Maker Culture

Mankind has always been eager to make and build, design and create. It is also in our blood to take something that has already been made or created, and make it better or different, or even just tinker with it to see how it works. This is essentially the spirit behind the Maker Culture. This relatively new movement is the tech-based mash-up of independent creatives (DIY), hackers, designers and programmers. Unique characteristics of this culture are the focus on learning the requisite skills on one’s own and/or through a vast network of fellow makers, and the importance of sharing information, whether software or hardware based, know as Open Source. In this sessions we will visit the ideas behind being a consumer vs a creator, tools vs toys, 3D printing and micro controllers, and talk about obsolescence in today’s tech era.

We are witnessing a major era of technology consumerism. Today’s world is absolutely saturated in all-things-tech. Day in and day out we immerse ourselves in a digital environment that is so ingrained in our routines, work, study, play, etc. and many times it is so transparent that we hardly remember that it’s even there. We will use the average tech-user’s morning as an example, because the entire day would be quite the undertaking, and you should get the point just fine with this slice.

We use our phones to wake us up, maybe with a customized tone or progressive glowing light. Many of us have a device that will let us know what the day ahead looks like – weather, morning news, traffic reports, stocks. We might use the device to play music while we shower, or knock a cartoon pig off a tower of rocks while we “take care of business”. I use my phone to time my soft boiled eggs for breakfast. Some phones will automatically lock the house upon the user’s exit. Our cars connect to our mobile devices to continue playing our music or help with directions. Our digital schedules are ready to alert us about the first class we have, or a meeting we set up, or to remember to stop by the bank to pay a bill.

Just in this referenced time period, we aren’t even at work or school yet, at which point computers, tablets and other tools that we rely on to accomplish what we need to each day come into play. Or the time we spend binge watching TV shows or new movies at night. And surely there are other things we connect with, use and rely on. And some people might opt for a more natural and organic start or end to their day. But the idea here is that this really is the picture of the present, and the future is going to be even more so.

This topic is called Consumer vs. Creator not to make you elect yourself as one or the other, but because as digital artists and creatives, we need to remind ourselves to often snap out of the consumer role and be proactive in the content and creative experiences that the rest of the world is chewing up all day every day. There is a lot of work out there for people who can help make these experiences more pleasant, easier, faster, more efficient, cooler, more fun, etc. And those of you who tap into this will find great success and satisfaction, but also help keep yourselves in control of these moments of reliance. If you can observe how you or others react and respond to the stimuli of the apps we use or the games we play as the role of the creator, then ideas start to form, problems start to get solved and overall experiences can begin to improve. It could be visual, aural, code-based, animation, physical, etc. Maybe it’s the design of something that catches your eye and makes you stop for a moment and think, “Wow, that’s really smart. Look at the way this catches my attention and feels so intuitive.” Then this will stick with you as you begin your own adventure down a future design or creative moment.

So keep consuming. But consume in a way in which your brain is actively analyzing and processing what it is that is working behind the scenes, and what it is that could be done better.

 

Please read the following articles by Jason Hreha, “Be a creator, not a consumer” and Diana Stepner, “Why the future will be made by creators, not consumers.”

This podcast by James Altucher with Tyler Cowen is quite enlightening. Please take the time to listen in.

Almost every kid who gets hooked on digital media faces the great temptation of the branding of creation. What Adobe program they are running, which OS is better than the other, how many plug-ins they have for motion graphics, etc. What is usually missing here is the emphasis on a clear understanding of the principals and aesthetics of good, solid design, creative product and successful storytelling.

So often fresh graduates will go into an interview process seeking out the great new future after their career in college and jump to the conclusion that employers only care about what programs one can operate. This train of thought will not get you far. A good creative employer will want to know far more about ones inspiration, influences, aesthetic dynamic and problem solving skills, not what shortcuts you might know in Photoshop.

Quite a few of our students choose alternate paths when selecting the video, audio or image editing software they need to accomplish their creative goals, and much of it is very affordable if not free. It might not carry the cultural weight of a brand like Adobe or Apple, but does this mean that these students are less desirable than those who are savvy with the industry leading standards? Absolutely not. These are merely tools. Tools that we pick up along the way that help us bring our visions to life. It is the creative spark and ability to relate to our culture, and share stories and inspire that is most crucial here. Just because you have the best pen doesn’t mean you have good penmanship.

Scenario: You’re out to dinner with some friends for sushi. The platter of culinary perfection is set on your table offering a wonderful display of color and pattern, not to mention the delectable assortment of vegetables and proteins. Before you can even say “sake bomb”, your friends have already taken a picture of the spread, added some cool filter and meme text and posted it to social media. The resulting images are impressive and professional yet your friends’ degrees are in history, business and physical therapy. Is this magical button a tool or merely a toy? Is it possible to be both? What is most important is the intention behind the work – will it inspire? Will it entertain? Will it last? If you have the eye and intuition, you might  be able to really take advantage of these little utilities. They could save you time and essentially money if they can achieve the same result you could get with ample time in a program like Photoshop. But you might be able to elevate it even more with the actual tools you have been training with. This is when you have the opportunity to shine, and rise above the simple users and their toys.

The technology of 3D printing is not anything new. It has been around since the early 1980s, at which time it was called Additive Manufacturing (AM) and was originally set around a process involving various polymers which would be hardened with ultraviolet light. In 1984 Chuck Hull patented a system called stereolithography, based off the UV process, but focusing more on applying super thin slices, cross sections of a model, on top of one another. It was at this time when the STL file format was first established. This format is still very prominent today in the world of digital 3D printing.

Several years later in 1988, a new process of AM was introduced by S. Scott Crump known as fusion deposition modeling. This is primarily the same process that most artists using 3D printing enthusiasts today. This method involves pushing a spool of special plastic filament into a super heated feeder and extruding the melted goo through a very small nozzle. This thin thread of hot plastic is layered upon itself over and over again, slowly building up the form of the model that the artist or engineer has sent digitally to the machine.

Since its introduction in the 80s, the technology has taken some epic steps forward in its evolution. Advances in the mechanical process have gone down many paths, some dead-ends, some became absolute breakthroughs in technology. The materials, too, have been under incredible development.

The most impressive aspect of this relatively new artform is its accessibility to the masses, and the flexibility of the actual mechanics. Today, the cost of a simple 3D printer could be as low as $150. This is astonishingly low, compared to what this technology cost even just 10 years ago. Many machines are extremely customizable, allowing for adaptations such as dual extrusion, refined nozzles, printer bed expansion, and so on. This is an important factor in today’s maker culture. Artists are actually designing parts for 3D printers that your own 3D printer could print in order to enhance its capabilities. Some 3D printers are even completely 3D printed themselves! This really is the first time we have seen this breakthrough in technology, where manufacturing is almost evolving on its own.

The other fascinating aspect of the maker movement within this technology is the open accessibility of an enormous pool of digital models. The 3D printing community is generally very open to sharing information via open source hardware sites such as http:www.thingiverse .com. Thingiverse was started by Zach Smith in 2008 as a repository of DIY information on building printers, troubleshooting issues, forums on all things 3D printing, and most treasured – an expansive library of finished models available to the public for free.

Implications of 3D printing are endless. There are people using this technology to print cars, houses, computer motherboards, musical instruments, etc. The medical industry has exploded with new experiments in printing human tissue for various transplants and prosthetics.

Did you know? The Mansfield Library on the University of Montana campus in Missoula offers a great 3D printing service. They currently have two types of printers. One type is Fused Filament Deposition. This form of 3D printing is the most basic, with very thin layers of PLA bioplastic layered up and up to form a three-dimensional object.  For this they use a Makerbot Z18 printer.

The second type is a Stereolithography (SLA) printer. They use the Formlabs Form 2 printer. Check out their webpage: https://www.lib.umt.edu/tech-spaces/pawprint/printing/3d-printing.php

This short film introduces Chuck Hull and shows us how exactly his stereolithography process works.

Check out this short film by the Gadget Show on the impact of 3D printing in medical science.

EXTRA READING:

As creators and consumers, it is important to keep in mind some big issues that are out there, to keep us smart and maybe even safe. The concept of planned obsolescence is something that many of us have never heard or even thought of directly. It’s a practice that has been around for quite some time, mostly being credited to the auto industry. The general idea is that manufacturers had to come up with a way to keep the consumer coming back and spending money. With cars, it was the development of a new model each year, one that made the previous seem subpar or even dated. Sound familiar? Today’s industries are filled with these practices. The electronics companies are very keen on obsolescence, making sure we consumers feel like we must keep up with current trends, faster this, thinner that. And the result is usually a complete replacement item and the old one more or less gets thrown out. This is a huge problem in our society, and it happens without many of us paying attention to it because our eyes are glossed over by the sleek sexiness of brilliant branding.

So what is the solution? Consumers standing up for their rights is something that is becoming more common, but it is really tough to be heard by some of these monster companies. There is a movement happening with smaller competitors in the tech sector that are trying to address this problem. We are seeing products from mobile phones to cameras to computers that are being delivered with the promise of extended lifespans via expansion and adaptability. Blackmagic has introduced a new professional digital camera that will accept new internal parts as they are improved over the years, like sensors and battery components. There are some phone companies (mostly in Europe) that have made models where every element, camera, screen, microphone, speaker, etc. can be easily swapped out for a new one, without having to toss the entire package is something breaks or improved technology is released.

The BBC has recently reported about the fire Apple is under from law makers in France. Read this article.

This film sheds some light on obsolescence and brings to the table some innovative solutions that hopefully some of the major manufacturers with pick up on to help reduce excess waste and keep us all from unnecessary spending.

This is a pretty clever animation/song about this topic. I will forewarn you that there is some inappropriate language for those possibly sensitive to that.

According to Jason Hreha, there are 300 hours of video uploaded to YouTube every minute. This is approximately __ lifetimes of video content placed on YouTube each day?