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Archive for September 3, 2007

Informal Learning and the “75/25 Rule”

From the Informal Learning reference on Wikipedia:

Learners get only about 25 percent or less of what is used at work through formal learning. The majority of companies that provide training are currently involved only with the formal side of the continuum. Most of today’s investments are on the formal side. The net result is that companies spend the most money on the smallest part - 25% - of the learning equation. The other 75 percent of learning happens as the learner creatively adopts and adapts to ever changing circumstances. The informal piece of the equation is not only larger, it’s crucial to learning how to do anything.

Creative Collaboration and the Promise of Web 2.0

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 idea 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.

Hard Work and Risk

Seth Godin on hard work:

Sure, you’re working long, but “long” and “hard” are now two different things. In the old days, we could measure how much grain someone harvested or how many pieces of steel he made. Hard work meant more work. But the past doesn’t lead to the future. The future is not about time at all. The future is about work that’s really and truly hard, not time-consuming. It’s about the kind of work that requires us to push ourselves, not just punch the clock. Hard work is where our job security, our financial profit, and our future joy lie. [sethgodin.com]

Digital Media and Learning Competition

Digital Media and Learning Competition:

HASTAC and the MacArthur Foundation are mobilizing the field of Digital Media and Learning through a $2 million open call competition, supporting all generations of educators, learning entrepreneurs, and communicators. The Competition is designed to support pioneers who use new technologies to envision the future of learning. We seek innovators developing formal and informal educational environments that inspire creative thinking while informing and providing context to the digital learning styles of people today. [dmlcompetition.net]

Pecha Kucha: 20 Slides, 20 Seconds Each

Daniel Pink uses pecha kucha [see below] to describe Emotionally Intelligent Signage:



Mark Dytham and Astrid Klein, two Tokyo-based architects who have turned PowerPoint, that fixture of cubicle life, into both art form and competitive sport. Their innovation, dubbed pecha-kucha (Japanese for “chatter”), applies a simple set of rules to presentations: exactly 20 slides displayed for 20 seconds each. [Pecha Kucha: Get to the PowerPoint in 20 Slides Then Sit the Hell Down]

Mesh Networking with OLPC

Mesh networking [YouTube clip via Meshverse] is a major component of MIT’s One Laptop Per Child project:

Mesh networking is a way to route data, voice and instructions between nodes. It allows for continuous connections and reconfiguration around broken or blocked paths by “hopping” from node to node until the destination is reached. A mesh network whose nodes are all connected to each other is a fully connected network. Mesh networks differ from other networks in that the component parts can all connect to each other via multiple hops, and they generally are not mobile. Mesh networks can be seen as one type of ad hoc network. Mobile ad-hoc networking (MANet), and mesh networking are therefore closely related, but mobile ad hoc networks also have to deal with the problems introduced by the mobility of the nodes. [wikipedia]

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