innovation

Creative Collaboration and the Promise of Web 2.0

patternhunter's picture

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.


Innocentive: Crowdsourcing Diversity

Randy Burge's picture
Randy Burge

What starts with the crowd ends in research and development

Randy Burge interviews Alpheus Bingham, co-founder of Innocentive, via telephone on May18th

Alpheus Bingham knew something big had to shift in the way invention and innovation happened at pharmaceutical giant, Eli Lilly. A top R&D executive at Lilly in the mid 1990s, Bingham, along with others, struggled to devise new ways to leverage knowledge to reduce the ridiculously high costs of developing new medicines.

Drug discovery moves at its own expensive glacial pace. Progress is throttled by complex tangles of chemistries, physiologies, mind-sets, regimens, efficacies, budgets, regulators, stockholders, and a thousand other variables. How does a company innovate its innovation?

Bingham scanned the environment for new methods and inspirations to generate more diversity and throughput in Lilly’s R&D idea pool. Creative ferment was high, but the need for change was even higher. How did the Lilly team invent something as radical as crowdsourced R&D in an industry burdened by protocols and status quo?

Lilly, in a bold move, launched e.Lilly to incubate nascent solutions like the one that became Bingham’s crowdsourcing company, Innocentive. But, launching Innocentive was the easy part — could such open-ended crowdsourced potential be integrated into the formal channels of R&D? Dr. Bingham provides some insights and answers to these questions, six years out, for others who are considering the opportunities and perils in employing a crowdsourced workforce.

Innocentive is now adapting its crowdsourcing model to the social philanthropy arena and beyond. It is a story for the innovation ages.

Randy Burge: Wikipedia says that Innocentive emerged, in part, out of a session of the Business Network at the Santa Fe Institute (SFI). Did you get the idea for Innocentive while you were at the institute, or was it something you brought to SFI?

Dr. Alpheus Bingham: Innocentive was not "hatched" at the institute. I was involved in some brainstorming sessions on what is transformative about the Internet with some colleagues at Lilly. That was where the actual hatching occurred. Those discussions led us to file the business process patent that was associated with this effort and that is how the two names, Alph Bingham and Aaron Schacht ended up on that patent.

The role of the Santa Fe Institute had actually predated those events. We had been out to SFI and spent some time talking with Bill Miller at Legg Mason, Michael Mauboussin, and Stuart Kauffman. Stuart subsequently did some consulting for the advisory panel for e.Lilly.

As we were refining it, we were back in and out of the institute. Then, as we were launching Innocentive, we had some more sessions with Stuart. We brought our advisers from the incubator at e.Lilly to SFI to keep them informed. There was a lot of co-mingling that went on.

5/29/07

Vizualizing Collective Knowledge

David Cohn's picture

One of the great abilities of online news is its use of info-graphics to tell a story. Want to know who has controlled the Middle East throughout history? This map can give you a 90-second run down. Curious how many soldiers have died in Iraq and from what country; check this map out (click the U.S. button on the right on and off for the full story).

But a true interactive map doesn't just let you click buttons and watch a flash video. It makes a call out to the masses to share their unique knowledge of local geography, making everyone's understanding of the world better.


Missing the Point at Newspaper Next

David Cohn's picture

At the Newspaper Next workshop in New York last week there was a lot of talk about business models, growth, newspaper "products" and "consumers," all good stuff for sure. But very little was mentioned about how to change the way we do journalism in a connected age.

The talk, led by Stephan Gray, focused on research from the American Press Institute to try and spark innovation in newspapers. Sounds familiar.

But the only mention of using crowds was in relation to "building audiences by fulfilling jobs beyond news." In other words -- the wisdom of the crowd can help find babysitters or recommend good movies.


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