| Micz Flor on Tue, 9 Oct 2001 10:31:01 +0200 (CEST) |
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| [Nettime-bold] The Digital Artisan is Dead! Long Live the New Product! |
THE DIGITAL ARTISAN IS DEAD! LONG LIVE THE NEW PRODUCT!
Agreeing on Standards as a Strategy for Independence
---
New economic models of collaboration such as the Digital
Artisan are still built on a conventional understanding
of the product. If we move attention away from the
product and towards the spaces in-between, literally
nothing seems to stand in our way. It is the interfacing
of products which best describes the new reality. This,
not collaboration per se, holds the strategic key for
independent development.
Micz Flor, Berlin Aug2001 (written for ASU 2)
---
A few years ago, the sudden surge of a revolutionary
scent took hold of the developed world. The 'Digital' had
arrived and melted into all kinds of discourse. The
'Digital' seemed to bring together the social and the
economic, the information and the product, the
communicative and the competitive. Enthused by the
digital era's utopian powers and its free floating
potential of the shockingly new, many alternative
economic and social models were formulated.
Many such models responded to the dramatic changes
perceived in the way we work and the way we exchange
goods and labour. Collaboration became a central tenet in
getting things done. A prominent sign of the time was the
Digital Artisan, originally conceived, conceptualised and
implemented by Richard Barbrook.
Today, the Digital Artisan is dying. At the time of
birth, much effort was spent formulating the differences
between the work process involved in digital media and
the conveyor-belt factory. During this process, one
crucial phenomenon did not receive much attention, namely
the gradual disappearance of the product itself.
The downfall of the Digital Artisan might be used to
outline the profound ways in which the concept of
collaboration is being restructured. Today, efficient
collaboration has little to do with making products.
Instead, successful collaboration focuses on the
interfaces between products: these invisible, almost non-
existent, but immensely powerful and strategic in-between
spaces.
THE RISE OF THE DIGITAL ARTISAN
The 'Digital Artisan' was born in the mid 90s, the last
decade of the 20th century. This was the decade in which
the depressing, economic slide downward was suddenly
overturned by the arrival of the 'there's-no-limit'
digital world, which was vast and as globally networked
as locally possible. The 90s offered us an endless sea of
interactive experience and mind-expansion and, along with
them, a desire for tools and solutions - the key to
success for the Digital Artisan.
In those days, CDs weighed heavier than gold. There was a
belief that the economic logic of the digital world would
ultimately supersede the restraints and repression of the
factory-based conveyor-belt slavery of Fordism. The
effect digitised formats and networks had on day-to-day
life influenced not only the hard structure of markets
and products, but also the soft reality of the way we
live and work. Based on such experiences and realities,
the Digital Artisan was invented as an alternative model
to embrace this change. In fact, further developments of
the concept attempted to postulate all requirements of a
scientific theory: describe the existing structure
sufficiently, expose points of potential intervention to
control the reality of the market, and predict a future
development or - at least - allow a qualified guess.
THE DIGITAL ARTISAN IN A NUTSHELL
In one sentence, within the digital world modes of
working underwent dramatic change, which in turn
generated a new social and economic structure of 'work',
which in turn triggered the emergence of socio-cultural
work structures, then described in Richard Barbrook's
Digital Artisan Manifesto.
But, the most significant change is implied by the
product itself. It is digital. This means that the
existence of a working prototype is all that is required.
Then you can go and launch global distribution. This is
very different from other product cycles. Imagine the
reproduction of the prototype of a car (probably from
Ford). In comparison, the digital prototype is re-
produced at next to no costs. The car, on the other hand,
requires the factory, the conveyor-belt, the workers, the
material, the logistics. When the Digital Artisan is at
work, very little of that is needed. Once the first Tomb
Raider game is burnt onto a CD, the costs of reproduction
are laughable.
More importantly, not only is the product different, but
the production process is a different one entirely. The
Digital Artisan locates himself (mostly him, sometimes
her) in a quintessentially different working environment.
When working in the field of digital media, your skills
are situated at the centre of production. Your skills
will get you a job. Additionally, when a task needs to be
done, you form workgroups which come together to solve
the problem, and everyone chips in their skills. This
means that your work is self-determined and your learning
is too. Workgroups are also project oriented, a distant
cry from the organisational structures of ancient
factories. In other words: it's your decision if you want
to work on weekends or stay in the office late.
THE FALL OF THE DIGITAL ARTISAN
Many factors contributed to the end of the Digital
Artisan. To name but a few, the Internet - which had
played such an important role in his rise - accelerated
his death. Instead of passing work to the skilful Digital
Artisan from the West, the Internet turned out to be a
brute tool of capitalism, buying into cheap HTML and
Flash labour camps in the East and beyond.
Not only was the exquisite position of the Digital
Artisan at risk from cheap competition outside of his/her
cultural region. Even within its own habitat it became
the victim of vicious competition. The implicit irony: an
alternative economic model which positioned itself
centre-left and outside of the old economy would be
suffocated by the most fundamental equation of
capitalism: supply and demand.
In the golden years of the Digital Artisan, there were
very few skilled in quite the same way she was. This
potential was immediately discovered by all sectors of
society, and to reshape society as a whole. 'Digital'
became desirable not only for education and economy, even
art and culture, but also ex-convict rehab programmes,
adult education courses, training centres, weekend public
library courses. You name it, it discovered the Digital.
In the end of this intense and short period of
development, the Digital Artisan lost its exclusive
status and became cheap.
But was the Digital Artisan all that new in the first
place? Despite his futuristic and utopian assumptions,
the Digital Artisan's concept of work, products and
resources was astonishingly closely to those of times
prior to the industrial revolution - which is not that
surprising given the name 'artisan'. The pre-modern
artisan would contribute his specific skill and artistry
to a project, let's say building a gate. One would be the
blacksmith doing the iron work, another artisan would
contribute the masonry. By combining their skills, they
would build the gate. In theory and practice, the Digital
Artisan would do the same. Together they would build the
CD, the software, the website, the trailer. Following the
same principle, collaboration meant working on a product
together. The fact that it was digital is more or less
secondary.
AWAY FROM THE PRODUCT AND BETWEEN THE PRODUCTS
The concept of the Digital Artisan so clearly illustrated
a contrast to the Fordist model of factory production
that it ended up proposing something new by doing the
same... only differently.
Modelled on pre-industrial concepts, the Digital Artisan
failed to give full credit to the dramatic change of the
developmental Process, while pondering the product.
Collaboration would still be measured by the outcome,
functionality and/or acceptance of a product. This
product would be the result of a more flexile work
process, but it was still oriented towards deadlines and
budgets.
True, collaboration is a mighty strategy for developing
products in the networked world. Looking at successful
collaborations today, the Linux OS is most commonly held
up as a shining example. And rightfully so. But what is
most striking about successful products in the Open
Source community is not the product itself, but the
process by which such collaborations become powerful.
Prior to product development, yet another process of
collaboration lays the most essential foundation for any
larger development: the invention and agreement on
standards and interfaces. The key to new modes of working
in the digital age is the collaborative decision making
on standards, rather than combined efforts of developing
applications.
THE WIN-WIN SCENARIO OF COLLABORATIVE DECISION MAKING
One prominent example of the powers of standardised
interfaces is the development of the Apache webserver.
And for good reason, since this example is rooted in the
Open Source community. Standards require two things:
clarity and transparency - not necessarily key objectives
of most software developers aiming to own code and patent
algorithms.
What the Apache webserver does is hand out required files
using the Hypertext Transfer Protocol HTTP. There are
many applications which do exactly that. What makes
Apache so interesting however is the clear definitions by
which third parties can produce plug-ins to be used by
Apache before returning HTML to the users. Such
applications are called Apache Modules.
Running a module on Apache means little to the Apache
application. It simply means passing a piece of text onto
the module before sending it back through the Internet.
All the work is done by the module. One very successful
example is the module for PHP, which allows the creation
of flexible and dynamic webpages. Many similar modules
exist which allow the expansion of the Apache webserver
into a powerful tool, interacting with many different
applications or data formats on the server.
Once interface standards have been established, this co-
evolutionary development becomes like a chicken and egg
race (if there is such a thing). Media Players are a very
good example of this process. If you want a player to
become very prominent, it should support many types of
media. And if you develop a new codec for playing video
or audio, you would want it to be compatible with as many
players as possible. The Player is little more than a
shell in which codecs can be placed. And the strength of
that shell is the clarity and transparency by which the
interface standards are defined.
AGREEING ON STANDARDS AS A STRATEGY FOR INDEPENDENCE
Agreeing on standards is not exactly new, in fact it is
one of the foundations of the industrial revolution
(following artisanship...). What is new though is the
strategic use of such standards to remain independent and
flexible, not unlike the initial goals of the Digital
Artisan.
We can observe such a process today in the field of
streaming media. In terms of market presence, Microsoft
and RealMedia are in a neck-to-neck race. Sticking to
their very corporate policy, neither would release their
property (i.e. codecs) openly. Quite the opposite.
Smaller developers who are trying to establish themselves
on the market are increasingly going for alternative
solutions.
In the case of video streaming, this seems to be MPEG-4 -
instead of Windows- or RealMedia. With such a mutual
agreement in place, independent developers can work on
their individual products while still ensuring a cross-
compatibility between products. If you are working on
motion tracking for MPEG-4 or live streaming for MPEG-4,
it seems obvious that in the end your motion tracking
software can be used for a live video stream as well, as
long as both systems are based on the MPEG-4 standard.
Such common denominators, i.e. standards and interfaces,
might well break the backs of larger corporations with a
less developer-friendly attitude.
STANDARDS WANT TO BE FREE
The Digital Artisan was conjured up to describe a new
mode of collaborative working. Its shortcomings are
twofold: its failure to provide an accompanying
redefinition of the outcome (i.e. product) of its
collaborations and a thorough understanding of the
qualitative changes in collaboration itself.
It could be argued that by proclaiming the necessity of
generalised standards and interfaces between products, we
seem to be re-entering the first phase of the industrial
revolution all over again: re-confirming the rule of
standards as the key to mass-market conveyor-belt
production.
In which case, it seems even more significant to stress
the importance of collaborative work on standards and
interfaces, as well as demanding that such standards and
interfaces should exist in the Public Domain by default,
thus resisting the 'destiny' of private property.
Micz Flor - micz@mi.cz
content and media development http://mi.cz
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