To build upon our model we each took one of the four
concepts to research and develop further; I sought to explore the notion of
co-creation. Co-creation is already an emerging idea, it is a natural
continuation of the maker movement and it expands upon collaborative markets.
It is manifested in spaces in which people can create content as well as
consume it - an incubator of ideas and invention.
Reading an article entitled
What Google Gets that OthersDon't: Innovation Evolves Customers I was poised to consider that society is in
effect shaped and moulded by the goods and services with which they interact.
The writers suggested that successful innovators ask users to embrace - or at
least tolerate - new values, skills, behaviours, vocabularies, ideas,
expectations and aspirations. They transform their customers. Successful
innovators reinvent their customers as well as their businesses. So what then
if society reinvented or empowered everyday people rather than just customers.
What if the idea of co-creation became the innovator asking users to embrace
new practises. What would this look like, how would it feel and what would it
produce?
I would imagine that an existence of this nature would
incite much change in the practises of people. Likewise it would entail a set
of entirely unique activities and experiences underpinned by new values and
behavioural characteristics. Below I have attempted to elaborate some of these
possibilities.
In spite of how physical we imagine the world, experience is
not simply a physical construct. It also entails mental, emotional, social and
temporal dimensions and it makes imagining the future infinite. Thus in an
effort to simplify my thoughts about how co-creation could manifest I am going
to suggest that this aspect of our future scenario will be underpinned by four
elements;
Immersion: delving
into new practises and systems that offer real sensory experience.
Associated activities: virtual communication via digital
interface, ideas generation in an immersive reality - digital or projected
surfaces
Interactivity,
allowing users to become part of a local living economy and influence the
outcome of ideas, innovations and plans.
Associated activities: rapid prototyping - self
innovation/trialling ideas, manufacturing - physical construction, test groups
- trialling hardware/ software
Integration,
having a seamless connection between different people and platforms being used,
going beyond input-output to networking and cross-collaboration.
Associated activities: self learning, education/ workshop
sessions - community learning, virtual collaboration - meeting foreign
innovators/ establishing community partnerships.
Impact: inspiring
people to take action and become motivated to shape their own reality.
Associated activities: Update and review of online database,
contributions to and from public forum, showcase/workshops in a public arena -
pop-up ventures
To unite all these ideas then the following recount is how I
would imagine a moment in time for the co-creation centre; Entering our Paddington studio I took my place at the virtual interface
and greeted my fellow collaborative team. The charette today was to centre upon
ideas generation for an upcoming streetscape initiative. Several scripts for
community courseware had already been established however we were still
refining specifications for shared hardware. Following a review of models
established in neighbouring precincts we agreed on a handful of portable
designs to rapid prototype in trial. Following the meeting close I set about
updating our case model in the online database and perused several feedback
comments on the public forum. After receiving a message from David and noting
it was lunch I decided to then log out of my station and set off into the
centre to meet my family.