Democratizing Technology: Pleasure, Utility and Expressiveness in DIY and Maker Practice Joshua G

Democratizing Technology: Pleasure, Utility and Expressiveness in DIY and Maker Practice Joshua G

Session: Fabrication CHI 2013: Changing Perspectives, Paris, France Democratizing Technology: Pleasure, Utility and Expressiveness in DIY and Maker Practice Joshua G. Tanenbaum Amanda M. Williams Audrey Desjardins Karen Tanenbaum Simon Fraser Wyld Collective Ltd. Simon Fraser Simon Fraser University Montréal, QC, Canada University University Surrey, BC, Canada [email protected] Surrey, BC, Canada Surrey, BC, Canada [email protected] [email protected] [email protected] ABSTRACT retrieved a previously obsolesced practice or function; and DIY, hacking, and craft have recently drawn attention in that it had the potential to reverse into an unanticipated HCI and CSCW, largely as a collaborative and creative opposite outcome (a nod to our ability to imagine a hobbyist practice. We shift the focus from the recreational dystopian extreme for any technological advance) [33]. elements of this practice to the ways in which it Technological practices, from this perspective, are never democratizes design and manufacturing. This democratized isolated from their social or economic contexts, or from the technological practice, we argue, unifies playfulness, history of previous technological practice. utility, and expressiveness, relying on some industrial infrastructures while creating demand for new types of tools The industrial revolution effected radical technological and literacies. Thriving on top of collaborative digital transformations of Western society that started in Britain systems, the Maker movement both implicates and impacts and spread across the world. Industrial infrastructures thrive professional designers. As users move more towards on interoperability, standardization of measures and personalization and reappropriation, new design components, and specialization of knowledge and labor. As opportunities are created for HCI. advances in manufacturing, metallurgy, energy production, transport, textiles, and agriculture reshaped the landscape, Author Keywords the population exploded and a new “middle class” of DIY; Appropriation; Design Theory; Maker Culture; workers emerged. With these technological advances came Steampunk; Hacking; Craft a host of social transformations: the spread of literacy, a ACM Classification Keywords new urban environment, and a newly framed relationship H.5.2 [Information Systems]: User Interfaces –prototyping; between work and leisure time [4]. The human capabilities necessary to achieve industrialization were quite different INTRODUCTION from those that were developed in pre-industrial societies. Technology has always played a central role in how we At the same time, the sum of human knowledge was structure our societies. Marshall McLuhan’s mentor Harold exploding: philosopher Pierre Levy is commonly cited as Innis distinguishes between communication media that are identifying the period of 1751-1772 as “the end of an era in biased towards space (e.g. easily transported and which a single human being was able to comprehend the disseminated) and media that are biased towards time (e.g. totality of knowledge” [29]. As human knowledge grew, it cast in clay, metal, or stone, and capable of enduring became increasingly necessary for individuals to specialize, indefinitely) [23]. He argued that the dominant bias of often at the cost of broader know-how. Whereas knowledge communication technology in a society shaped the of basic handcraft and agriculture was once common, in the character of that civilization, both in how it was perceived new urban environment one could go through life without through history based on what was preserved in the material ever having to repair a cart, milk a cow, or sew a dress. record and in how it administrated itself while active. Following this, McLuhan went on to develop some of the If we broadly apply McLuhan’s laws to the industrial earliest theories of electronic media, positing four “laws of revolution, we might say that it enhanced manual labor media”. These laws of media framed all technologies in practices by extending and automating manufacturing and terms of their social impacts within the context of human agricultural processes. It obsolesced many of the individual technological development. He argued that every medium craft practices of the day, replacing handmade items with enhanced or extended some human capability; that it mass produced “products”. At the same time, it retrieved a obsolesced some previous technology or practice; that it set of classical values around education and self- improvement through the rise of widespread literacy, and it reversed into a machine culture that treated everything as a Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are resource to be consumed, while rendering the workings of not made or distributed for profit or commercial advantage and that copies that machine increasingly unknowable. The technologies bear this notice and the full citation on the first page. To copy otherwise, underlying our modes of production continue to transform, or republish, to post on servers or to redistribute to lists, requires prior however, with computation now heavily implicated in their specific permission and/or a fee. CHI 2013, April 27–May 2, 2013, Paris, France. evolution. While industrial mass production remains Copyright © 2013 ACM 978-1-4503-1899-0/13/04...$15.00. 2603 Session: Fabrication CHI 2013: Changing Perspectives, Paris, France significant, we now see a return to individualized practices, infrastructures around materials and standards, and the as exemplified within the DIY (do-it-yourself) community. crucial role of knowledge sharing and building new Within HCI, we have recognized this trend, but treat it literacies. Our presentation of these elements, admittedly, mainly as a recreational practice. But the merging of craft reflects our enthusiasm for them as participants. However, and industrial methods has led to shifts in production that our later discussion of the implications for our own have been referred to as a “third industrial revolution” and professional technical practices and society at large takes a thus is a phenomenon worthy of more serious study [3, 45]. step back from this optimism to reflect on the complex politics and challenges of democratized technologies. In this paper we take an interdisciplinary approach to investigating democratized technological practices– a DIY FOR HCI broad cultural shift in how people engage with technology. The practices of hacking, craft, and DIY have been of As practitioners as well as researchers, our participation in increasing interest to HCI researchers in recent years. A DIY and Maker cultures provides us with a valuable 2009 CHI workshop attempted to establish a dialog perspective on this material, but it also frames and inflects between CHI attendees and DIY aficionados, many local to our analyses in complicated ways. We variously self- the conference venue [12]. A paper on IKEA hacking identify as scholars, designers, makers, artists, Steampunks, highlighted the relationship between standardized parts and and entrepreneurs with professional practices that materials and the ease of distributing and following craft encompass academic and industry research, ethnography, instructions [42]. A survey of DIY practices from mileage and technology design. Our research employs a range of runs to Maker Faire characterized these “productive leisure qualitative methodologies, including online and in-person practices” as concerned with identity production, skill, ethnographic studies of Steampunk Makers [44], reputation, participation, norms of sharing, learning through participant-observation with Thai crafters, and interviews teaching, and communities and collectives of practice [48]. with hobbyist and professional programmers. Some of our Discussions of “expert amateurs” examine the underlying fieldwork has taken place at Maker Faires and similar value of low barriers to entry to creating DIY projects, events in Vancouver BC, Montréal QC, Portland OR, creativity, learning and sharing [28, 44]. This collection of Beijing, Shanghai, and the San Francisco Bay Area. Our literature from the HCI community has emphasized the participation in these events has been as Makers, pleasure, expressiveness, and communicative practices organizers, and teachers: we have shown our own creations, involved in DIY and crafts, rather than the utility of their coordinated larger participatory installations, and led end products or their ability to generate profit. workshops and classes on specific making techniques. It is Hedonized Technology and HCI in the negotiation of these different perspectives that we In this respect, the trends described in the HCI literature fit have observed the emergence of a wide range of the definition of “hedonized technologies”. Science, democratized technological practices in Maker culture. To a technology and society (STS) scholar Rachel Maines notes certain extent, our participation in these communities that “any technology that privileges the pleasures of encourages us to adopt a sort of “unflinching optimism” production over the value and/or significance of the product about the value of these practices: there is a prevailing ethos can be a hedonizing technology” [31]. While Maines’ in these communities that “making is better than buying” discussion of hedonization provides a good theoretical fit and we acknowledge that we share many of these values for hobbyist Maker practices,

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