The most important change in the creative industries in recent years is the huge increase in the amount of information produced. When the supply of media and art content becomes greater than demand, the value of the content approaches zero. We are moving towards a time when there will be unlimited access to content, and value is created on reasons to experience certain content over the other. This growth is changing how we interact and experience the online world. I would like to expand on this and point out why participation is driving the change in the media and curation.
One point of view on the changes of media is to argue that artist is the game changer. You know, musician now being able to create personal connections with the listeners and offer methods of acquiring the creative piece directly. Distribution can be controlled via technology at home, meaning the game changers are definitely not the traditional music labels, publishing houses or broadcasters. The artist is much better positioned to take advantage on the opportunities for the participation.
Participation as the central part of experience, has been in my interest for years. I’ve dreamed up in London how paintings would be more interesting if people could touch them, installations would bring more emotions when you can walk amongst them and music would be best when listened live. As a blogger since 2004, i’ve betting my work on the fact that “objective” journalism will subdue to “subjective” blogging, where participation is a driving force to grow and retain audience. Through these experiences it does seem that artist is entering a new kind of era, where everyone is expecting curation to be part of the content:
1. Creative work cannot rely on collecting and publishing content. Participation and communication are central part of any creative content from now on.
2. Because of the first point: Content is King, Context is King Kong.
3. Capability of the technology used for presentation is equally important as the art itself.
4. Limits of content no more have impact on consumptions. Only thing limiting is the quality of curation ie. question “why this experience and not that”.
In addition, growing trends of art and media consumption are powering the designers of tools to be the game changers. Right beside the artists themselves. Therefore, major part of the impact of the internet on creative industries is the ability of technology to power participation and communication.
Risks that creation will become populist work, where artistic reflection takes no place, are far from the truth. Successful creative projects always derive their success from the connections and ability to create context for their work. This means focus on the most important features and development of audience in a lean way. To succeed in this, engage your audience to refine concepts, processes and practises. Hmmm…sounds a lot like lean startup methods, which it is in many ways.
The designing of experience, context and curation are THE art. Content comes second and will have no value (even if given for free) without the experience. That is the impact of the internet as we are moving from studios and galleries to the streets and screens.












