Abstract. The Maker Movement emerged from a renewed interest in the physical side of innovation following the dot-com bubble and the rise of the participatory Web 2.0 and the decreasing costs of many digital fabrication technologies. Classifying concepts, i.e. building taxonomies, is a fundamental practice when developing a topic of interest into a research field. Taking advantage of the growth of the Social Web and participation platforms, this paper suggests a multidisciplinary analysis of communications and online behaviors related to the Maker community in order to develop a taxonomy informed by current practices and ongoing discussions. We analyze a number of sources such as Twitter, Wikipedia and Google Trends, applying co-word analysis, trend visualizations and emotional analysis. Whereas co-words and trends extract structural characteristics of the movement, emotional analysis is non-topical, extracting emotional interpretations.
Abstract. The Maker movement represents a return of interest to the physical side of digital innovation. To explore expectations and values within the Maker movement, we applied qualitative research method, interviewing 10 managers of maker initiative as well as 39 makers from eight different countries. The paper analyses how the Maker movement is contributing to a change in production, logistics and supply chains and how it changes the relationship between producer and consumer. Based on the interview data and supported by literature, the study indicates that the Maker movement has the potential to impact producer-consumer relationships in many ways. Making, on a bigger scale would mean producing locally, de-centralised and on-demand. This would have an impact on the logistics and the supply chain. Long transportation routes would be avoided and shorter supply chains would make some of the-inbetween vendors obsolete. Makers as prosumers, who produce for themselves, are introducing two growing phenomena: a more personalised relationship between maker and object and personalised products as a form of self-expression.
Abstract:The development and adoption of digital technologies in the past decades has modified existing working conditions and introduced new ones in many fields and disciplines. This process has also influenced the field of Design especially with the Open Design and the Maker movements. The article proposes a software library for analysing networks of social interactions over time on Git projects hosted on GitHub. Such software may be useful for understanding social interactions over time on GitHub, enabling thus an overview of participation in collaborative processes and therefore advance our understanding of how platforms connects and influence makers and designers in their collaborative work on Open Design. The article show its application to three cases of (a) discussing the nature and concepts of Open Design, (b) teaching Open Design to interaction design students, (c) the development of a platform for Maker laboratories and Open Design projects.
Beside addressing the emergency, design practice and research could focus on how COVID19 is influencing existing trends in order to strategically plan for a post-pandemic phase where the “new normality” means living in ecological and socio-economic crises. This article focuses on what the pandemic crisis teaches us on the issue of local communities and related digital technologies. How can we design for and with the new kind of communities emerging because of COVID-19? The background of this research is the experimentation and research at the intersection of two themes (as they were before the COVID-19 crisis): the construction of communities related to the place where they are located (community of place), and the design of enabling platforms of re-localizing processes (place-making infrastructure). The article draws an overview of the changes that the pandemic has brought to communities, the emerging hybrid communities of the new normality (i.e., communities before, during and after COVID-19). Finally, it proposes 10 design guidelines for the development of resilient, fair and open platforms supporting and assessing the new emerging hybrid communities and their distributed activities (i.e., platforms for communities after COVID-19).
During the last decades, economic, social and technological phenomena have influenced the role, importance and perception of cities and regions. Cities and rural areas are increasingly divided because of manufacturing and its globalization; digital technologies in manufacturing are introducing more automation in factories, reducing thus the workforce and aggravating these phenomena. But at the same time, the Maker Movement connects these two opposites by adopting such digital technologies with an open approach, enabling a distributed manufacturing ecosystem based on individuals and communities such as Fab Labs, Makerspaces and Hackerspaces that work locally but that are connected globally. How can we measure the impact of Maker initiatives over cities and regions? This article addresses this issue with a research through design strategy that connects both design research and practice focusing on a) a theoretical context that connects peer production, manufacturing and cities and regions, b) a model for measuring Maker initiatives and their impact on cities and regions and c) a tool for the visualization and exploration of such impact. In this way designers, makers and researchers can actively participate in intentionally building the future of the Maker Movement in cities and regions instead of only analysing its present and past.
The challenges posed by the complexity of our times requires the Design discipline to understand the many complex relationships behind the social, business, technology and territory dimensions of each project. processes and organizations (part 2). This scope falls into the Meta-Design domain, where designers build environments for the collaborative design of open processes and their resulting organizations (part 3). In this paper, we address this phenomena by elaborating the Open Meta-Design framework (part 4), that provides a way for designing open, collaborative and distributed processes (including those in the professional design domain). The paper positions the framework among current meta-design and design approaches and develops its features of modeling, analysis, management and visualization of processes. This framework is based on four dimensions: conceptual (describing the philosophy, context and limitations of the approach), data (describing the ontology of design processes), design (visualizing designing processes) and software (managing the connections between the ontology and the visualization, the data and design dimensions).We believe that such a framework could potentially facilitate the participation and the creation of open, collaborative and distributed processes, enabling therefore more relevant interactions for communities. As a conclusion, the paper provides a roadmap for developing and testing the Open Meta-Design framework, and therefore evaluating its relevance in supporting complex projects (part 5).
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