular the innovative capabilities of groups. Learning happens best when people participate in different communities of practice. The best collaboration environments provide the opportunity to meet, share ideas, discuss, and learn from one another's experiences. We need to interact in them, not pose in them."

 

"People will pay only for what is scarce, personal, customized, tangible, nonreproducible. In a learning society, that's the presence, time, and attention of wise or interesting people. If intellectual value is the presence of other people, often specific ones, interacting formally or casually or both, new business models need to be based not on the sale of content, but on personalized services..."

 

"Among young people who appear demotivated in formal learning situations, learning and teaching occur in a collaborative, highly social way in a game context. Herz continues: "If a gamer doesn't understand something, there is a continuously updated, distributed knowledge base maintained by a sprawling community of players from whom he can learn. Newbies are schooled by more skilled and experienced players. Far from being every man for himself, multiplayer online games actively foster the formation of teams, clans, guilds, and other self-organizing groups." The salient point here for Herz is that "players are a constituency, not just an audience. The designers, far from being auteurs, are more like local politicians." The very nature of the product enables distributed innovation to happen in a parallel, decentralized fashion. "Of course, not all players roll up their sleeves and write plug-ins." she concedes, "but if even one percent contribute to the innovation of the product, even if they are only making minor, incremental improvements or subtle tweaks, that's ten thousand people in research and development.""

 

"The great majority of the world's research facilities are just as narrowlv focused, and the career model of scientific research amplifies the tendency for knowledge to pile up in vertically specialized "silos." Your career goes well if you specialize, and you become a star among stars if you invent a new discipline that nobody else understands. As a result we confront an innovation dilemma. We've constructed ourselves an industrial system that is brilliant on means, but pretty hopeless when it comes to ends. We can deliver amazing performance, but we are increasingly at a loss to understand what to make and why."

 

"Our business models in design have to change if collaborative, open, and continuous design is to flourish. In the past, design was about the form and function of things. These features, which were limited in space and time, could be delivered in a fixed form, such as a blueprint. In today's ultranetworked world, it makes more sense to think of design as a process that continuously defines a system's rules rather than its outcomes. Stand-alone products - refrigerators, cars, cookers, televisions, and widebodied jets-are needed within product-service systems, but the real action will take place among the organizations developing new services and infrastructures."


http://www.cheshirehenbury.com/agility/papers/paper1095.html - Manufacturing industry in the United States may well be on the verge of a major paradigm shift. This shift is likely to take US industry away from mass production, way beyond lean production, into a world of Agile Manufacturing.

 

http://www.nearfuturelaboratory.com/2008/03/18/what-is-manufacturing-in-the-era-of-design-art-technology/ - What Is Manufacturing in the Era of Design-Art-Technology?

 

37 pages of links on product-service systems from Treehugger.


http://www.hm-treasury.gov.uk/independent_reviews/cox_review/coxreview_index.cfm - Cox Review of Creativity in Business.

 

http://www.theworkfoundation.com/products/publications/azpublications/creativeindustries.aspx - Staying ahead: the economic performance of the UK’s creative industries.

 

http://www.dius.gov.uk/publications/ScienceInnovation.pdf - Innovation Nation.

 

http://www.demos.co.uk/projects/codesignbarriersandenablers/blog/gettingtoknowyou - Making the most of collaboration: an international survey of co-design, produced in association with PricewaterhouseCoopers’ Public Sector Research Centre.

 

http://www.nesta.org.uk/assets/Uploads/pdf/Research-Report/creating_innovation_report_NESTA.pdf

 

http://www.nesta.org.uk/assets/Uploads/pdf/Research-Report/hidden_innovation_in_creative_Industries_report_NESTA.pdf


 


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