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Amateur Education, User-Created Content, and Internet2
Jeffrey Bardzell, Ph.D.
Human-Computer Interaction Design
School of Informatics
Indiana University
Computer Imagination
What you’ve been doing all along, only better
Vs.
Truly transformative designs
Researching for Imagination
• Study cultures of innovation
• Consider major online trends in the past 2-3 years– Social networking
applications– MMOGs and MUVEs– Amateur multimedia
Who Are the Users?
• Don’t watch much broadcast TV
• Every day engage with most if not all of the following:– RSS news aggregator
(favorite blogs)– YouTube– Facebook– Second Life– World of Warcraft
• Example: How did we learn about Virginia Tech?
Era of the Social Platform
• Massive communities, formed of thousands or millions of micro-communities
• Participant-created content
• Entertainment, leisure-time, personal, and even intimate
Paradigmatic Shifts
• Message-making is becoming radically decentralized• People increasingly create, rather than consume• Change in the composition of the “creative class”
– In the past: professional designers with college degrees in telecommunications, fashion and interior design, etc.
– Now: they are “regular” people--students, stay-at-home mothers, etc.
• Social interaction is media-intensive– Bandwidth is a problem
Community-Platforms
• Tight coupling:– Easy/accessible authoring tools– Micro/macro-network
distribution channels
• Examples:– Webcam/iMovie + YouTube– Flash + Newgrounds– Blog software + blogging
communities– Second Life authoring + Second
Life “game”– Facebook software + Facebook
social networks
Education vs. Corporate Uses
• Control– Corporations want to
control their brands, IPs– Educators desire to turn
control over to learners• Social constructivism
• Desire to learn– When consumption
becomes creation…– … Learning becomes
entertainment
Case Study
Amateur teaching and learning in Second Life
Introducing Second Life
• What?– Participant created
3D virtual world
• Who?– 5.8 million user
accounts– 25-35k in-world at a
time
Education in Second Life
• Real-life educators in SL– Huge, vocal, innovative
group who are wonderful to behold
– But I’m not going to talk about them today
• Amateur educators in SL– SL users who become
experts and leaders and move on to help others
– Offer bottom-up “theory” of teaching and learning
Amateur Educators
• Why amateur education matters– Disconnected from
professional/academic pedagogical discourses, not overwhelmed by them
– Presumably medium-appropriate
– Users will accept it
• Motivations for prospective teachers– Enhancement to own
reputation– Financial compensation– Desire to help/promote
Second Life
Forms of Amateur Ed in SL
• In-world– LSL and modeling events– One-on-one in-world
mentoring– Volunteer mentoring
positions– Subculture events
• Learn 3D modeling at an S&M-themed dance (!)
• Out-of-world– Wikis– YouTube videos– Tutorials on blogs
SL Amateur Educational Videos on YouTube
Video: How to design hair in SL (published on YouTube)
Learning Outcomes
• Discrete skills– Scripting– 3D modeling– Photoshop, Flash, Poser
• “Professional” skills– Animation– Sound design– Fashion design– Virtual environment
design– Video editing– Video game design
• Abstract/academic dispositions– Criticism– Professionalization,
disclosure, ethics
• Interpersonal skills– Conflict resolution– Self-presentation (“digital
hygiene”?)
Problems with Amateur Education
• Under-theorized– Emergence of amateur
theory
• Oriented towards discrete skills
• Technologies holding it back– SL’s performance and UI
won’t cut it
Nascent amateur theory at AnimeMusicVideos.org
Implications for I2 Ed
• Look not just at the technologies– What they make
possible– What existing
problems they may solve
• Look also at cultural logics– Open source vs. Microsoft– YouTube vs. “Must-See TV”– Blogs vs. MSNBC/Fox, – Machinima versus UbiSoft
• Massive communities of serious amateurs are producing cultural content that competes with and threatens top-down, mainstream culture
Conditions of Possibility
• At the micro-level– In-situ learning– Multimodal
communication channels– Serious hobbyist-
teachers
• At the macro-level– Socially constructed
values– Institutions and
bureaucracies– Cultural motivations
Conclusions
• Ongoing, situated learning saturates every level of cultural production online
• Learning is a part of the pleasure and one of the requirements of participation
• Leadership implies teaching and mentoring• The unit of analysis at which all of this operates is not “the masses”
but rather social networks of typically 10-50 people• Authoring tools, distribution channels, and consumption clients are
tightly integrated and will demand significant bandwidth and collocated resources
Thanks for attending!
Jeffrey Bardzell, Ph.D.Human-Computer Interaction DesignSchool of InformaticsIndiana [email protected]