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Différentes collectivités : experts et amateurs

Débat en ligne – 8 juillet 2009, 16.00 CET


Un des aspects importants du domaine numérique actuel est la relation radicalement différente qui existe aujourd’hui entre le public et le producteur. Le « contenu généré par les utilisateurs » ainsi nommé se voit attribuer une valeur identique aux sources traditionnelles « objectives » qui proviennent « d’en haut », d’une autorité. Le pouvoir qu’a Internet de connecter les gens a fait naître de nouvelles manières de coopérer, telles que le crowd-sourcing, où diverses communautés présentent des possibilités qui ne sont pas offertes dans le monde analogue.

Le concept d’Académie, ce monde hiérarchique offrant des places relativement limitées à des autorités communément acceptées afin de produire notre savoir, semble être renversé par la population, une déflagration d’individus et de personnes offrant leurs informations et commentaires là où tout le monde peut être à la fois producteur et consommateur, acteur et public.

Résumé de la discussion

Le deuxième débat en ligne s’est centré autour des changements qui s’opèrent dans la relation entre le public et les organisations culturelles. Vincent de Keijzer, architecte de l’information au Musée municipal de la Haye, et Roel Klaassen, manager à la plateforme néerlandaise pour le design, Premsela, nous on fait part de leurs expériences avec les « amateurs » et les « experts ».

Suite aux résultats du premier débat en ligne, la discussion a montré que les changements s’effectuent des deux côtés. Tout d’abord, le public moderne, surtout les plus jeunes, ne considère plus l’autorité des institutions comme allant de soi. Ils sont désireux de s’impliquer dans un processus interactif. Deuxièmement, les organisations culturelles ont également beaucoup à gagner en invitant leurs publics à contribuer à leurs ressources de savoir : cela leur offre une meilleure visibilité (donc plus de visiteurs) et améliore le partage de savoirentre les experts et les amateurs.

Les nouvelles technologies ont aidé à effectuer un grand pas en avant en ce sens, mais les participants de la discussion étaient unanimes sur un point : le plus gros obstacle reste au sein des organisations culturelles, où les professionnels de la culture et les experts reconnus comme tels se montrent souvent sceptiques quant aux nouveautés qui apparaissent dans les manières de procéder. Vincent de Keijzer a expliqué que le meilleur moyen de les convaincre est d’instaurer de simples projets pilotes assez proches de leurs tâches quotidiennes afin de leur montrer directement la valeur ajoutée qui apparaît lorsqu’on implique le public, sans pour autant troubler l’activité principale du musée. Le projet Wiki Loves Art est considéré comme étant un bon exemple à suivre (les photographes amateurs étaient invités à prendre des photos de haute qualité d’œuvres d’art dans les musées).

New technologies helped making a great leap forward in this sense, but the chat room was unanimous: the biggest obstacle remains within cultural organisations, where cultural workers and established experts are often sceptical about changing processes. Vincent de Keijzer explained that the best way to convince them is to set up simple pilot projects that are close to their everyday practice – directly showing them the added value of involving the public, without creating much trouble in the core activity of the museum. The Wiki Loves Art project is considered as a good example to follow (amateur photographers were invited to take high quality shots of artworks in museums).

One participant raised the point that giving too much power to the ‘amateurs’ can threaten the knowledge carefully built and maintained by experts. Another participant, Goran, noted that in his experience ‘amateurs’ appreciate the guidance of expert professionals. However, for the interaction to be successful, the experts need to be humble in their coaching role and open tocontributions from amateurs.

Obviously new participatory models are occurring in the cultural sector, but they need to be supported as a whole to realise their full potential.

Outline of the debate

Catering to a different audience

  • What is the online audience expecting from cultural organisations (like museums), compared to the traditional offline audience?
  • In the digital paradigm, is interactivity a "threat" to the authority of the museum as a knowledge institution?

Reinventing the trade

  • As computer technology enables the public to create their own designs, what is the added value of the professional designer?
  • Can digital technology unlock the creativity, as well as the wisdom of the crowd?

From product to process

  • Should cultural organisations focus on the artistic process rather than the final outcome?
  • What is the future of venues like museums in such a process-oriented digital context?

Invited speakers

Vincent de Keijzer
Information architect at Gemeentemuseum Den Haag (Municipal Museum, The Hague)

The Hague's Municipal Museum is experimenting with new ways of relating to its audience through the project "Gemeentemuseum 2.0”, coordinated by Vincent De Keijzer. As a pilot to redefine the museum as a centre of expertise, the website http://www.delftsaardewerk.nl/ will be launched in November 2009. Enthusiasts of Delftware pottery can interact with museum experts and each other, upload information, or share pictures of privately owned pottery.

Roel Klaassen
Programme manager at Premsela (Dutch Platform for Design and Fashion) and running 'People's Republic of Design', a four-year programme on amateurism and open design culture.

Klaassen juxtaposes Andrew Keen’s ‘cult of the amateur’ with Charles Leadbeater’s We-Think to try and redefine the role of the designer in the digital age.

Transcript of the discussion (click to read)

Background information

The Sheep Market is a collective project based on MTurk. MTurk stands for Amazon's Mechanical Turk, a system to get people to do small tasks via an API for small amounts of money. Whereas most of the tasks are about data verification, this task involved drawing a sheep. 10,000 sheep in total were accepted, arranged on his site and then offered for sale. Aaron Koblin, the creator of the Sheep Market, has written his thesis about the experience.

SwarmSketch is an ongoing online canvas that explores the possibilities of distributed design by the masses. Each week it randomly chooses a popular search term which becomes the sketch subject for the week.


Gemeen is a platform for experiments and discussion, initially for internal use within the museum to share ideas and projects and work on them collectively. It should evolve into an open source platform where the museum can share “problems” and ideas with external parties to come up with smart solutions. A paper on how this platform can also create organisational change was presented at the Museums and the Web conference 2009.

The Cult of the Amateur is a book written by Andrew Keen. He explains how free but substandard culture produced by Internet 'amateurs' is destroying our culture (read the critique on The New York Times). It follows his essay, Web2.0, published in the Weekly Standard, comparing the Web2.0 with marxism.

" We-think explores how the web is changing our world, creating a culture in which more people than ever can participate, share and collaborate, ideas and information." We-think is a participatory book project initiated by Charles Leadbeater.

We want to look at the new way knowledge is now being generated: do traditional creators of content (like artists and journalists) need to reinvent themselves? Maybe in some ways the creation of content itself will no longer be the driving force of creativity, and artists will gradually shift attention from product to process. Projects like The Sheep Market and Swarmsketch have shown the potential of such ways of interaction.


Where is the added value in places where the “academy” and “the commons” come together? How can we use the power of the collective in a cultural context?


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