A few years, I worked with a group of professional artists who were working on a contract for a large consumer electronics "box" store who wanted to co-opt the "cool" of the local arts community.
What we originally planned to do was to create fun, low barrier, highly interactive art experiences for Gen Yers at some of the galleries and clubs that were looking to attract a younger crowd. Reasoning that most people who really get into music are often those who find a way to participate [even if they don't become musicians], we set out to do something similar with visual and performance art.
Some of the events we planned included a contest where a local celebrity would (a) "seed" the beginning of an art piece or storyline that others would enhance or (b) record a digital musical track that others could transform. We also planned to create disposable sculptures on the outdoor mall downtown where passersby would be encouraged to take a minute and add or rearrange elements. We also looked at cross-pollinating works at diverse locations in an effort to expand the audience for the locations [classical music / jazz fusion at a theater, improv comedy at an ethnic art gallery, etc.]. We created a pre-Web 2.0 website that would list scheduled events, encourage visitors to rate submissions, allow community members to upload / download / discuss works in progress, etc.
The most ambitious project included uploads of amateur screenplays under an unrestrictive Creative Commons license that would allow others to use any submission as the basis for storyboards, conceptual art, costumes, and short films where non-artists could audition for parts or act as extras. We wanted to see if we could have short films go from outline to edited film in 30 days or less. Web community members would then vote on the best submissions and the whole thing would culminate in a 2-hour film festival with awards for the highest-rated film. Amateurs were psyched at the thought of strangers building upon their work. The pros were much more cautious or even occasionally antagonistic to the concept.
What actually happened is that the artists leading the project began fighting within themselves over "creative control" [the exact thing we were trying to overcome so that newbies could find a way in] and ended up nearly getting kicked out of town. The gallery owners who were in the most financial trouble HATED the idea of non-artists participating in their world. Our project leaders later argued that the REAL problem was the lack of sophistication in the general population! What was supposed to be a series of fun, disposable events organized throughout the city became a LECTURE to berate the clueless, unwashed masses into better supporting the unappreciated geniuses struggling to survive.
What I learned from the overall experience first is that local arts communities are often NOT cool. Second, amateurs tend to be more willing to collaborate and try new things just for fun [meaning they have little ego / reputation at stake] and that the guidance of pros / experts / would-be gurus can often be disruptive to a collaborative creative process.
Web 2.0 is all about participation in collaborative projects, whether that be ranking user-contributed content [ala YouTube, digg or truemors], turning ON comments re: fan fiction or building loosely-connected networks of friends [Facebook, LinkedIn, etc.]. No doubt that much of the content out there is only one step above spam ["You're an idiot LOL," "Guess what my cat ate for dinner?"] and that much of the hype about is overblown, but the potential for using these methods to make it easier to participate in creative endeavors [rather than learning to simply appreciate the results of others] might still be vastly understated.


