From: Petter Reinholdtsen Date: Wed, 24 Nov 2021 20:24:34 +0000 (+0100) Subject: Created pt_BR proof reading web page. X-Git-Url: https://pere.pagekite.me/gitweb/text-madewithcc.git/commitdiff_plain/c27c5e11e3e83cde4fe89ca52b2bfb23f91248bd Created pt_BR proof reading web page. --- diff --git a/public/MadewithCreativeCommonsmostup-to-dateversion.pt_BR.html b/public/MadewithCreativeCommonsmostup-to-dateversion.pt_BR.html new file mode 100644 index 0000000..80f90eb --- /dev/null +++ b/public/MadewithCreativeCommonsmostup-to-dateversion.pt_BR.html @@ -0,0 +1,7688 @@ +Feito com Creative Commons

Feito com Creative Commons

Paul Stacey

Sarah Hinchliff Pearson

+ Este livro é publicado sob uma licença CC BY-SA, o que significa que você +pode copiar, redistribuir, remixar, transformar e desenvolver o conteúdo +para qualquer finalidade, mesmo comercialmente, desde que você dê o crédito +apropriado, forneça um link para o licença e indicar se foram feitas +alterações. Se você remixar, transformar ou desenvolver o material, deverá +distribuir suas contribuições sob a mesma licença do original. Detalhes da +licença: https://creativecommons.org/licenses/by-sa/4.0/deed.pt_BR +


 

Não sei muito sobre jornalismo de não ficção... A maneira que penso sobre +essas coisas e em termos do que posso fazer é... ensaios como esse são +ocasiões para observar alguém razoavelmente brilhante, mas também +razoavelmente mediano, prestar mais atenção e pensar muito mais longamente +sobre todos os tipos de coisas diferentes do que a maioria de nós tem chance +de fazer em nossas vidas diárias.

 
 --\begin{flushright} + \textit{ David Foster Wallace } + \end{flushright}

Prefácio

+ Três anos atrás, logo depois de ser contratado como CEO da Creative Commons, +me encontrei com Cory Doctorow no bar do Gladstone Hotel, em Toronto. Como +um dos proponentes mais conhecidos da CC – alguém que também teve uma +carreira de sucesso como escritor que compartilha seu trabalho usando CC – +eu disse a ele que achava que a CC tinha um papel na definição e promoção de +modelos de negócios abertos. Ele discordou gentilmente e considerou a busca +de modelos de negócios viáveis por meio da CC “uma pista +falsa”. +

+ Ele estava, de certa forma, completamente correto – aqueles que fazem coisas +com Creative Commons têm segundas intenções, como Paul Stacey explica neste +livro: “Independentemente do status legal, todos eles têm uma missão +social. Sua principal razão de ser é tornar o mundo um lugar melhor, sem +fins lucrativos. O dinheiro é um meio para um fim social, não o fim em +si.” +

+ No estudo de caso sobre Cory Doctorow, Sarah Hinchliff Pearson cita as +palavras de Cory em seu livro Information Doesn’t Want to Be Free: +“Entrar nas artes porque você quer ficar rico é como comprar bilhetes +de loteria porque você quer ficar rico. Pode funcionar, mas quase certamente +não. Embora, é claro, alguém sempre ganhe na loteria.” +

+ Hoje, o direito autoral é como um bilhete de loteria – todo mundo tem um e +quase ninguém ganha. O que eles não dizem é que, se você decidir +compartilhar seu trabalho, o retorno pode ser significativo e +duradouro. Este livro está repleto de histórias de pessoas que assumem +riscos muito maiores do que os dois dólares que pagamos por um bilhete de +loteria e, em vez disso, colhem as recompensas que advêm de perseguir suas +paixões e viver seus valores. +

+ Portanto, não se trata de dinheiro. Também: é. Encontrar os meios para +continuar a criar e compartilhar geralmente requer alguma receita. Max +Temkin, da Cards Against Humanity, diz isso melhor em seu estudo de caso: +“Não fazemos piadas e jogos para ganhar dinheiro – ganhamos dinheiro +para que possamos fazer mais piadas e jogos.” +

+ O foco da Creative Commons é construir um commons vibrante e utilizável, +movido pela colaboração e gratidão. Capacitar comunidades de colaboração +está no centro de nossa estratégia. Com isso em mente, a Creative Commons +iniciou o projeto deste livro. Liderado por Paul e Sarah, o projeto teve +como objetivo definir e promover os melhores modelos de negócios +abertos. Paul e Sarah eram os autores ideais para escrever Feito com +Creative Commons. +

+ Paul sonha com um futuro onde novos modelos de criatividade e inovação +superem a desigualdade e a escassez que hoje definem as piores partes do +capitalismo. Ele é movido pelo poder das conexões humanas entre comunidades +de criadores. Ele tem uma visão mais ampla do que a maioria, e isso o tornou +um melhor educador, um pesquisador perspicaz e também um jardineiro +habilidoso. Ele tem uma voz calma e fria que transmite uma paixão que +inspira seus colegas e a comunidade. +

+ Sarah é o melhor tipo de advogada – uma verdadeira defensora que acredita no +bem das pessoas e no poder dos atos coletivos para mudar o mundo. Durante o +ano passado, vi Sarah lutar contra a mágoa que vem por investir tanto em uma +campanha política que não terminou como ela esperava. Hoje, ela está mais +determinada do que nunca a viver com seus valores na manga. Sempre posso +contar com Sarah para empurrar a Creative Commons para focar em nosso +impacto – para tornar a coisa principal a coisa principal. Ela é prática, +orientada para os detalhes e inteligente. Não há ninguém na minha equipe com +quem eu goste mais de debater. +

+ Como co-autores, Paul e Sarah se complementam perfeitamente. Eles +pesquisaram, analisaram, discutiram e trabalharam em equipe, às vezes juntos +e às vezes de forma independente. Eles mergulharam na pesquisa e na escrita +com paixão e curiosidade, e um profundo respeito pelo que é necessário para +construir o bem comum e compartilhar com o mundo. Eles permaneceram abertos +a novas ideias, incluindo a possibilidade de que suas teorias iniciais +precisassem ser aprimoradas ou pudessem estar completamente erradas. Isso é +corajoso e tornou-se um livro melhor, perspicaz, honesto e útil. +

+ Desde o início, a CC quis desenvolver este projeto com os princípios e +valores da colaboração aberta. O livro foi financiado, desenvolvido, +pesquisado e escrito abertamente. Ele está sendo compartilhado abertamente +sob uma licença CC BY-SA para qualquer pessoa usar, remixar ou adaptar com +atribuição. É, por si só, um exemplo de modelo de negócio aberto. +

+ Por 31 dias em agosto de 2015, Sarah decidiu organizar e executar uma +campanha Kickstarter para gerar o financiamento básico para o livro. O +restante foi fornecido por generosos doadores e apoiadores do CC. No final, +tornou-se um dos projetos de livro de maior sucesso no Kickstarter, +superando dois objetivos extensos e envolvendo mais de 1.600 doadores – a +maioria deles novos apoiadores da Creative Commons. +

+ Paul e Sarah trabalharam abertamente durante todo o projeto, publicando os +planos, rascunhos, estudos de caso e análises, desde o início e com +frequência, e envolveram comunidades em todo o mundo para ajudar a escrever +este livro. Como suas opiniões divergiram e seus interesses entraram em +foco, eles dividiram suas vozes e decidiram mantê-los separados no produto +final. Trabalhar dessa maneira requer humildade e autoconfiança e, sem +dúvida, tornou o Feito com Creative Commons um projeto melhor. +

+ Aqueles que trabalham e compartilham dos bens comuns não são criadores +típicos. Eles são parte de algo maior do que eles próprios, e o que eles +oferecem a todos nós é um dom profundo. O que eles recebem em troca é +gratidão e uma comunidade. +

+ Jonathan Mann, cujo perfil é apresentado neste livro, escreve uma música por +dia. Quando eu pedi a ele para escrever uma música para o nosso Kickstarter +(e se oferecer como um benefício do Kickstarter), ele concordou +imediatamente. Por que ele concordaria em fazer isso? Porque o commons tem a +colaboração em seu núcleo, e a comunidade como um valor chave, e porque as +licenças CC ajudaram muitos a compartilhar as formas que escolheram com um +público global. +

+ Sarah escreve, “Os esforços feitos com Creative Commons prosperam +quando a comunidade é construída em torno do que eles fazem. Isso pode +significar uma comunidade colaborando para criar algo novo, ou pode ser +simplesmente um grupo de pessoas com ideias semelhantes que se conhecem e se +unem em torno de interesses ou crenças comuns. Até certo ponto, simplesmente +ser feito com Creative Commons traz automaticamente consigo algum elemento +de comunidade, ajudando a conectá-lo a outras pessoas que reconhecem e são +atraídas para os valores simbolizados pelo uso de CC”. Amanda Palmer, +a outra música perfilada no livro, certamente acrescentaria isso de seu +estudo de caso: “Não há objetivo final mais satisfatório do que ter +alguém lhe dizendo que o que você faz é genuinamente valioso para +eles.” +

+ Este não é um livro de negócios típico. Para quem procura uma receita ou um +roteiro, pode ficar desapontado. Mas para aqueles que buscam um objetivo +social, construir algo grande por meio da colaboração ou se juntar a uma +comunidade global poderosa e crescente, eles certamente ficarão +satisfeitos. Feito com Creative Commons oferece um conjunto de valores e +princípios claramente articulados para mudar o mundo, algumas ferramentas +essenciais para explorar suas próprias oportunidades de negócios e duas +dezenas de doses de pura inspiração. +

+ Em um artigo de 1996 da Stanford Law Review “The Zones of +Cyberspace”, o fundador do CC Lawrence Lessig escreveu, “O +ciberespaço é um lugar. Pessoas moram lá. Elas experimentam todos os tipos +de coisas que experimentam no espaço real, ali. Para alguns, elas +experimentam mais. Elas vivenciam isso não como indivíduos isolados, jogando +algum jogo de computador de alta tecnologia; elas experimentam isso em +grupos, em comunidades, entre estranhos, entre pessoas que eles conhecem e +às vezes gostam. ” +

+ Estou extremamente orgulhoso de que a Creative Commons seja capaz de +publicar este livro para as muitas comunidades que conhecemos e +gostamos. Sou grato a Paul e Sarah por sua criatividade e ideias, e às +comunidades globais que nos ajudaram a trazer isso para você. Como +frequentemente diz o membro do conselho da CC, Johnathan Nightingale, +“É tudo feito de pessoas.” +

+ Esse é o verdadeiro valor das coisas feitas com Creative Commons. +

 

 
 --\begin{flushright} + \textit{ Ryan Merkley, CEO, Creative Commons} + \end{flushright}

Introdução

+ Este livro mostra ao mundo como o compartilhamento pode ser bom para os +negócios – mas com uma diferença. +

+ Começamos o projeto com a intenção de explorar como criadores, organizações +e empresas ganham dinheiro para sustentar o que fazem quando compartilham +seus trabalhos usando licenças Creative Commons. Nosso objetivo não era +identificar uma fórmula para modelos de negócios que usam Creative Commons, +mas, em vez disso, reunir ideias novas e exemplos dinâmicos que geram +modelos novos e inovadores e ajudam outros a seguir o exemplo, construindo +sobre o que já funciona. No início, estruturamos nossa investigação em +termos de negócios familiares. Criamos uma “tela de modelo de negócios +aberto” em branco, uma ferramenta on-line interativa que ajudaria as +pessoas a projetar e analisar seu modelo de negócios. +

+ Por meio do generoso financiamento dos patrocinadores do Kickstarter, +começamos este projeto primeiro identificando e – selecionando um grupo +diverso de criadores, organizações e empresas que usam a Creative Commons de +uma forma integral o que chamamos de ser Feito com Creative Commons. Nós os +entrevistamos e escrevemos suas histórias. Analisamos o que ouvimos e nos +aprofundamos na literatura. +

+ Mas enquanto fazíamos nossa pesquisa, algo interessante aconteceu. Nossa +maneira inicial de enquadrar o trabalho não combinava com as histórias que +estávamos ouvindo. +

+ Os entrevistados não eram empresas típicas que vendem para consumidores e +buscam maximizar os lucros e os resultados financeiros. Em vez disso, eles +estavam compartilhando para tornar o mundo um lugar melhor, criando +relacionamentos e comunidade em torno das obras que estavam sendo +compartilhadas e gerando receita não para um crescimento ilimitado, mas para +sustentar a operação. +

+ Muitas vezes eles não gostavam de ouvir o que eles faziam descrito como um +modelo de negócios aberto. Seu esforço era algo mais do que isso. Algo +diferente. Algo que gera não apenas valor econômico, mas também valor social +e cultural. Algo que envolve conexão humana. Ser Feito com Creative Commons +não é um “negócio de costume”. +

+ Tivemos que repensar a forma como concebemos esse projeto. E isso não +aconteceu da noite para o dia. Do outono de 2015 a 2016, documentamos nossas +ideias em postagens de blog no Medium e com atualizações regulares para +nossos patrocinadores do Kickstarter. Compartilhamos rascunhos de estudos de +caso e análises com nossos cocriadores do Kickstarter, que forneceram +edições, feedback e conselhos inestimáveis. Nosso pensamento mudou +drasticamente ao longo de um ano e meio. +

+ Ao longo do processo, nós dois frequentemente tínhamos maneiras muito +diferentes de compreender e descrever o que estávamos aprendendo. Aprender +um com o outro foi uma das grandes alegrias deste trabalho e, esperamos, +algo que tornou o produto final muito mais rico do que jamais poderia ter +sido se qualquer um de nós empreendesse este projeto sozinho. Nós +preservamos nossas vozes por toda parte, e você será capaz de sentir nossas +abordagens diferentes, mas complementares, enquanto lê nossas diferentes +seções. +

+ Embora recomendamos que você leia o livro do início ao fim, cada seção é +lida de forma mais ou menos independente. O livro está estruturado em duas +partes principais. +

+ A parte um, a visão geral, começa com uma estrutura geral escrita por +Paul. Ele fornece algum contexto histórico para os bens comuns digitais, +descrevendo as três maneiras como a sociedade administrou recursos e +compartilhou riqueza – os bens comuns, o mercado e o estado. Ele defende +pensar além dos negócios e dos termos de mercado e eloquentemente defende o +compartilhamento e a ampliação dos bens comuns digitais. +

+ A visão geral continua com o capítulo de Sarah, enquanto ela considera o que +significa ser Feito com Creative Commons com sucesso. Embora ganhar dinheiro +seja uma parte do bolo, há também um conjunto de valores voltados para o +público e o tipo de conexões humanas que tornam o compartilhamento +verdadeiramente significativo. Esta seção descreve as maneiras como os +criadores, organizações e empresas que entrevistamos geram receita, como +promovem o interesse público e vivem seus valores e como promovem conexões +com as pessoas com quem compartilham. +

+ E para encerrar a primeira parte, temos uma pequena seção que explica as +diferentes licenças Creative Commons. Falamos sobre o equívoco de que as +licenças mais restritivas – aquelas que estão mais próximas do modelo com +todos os direitos reservados do direito autoral tradicional – são as únicas +maneiras de ganhar dinheiro. +

+ A segunda parte do livro é composta pelas vinte e quatro histórias dos +criadores, empresas e organizações que entrevistamos. Enquanto nós dois +participamos das entrevistas, dividimos a redação desses perfis. +

+ Obviamente, temos o prazer de disponibilizar o livro usando uma licença +Creative Commons Atribuição-CompartilhaIgual. Copie, distribua, traduza, +localize e desenvolva esta obra. +

+ Escrever este livro nos transformou e nos inspirou. A maneira como agora +olhamos e pensamos sobre o que significa ser Feito com Creative Commons +mudou irrevogavelmente. Esperamos que este livro inspire você e sua empresa +a usar o Creative Commons e, assim, contribuir para a transformação de nossa +economia e do mundo para melhor. +

 

 
 --\begin{flushright} + \textit{ Paul e Sarah } + \end{flushright}

Parte I. O Quadro Geral

Capítulo 1. O Novo Mundo dos Comuns Digitais

 

 
 --\begin{flushright} + \textit{ Paul Stacey} + \end{flushright}

+ Jonathan Rowe descreve eloquentemente os comuns como “o ar e os +oceanos, a teia de espécies, a natureza selvagem e a água corrente – todos +são partes dos bens comuns. Assim como a linguagem e o conhecimento, as +calçadas e praças públicas, as histórias da infância e os processos de +democracia. Algumas partes dos comuns são dádivas da natureza, outras são o +produto do esforço humano. Alguns são novos, como a Internet; outros são tão +antigos quanto o solo e a caligrafia.” [1] +

+ Em Feito com Creative Commons, nos concentramos em nossa era atual de comuns +digitais, um patrimônio comum de obras produzidas pelo homem. Esse comum +abrange uma ampla gama de áreas, incluindo patrimônio cultural, educação, +pesquisa, tecnologia, arte, design, literatura, entretenimento, negócios e +dados. As obras produzidas pelo homem em todas essas áreas são cada vez mais +digitais. A Internet é uma espécie de comum digital global. Os indivíduos, +organizações e empresas cujo perfil temos em nossos estudos de caso usam +Creative Commons para compartilhar seus recursos online pela Internet. +

+ O comum não se trata apenas de recursos compartilhados, no entanto. É também +sobre as práticas sociais e os valores que os gerem. Um recurso é um +substantivo, mas "comunalizar" – colocar o recurso no espaço comum – é um +verbo.[2] Os criadores, organizações e +empresas que definimos estão todos engajados em compartilhar. O uso da +Creative Commons os envolve na prática social de compartilhamento, +gerenciando recursos de forma coletiva com uma comunidade de +usuários.[3] O compartilhamento é guiado +por um conjunto de valores e normas que equilibram os custos e benefícios da +empresa com aqueles da comunidade. Atenção especial é dada ao acesso, uso e +sustentabilidade equitativos. +

Os Comuns, o Mercado e o Estado

+ Historicamente, houve três maneiras de gerenciar recursos e compartilhar +riqueza: os comuns (administrados coletivamente), o estado (ou seja, o +governo) e o mercado – com os dois últimos sendo as formas dominantes +hoje.[4] +

+ As organizações e empresas em nossos estudos de caso são únicas na forma +como participam dos bens comuns enquanto se envolvem com o mercado e/ou +estado. A extensão do envolvimento com o mercado ou estado varia. Alguns +operam principalmente como comuns com o mínimo ou nenhuma dependência do +mercado ou estado.[5] Outros fazem parte +do mercado ou estado, dependendo deles para a sustentabilidade +financeira. Todos operam como híbridos, mesclando as normas dos comuns com +as do mercado ou do estado. +

+ A fig. 1.1 é uma representação +de como uma empresa pode ter vários níveis de envolvimento com comuns, +estado e mercado. +

+ Alguns de nossos estudos de caso são simplesmente comuns e empresas de +mercado com pouco ou nenhum envolvimento com o estado. Uma descrição desses +estudos de caso mostraria a esfera do estado como pequena ou até +ausente. Outros estudos de caso são principalmente baseados no mercado, com +apenas um pequeno envolvimento com os comuns. Uma descrição desses estudos +de caso mostraria a esfera do mercado tão grande e a esfera dos comuns tão +pequena. A extensão em que uma empresa se considera primariamente de um tipo +ou de outro afeta o equilíbrio das normas pelas quais opera. +

+ Todos os nossos estudos de caso geram dinheiro como meio de subsistência e +sustentabilidade. O dinheiro é principalmente do mercado. Encontrar maneiras +de gerar receita enquanto se mantém fiel aos valores essenciais dos comuns +(geralmente expressos em declarações de missão) é um desafio. Gerenciar a +interação e o engajamento entre os comuns e o mercado exige um toque hábil, +um forte senso de valores e a capacidade de combinar o melhor de ambos. +

+ O estado tem um papel importante a desempenhar na promoção do uso e adoção +dos comuns. Os programas e fundos estaduais podem contribuir deliberadamente +para construir os comuns. Além do dinheiro, as leis e regulamentos relativos +à propriedade, direitos autorais, negócios e finanças podem ser projetados +para promover os comuns. +

Figura 1.1. Engajamento empresarial com comuns, estado e mercado.

Engajamento empresarial com comuns, estado e mercado.

+ É útil entender como os comuns, o mercado e o estado gerenciam os recursos +de maneira diferente, e não apenas para aqueles que se consideram +principalmente como comuns. Para empresas ou organizações governamentais que +desejam se envolver e usar os comuns, saber como os comuns funciona os +ajudará a compreender a melhor forma de fazer isso. Participar e usar os +comuns da mesma forma que você faz com o mercado ou estado não é uma +estratégia para o sucesso. +

Os Quatro Aspectos de um Recurso

+ Como parte de sua obra ganhadora do Prêmio Nobel, Elinor Ostrom desenvolveu +uma estrutura para analisar como os recursos naturais são gerenciados em um +comum.[6] Sua estrutura considerou coisas +como as características biofísicas de recursos comuns, os atores da +comunidade e as interações que ocorrem entre eles, regras em uso e +resultados. Essa estrutura foi simplificada e generalizada para se aplicar +aos comuns, ao mercado e ao estado neste capítulo. +

+ Para comparar e contrastar as maneiras pelas quais os comuns, o mercado e o +estado funcionam, vamos considerar quatro aspectos da gestão de recursos: +características dos recursos, as pessoas envolvidas e o processo que usam, +as normas e regras que desenvolvem para governar o uso e, finalmente, uso de +recursos junto com os resultados desse uso (ver Fig. 1.2). +

Figura 1.2. Quatro aspectos da gestão de recursos

Quatro aspectos da gestão de recursos

Características

+ Os recursos têm características ou atributos específicos que afetam a +maneira como podem ser usados. Alguns recursos são naturais; outros são +produzidos pelo homem. E – significativamente para o comum de hoje – os +recursos podem ser físicos ou digitais, o que afeta o potencial inerente de +um recurso. +

+ Os recursos físicos existem em oferta limitada. Se eu tenho um recurso +físico e dou a você, não o tenho mais. Quando um recurso é removido e usado, +o suprimento se torna escasso ou esgotado. A escassez pode resultar em +rivalidade competitiva pelo recurso. As empresas feitas com Creative Commons +geralmente são baseadas em formato digital, mas alguns de nossos estudos de +caso também produzem recursos na forma física. Os custos de produção e +distribuição de um bem físico geralmente exigem que elas se envolvam com o +mercado. +

+ Os recursos físicos são esgotáveis, exclusivos e rivais. Os recursos +digitais, por outro lado, são não esgotáveis, não exclusivos e não +rivais. Se eu compartilhar um recurso digital com você, ambos teremos o +recurso. Dar a você não significa que eu não o tenha mais. Os recursos +digitais podem ser armazenados, copiados e distribuídos infinitamente sem se +esgotarem e com custo próximo a zero. Abundância, em vez de escassez, é uma +característica inerente aos recursos digitais. +

+ A natureza não esgotável, não exclusiva e não rival dos recursos digitais +significa que as regras e normas para gerenciá-los podem (e devem) ser +diferentes de como os recursos físicos são gerenciados. No entanto, nem +sempre é esse o caso. Os recursos digitais são frequentemente tornados +artificialmente escassos. Colocar recursos digitais nos comuns os torna +livre e abundantes. +

+ Nossos estudos de caso gerenciam frequentemente recursos híbridos, que +começam como digitais com a possibilidade de se tornarem um recurso +físico. O arquivo digital de um livro pode ser impresso em papel e +transformado em livro físico. Um projeto de mobília renderizado por +computador pode ser fisicamente fabricado em madeira. Essa conversão do +digital para o físico invariavelmente tem custos. Muitas vezes, os recursos +digitais são gerenciados de forma livre e aberta, mas o dinheiro é cobrado +para converter um recurso digital em físico. +

+ Além dessa ideia de físico versus digital, os comuns, o mercado e o estado +concebem os recursos de maneira diferente (veja Fig. 1.3). O mercado vê os recursos como +bens privados – mercadorias para venda – dos quais o valor é extraído. O +estado vê os recursos como bens públicos que fornecem valor aos cidadãos do +estado. Os comuns vêem os recursos como comuns, proporcionando uma riqueza +comum que se estende além das fronteiras do estado, a ser repassada de forma +inalterada ou aprimorada para as gerações futuras. +

Pessoas e processos

+ Nos comuns, no mercado e no estado, diferentes pessoas e processos são +usados para gerenciar os recursos. Os processos usados definem quem tem uma +palavra a dizer e como um recurso é gerenciado. +

+ No estado, um governo de funcionários eleitos é responsável por administrar +os recursos em nome do público. Os cidadãos que produzem e usam esses +recursos não estão diretamente envolvidos; em vez disso, essa +responsabilidade é entregue ao governo. Ministérios e departamentos +estaduais com funcionários públicos definem orçamentos, implementam +programas e administram recursos com base nas prioridades e procedimentos do +governo. +

+ No mercado, as pessoas envolvidas são produtores, compradores, vendedores e +consumidores. As empresas atuam como intermediários entre aqueles que +produzem recursos e aqueles que os consomem ou usam. Os processos de mercado +procuram extrair o máximo de valor monetário possível dos recursos. No +mercado, os recursos são administrados como mercadorias, frequentemente +produzidos em massa e vendidos aos consumidores com base em uma transação em +dinheiro. +

+ Em contraste com o estado e o mercado, os recursos em um comum são +gerenciados mais diretamente pelas pessoas envolvidas.[7] Os criadores de recursos humanos produzidos podem +colocá-los no comum por escolha pessoal. Nenhuma permissão do estado ou do +mercado é necessária. Qualquer um pode participar dos comuns e determinar +por si mesmo até que ponto deseja se envolver – como contribuidor, usuário +ou gerente. As pessoas envolvidas incluem não apenas aqueles que criam e +usam os recursos, mas também aqueles afetados pelo resultado do uso. Quem +você é afeta a sua opinião, as ações que você pode tomar e a extensão da +tomada de decisão. Nos comuns, a comunidade como um todo gerencia os +recursos. Os recursos colocados nos comuns usando Creative Commons exigem +que os usuários dêem crédito ao criador original. Conhecer a pessoa por trás +de um recurso torna os comuns menos anônimos e mais pessoais. +

Figura 1.3. Como o mercado, os bens comuns e o estado geram recursos.

Como o mercado, os bens comuns e o estado geram recursos.

Normas e regras

+ As interações sociais entre as pessoas e os processos usados pelo estado, +mercado e bens comuns desenvolvem normas e regras sociais. Essas normas e +regras definem permissões, alocam direitos e resolvem disputas. +

+ A autoridade do estado é governada pelas constituições nacionais. As normas +relacionadas a prioridades e tomada de decisões são definidas por +funcionários eleitos e procedimentos parlamentares. As regras estaduais são +expressas por meio de políticas, regulamentos e leis. O estado influencia as +normas e regras do mercado e dos comuns por meio das regras que passa. +

+ As normas de mercado são influenciadas pela economia e pela competição por +recursos escassos. As regras do mercado seguem as leis de propriedade, +negócios e financeiras definidas pelo estado. +

+ Tal como acontece com o mercado, um comum pode ser influenciado por +políticas, regulamentos e leis estaduais. Mas as normas e regras de um comum +são amplamente definidas pela comunidade. Elas pesam os custos e benefícios +individuais em relação aos custos e benefícios para toda a comunidade. A +consideração é dada não apenas à eficiência econômica, mas também à equidade +e sustentabilidade.[8] +

Objetivos

+ A combinação dos aspectos que discutimos até agora – as características +inerentes do recurso, pessoas e processos, e normas e regras – moldam como +os recursos são usados. O uso também é influenciado pelos diferentes +objetivos que o estado, o mercado e os comuns têm. +

+ No mercado, o foco é maximizar a utilidade de um recurso. O que pagamos +pelos bens que consumimos é visto como uma medida objetiva da utilidade que +eles fornecem. A meta então passa a ser maximizar o valor monetário total na +economia.[9] As unidades consumidas se +traduzem em vendas, receita, lucro e crescimento, e todas essas são maneiras +de medir as metas do mercado. +

+ O estado visa usar e administrar os recursos de uma forma que equilibre a +economia com as necessidades sociais e culturais de seus cidadãos. Saúde, +educação, empregos, meio ambiente, transporte, segurança, patrimônio e +justiça são facetas de uma sociedade saudável, e o estado aplica seus +recursos para esses objetivos. Metas estaduais são refletidas em medidas de +qualidade de vida. +

+ Nos comuns, a meta é maximizar o acesso, equidade, distribuição, +participação, inovação e sustentabilidade. Você pode medir o sucesso +observando quantas pessoas acessam e usam um recurso; como os usuários são +distribuídos por gênero, renda e localização; se uma comunidade para +estender e aumentar os recursos está sendo formada; e se os recursos estão +sendo usados de maneiras inovadoras para o bem pessoal e social. +

+ Como combinações híbridas de comuns com o mercado ou estado, o sucesso e a +sustentabilidade de todas as nossas empresas de estudo de caso dependem de +sua capacidade de utilizar e equilibrar estrategicamente esses diferentes +aspectos de gerenciamento de recursos. +

Uma Breve História dos Comuns

+ Usar os comuns para gerenciar recursos faz parte de um longo continuum +histórico. No entanto, na sociedade contemporânea, o mercado e o Estado +dominam o discurso sobre como os recursos são mais bem +administrados. Raramente os comuns são considerados uma opção. Os comuns +desapareceram amplamente da consciência e da consideração. Não há notícias +ou discursos sobre os comuns. +

+ Mas os mais de 1,1 bilhão de recursos licenciados com Creative Commons em +todo o mundo são indicações de um movimento de base em direção aos +comuns. Os comuns estão ressurgindo. Para entender a resiliência dos comuns +e sua renovação atual, é útil saber um pouco de sua história. +

+ Durante séculos, povos indígenas e sociedades pré-industrializadas +administraram recursos, incluindo água, alimentos, lenha, irrigação, peixes, +caça selvagem e muitas outras coisas coletivamente como comuns.[10] Não havia mercado, não havia economia global. O +estado na forma de governantes influenciou os bens comuns, mas de forma +alguma os controlou. A participação social direta em um comum era a +principal maneira pela qual os recursos eram administrados e as necessidades +atendidas. (Fig. 1.4 ilustra os +comuns em relação ao Estado e ao mercado.) +

Figura 1.4. Na sociedade pré-industrializada.

Na sociedade pré-industrializada.

+ Isso é seguido por uma longa história do Estado (uma monarquia ou +governante) assumindo o controle dos comuns para seus próprios fins. Isso é +chamado de cerco dos comuns.[11] +Antigamente, “plebeus” eram expulsos da terra, cercas e sebes +erguidas, leis aprovadas e segurança criada para proibir o +acesso.[12] Gradualmente, recursos +tornou-se propriedade do Estado e o Estado tornou-se o principal meio pelo +qual os recursos eram administrados. (Veja Fig. 1.5). +

+ Propriedades de terra, água e caça foram distribuídas para famílias +governantes e nomeados políticos. Plebeus deslocados da terra migraram para +as cidades. Com o surgimento da revolução industrial, a terra e os recursos +tornaram-se mercadorias vendidas a empresas para apoiar a produção. As +monarquias evoluíram para parlamentos eleitos. Os plebeus tornaram-se +trabalhadores que ganham dinheiro operando a maquinaria da indústria. As +leis financeiras, comerciais e de propriedade foram revisadas pelos governos +para apoiar os mercados, o crescimento e a produtividade. Com o tempo, o +acesso imediato aos bens produzidos no mercado resultou em um padrão de vida +em elevação, saúde melhorada e educação. A Fig. 1.6 mostra como hoje o mercado é o +principal meio pelo qual os recursos são gerenciados. +

Figura 1.5. O comum é gradualmente substituído pelo Estado.

O comum é gradualmente substituído pelo Estado.

+ No entanto, o mundo hoje está passando por tempos turbulentos. Os benefícios +do mercado foram compensados pela distribuição desigual e superexploração. +

+ A superexploração foi o tópico do influente ensaio de Garrett Hardin +“The Tragedy of the Commons”, publicado na Science em +1968. Hardin argumenta que todos em um bem comum procuram maximizar o ganho +pessoal e continuarão a fazê-lo mesmo quando os limites de os bens comuns +são alcançados. O comum é então tragicamente esgotado a ponto de não poder +mais sustentar ninguém. O ensaio de Hardin tornou-se amplamente aceito como +um truísmo econômico e uma justificativa para a propriedade privada e os +mercados livres. +

+ No entanto, há uma falha séria em “The Tragedy of the Commons” +de Hardin – é uma ficção. Hardin não estudou realmente como funcionam os +comuns reais. Elinor Ostrom ganhou o Prêmio Nobel de Economia em 2009 por +seu trabalho ao estudar diferentes áreas comuns em todo o mundo. O trabalho +de Ostrom mostra que os recursos naturais comuns podem ser administrados com +sucesso pelas comunidades locais, sem qualquer regulamentação das +autoridades centrais ou sem privatização. Governo e privatização não são as +únicas opções. Existe uma terceira via: gestão pelas pessoas, onde aqueles +que são diretamente impactados estão diretamente envolvidos. Com recursos +naturais, existe uma localidade regional. As pessoas da região são as mais +familiarizadas com o recurso natural, têm com ele a relação e a história +mais direta e, portanto, estão em melhor posição para gerenciá-lo. A +abordagem de Ostrom para a governança dos recursos naturais rompeu com as +convenções; ela reconheceu a importância dos comuns como uma alternativa ao +mercado ou estado para resolver problemas de ação coletiva.[13] +

+ Hardin deixou de considerar a real dinâmica social dos comuns. Seu modelo +pressupõe que as pessoas comuns agem de forma autônoma, por puro interesse +próprio, sem interação ou consideração pelos outros. Mas, como Ostrom +descobriu, na realidade, gerenciar recursos comuns em conjunto forma uma +comunidade e incentiva o discurso. Isso naturalmente gera normas e regras +que ajudam as pessoas a trabalhar coletivamente e garantir um bem comum +sustentável. Paradoxalmente, embora o ensaio de Hardin seja chamado, em +inglês, de A Tragédia dos Comuns, pode ser mais precisamente intitulado A +Tragédia do Mercado. +

+ A história de Hardin é baseada na premissa de recursos esgotáveis. Os +economistas têm se concentrado quase exclusivamente nos mercados baseados na +escassez. Muito pouco se sabe sobre como funciona a abundância.[14] O surgimento da tecnologia da informação e da +Internet levou a uma explosão de recursos digitais e novos meios de +compartilhamento e distribuição. Os recursos digitais nunca podem ser +esgotados. A ausência de uma teoria ou modelo de funcionamento da +abundância, no entanto, tem levado o mercado a tornar artificialmente +escassos os recursos digitais e possibilitar a aplicação das normas e regras +usuais de mercado. +

+ Quando se trata de usar fundos do estado para criar bens digitais, no +entanto, realmente não há justificativa para a escassez artificial. A norma +para obras digitais financiadas pelo estado deve ser que elas estejam livre +e abertamente disponíveis ao público que pagou por elas. +

Figura 1.6. Como o mercado, o estado e os comuns são hoje.

Como o mercado, o estado e os comuns são hoje.

A Revolução Digital

+ Nos primeiros dias da computação, programadores e desenvolvedores aprenderam +uns com os outros compartilhando software. Na década de 1980, o movimento do +software livre codificou essa prática de compartilhamento em um conjunto de +princípios e liberdades: +

  • + A liberdade de executar um programa de software como desejar, para qualquer +propósito. +

  • + A liberdade de estudar como um programa de software funciona (porque o +acesso ao código-fonte foi concedido livremente), e alterá-lo para que ele +faça sua computação como você desejar. +

  • + A liberdade de redistribuir cópias. +

  • + A liberdade de distribuir cópias de suas versões modificadas para outras +pessoas.[15] +

+ Esses princípios e liberdades constituem um conjunto de normas e regras que +tipificam um comum digital. +

+ No final da década de 1990, para tornar o compartilhamento de código-fonte e +colaboração mais atraente para as empresas, a iniciativa de software de +código-fonte aberto converteu esses princípios em licenças e padrões para +gerenciar o acesso e distribuição de software. Os benefícios do código +aberto – como confiabilidade, escalabilidade e qualidade verificada por +revisão por pares independentes – tornaram-se amplamente reconhecidos e +aceitos. Os clientes gostaram da maneira como o código aberto lhes deu +controle sem ficar preso a uma tecnologia proprietária fechada. O software +livre e de código aberto também gerou um efeito de rede onde o valor de um +produto ou serviço aumenta com o número de pessoas que o usam.[16] O crescimento dramático da própria Internet deve +muito ao fato de que ninguém tem um bloqueio proprietário nos protocolos +básicos da Internet. +

+ Embora o software de código aberto funcione como um bem comum, muitas +empresas e mercados se desenvolveram em torno dele. Modelos de negócios +baseados em licenças e padrões de software de código aberto evoluíram junto +com organizações que gerenciavam o código de software com base em princípios +de abundância em vez de escassez. O ensaio de Eric Raymond “The Magic +Cauldron” faz um ótimo trabalho ao analisar a economia e os modelos +de negócios associados ao software de código aberto.[17] Esses modelos podem fornecer exemplos de abordagens +sustentáveis para aqueles feitos com Creative Commons. +

+ Não se trata apenas de uma disponibilidade abundante de ativos digitais, mas +também de uma abundância de participação. O crescimento da computação +pessoal, da tecnologia da informação e da Internet possibilitou a +participação em massa na produção e distribuição de trabalhos +criativos. Fotos, livros, música e muitas outras formas de conteúdo digital +agora podiam ser prontamente criados e distribuídos por quase qualquer +pessoa. Apesar desse potencial de abundância, por padrão, essas obras +digitais são regidas por leis de direitos autorais. De acordo com os +direitos autorais, uma obra digital é propriedade do criador e, por lei, +outras pessoas estão proibidas de acessá-la e usá-la sem a permissão do +criador. +

+ Mas as pessoas gostam de compartilhar. Uma das maneiras de nos definirmos é +compartilhando conteúdo valioso e divertido. Fazer isso desenvolve e nutre +relacionamentos, busca mudar opiniões, incentiva a ação e informa os outros +sobre quem somos e com o que nos importamos. Compartilhar permite que nos +sintamos mais envolvidos com o mundo.[18] +

O Nascimento da Creative Commons

+ Em 2001, Creative Commons foi criada como uma organização sem fins +lucrativos para apoiar todos aqueles que desejavam compartilhar conteúdo +digital. Um conjunto de licenças Creative Commons foi modelado com base no +software de código aberto, mas para uso com conteúdo digital em vez de +código de software. As licenças oferecem a todos, de criadores individuais a +grandes empresas e instituições, uma maneira simples e padronizada de +conceder permissões de direitos autorais para suas obras criativas. +

+ As licenças Creative Commons têm um design de três camadas. As normas e +regras de cada licença são primeiramente expressas em linguagem jurídica +completa, conforme usada pelos advogados. Essa camada é chamada de código +legal. Mas como a maioria dos criadores e usuários não são advogados, as +licenças também têm uma escritura comum, expressando as permissões em +linguagem simples, que as pessoas comuns podem ler e entender +rapidamente. Ele atua como uma interface amigável para a camada de código +legal abaixo. A terceira camada é a que pode ser lida por máquina, tornando +mais fácil para a web saber que uma obra é licenciada pelo Creative Commons, +expressando permissões de uma forma que sistemas de software, mecanismos de +busca e outros tipos de tecnologia possam entender.[19] Juntas, essas três camadas garantem que criadores, +usuários e até mesmo a própria web entendam as normas e regras associadas ao +conteúdo digital em um comum. +

+ Em 2015, havia mais de um bilhão de obras licenciadas Creative Commons em um +espaço comum global. Esses trabalhos foram vistos online 136 bilhões de +vezes. As pessoas estão usando licenças Creative Commons em todo o mundo, em +trinta e quatro idiomas. Esses recursos incluem fotos, arte, artigos de +pesquisa em periódicos, recursos educacionais, música e outras faixas de +áudio e vídeos. +

+ Artistas, fotógrafos, músicos e cineastas individuais usam o Creative +Commons, mas o mesmo acontece com museus, governos, indústrias criativas, +fabricantes e editoras. Milhões de sites usam licenças CC, incluindo +plataformas principais como Wikipédia e Flickr e outras menores como +blogs.[20] Os usuários do Creative Commons +são diversos e abrangem muitos setores diferentes. (Nossos estudos de caso +foram escolhidos para refletir essa diversidade.) +

+ Alguns vêem o Creative Commons como uma forma de compartilhar um presente +com outras pessoas, uma forma de se tornar conhecido ou uma forma de +fornecer benefício social. Outros estão simplesmente comprometidos com as +normas associadas a bens comuns. E para alguns, a participação foi +estimulada pelo movimento da cultura livre, um movimento social que promove +a liberdade de distribuir e modificar trabalhos criativos. O movimento da +cultura livre vê os comuns como proporcionando benefícios significativos em +comparação com as leis restritivas de direitos autorais. Este ethos de troca +livre em um comum alinha o movimento da cultura livre com o movimento do +software livre e de código aberto. +

+ Com o tempo, o Creative Commons gerou uma série de movimentos abertos, +incluindo recursos educacionais abertos, acesso aberto, ciência aberta e +dados abertos. O objetivo em todos os casos foi democratizar a participação +e compartilhar recursos digitais sem nenhum custo, com permissões legais +para qualquer pessoa acessar, usar e modificar livremente. +

+ O Estado está cada vez mais envolvido no apoio a movimentos abertos. A +Parceria para Governo Aberto foi lançada em 2011 para fornecer uma +plataforma internacional para os governos se tornarem mais abertos, +responsáveis e responsivos aos cidadãos. Desde então, cresceu de oito países +participantes para setenta.[21] Em todos +esses países, o governo e a sociedade civil estão trabalhando juntos para +desenvolver e implementar reformas ambiciosas de governo aberto. Os governos +estão adotando cada vez mais a Creative Commons para garantir que as obras +financiadas com os dólares dos contribuintes sejam abertas e livres ao +público que as pagou. +

O Mercado em Mudança

+ O mercado de hoje é amplamente impulsionado pelo capitalismo global. Os +sistemas jurídicos e financeiros são estruturados para apoiar a extração, a +privatização e o crescimento corporativo. A percepção de que o mercado é +mais eficiente do que o estado levou à privatização contínua de muitos +recursos naturais públicos, serviços públicos, serviços e +infraestruturas.[22] Embora este sistema +tenha sido altamente eficiente na geração de consumismo e no crescimento do +produto interno bruto, o impacto no bem-estar humano foi misto. Compensando +o aumento dos padrões de vida e as melhorias na saúde e na educação, estão +sempre aumentando a desigualdade de riqueza, a desigualdade social, a +pobreza, a deterioração de nosso ambiente natural e o colapso da +democracia.[23] +

+ Diante desses desafios, há um crescente reconhecimento de que o crescimento +do PIB não deve ser um fim em si mesmo, que o desenvolvimento precisa ser +social e economicamente inclusivo, que a sustentabilidade ambiental é um +requisito, não uma opção, e que precisamos equilibrar melhor o mercado , +Estado e comunidade.[24] +

+ Essas realizações levaram a um ressurgimento do interesse pelos comuns como +meio de viabilizar esse equilíbrio. Prefeituras como Bolonha, na Itália, +estão colaborando com seus cidadãos para estabelecer regulamentações para o +cuidado e regeneração de comuns urbanos.[25] Seul e Amsterdã se autodenominam “cidades +compartilhadas”, buscando tornar mais sustentáveis e eficientes uso +de recursos escassos. Eles veem o compartilhamento como uma forma de +melhorar o uso dos espaços públicos, a mobilidade, a coesão social e a +segurança.[26] +

+ O próprio mercado se interessou pela economia de compartilhamento, com +empresas como o Airbnb fornecendo um mercado ponto a ponto para hospedagem +de curto prazo e o Uber fornecendo uma plataforma para compartilhamento de +caronas. No entanto, o Airbnb e o Uber ainda estão operando em grande parte +sob as normas e regras usuais do mercado, tornando-os menos comuns e mais +como uma empresa tradicional em busca de ganhos financeiros. Grande parte da +economia compartilhada não trata dos comuns ou da construção de uma +alternativa para uma economia de mercado impulsionada pelas corporações; +trata-se de estender o mercado livre desregulamentado a novas áreas de +nossas vidas.[27] Embora nenhuma das +pessoas que entrevistamos para nossos estudos de caso se descreva como parte +da economia compartilhada, na verdade existem alguns paralelos +significativos. Tanto a economia compartilhada quanto os comuns fazem melhor +uso da capacidade dos ativos. A economia compartilhada vê residentes +pessoais e carros como tendo capacidade ociosa latente com valor de +aluguel. O acesso equitativo dos comuns amplia e diversifica o número de +pessoas que podem usar e obter valor de um ativo. +

+ Uma maneira que os estudos de caso do Feito com Creative Commons diferem +daqueles da economia compartilhada é seu foco em recursos digitais. Os +recursos digitais funcionam sob regras econômicas diferentes das físicas. Em +um mundo onde os preços sempre parecem subir, a tecnologia da informação é +uma anomalia. O poder de processamento do computador, o armazenamento e a +largura de banda estão aumentando rapidamente, mas, em vez de os custos +aumentarem, os custos estão diminuindo. As tecnologias digitais estão +ficando mais rápidas, melhores e mais baratas. O custo de qualquer coisa +construída sobre essas tecnologias sempre diminuirá até chegar perto de +zero.[28] +

+ Aquelas que são feitas com Creative Commons procuram aproveitar as +características inerentes exclusivas dos recursos digitais, incluindo a +redução de custos. O uso de tecnologias de gerenciamento de direitos +digitais na forma de bloqueios, senhas e controles para evitar que bens +digitais sejam acessados, alterados, replicados e distribuídos é mínimo ou +inexistente. Em vez disso, as licenças Creative Commons são usadas para +disponibilizar conteúdo digital nos comuns, aproveitando a economia +exclusiva associada a ser digital. O objetivo é ver os recursos digitais +usados da forma mais ampla e pelo maior número de pessoas +possível. Maximizar o acesso e a participação é um objetivo comum. Eles +visam a abundância em vez da escassez. +

+ O custo incremental de armazenamento, cópia e distribuição de bens digitais +é próximo a zero, tornando a abundância possível. Mas imaginar um mercado +baseado na abundância e não na escassez é tão estranho ao modo como +concebemos a teoria e prática econômica que lutamos para +fazê-lo.[29] Aqueles que são feitos com +Creative Commons são, cada um, pioneiros neste novo cenário, criando seus +próprios modelos e práticas econômicas. +

+ Alguns buscam minimizar suas interações com o mercado e operar da forma mais +autônoma possível. Outros estão operando principalmente como um negócio +dentro das regras e normas existentes do mercado. E ainda outros estão +procurando mudar as normas e regras pelas quais o mercado opera. +

+ Para uma empresa comum, fazer do benefício social uma parte de suas +operações é difícil, pois é legalmente exigido para tomar decisões que +beneficiam financeiramente os acionistas. Mas novas formas de negócios estão +surgindo. Existem corporações de benefícios e empresas sociais, que ampliam +seus objetivos de negócios de gerar lucro para gerar um impacto positivo na +sociedade, nos trabalhadores, na comunidade e no meio ambiente.[30] Empresas de propriedade da comunidade, empresas de +propriedade dos trabalhadores, cooperativas, guildas e outras formas +organizacionais oferecem alternativas à corporação +tradicional. Coletivamente, essas entidades de mercado alternativas estão +mudando as regras e normas do mercado.[31] +

“Um livro sobre modelos de negócios abertos” é como o +descrevemos na campanha Kickstarter deste livro. Usamos um manual chamado +Business Model Generation como nossa referência para +definir o que é um modelo de negócios. Desenvolvido ao longo de nove anos +usando um “processo aberto” envolvendo 470 coautores de +quarenta e cinco países, é útil como uma estrutura para falar sobre modelos +de negócios [32] +

+ Ele contém uma “tela de modelo de negócios ”, que concebe um +modelo de negócios como tendo nove blocos de construção.[33] Essa tela em branco pode servir como uma ferramenta +para qualquer pessoa projetar seu próprio modelo de negócios. Remixamos essa +tela de modelo de negócios em uma tela de modelo de negócios aberta, +adicionando mais três blocos de construção relevantes para o mercado +híbrido, empresas comuns: bem social, licença Creative Commons e “tipo +de ambiente aberto em que a empresa se encaixa”.[34] Essa tela aprimorada provou ser útil quando +analisamos empresas e ajudamos as start-ups a planejar seu modelo econômico. +

+ Em nossas entrevistas de estudo de caso, muitos expressaram desconforto em +se descreverem como um modelo de negócios aberto – o termo modelo de +negócios sugeria principalmente estar situado no mercado. Sua posição no +espectro de bens comuns ao mercado afeta até que ponto você se vê como uma +empresa no mercado. Quanto mais importantes para a missão são os recursos +compartilhados e os valores comuns, menos conforto há em se descrever ou +descrever o que você faz como um negócio. Nem todos os que têm +empreendimentos Feitos com Creative Commons falam de negócios; para alguns, +o processo foi experimental, emergente e orgânico, em vez de cuidadosamente +planejado usando um modelo predefinido. +

+ Todos os criadores, empresas e organizações que definimos se envolvem com o +mercado para gerar receita de alguma forma. As maneiras pelas quais isso é +feito variam amplamente. Doações, pague o que puder, assinaturas, +“digital de graça, mas físico por uma taxa”, crowdfunding, +matchmaking, serviços de valor agregado, patrocinadores... A lista continua +e continua. (Descrição inicial de como obter receita disponível por meio da +nota de referência. Para as reflexões mais recentes, consulte Como trazer +dinheiro na próxima seção.)[35] Não existe +uma fórmula mágica única e cada empreendimento inventou maneiras que +funcionem para eles. A maioria usa mais de uma maneira. A diversificação dos +fluxos de receita reduz o risco e oferece vários caminhos para a +sustentabilidade. +

Benefícios do Comum Digital

+ Embora possa estar claro por que as organizações baseadas em comuns desejam +interagir e se envolver com o mercado (elas precisam de dinheiro para +sobreviver), pode ser menos óbvio por que o mercado se envolveria com os +comuns. Os comuns digitais oferecem muitos benefícios. +

+ O comum acelera a disseminação. O fluxo livre de recursos nos comuns oferece +enormes economias de escala. A distribuição é descentralizada, com todos +aqueles que estão nos comuns com poderes para compartilhar os recursos aos +quais têm acesso. Aqueles que são feitos com Creative Commons têm uma +necessidade reduzida de vendas ou marketing. A distribuição descentralizada +amplia a oferta e o know-how. +

+ O comum garante o acesso a todos. O mercado tem operado tradicionalmente +colocando recursos atrás de um paywall, que exige o pagamento antes do +acesso. O comum coloca recursos à vista, fornecendo acesso antecipado sem +pagamento. Aqueles que são feitos com Creative Commons fazem pouco ou nenhum +uso de gestão de direitos digitais (DRM) para gerenciar recursos. Não usar o +DRM os libera dos custos de aquisição de tecnologia DRM e recursos de equipe +para se envolver em práticas punitivas associadas à restrição de acesso. A +maneira como os comuns fornecem acesso a todos nivela o campo de jogo e +promove inclusão, equidade e justiça. +

+ O comum maximiza a participação. Os recursos nos comuns podem ser usados e +contribuídos por todos. Usar os recursos dos outros, contribuir com os seus +e misturar os seus com outros para criar novas obras são formas dinâmicas de +participação possibilitadas pelos comuns. Ser feito com Creative Commons +significa que você está envolvendo o maior número possível de usuários com +seus recursos. Os usuários também estão criando, editando, remixando, +fazendo curadoria, localizando, traduzindo e distribuindo. Os comuns +possibilitam que as pessoas participem diretamente da cultura, da construção +do conhecimento e até da democracia e de muitas outras práticas socialmente +benéficas. +

+ Os comuns estimulam a inovação. Os recursos nas mãos de mais pessoas que +podem usá-los levam a novas ideias. A maneira como os recursos comuns podem +ser modificados, personalizados e melhores resultados em trabalhos derivados +nunca imaginados pelo criador original. Alguns empreendimentos Feitos com +Creative Commons encorajam deliberadamente os usuários a pegar os recursos +que estão sendo compartilhados e inová-los. Isso move a pesquisa e o +desenvolvimento (R&D) de apenas dentro da organização para estar na +comunidade.[36] A inovação baseada na +comunidade manterá uma organização ou negócio em alerta. Deve continuar a +contribuir com novas ideias, absorver e construir sobre as inovações dos +outros e administrar os recursos e o relacionamento com a comunidade. +

+ O comum aumenta o alcance e o impacto. O comum digital é global. Os recursos +podem ser criados para uma necessidade local ou regional, mas eles vão longe +e geram um impacto global. No mundo digital, não existem fronteiras entre +países. Quando você é Feito com Creative Commons, geralmente é local e +global ao mesmo tempo: designs digitais sendo distribuídos globalmente, mas +feitos e fabricados localmente. Livros digitais ou música sendo distribuídos +globalmente, mas leituras e shows realizados localmente. O comum digital +amplia o impacto ao conectar os criadores com aqueles que usam e desenvolvem +sua obra local e globalmente. +

+ O comum é gerador. Em vez de extrair valor, o comum agrega valor. Os +recursos digitalizados persistem sem se esgotarem e, com o uso, são +aprimorados, personalizados e localizados. Cada uso agrega valor. O mercado +tem como foco a geração de valor para o negócio e para o cliente. Os comuns +geram valor para uma gama mais ampla de beneficiários, incluindo a empresa, +o cliente, o criador, o público e os próprios comuns. A natureza generativa +dos comuns significa que é mais econômico e produz um maior retorno sobre o +investimento. O valor não é medido apenas em termos financeiros. Cada novo +recurso adicionado aos comuns fornece valor ao público e contribui para o +valor geral dos comuns. +

+ The commons brings people together for a common cause. The commons vests +people directly with the responsibility to manage the resources for the +common good. The costs and benefits for the individual are balanced with the +costs and benefits for the community and for future generations. Resources +are not anonymous or mass produced. Their provenance is known and +acknowledged through attribution and other means. Those that are Made with +Creative Commons generate awareness and reputation based on their +contributions to the commons. The reach, impact, and sustainability of those +contributions rest largely on their ability to forge relationships and +connections with those who use and improve them. By functioning on the basis +of social engagement, not monetary exchange, the commons unifies people. +

+ The benefits of the commons are many. When these benefits align with the +goals of individuals, communities, businesses in the market, or state +enterprises, choosing to manage resources as a commons ought to be the +option of choice. +

Our Case Studies

+ The creators, organizations, and businesses in our case studies operate as +nonprofits, for-profits, and social enterprises. Regardless of legal +status, they all have a social mission. Their primary reason for being is +to make the world a better place, not to profit. Money is a means to a +social end, not the end itself. They factor public interest into decisions, +behavior, and practices. Transparency and trust are really important. Impact +and success are measured against social aims expressed in mission +statements, and are not just about the financial bottom line. +

+ The case studies are based on the narratives told to us by founders and key +staff. Instead of solely using financials as the measure of success and +sustainability, they emphasized their mission, practices, and means by which +they measure success. Metrics of success are a blend of how social goals +are being met and how sustainable the enterprise is. +

+ Our case studies are diverse, ranging from publishing to education and +manufacturing. All of the organizations, businesses, and creators in the +case studies produce digital resources. Those resources exist in many forms +including books, designs, songs, research, data, cultural works, education +materials, graphic icons, and video. Some are digital representations of +physical resources. Others are born digital but can be made into physical +resources. +

+ They are creating new resources, or using the resources of others, or mixing +existing resources together to make something new. They, and their audience, +all play a direct, participatory role in managing those resources, including +their preservation, curation, distribution, and enhancement. Access and +participation is open to all regardless of monetary means. +

+ And as users of Creative Commons licenses, they are automatically part of a +global community. The new digital commons is global. Those we profiled come +from nearly every continent in the world. To build and interact within this +global community is conducive to success. +

+ Creative Commons licenses may express legal rules around the use of +resources in a commons, but success in the commons requires more than +following the letter of the law and acquiring financial means. Over and over +we heard in our interviews how success and sustainability are tied to a set +of beliefs, values, and principles that underlie their actions: Give more +than you take. Be open and inclusive. Add value. Make visible what you are +using from the commons, what you are adding, and what you are +monetizing. Maximize abundance. Give attribution. Express gratitude. Develop +trust; don’t exploit. Build relationship and community. Be +transparent. Defend the commons. +

+ The new digital commons is here to stay. Made With Creative Commons case +studies show how it’s possible to be part of this commons while still +functioning within market and state systems. The commons generates benefits +neither the market nor state can achieve on their own. Rather than the +market or state dominating as primary means of resource management, a more +balanced alternative is possible. +

+ Enterprise use of Creative Commons has only just begun. The case studies in +this book are merely starting points. Each is changing and evolving over +time. Many more are joining and inventing new models. This overview aims to +provide a framework and language for thinking and talking about the new +digital commons. The remaining sections go deeper providing further guidance +and insights on how it works. +



[1] + Jonathan Rowe, Our Common Wealth (San Francisco: +Berrett-Koehler, 2013), 14. +

[2] + David Bollier, Think Like a Commoner: A Short Introduction to the +Life of the Commons (Gabriola Island, BC: New Society, 2014), +176. +

[3] + Ibid., 15. +

[4] + Ibid., 145. +

[5] + Ibid., 175. +

[6] + Daniel H. Cole, “Learning from Lin: Lessons and Cautions from the +Natural Commons for the Knowledge Commons”, em Governing +Knowledge Commons, eds. Brett M. Frischmann, Michael J. Madison e +Katherine J. Strandburg (Nova York: Oxford University Press, 2014), 53. +

[7] + Max Haiven, Crises of Imagination, Crises of Power: Capitalism, +Creativity and the Commons (Nova York: Zed Books, 2014), 93. +

[8] + Bollier, Think Like a Commoner, 175. +

[9] + Joshua Farley e Ida Kubiszewski, “The Economics of Information in a +Post-Carbon Economy” em Free Knowledge: Confronting the +Commodification of Human Discovery, eds. Patricia W. Elliott e +Daryl H. Hepting (Regina, SK: University of Regina Press, 2015), 201–4. +

[10] + Rowe, Our Common Wealth, 19; e Heather Menzies, +Reclaiming the Commons for the Common Good: A Memoir and +Manifesto (Gabriola Island, BC: New Society, 2014), 42–43. +

[11] + Bollier, Think Like a Commoner, 55–78. +

[12] + Fritjof Capra e Ugo Mattei, The Ecology of Law: Toward a Legal +System in Tune with Nature and Community (Oakland, CA: +Berrett-Koehler, 2015), 46–57; e Bollier, Think Like a +Commoner, 88. +

[13] + Brett M. Frischmann, Michael J. Madison e Katherine J. Strandburg, +“Governing Knowledge Commons”, em Frischmann, Madison e +Strandburg, Governing Knowledge Commons, 12. +

[14] + Farley e Kubiszewski, “Economics of Information”, em Elliott y +Hepting, Free Knowledge, 203. +

[15] “O que é software livre?” Sistema operacional GNU, o +Laboratório de licenciamento e conformidade da Free Software Foundation, +acessado em 30 de dezembro de 2016, http://www.gnu.org/philosophy/free-sw. +

[16] + Wikipédia, s.v. “Open-source software”, última modificação em +22 de novembro de 2016. +

[17] + Eric S. Raymond, “The Magic Cauldron”, em The +Cathedral and the Bazaar: Musings on Linux and Open Source by an Accidental +Revolutionary, rev. ed. Sebastopol, CA: O’Reilly Media, 2001, +http://www.catb.org/esr/writings/cathedral-bazaar/. +

[18] + New York Times Customer Insight Group, The Psychology of Sharing: +Why Do People Share Online? (Nova York: New York Times Customer +Insight Group, 2011), http://www.iab.net/media/file/POSWhitePaper.pdf. +

[19] “Licensing Considerations”, Creative Commons, acessado em 30 de +dezembro de 2016, http://creativecommons.org/share-your-work/licensing-considerations/. +

[20] + Creative Commons, 2015 State of the Commons (Mountain +View, CA: Creative Commons, 2015), http://stateof.creativecommons.org/2015/. +

[21] + Wikipédia, s.v. “Open Government Partnership”, última +modificação em 24 de setembro de 2016, http://en.wikipedia.org/wiki/Open_Government_Partnership. +

[22] + Capra e Mattei, Ecology of Law, 114. +

[23] + Ibid., 116. +

[24] + A Agência Sueca de Cooperação para o Desenvolvimento Internacional, +“Stockholm Statement” acessada em 15 de fevereiro de 2017, +http://sida.se/globalassets/sida/eng/press/stockholm-statement.pdf +

[25] + Cidade de Bolonha, Regulation on Collaboration between Citizens +and the City for the Care and Regeneration of Urban Commons, +trans. LabGov (LABoratory for the GOVernance of Commons) (Bolonha, Itália: +Cidade de Bolonha, 2014), http://www.labgov.it/wp-content/uploads/sites/9/Bologna-Regulation-on-collaboration-between-citizens-and-the-city-for-the-cure-and-regeneration-of-urban-commons1.pdf. +

[26] + O site de Seoul Sharing City website é http://english.sharehub.kr; para Amsterdam Sharing City, acesse +http://www.sharenl.nl/amsterdam-sharing-city/. +

[27] + Tom Slee, What’s Yours Is Mine: Against the Sharing +Economy (Nova York: OR Books, 2015), 42. +

[28] + Chris Anderson, Free: How Today’s Smartest Businesses Profit by +Giving Something for Nothing, reimpressão com novo +prefácio. (Nova York: Hyperion, 2010), 78. +

[29] + Jeremy Rifkin, The Zero Marginal Cost Society: The Internet of +Things, the Collaborative Commons, and the Eclipse of Capitalism +(Nova York: Palgrave Macmillan, 2014) , 273. +

[30] + Gar Alperovitz, What Then Must We Do? Straight Talk about the Next +American Revolution: Democratizing Wealth and Building a +Community-Sustaining Economy from the Ground Up (White River +Junction, VT: Chelsea Green, 2013), 39. +

[31] + Marjorie Kelly, Owning Our Future: The Emerging Ownership +Revolution; Journeys to a Generative Economy (São Francisco: +Berrett-Koehler, 2012), 8–9. +

[32] + Alex Osterwalder e Yves Pigneur, Business Model +Generation (Hoboken, NJ: John Wiley and Sons, 2010). Uma +pré-visualização do livro está disponível em http://strategyzer.com/books/business-model-generation. +

[33] + Esta tela de modelo de negócios está disponível para download em http://strategyzer.com/canvas/business-model-canvas. +

[34] + Fizemos o “Open Business Model Canvas”, projetado pelo co-autor +Paul Stacey, disponível online em http://docs.google.com/drawings/d/1QOIDa2qak7wZSSOa4Wv6qVMO77IwkKHN7CYyq0wHivs/edit. +Você também pode encontrar as perguntas do Open Business Model Canvas em +http://docs.google.com/drawings/d/1kACK7TkoJgsM18HUWCbX9xuQ0Byna4plSVZXZGTtays/edit. +

[35] + Uma lista mais abrangente de fluxos de receita está disponível neste post +que escrevi no Medium em 6 de março de 2016. “What Is an Open Business +Model and How Can You Generate Revenue?”, disponível em http://medium.com/made-with-creative-commons/what-is-an-open-business-model-and-how-can-you-generate-revenue-5854d2659b15. +

[36] + Henry Chesbrough, Open Innovation: The New Imperative for Creating +and Profiting from Technology (Boston: Harvard Business Review +Press, 2006), 31–44. +

Capítulo 2. How to Be Made with Creative Commons

 

 
 --\begin{flushright} + \textit{ Sarah Hinchliff Pearson} + \end{flushright}

+ When we began this project in August 2015, we set out to write a book about +business models that involve Creative Commons licenses in some significant +way—what we call being Made with Creative Commons. With the help of our +Kickstarter backers, we chose twenty-four endeavors from all around the +world that are Made with Creative Commons. The mix is diverse, from an +individual musician to a university-textbook publisher to an electronics +manufacturer. Some make their own content and share under Creative Commons +licensing. Others are platforms for CC-licensed creative work made by +others. Many sit somewhere in between, both using and contributing creative +work that’s shared with the public. Like all who use the licenses, these +endeavors share their work—whether it’s open data or furniture designs—in a +way that enables the public not only to access it but also to make use of +it. +

+ We analyzed the revenue models, customer segments, and value propositions of +each endeavor. We searched for ways that putting their content under +Creative Commons licenses helped boost sales or increase reach. Using +traditional measures of economic success, we tried to map these business +models in a way that meaningfully incorporated the impact of Creative +Commons. In our interviews, we dug into the motivations, the role of CC +licenses, modes of revenue generation, definitions of success. +

+ In fairly short order, we realized the book we set out to write was quite +different from the one that was revealing itself in our interviews and +research. +

+ It isn’t that we were wrong to think you can make money while using Creative +Commons licenses. In many instances, CC can help make you more money. Nor +were we wrong that there are business models out there that others who want +to use CC licensing as part of their livelihood or business could +replicate. What we didn’t realize was just how misguided it would be to +write a book about being Made with Creative Commons using only a business +lens. +

+ According to the seminal handbook Business Model Generation, a business +model “describes the rationale of how an organization creates, +delivers, and captures value.”[37] +Thinking about sharing in terms of creating and capturing value always felt +inappropriately transactional and out of place, something we heard time and +time again in our interviews. And as Cory Doctorow told us in our interview +with him, “Business model can mean anything you want it to +mean.” +

+ Eventually, we got it. Being Made with Creative Commons is more than a +business model. While we will talk about specific revenue models as one +piece of our analysis (and in more detail in the case studies), we scrapped +that as our guiding rubric for the book. +

+ Admittedly, it took me a long time to get there. When Paul and I divided up +our writing after finishing the research, my charge was to distill +everything we learned from the case studies and write up the practical +lessons and takeaways. I spent months trying to jam what we learned into the +business-model box, convinced there must be some formula for the way things +interacted. But there is no formula. You’ll probably have to discard that +way of thinking before you read any further. +

+ In every interview, we started from the same simple questions. Amid all the +diversity among the creators, organizations, and businesses we profiled, +there was one constant. Being Made with Creative Commons may be good for +business, but that is not why they do it. Sharing work with Creative Commons +is, at its core, a moral decision. The commercial and other self-interested +benefits are secondary. Most decided to use CC licenses first and found a +revenue model later. This was our first hint that writing a book solely +about the impact of sharing on business might be a little off track. +

+ But we also started to realize something about what it means to be Made with +Creative Commons. When people talked to us about how and why they used CC, +it was clear that it meant something more than using a copyright license. It +also represented a set of values. There is symbolism behind using CC, and +that symbolism has many layers. +

+ At one level, being Made with Creative Commons expresses an affinity for the +value of Creative Commons. While there are many different flavors of CC +licenses and nearly infinite ways to be Made with Creative Commons, the +basic value system is rooted in a fundamental belief that knowledge and +creativity are building blocks of our culture rather than just commodities +from which to extract market value. These values reflect a belief that the +common good should always be part of the equation when we determine how to +regulate our cultural outputs. They reflect a belief that everyone has +something to contribute, and that no one can own our shared culture. They +reflect a belief in the promise of sharing. +

+ Whether the public makes use of the opportunity to copy and adapt your work, +sharing with a Creative Commons license is a symbol of how you want to +interact with the people who consume your work. Whenever you create +something, “all rights reserved” under copyright is automatic, +so the copyright symbol (©) on the work does not necessarily come across as +a marker of distrust or excessive protectionism. But using a CC license can +be a symbol of the opposite—of wanting a real human relationship, rather +than an impersonal market transaction. It leaves open the possibility of +connection. +

+ Being Made with Creative Commons not only demonstrates values connected to +CC and sharing. It also demonstrates that something other than profit drives +what you do. In our interviews, we always asked what success looked like for +them. It was stunning how rarely money was mentioned. Most have a deeper +purpose and a different vision of success. +

+ The driving motivation varies depending on the type of endeavor. For +individual creators, it is most often about personal inspiration. In some +ways, this is nothing new. As Doctorow has written, “Creators usually +start doing what they do for love.”[38] But when you share your creative work under a CC license, that +dynamic is even more pronounced. Similarly, for technological innovators, it +is often less about creating a specific new thing that will make you rich +and more about solving a specific problem you have. The creators of Arduino +told us that the key question when creating something is “Do you as +the creator want to use it? It has to have personal use and meaning.” +

+ Many that are Made with Creative Commons have an express social mission that +underpins everything they do. In many cases, sharing with Creative Commons +expressly advances that social mission, and using the licenses can be the +difference between legitimacy and hypocrisy. Noun Project co-founder Edward +Boatman told us they could not have stated their social mission of sharing +with a straight face if they weren’t willing to show the world that it was +OK to share their content using a Creative Commons license. +

+ This dynamic is probably one reason why there are so many nonprofit examples +of being Made with Creative Commons. The content is the result of a labor of +love or a tool to drive social change, and money is like gas in the car, +something that you need to keep going but not an end in itself. Being Made +with Creative Commons is a different vision of a business or livelihood, +where profit is not paramount, and producing social good and human +connection are integral to success. +

+ Even if profit isn’t the end goal, you have to bring in money to be +successfully Made with Creative Commons. At a bare minimum, you have to make +enough money to keep the lights on. +

+ The costs of doing business vary widely for those made with CC, but there is +generally a much lower threshold for sustainability than there used to be +for any creative endeavor. Digital technology has made it easier than ever +to create, and easier than ever to distribute. As Doctorow put it in his +book Information Doesn’t Want to Be Free, “If analog dollars have +turned into digital dimes (as the critics of ad-supported media have it), +there is the fact that it’s possible to run a business that gets the same +amount of advertising as its forebears at a fraction of the price.” +

+ Some creation costs are the same as they always were. It takes the same +amount of time and money to write a peer-reviewed journal article or paint a +painting. Technology can’t change that. But other costs are dramatically +reduced by technology, particularly in production-heavy domains like +filmmaking.[39] CC-licensed content and +content in the public domain, as well as the work of volunteer +collaborators, can also dramatically reduce costs if they’re being used as +resources to create something new. And, of course, there is the reality that +some content would be created whether or not the creator is paid because it +is a labor of love. +

+ Distributing content is almost universally cheaper than ever. Once content +is created, the costs to distribute copies digitally are essentially +zero.[40] The costs to distribute physical +copies are still significant, but lower than they have been +historically. And it is now much easier to print and distribute physical +copies on-demand, which also reduces costs. Depending on the endeavor, there +can be a whole host of other possible expenses like marketing and promotion, +and even expenses associated with the various ways money is being made, like +touring or custom training. +

+ It’s important to recognize that the biggest impact of technology on +creative endeavors is that creators can now foot the costs of creation and +distribution themselves. People now often have a direct route to their +potential public without necessarily needing intermediaries like record +labels and book publishers. Doctorow wrote, “If you’re a creator who +never got the time of day from one of the great imperial powers, this is +your time. Where once you had no means of reaching an audience without the +assistance of the industry-dominating megacompanies, now you have hundreds +of ways to do it without them.”[41] +Previously, distribution of creative work involved the costs associated with +sustaining a monolithic entity, now creators can do the work +themselves. That means the financial needs of creative endeavors can be a +lot more modest. +

+ Whether for an individual creator or a larger endeavor, it usually isn’t +enough to break even if you want to make what you’re doing a livelihood. You +need to build in some support for the general operation. This extra bit +looks different for everyone, but importantly, in nearly all cases for those +Made with Creative Commons, the definition of “enough money” +looks a lot different than it does in the world of venture capital and stock +options. It is more about sustainability and less about unlimited growth and +profit. SparkFun founder Nathan Seidle told us, “Business model is a +really grandiose word for it. It is really just about keeping the operation +going day to day.” +

+ This book is a testament to the notion that it is possible to make money +while using CC licenses and CC-licensed content, but we are still very much +at an experimental stage. The creators, organizations, and businesses we +profile in this book are blazing the trail and adapting in real time as they +pursue this new way of operating. +

+ There are, however, plenty of ways in which CC licensing can be good for +business in fairly predictable ways. The first is how it helps solve +“problem zero.” +

Problem Zero: Getting Discovered

+ Once you create or collect your content, the next step is finding users, +customers, fans—in other words, your people. As Amanda Palmer wrote, +“It has to start with the art. The songs had to touch people +initially, and mean something, for anything to work at +all.”[42] There isn’t any magic to +finding your people, and there is certainly no formula. Your work has to +connect with people and offer them some artistic and/or utilitarian +value. In some ways, this is easier than ever. Online we are not limited by +shelf space, so there is room for every obscure interest, taste, and need +imaginable. This is what Chris Anderson dubbed the Long Tail, where +consumption becomes less about mainstream mass “hits” and more +about micromarkets for every particular niche. As Anderson wrote, “We +are all different, with different wants and needs, and the Internet now has +a place for all of them in the way that physical markets did +not.”[43] We are no longer limited +to what appeals to the masses. +

+ While finding “your people” online is theoretically easier than +in the analog world, as a practical matter it can still be difficult to +actually get noticed. The Internet is a firehose of content, one that only +grows larger by the minute. As a content creator, not only are you +competing for attention against more content creators than ever before, you +are competing against creativity generated outside the market as +well.[44] Anderson wrote, “The +greatest change of the past decade has been the shift in time people spend +consuming amateur content instead of professional +content.”[45] To top it all off, you +have to compete against the rest of their lives, too—“friends, family, +music playlists, soccer games, and nights on the town.”[46] Somehow, some way, you have to get noticed by the +right people. +

+ When you come to the Internet armed with an all-rights-reserved mentality +from the start, you are often restricting access to your work before there +is even any demand for it. In many cases, requiring payment for your work is +part of the traditional copyright system. Even a tiny cost has a big effect +on demand. It’s called the penny gap—the large difference in demand between +something that is available at the price of one cent versus the price of +zero.[47] That doesn’t mean it is wrong to +charge money for your content. It simply means you need to recognize the +effect that doing so will have on demand. The same principle applies to +restricting access to copy the work. If your problem is how to get +discovered and find “your people,” prohibiting people from +copying your work and sharing it with others is counterproductive. +

+ Of course, it’s not that being discovered by people who like your work will +make you rich—far from it. But as Cory Doctorow says, “Recognition is +one of many necessary preconditions for artistic +success.”[48] +

+ Choosing not to spend time and energy restricting access to your work and +policing infringement also builds goodwill. Lumen Learning, a for-profit +company that publishes online educational materials, made an early decision +not to prevent students from accessing their content, even in the form of a +tiny paywall, because it would negatively impact student success in a way +that would undermine the social mission behind what they do. They believe +this decision has generated an immense amount of goodwill within the +community. +

+ It is not just that restricting access to your work may undermine your +social mission. It also may alienate the people who most value your creative +work. If people like your work, their natural instinct will be to share it +with others. But as David Bollier wrote, “Our natural human impulses +to imitate and share—the essence of culture—have been +criminalized.”[49] +

+ The fact that copying can carry criminal penalties undoubtedly deters +copying it, but copying with the click of a button is too easy and +convenient to ever fully stop it. Try as the copyright industry might to +persuade us otherwise, copying a copyrighted work just doesn’t feel like +stealing a loaf of bread. And, of course, that’s because it isn’t. Sharing a +creative work has no impact on anyone else’s ability to make use of it. +

+ If you take some amount of copying and sharing your work as a given, you can +invest your time and resources elsewhere, rather than wasting them on +playing a cat and mouse game with people who want to copy and share your +work. Lizzy Jongma from the Rijksmuseum said, “We could spend a lot of +money trying to protect works, but people are going to do it anyway. And +they will use bad-quality versions.” Instead, they started releasing +high-resolution digital copies of their collection into the public domain +and making them available for free on their website. For them, sharing was a +form of quality control over the copies that were inevitably being shared +online. Doing this meant forgoing the revenue they previously got from +selling digital images. But Lizzy says that was a small price to pay for all +of the opportunities that sharing unlocked for them. +

+ Being Made with Creative Commons means you stop thinking about ways to +artificially make your content scarce, and instead leverage it as the +potentially abundant resource it is.[50] +When you see information abundance as a feature, not a bug, you start +thinking about the ways to use the idling capacity of your content to your +advantage. As my friend and colleague Eric Steuer once said, “Using CC +licenses shows you get the Internet.” +

+ Cory Doctorow says it costs him nothing when other people make copies of his +work, and it opens the possibility that he might get something in +return.[51] Similarly, the makers of the +Arduino boards knew it was impossible to stop people from copying their +hardware, so they decided not to even try and instead look for the benefits +of being open. For them, the result is one of the most ubiquitous pieces of +hardware in the world, with a thriving online community of tinkerers and +innovators that have done things with their work they never could have done +otherwise. +

+ There are all kinds of way to leverage the power of sharing and remix to +your benefit. Here are a few. +

Use CC to grow a larger audience

+ Putting a Creative Commons license on your content won’t make it +automatically go viral, but eliminating legal barriers to copying the work +certainly can’t hurt the chances that your work will be shared. The CC +license symbolizes that sharing is welcome. It can act as a little tap on +the shoulder to those who come across the work—a nudge to copy the work if +they have any inkling of doing so. All things being equal, if one piece of +content has a sign that says Share and the other says Don’t Share (which is +what “©” means), which do you think people are more likely to +share? +

+ The Conversation is an online news site with in-depth articles written by +academics who are experts on particular topics. All of the articles are +CC-licensed, and they are copied and reshared on other sites by design. This +proliferating effect, which they track, is a central part of the value to +their academic authors who want to reach as many readers as possible. +

+ The idea that more eyeballs equates with more success is a form of the max +strategy, adopted by Google and other technology companies. According to +Google’s Eric Schmidt, the idea is simple: “Take whatever it is you +are doing and do it at the max in terms of distribution. The other way of +saying this is that since marginal cost of distribution is free, you might +as well put things everywhere.”[52] +This strategy is what often motivates companies to make their products and +services free (i.e., no cost), but the same logic applies to making content +freely shareable. Because CC-licensed content is free (as in cost) and can +be freely copied, CC licensing makes it even more accessible and likely to +spread. +

+ If you are successful in reaching more users, readers, listeners, or other +consumers of your work, you can start to benefit from the bandwagon +effect. The simple fact that there are other people consuming or following +your work spurs others to want to do the same.[53] This is, in part, because we simply have a tendency to engage in +herd behavior, but it is also because a large following is at least a +partial indicator of quality or usefulness.[54] +

Use CC to get attribution and name recognition

+ Every Creative Commons license requires that credit be given to the author, +and that reusers supply a link back to the original source of the +material. CC0, not a license but a tool used to put work in the public +domain, does not make attribution a legal requirement, but many communities +still give credit as a matter of best practices and social norms. In fact, +it is social norms, rather than the threat of legal enforcement, that most +often motivate people to provide attribution and otherwise comply with the +CC license terms anyway. This is the mark of any well-functioning community, +within both the marketplace and the society at large.[55] CC licenses reflect a set of wishes on the part of +creators, and in the vast majority of circumstances, people are naturally +inclined to follow those wishes. This is particularly the case for something +as straightforward and consistent with basic notions of fairness as +providing credit. +

+ The fact that the name of the creator follows a CC-licensed work makes the +licenses an important means to develop a reputation or, in corporate speak, +a brand. The drive to associate your name with your work is not just based +on commercial motivations, it is fundamental to authorship. Knowledge +Unlatched is a nonprofit that helps to subsidize the print production of +CC-licensed academic texts by pooling contributions from libraries around +the United States. The CEO, Frances Pinter, says that the Creative Commons +license on the works has a huge value to authors because reputation is the +most important currency for academics. Sharing with CC is a way of having +the most people see and cite your work. +

+ Attribution can be about more than just receiving credit. It can also be +about establishing provenance. People naturally want to know where content +came from—the source of a work is sometimes just as interesting as the work +itself. Opendesk is a platform for furniture designers to share their +designs. Consumers who like those designs can then get matched with local +makers who turn the designs into real-life furniture. The fact that I, +sitting in the middle of the United States, can pick out a design created by +a designer in Tokyo and then use a maker within my own community to +transform the design into something tangible is part of the power of their +platform. The provenance of the design is a special part of the product. +

+ Knowing the source of a work is also critical to ensuring its +credibility. Just as a trademark is designed to give consumers a way to +identify the source and quality of a particular good and service, knowing +the author of a work gives the public a way to assess its credibility. In a +time when online discourse is plagued with misinformation, being a trusted +information source is more valuable than ever. +

Use CC-licensed content as a marketing tool

+ As we will cover in more detail later, many endeavors that are Made with +Creative Commons make money by providing a product or service other than the +CC-licensed work. Sometimes that other product or service is completely +unrelated to the CC content. Other times it’s a physical copy or live +performance of the CC content. In all cases, the CC content can attract +people to your other product or service. +

+ Knowledge Unlatched’s Pinter told us she has seen time and again how +offering CC-licensed content—that is, digitally for free—actually increases +sales of the printed goods because it functions as a marketing tool. We see +this phenomenon regularly with famous artwork. The Mona Lisa is likely the +most recognizable painting on the planet. Its ubiquity has the effect of +catalyzing interest in seeing the painting in person, and in owning physical +goods with the image. Abundant copies of the content often entice more +demand, not blunt it. Another example came with the advent of the +radio. Although the music industry did not see it coming (and fought it!), +free music on the radio functioned as advertising for the paid version +people bought in music stores.[56] Free can +be a form of promotion. +

+ In some cases, endeavors that are Made with Creative Commons do not even +need dedicated marketing teams or marketing budgets. Cards Against Humanity +is a CC-licensed card game available as a free download. And because of this +(thanks to the CC license on the game), the creators say it is one of the +best-marketed games in the world, and they have never spent a dime on +marketing. The textbook publisher OpenStax has also avoided hiring a +marketing team. Their products are free, or cheaper to buy in the case of +physical copies, which makes them much more attractive to students who then +demand them from their universities. They also partner with service +providers who build atop the CC-licensed content and, in turn, spend money +and resources marketing those services (and by extension, the OpenStax +textbooks). +

Use CC to enable hands-on engagement with your work

+ The great promise of Creative Commons licensing is that it signifies an +embrace of remix culture. Indeed, this is the great promise of digital +technology. The Internet opened up a whole new world of possibilities for +public participation in creative work. +

+ Four of the six CC licenses enable reusers to take apart, build upon, or +otherwise adapt the work. Depending on the context, adaptation can mean +wildly different things—translating, updating, localizing, improving, +transforming. It enables a work to be customized for particular needs, uses, +people, and communities, which is another distinct value to offer the +public.[57] Adaptation is more game +changing in some contexts than others. With educational materials, the +ability to customize and update the content is critically important for its +usefulness. For photography, the ability to adapt a photo is less important. +

+ This is a way to counteract a potential downside of the abundance of free +and open content described above. As Anderson wrote in Free, “People +often don’t care as much about things they don’t pay for, and as a result +they don’t think as much about how they consume them.”[58] If even the tiny act of volition of paying one +penny for something changes our perception of that thing, then surely the +act of remixing it enhances our perception exponentially.[59] We know that people will pay more for products they +had a part in creating.[60] And we know +that creating something, no matter what quality, brings with it a type of +creative satisfaction that can never be replaced by consuming something +created by someone else.[61] +

+ Actively engaging with the content helps us avoid the type of aimless +consumption that anyone who has absentmindedly scrolled through their +social-media feeds for an hour knows all too well. In his book, Cognitive +Surplus, Clay Shirky says, “To participate is to act as if your +presence matters, as if, when you see something or hear something, your +response is part of the event.”[62] +Opening the door to your content can get people more deeply tied to your +work. +

Use CC to differentiate yourself

+ Operating under a traditional copyright regime usually means operating under +the rules of establishment players in the media. Business strategies that +are embedded in the traditional copyright system, like using digital rights +management (DRM) and signing exclusivity contracts, can tie the hands of +creators, often at the expense of the creator’s best interest.[63] Being Made with Creative Commons means you can +function without those barriers and, in many cases, use the increased +openness as a competitive advantage. David Harris from OpenStax said they +specifically pursue strategies they know that traditional publishers +cannot. “Don’t go into a market and play by the incumbent +rules,” David said. “Change the rules of engagement.” +

Making Money

+ Like any moneymaking endeavor, those that are Made with Creative Commons +have to generate some type of value for their audience or +customers. Sometimes that value is subsidized by funders who are not +actually beneficiaries of that value. Funders, whether philanthropic +institutions, governments, or concerned individuals, provide money to the +organization out of a sense of pure altruism. This is the way traditional +nonprofit funding operates.[64] But in many +cases, the revenue streams used by endeavors that are Made with Creative +Commons are directly tied to the value they generate, where the recipient is +paying for the value they receive like any standard market transaction. In +still other cases, rather than the quid pro quo exchange of money for value +that typically drives market transactions, the recipient gives money out of +a sense of reciprocity. +

+ Most who are Made with Creative Commons use a variety of methods to bring in +revenue, some market-based and some not. One common strategy is using grant +funding for content creation when research-and-development costs are +particularly high, and then finding a different revenue stream (or streams) +for ongoing expenses. As Shirky wrote, “The trick is in knowing when +markets are an optimal way of organizing interactions and when they are +not.”[65] +

+ Our case studies explore in more detail the various revenue-generating +mechanisms used by the creators, organizations, and businesses we +interviewed. There is nuance hidden within the specific ways each of them +makes money, so it is a bit dangerous to generalize too much about what we +learned. Nonetheless, zooming out and viewing things from a higher level of +abstraction can be instructive. +

Market-based revenue streams

+ In the market, the central question when determining how to bring in revenue +is what value people are willing to pay for.[66] By definition, if you are Made with Creative Commons, the content +you provide is available for free and not a market commodity. Like the +ubiquitous freemium business model, any possible market transaction with a +consumer of your content has to be based on some added value you +provide.[67] +

+ In many ways, this is the way of the future for all content-driven +endeavors. In the market, value lives in things that are scarce. Because the +Internet makes a universe of content available to all of us for free, it is +difficult to get people to pay for content online. The struggling newspaper +industry is a testament to this fact. This is compounded by the fact that at +least some amount of copying is probably inevitable. That means you may end +up competing with free versions of your own content, whether you condone it +or not.[68] If people can easily find your +content for free, getting people to buy it will be difficult, particularly +in a context where access to content is more important than owning it. In +Free, Anderson wrote, “Copyright protection schemes, whether coded +into either law or software, are simply holding up a price against the force +of gravity.” +

+ Of course, this doesn’t mean that content-driven endeavors have no future in +the traditional marketplace. In Free, Anderson explains how when one product +or service becomes free, as information and content largely have in the +digital age, other things become more valuable. “Every abundance +creates a new scarcity,” he wrote. You just have to find some way +other than the content to provide value to your audience or customers. As +Anderson says, “It’s easy to compete with Free: simply offer something +better or at least different from the free version.”[69] +

+ In light of this reality, in some ways endeavors that are Made with Creative +Commons are at a level playing field with all content-based endeavors in the +digital age. In fact, they may even have an advantage because they can use +the abundance of content to derive revenue from something scarce. They can +also benefit from the goodwill that stems from the values behind being Made +with Creative Commons. +

+ For content creators and distributors, there are nearly infinite ways to +provide value to the consumers of your work, above and beyond the value that +lives within your free digital content. Often, the CC-licensed content +functions as a marketing tool for the paid product or service. +

+ Here are the most common high-level categories. +

Providing a custom service to consumers of your work +[MARKET-BASED]

+ In this age of information abundance, we don’t lack for content. The trick +is finding content that matches our needs and wants, so customized services +are particularly valuable. As Anderson wrote, “Commodity information +(everybody gets the same version) wants to be free. Customized information +(you get something unique and meaningful to you) wants to be +expensive.”[70] This can be anything +from the artistic and cultural consulting services provided by Ártica to the +custom-song business of Jonathan “Song-A-Day” Mann. +

Charging for the physical copy [MARKET-BASED]

+ In his book about maker culture, Anderson characterizes this model as giving +away the bits and selling the atoms (where bits refers to digital content +and atoms refer to a physical object).[71] +This is particularly successful in domains where the digital version of the +content isn’t as valuable as the analog version, like book publishing where +a significant subset of people still prefer reading something they can hold +in their hands. Or in domains where the content isn’t useful until it is in +physical form, like furniture designs. In those situations, a significant +portion of consumers will pay for the convenience of having someone else put +the physical version together for them. Some endeavors squeeze even more out +of this revenue stream by using a Creative Commons license that only allows +noncommercial uses, which means no one else can sell physical copies of +their work in competition with them. This strategy of reserving commercial +rights can be particularly important for items like books, where every +printed copy of the same work is likely to be the same quality, so it is +harder to differentiate one publishing service from another. On the other +hand, for items like furniture or electronics, the provider of the physical +goods can compete with other providers of the same works based on quality, +service, or other traditional business principles. +

Charging for the in-person version [MARKET-BASED]

+ As anyone who has ever gone to a concert will tell you, experiencing +creativity in person is a completely different experience from consuming a +digital copy on your own. Far from acting as a substitute for face-to-face +interaction, CC-licensed content can actually create demand for the +in-person version of experience. You can see this effect when people go view +original art in person or pay to attend a talk or training course. +

Selling merchandise [MARKET-BASED]

+ In many cases, people who like your work will pay for products demonstrating +a connection to your work. As a child of the 1980s, I can personally attest +to the power of a good concert T-shirt. This can also be an important +revenue stream for museums and galleries. +

+ Sometimes the way to find a market-based revenue stream is by providing +value to people other than those who consume your CC-licensed content. In +these revenue streams, the free content is being subsidized by an entirely +different category of people or businesses. Often, those people or +businesses are paying to access your main audience. The fact that the +content is free increases the size of the audience, which in turn makes the +offer more valuable to the paying customers. This is a variation of a +traditional business model built on free called multi-sided +platforms.[72] Access to your audience +isn’t the only thing people are willing to pay for—there are other services +you can provide as well. +

Charging advertisers or sponsors [MARKET-BASED]

+ The traditional model of subsidizing free content is advertising. In this +version of multi-sided platforms, advertisers pay for the opportunity to +reach the set of eyeballs the content creators provide in the form of their +audience.[73] The Internet has made this +model more difficult because the number of potential channels available to +reach those eyeballs has become essentially infinite.[74] Nonetheless, it remains a viable revenue stream for +many content creators, including those who are Made with Creative +Commons. Often, instead of paying to display advertising, the advertiser +pays to be an official sponsor of particular content or projects, or of the +overall endeavor. +

Charging your content creators [MARKET-BASED]

+ Another type of multisided platform is where the content creators themselves +pay to be featured on the platform. Obviously, this revenue stream is only +available to those who rely on work created, at least in part, by +others. The most well-known version of this model is the +“author-processing charge” of open-access journals like those +published by the Public Library of Science, but there are other +variations. The Conversation is primarily funded by a university-membership +model, where universities pay to have their faculties participate as writers +of the content on the Conversation website. +

Charging a transaction fee [MARKET-BASED]

+ This is a version of a traditional business model based on brokering +transactions between parties.[75] Curation +is an important element of this model. Platforms like the Noun Project add +value by wading through CC-licensed content to curate a high-quality set and +then derive revenue when creators of that content make transactions with +customers. Other platforms make money when service providers transact with +their customers; for example, Opendesk makes money every time someone on +their site pays a maker to make furniture based on one of the designs on the +platform. +

Providing a service to your creators [MARKET-BASED]

+ As mentioned above, endeavors can make money by providing customized +services to their users. Platforms can undertake a variation of this service +model directed at the creators that provide the content they feature. The +data platforms Figure.NZ and Figshare both capitalize on this model by +providing paid tools to help their users make the data they contribute to +the platform more discoverable and reusable. +

Licensing a trademark [MARKET-BASED]

+ Finally, some that are Made with Creative Commons make money by selling use +of their trademarks. Well known brands that consumers associate with +quality, credibility, or even an ethos can license that trademark to +companies that want to take advantage of that goodwill. By definition, +trademarks are scarce because they represent a particular source of a good +or service. Charging for the ability to use that trademark is a way of +deriving revenue from something scarce while taking advantage of the +abundance of CC content. +

Reciprocity-based revenue streams

+ Even if we set aside grant funding, we found that the traditional economic +framework of understanding the market failed to fully capture the ways the +endeavors we analyzed were making money. It was not simply about monetizing +scarcity. +

+ Rather than devising a scheme to get people to pay money in exchange for +some direct value provided to them, many of the revenue streams were more +about providing value, building a relationship, and then eventually finding +some money that flows back out of a sense of reciprocity. While some look +like traditional nonprofit funding models, they aren’t charity. The endeavor +exchange value with people, just not necessarily synchronously or in a way +that requires that those values be equal. As David Bollier wrote in Think +Like a Commoner, “There is no self-serving calculation of whether the +value given and received is strictly equal.” +

+ This should be a familiar dynamic—it is the way you deal with your friends +and family. We give without regard for what and when we will get back. David +Bollier wrote, “Reciprocal social exchange lies at the heart of human +identity, community and culture. It is a vital brain function that helps the +human species survive and evolve.” +

+ What is rare is to incorporate this sort of relationship into an endeavor +that also engages with the market.[76] We +almost can’t help but think of relationships in the market as being centered +on an even-steven exchange of value.[77] +

Memberships and individual donations +[RECIPROCITY-BASED]

+ While memberships and donations are traditional nonprofit funding models, in +the Made with Creative Commons context, they are directly tied to the +reciprocal relationship that is cultivated with the beneficiaries of their +work. The bigger the pool of those receiving value from the content, the +more likely this strategy will work, given that only a small percentage of +people are likely to contribute. Since using CC licenses can grease the +wheels for content to reach more people, this strategy can be more effective +for endeavors that are Made with Creative Commons. The greater the argument +that the content is a public good or that the entire endeavor is furthering +a social mission, the more likely this strategy is to succeed. +

The pay-what-you-want model [RECIPROCITY-BASED]

+ In the pay-what-you-want model, the beneficiary of Creative Commons content +is invited to give—at any amount they can and feel is appropriate, based on +the public and personal value they feel is generated by the open +content. Critically, these models are not touted as “buying” +something free. They are similar to a tip jar. People make financial +contributions as an act of gratitude. These models capitalize on the fact +that we are naturally inclined to give money for things we value in the +marketplace, even in situations where we could find a way to get it for +free. +

Crowdfunding [RECIPROCITY-BASED]

+ Crowdfunding models are based on recouping the costs of creating and +distributing content before the content is created. If the endeavor is Made +with Creative Commons, anyone who wants the work in question could simply +wait until it’s created and then access it for free. That means, for this +model to work, people have to care about more than just receiving the +work. They have to want you to succeed. Amanda Palmer credits the success of +her crowdfunding on Kickstarter and Patreon to the years she spent building +her community and creating a connection with her fans. She wrote in The Art +of Asking, “Good art is made, good art is shared, help is offered, +ears are bent, emotions are exchanged, the compost of real, deep connection +is sprayed all over the fields. Then one day, the artist steps up and asks +for something. And if the ground has been fertilized enough, the audience +says, without hesitation: of course.” +

+ Other types of crowdfunding rely on a sense of responsibility that a +particular community may feel. Knowledge Unlatched pools funds from major +U.S. libraries to subsidize CC-licensed academic work that will be, by +definition, available to everyone for free. Libraries with bigger budgets +tend to give more out of a sense of commitment to the library community and +to the idea of open access generally. +

Making Human Connections

+ Regardless of how they made money, in our interviews, we repeatedly heard +language like “persuading people to buy” and “inviting +people to pay.” We heard it even in connection with revenue streams +that sit squarely within the market. Cory Doctorow told us, “I have to +convince my readers that the right thing to do is to pay me.” The +founders of the for-profit company Lumen Learning showed us the letter they +send to those who opt not to pay for the services they provide in connection +with their CC-licensed educational content. It isn’t a cease-and-desist +letter; it’s an invitation to pay because it’s the right thing to do. This +sort of behavior toward what could be considered nonpaying customers is +largely unheard of in the traditional marketplace. But it seems to be part +of the fabric of being Made with Creative Commons. +

+ Nearly every endeavor we profiled relied, at least in part, on people being +invested in what they do. The closer the Creative Commons content is to +being “the product,” the more pronounced this dynamic has to +be. Rather than simply selling a product or service, they are making +ideological, personal, and creative connections with the people who value +what they do. +

+ It took me a very long time to see how this avoidance of thinking about what +they do in pure market terms was deeply tied to being Made with Creative +Commons. +

+ I came to the research with preconceived notions about what Creative Commons +is and what it means to be Made with Creative Commons. It turned out I was +wrong on so many counts. +

+ Obviously, being Made with Creative Commons means using Creative Commons +licenses. That much I knew. But in our interviews, people spoke of so much +more than copyright permissions when they explained how sharing fit into +what they do. I was thinking about sharing too narrowly, and as a result, I +was missing vast swaths of the meaning packed within Creative +Commons. Rather than parsing the specific and narrow role of the copyright +license in the equation, it is important not to disaggregate the rest of +what comes with sharing. You have to widen the lens. +

+ Being Made with Creative Commons is not just about the simple act of +licensing a copyrighted work under a set of standardized terms, but also +about community, social good, contributing ideas, expressing a value system, +working together. These components of sharing are hard to cultivate if you +think about what you do in purely market terms. Decent social behavior isn’t +as intuitive when we are doing something that involves monetary exchange. It +takes a conscious effort to foster the context for real sharing, based not +strictly on impersonal market exchange, but on connections with the people +with whom you share—connections with you, with your work, with your values, +with each other. +

+ The rest of this section will explore some of the common strategies that +creators, companies, and organizations use to remind us that there are +humans behind every creative endeavor. To remind us we have obligations to +each other. To remind us what sharing really looks like. +

Be human

+ Humans are social animals, which means we are naturally inclined to treat +each other well.[78] But the further +removed we are from the person with whom we are interacting, the less caring +our behavior will be. While the Internet has democratized cultural +production, increased access to knowledge, and connected us in extraordinary +ways, it can also make it easy forget we are dealing with another human. +

+ To counteract the anonymous and impersonal tendencies of how we operate +online, individual creators and corporations who use Creative Commons +licenses work to demonstrate their humanity. For some, this means pouring +their lives out on the page. For others, it means showing their creative +process, giving a glimpse into how they do what they do. As writer Austin +Kleon wrote, “Our work doesn’t speak for itself. Human beings want to +know where things came from, how they were made, and who made them. The +stories you tell about the work you do have a huge effect on how people feel +and what they understand about your work, and how people feel and what they +understand about your work affects how they value it.”[79] +

+ A critical component to doing this effectively is not worrying about being a +“brand.” That means not being afraid to be vulnerable. Amanda +Palmer says, “When you’re afraid of someone’s judgment, you can’t +connect with them. You’re too preoccupied with the task of impressing +them.” Not everyone is suited to live life as an open book like +Palmer, and that’s OK. There are a lot of ways to be human. The trick is +just avoiding pretense and the temptation to artificially craft an +image. People don’t just want the glossy version of you. They can’t relate +to it, at least not in a meaningful way. +

+ This advice is probably even more important for businesses and organizations +because we instinctively conceive of them as nonhuman (though in the United +States, corporations are people!). When corporations and organizations make +the people behind them more apparent, it reminds people that they are +dealing with something other than an anonymous corporate entity. In +business-speak, this is about “humanizing your interactions” +with the public.[80] But it can’t be a +gimmick. You can’t fake being human. +

Be open and accountable

+ Transparency helps people understand who you are and why you do what you do, +but it also inspires trust. Max Temkin of Cards Against Humanity told us, +“One of the most surprising things you can do in capitalism is just be +honest with people.” That means sharing the good and the bad. As +Amanda Palmer wrote, “You can fix almost anything by authentically +communicating.”[81] It isn’t about +trying to satisfy everyone or trying to sugarcoat mistakes or bad news, but +instead about explaining your rationale and then being prepared to defend it +when people are critical.[82] +

+ Being accountable does not mean operating on consensus. According to James +Surowiecki, consensus-driven groups tend to resort to +lowest-common-denominator solutions and avoid the sort of candid exchange of +ideas that cultivates healthy collaboration.[83] Instead, it can be as simple as asking for input and then giving +context and explanation about decisions you make, even if soliciting +feedback and inviting discourse is time-consuming. If you don’t go through +the effort to actually respond to the input you receive, it can be worse +than not inviting input in the first place.[84] But when you get it right, it can guarantee the type of diversity +of thought that helps endeavors excel. And it is another way to get people +involved and invested in what you do. +

Design for the good actors

+ Traditional economics assumes people make decisions based solely on their +own economic self-interest.[85] Any +relatively introspective human knows this is a fiction—we are much more +complicated beings with a whole range of needs, emotions, and +motivations. In fact, we are hardwired to work together and ensure +fairness.[86] Being Made with Creative +Commons requires an assumption that people will largely act on those social +motivations, motivations that would be considered “irrational” +in an economic sense. As Knowledge Unlatched’s Pinter told us, “It is +best to ignore people who try to scare you about free riding. That fear is +based on a very shallow view of what motivates human behavior.” There +will always be people who will act in purely selfish ways, but endeavors +that are Made with Creative Commons design for the good actors. +

+ The assumption that people will largely do the right thing can be a +self-fulfilling prophecy. Shirky wrote in Cognitive Surplus, “Systems +that assume people will act in ways that create public goods, and that give +them opportunities and rewards for doing so, often let them work together +better than neoclassical economics would predict.”[87] When we acknowledge that people are often motivated +by something other than financial self-interest, we design our endeavors in +ways that encourage and accentuate our social instincts. +

+ Rather than trying to exert control over people’s behavior, this mode of +operating requires a certain level of trust. We might not realize it, but +our daily lives are already built on trust. As Surowiecki wrote in The +Wisdom of Crowds, “It’s impossible for a society to rely on law alone +to make sure citizens act honestly and responsibly. And it’s impossible for +any organization to rely on contracts alone to make sure that its managers +and workers live up to their obligation.” Instead, we largely trust +that people—mostly strangers—will do what they are supposed to +do.[88] And most often, they do. +

Treat humans like, well, humans

+ For creators, treating people as humans means not treating them like +fans. As Kleon says, “If you want fans, you have to be a fan +first.”[89] Even if you happen to be +one of the few to reach celebrity levels of fame, you are better off +remembering that the people who follow your work are human, too. Cory +Doctorow makes a point to answer every single email someone sends him. +Amanda Palmer spends vast quantities of time going online to communicate +with her public, making a point to listen just as much as she +talks.[90] +

+ The same idea goes for businesses and organizations. Rather than automating +its customer service, the music platform Tribe of Noise makes a point to +ensure its employees have personal, one-on-one interaction with users. +

+ When we treat people like humans, they typically return the gift in +kind. It’s called karma. But social relationships are fragile. It is all too +easy to destroy them if you make the mistake of treating people as anonymous +customers or free labor.[91] Platforms that +rely on content from contributors are especially at risk of creating an +exploitative dynamic. It is important to find ways to acknowledge and pay +back the value that contributors generate. That does not mean you can solve +this problem by simply paying contributors for their time or +contributions. As soon as we introduce money into a relationship—at least +when it takes a form of paying monetary value in exchange for other value—it +can dramatically change the dynamic.[92] +

State your principles and stick to them

+ Being Made with Creative Commons makes a statement about who you are and +what you do. The symbolism is powerful. Using Creative Commons licenses +demonstrates adherence to a particular belief system, which generates +goodwill and connects like-minded people to your work. Sometimes people will +be drawn to endeavors that are Made with Creative Commons as a way of +demonstrating their own commitment to the Creative Commons value system, +akin to a political statement. Other times people will identify and feel +connected with an endeavor’s separate social mission. Often both. +

+ The expression of your values doesn’t have to be implicit. In fact, many of +the people we interviewed talked about how important it is to state your +guiding principles up front. Lumen Learning attributes a lot of their +success to having been outspoken about the fundamental values that guide +what they do. As a for-profit company, they think their expressed commitment +to low-income students and open licensing has been critical to their +credibility in the OER (open educational resources) community in which they +operate. +

+ When your end goal is not about making a profit, people trust that you +aren’t just trying to extract value for your own gain. People notice when +you have a sense of purpose that transcends your own +self-interest.[93] It attracts committed +employees, motivates contributors, and builds trust. +

Build a community

+ Endeavors that are Made with Creative Commons thrive when community is built +around what they do. This may mean a community collaborating together to +create something new, or it may simply be a collection of like-minded people +who get to know each other and rally around common interests or +beliefs.[94] To a certain extent, simply +being Made with Creative Commons automatically brings with it some element +of community, by helping connect you to like-minded others who recognize and +are drawn to the values symbolized by using CC. +

+ To be sustainable, though, you have to work to nurture community. People +have to care—about you and each other. One critical piece to this is +fostering a sense of belonging. As Jono Bacon writes in The Art of +Community, “If there is no belonging, there is no community.” +For Amanda Palmer and her band, that meant creating an accepting and +inclusive environment where people felt a part of their “weird little +family.”[95] For organizations like +Red Hat, that means connecting around common beliefs or goals. As the CEO +Jim Whitehurst wrote in The Open Organization, “Tapping into passion +is especially important in building the kinds of participative communities +that drive open organizations.”[96] +

+ Communities that collaborate together take deliberate planning. Surowiecki +wrote, “It takes a lot of work to put the group together. It’s +difficult to ensure that people are working in the group’s interest and not +in their own. And when there’s a lack of trust between the members of the +group (which isn’t surprising given that they don’t really know each other), +considerable energy is wasted trying to determine each other’s bona +fides.”[97] Building true community +requires giving people within the community the power to create or influence +the rules that govern the community.[98] If +the rules are created and imposed in a top-down manner, people feel like +they don’t have a voice, which in turn leads to disengagement. +

+ Community takes work, but working together, or even simply being connected +around common interests or values, is in many ways what sharing is about. +

Give more to the commons than you take

+ Conventional wisdom in the marketplace dictates that people should try to +extract as much money as possible from resources. This is essentially what +defines so much of the so-called sharing economy. In an article on the +Harvard Business Review website called “The Sharing Economy Isn’t +about Sharing at All,” authors Giana Eckhardt and Fleura Bardhi +explained how the anonymous market-driven trans-actions in most +sharing-economy businesses are purely about monetizing access.[99] As Lisa Gansky put it in her book The Mesh, the +primary strategy of the sharing economy is to sell the same product multiple +times, by selling access rather than ownership.[100] That is not sharing. +

+ Sharing requires adding as much or more value to the ecosystem than you +take. You can’t simply treat open content as a free pool of resources from +which to extract value. Part of giving back to the ecosystem is contributing +content back to the public under CC licenses. But it doesn’t have to just be +about creating content; it can be about adding value in other ways. The +social blogging platform Medium provides value to its community by +incentivizing good behavior, and the result is an online space with +remarkably high-quality user-generated content and limited +trolling.[101] Opendesk contributes to its +community by committing to help its designers make money, in part by +actively curating and displaying their work on its platform effectively. +

+ In all cases, it is important to openly acknowledge the amount of value you +add versus that which you draw on that was created by others. Being +transparent about this builds credibility and shows you are a contributing +player in the commons. When your endeavor is making money, that also means +apportioning financial compensation in a way that reflects the value +contributed by others, providing more to contributors when the value they +add outweighs the value provided by you. +

Involve people in what you do

+ Thanks to the Internet, we can tap into the talents and expertise of people +around the globe. Chris Anderson calls it the Long Tail of +talent.[102] But to make collaboration work, +the group has to be effective at what it is doing, and the people within the +group have to find satisfaction from being involved.[103] This is easier to facilitate for some types of +creative work than it is for others. Groups tied together online collaborate +best when people can work independently and asynchronously, and particularly +for larger groups with loose ties, when contributors can make simple +improvements without a particularly heavy time commitment.[104] +

+ As the success of Wikipedia demonstrates, editing an online encyclopedia is +exactly the sort of activity that is perfect for massive co-creation because +small, incremental edits made by a diverse range of people acting on their +own are immensely valuable in the aggregate. Those same sorts of small +contributions would be less useful for many other types of creative work, +and people are inherently less motivated to contribute when it doesn’t +appear that their efforts will make much of a difference.[105] +

+ It is easy to romanticize the opportunities for global cocreation made +possible by the Internet, and, indeed, the successful examples of it are +truly incredible and inspiring. But in a wide range of +circumstances—perhaps more often than not—community cocreation is not part +of the equation, even within endeavors built on CC content. Shirky wrote, +“Sometimes the value of professional work trumps the value of amateur +sharing or a feeling of belonging.[106] The +textbook publisher OpenStax, which distributes all of its material for free +under CC licensing, is an example of this dynamic. Rather than tapping the +community to help cocreate their college textbooks, they invest a +significant amount of time and money to develop professional content. For +individual creators, where the creative work is the basis for what they do, +community cocreation is only rarely a part of the picture. Even musician +Amanda Palmer, who is famous for her openness and involvement with her fans, +said,”The only department where I wasn’t open to input was the +writing, the music itself."[107] +

+ While we tend to immediately think of cocreation and remixing when we hear +the word collaboration, you can also involve others in your creative process +in more informal ways, by sharing half-baked ideas and early drafts, and +interacting with the public to incubate ideas and get feedback. So-called +“making in public” opens the door to letting people feel more +invested in your creative work.[108] And it +shows a nonterritorial approach to ideas and information. Stephen Covey (of +The 7 Habits of Highly Effective People fame) calls this the abundance +mentality—treating ideas like something plentiful—and it can create an +environment where collaboration flourishes.[109] +

+ There is no one way to involve people in what you do. They key is finding a +way for people to contribute on their terms, compelled by their own +motivations.[110] What that looks like +varies wildly depending on the project. Not every endeavor that is Made with +Creative Commons can be Wikipedia, but every endeavor can find ways to +invite the public into what they do. The goal for any form of collaboration +is to move away from thinking of consumers as passive recipients of your +content and transition them into active participants.[111] +



[37] + Alex Osterwalder and Yves Pigneur, Business Model Generation (Hoboken, NJ: +John Wiley and Sons, 2010), 14. A preview of the book is available at http://strategyzer.com/books/business-model-generation. +

[38] + Cory Doctorow, Information Doesn’t Want to Be Free: Laws for the Internet +Age (San Francisco, CA: McSweeney’s, 2014) 68. +

[39] + Ibid., 55. +

[40] + Chris Anderson, Free: How Today’s Smartest Businesses Profit by Giving +Something for Nothing, reprint with new preface (New York: Hyperion, 2010), +224. +

[41] + Doctorow, Information Doesn’t Want to Be Free, 44. +

[42] + Amanda Palmer, The Art of Asking: Or How I Learned to Stop Worrying and Let +People Help (New York: Grand Central, 2014), 121. +

[43] + Chris Anderson, Makers: The New Industrial Revolution (New York: Signal, +2012), 64. +

[44] + David Bollier, Think Like a Commoner: A Short Introduction to the Life of +the Commons (Gabriola Island, BC: New Society, 2014), 70. +

[45] + Anderson, Makers, 66. +

[46] + Bryan Kramer, Shareology: How Sharing Is Powering the Human Economy (New +York: Morgan James, 2016), 10. +

[47] + Anderson, Free, 62. +

[48] + Doctorow, Information Doesn’t Want to Be Free, 38. +

[49] + Bollier, Think Like a Commoner, 68. +

[50] + Anderson, Free, 86. +

[51] + Doctorow, Information Doesn’t Want to Be Free, 144. +

[52] + Anderson, Free, 123. +

[53] + Ibid., 132. +

[54] + Ibid., 70. +

[55] + James Surowiecki, The Wisdom of Crowds (New York: Anchor Books, 2005), +124. Surowiecki says, “The measure of success of laws and contracts is +how rarely they are invoked.” +

[56] + Anderson, Free, 44. +

[57] + Osterwalder and Pigneur, Business Model Generation, 23. +

[58] + Anderson, Free, 67. +

[59] + Ibid., 58. +

[60] + Anderson, Makers, 71. +

[61] + Clay Shirky, Cognitive Surplus: How Technology Makes Consumers into +Collaborators (London: Penguin Books, 2010), 78. +

[62] + Ibid., 21. +

[63] + Doctorow, Information Doesn’t Want to Be Free, 43. +

[64] + William Landes Foster, Peter Kim, and Barbara Christiansen, “Ten +Nonprofit Funding Models,” Stanford Social Innovation Review, Spring +2009, http://ssir.org/articles/entry/ten_nonprofit_funding_models. +

[65] + Shirky, Cognitive Surplus, 111. +

[66] + Osterwalder and Pigneur, Business Model Generation, 30. +

[67] + Jim Whitehurst, The Open Organization: Igniting Passion and Performance +(Boston: Harvard Business Review Press, 2015), 202. +

[68] + Anderson, Free, 71. +

[69] + Ibid., 231. +

[70] + Ibid., 97. +

[71] + Anderson, Makers, 107. +

[72] + Osterwalder and Pigneur, Business Model Generation, 89. +

[73] + Ibid., 92. +

[74] + Anderson, Free, 142. +

[75] + Osterwalder and Pigneur, Business Model Generation, 32. +

[76] + Bollier, Think Like a Commoner, 150. +

[77] + Ibid., 134. +

[78] + Dan Ariely, Predictably Irrational: The Hidden Forces That Shape Our +Decisions, rev. ed. (New York: Harper Perennial, 2010), 109. +

[79] + Austin Kleon, Show Your Work: 10 Ways to Share Your Creativity and Get +Discovered (New York: Workman, 2014), 93. +

[80] + Kramer, Shareology, 76. +

[81] + Palmer, Art of Asking, 252. +

[82] + Whitehurst, Open Organization, 145. +

[83] + Surowiecki, Wisdom of Crowds, 203. +

[84] + Whitehurst, Open Organization, 80. +

[85] + Bollier, Think Like a Commoner, 25. +

[86] + Ibid., 31. +

[87] + Shirky, Cognitive Surplus, 112. +

[88] + Surowiecki, Wisdom of Crowds, 124. +

[89] + Kleon, Show Your Work, 127. +

[90] + Palmer, Art of Asking, 121. +

[91] + Ariely, Predictably Irrational, 87. +

[92] + Ibid., 105. +

[93] + Ibid., 36. +

[94] + Jono Bacon, The Art of Community, 2nd ed. (Sebastopol, CA: O’Reilly Media, +2012), 36. +

[95] + Palmer, Art of Asking, 98. +

[96] + Whitehurst, Open Organization, 34. +

[97] + Surowiecki, Wisdom of Crowds, 200. +

[98] + Bollier, Think Like a Commoner, 29. +

[99] + Giana Eckhardt and Fleura Bardhi, “The Sharing Economy Isn’t about +Sharing at All,” Harvard Business Review (website), January 28, 2015, +http://hbr.org/2015/01/the-sharing-economy-isnt-about-sharing-at-all. +

[100] + Lisa Gansky, The Mesh: Why the Future of Business Is Sharing, reprint with +new epilogue (New York: Portfolio, 2012). +

[101] + David Lee, “Inside Medium: An Attempt to Bring Civility to the +Internet,” BBC News, March 3, 2016, http://www.bbc.com/news/technology-35709680. +

[102] + Anderson, Makers, 148. +

[103] + Shirky, Cognitive Surplus, 164. +

[104] + Whitehurst, foreword to Open Organization. +

[105] + Shirky, Cognitive Surplus, 144. +

[106] + Ibid., 154. +

[107] + Palmer, Art of Asking, 163. +

[108] + Anderson, Makers, 173. +

[109] + Tom Kelley and David Kelley, Creative Confidence: Unleashing the Potential +within Us All (New York: Crown, 2013), 82. +

[110] + Whitehurst, foreword to Open Organization. +

[111] + Rachel Botsman and Roo Rogers, What’s Mine Is Yours: The Rise of +Collaborative Consumption (New York: Harper Business, 2010), 188. +

Capítulo 3. The Creative Commons Licenses

+ All of the Creative Commons licenses grant a basic set of permissions. At a +minimum, a CC- licensed work can be copied and shared in its original form +for noncommercial purposes so long as attribution is given to the +creator. There are six licenses in the CC license suite that build on that +basic set of permissions, ranging from the most restrictive (allowing only +those basic permissions to share unmodified copies for noncommercial +purposes) to the most permissive (reusers can do anything they want with +the work, even for commercial purposes, as long as they give the creator +credit). The licenses are built on copyright and do not cover other types of +rights that creators might have in their works, like patents or trademarks. +

+ Here are the six licenses: +

+ +

+ The Attribution license (CC BY) lets others distribute, remix, tweak, and +build upon your work, even commercially, as long as they credit you for the +original creation. This is the most accommodating of licenses +offered. Recommended for maximum dissemination and use of licensed +materials. +

+ +

+ The Attribution-Share-Alike license (CC BY-SA) lets others remix, tweak, and +build upon your work, even for commercial purposes, as long as they credit +you and license their new creations under identical terms. This license is +often compared to “copyleft” free and open source software +licenses. All new works based on yours will carry the same license, so any +derivatives will also allow commercial use. +

+ +

+ The Attribution-NoDerivs license (CC BY-ND) allows for redistribution, +commercial and noncommercial, as long as it is passed along unchanged with +credit to you. +

+ +

+ The Attribution-NonCommercial license (CC BY-NC) lets others remix, tweak, +and build upon your work noncommercially. Although their new works must also +acknowledge you, they don’t have to license their derivative works on the +same terms. +

+ +

+ The Attribution-NonCommercial-ShareAlike license (CC BY-NC-SA) lets others +remix, tweak, and build upon your work noncommercially, as long as they +credit you and license their new creations under the same terms. +

+ +

+ The Attribution-NonCommercial-NoDerivs license (CC BY-NC-ND) is the most +restrictive of our six main licenses, only allowing others to download your +works and share them with others as long as they credit you, but they can’t +change them or use them commercially. +

+ In addition to these six licenses, Creative Commons has two public-domain +tools—one for creators and the other for those who manage collections of +existing works by authors whose terms of copyright have expired: +

+ +

+ CC0 enables authors and copyright owners to dedicate their works to the +worldwide public domain (“no rights reserved”). +

+ +

+ The Creative Commons Public Domain Mark facilitates the labeling and +discovery of works that are already free of known copyright restrictions. +

+ In our case studies, some use just one Creative Commons license, others use +several. Attribution (found in thirteen case studies) and +Attribution-ShareAlike (found in eight studies) were the most common, with +the other licenses coming up in four or so case studies, including the +public-domain tool CC0. Some of the organizations we profiled offer both +digital content and software: by using open-source-software licenses for the +software code and Creative Commons licenses for digital content, they +amplify their involvement with and commitment to sharing. +

+ There is a popular misconception that the three NonCommercial licenses +offered by CC are the only options for those who want to make money off +their work. As we hope this book makes clear, there are many ways to make +endeavors that are Made with Creative Commons sustainable. Reserving +commercial rights is only one of those ways. It is certainly true that a +license that allows others to make commercial use of your work (CC BY, CC +BY-SA, and CC BY-ND) forecloses some traditional revenue streams. If you +apply an Attribution (CC BY) license to your book, you can’t force a film +company to pay you royalties if they turn your book into a feature-length +film, or prevent another company from selling physical copies of your work. +

+ The decision to choose a NonCommercial and/or NoDerivs license comes down to +how much you need to retain control over the creative work. The +NonCommercial and NoDerivs licenses are ways of reserving some significant +portion of the exclusive bundle of rights that copyright grants to +creators. In some cases, reserving those rights is important to how you +bring in revenue. In other cases, creators use a NonCommercial or NoDerivs +license because they can’t give up on the dream of hitting the creative +jackpot. The music platform Tribe of Noise told us the NonCommercial +licenses were popular among their users because people still held out the +dream of having a major record label discover their work. +

+ Other times the decision to use a more restrictive license is due to a +concern about the integrity of the work. For example, the nonprofit +TeachAIDS uses a NoDerivs license for its educational materials because the +medical subject matter is particularly important to get right. +

+ There is no one right way. The NonCommercial and NoDerivs restrictions +reflect the values and preferences of creators about how their creative work +should be reused, just as the ShareAlike license reflects a different set of +values, one that is less about controlling access to their own work and more +about ensuring that whatever gets created with their work is available to +all on the same terms. Since the beginning of the commons, people have been +setting up structures that helped regulate the way in which shared resources +were used. The CC licenses are an attempt to standardize norms across all +domains. +

+ Note +

+ For more about the licenses including examples and tips on sharing your work +in the digital commons, start with the Creative Commons page called +“Share Your Work” at http://creativecommons.org/share-your-work/. +

Parte II. The Case Studies

+ The twenty-four case studies in this section were chosen from hundreds of +nominations received from Kickstarter backers, Creative Commons staff, and +the global Creative Commons community. We selected eighty potential +candidates that represented a mix of industries, content types, revenue +streams, and parts of the world. Twelve of the case studies were selected +from that group based on votes cast by Kickstarter backers, and the other +twelve were selected by us. +

+ We did background research and conducted interviews for each case study, +based on the same set of basic questions about the endeavor. The idea for +each case study is to tell the story about the endeavor and the role sharing +plays within it, largely the way in which it was told to us by those we +interviewed. +

Capítulo 4. Arduino

 

+ Arduino is a for-profit open-source electronics platform and computer +hardware and software company. Founded in 2005 in Italy. +

+ http://www.arduino.cc +

Revenue model: charging for physical +copies (sales of boards, modules, shields, and kits), licensing a trademark +(fees paid by those who want to sell Arduino products using their name) +

Interview date: February 4, 2016 +

Interviewees: David Cuartielles and Tom +Igoe, cofounders +

 
 --\begin{flushright} + \textit{ + Profile written by Paul Stacey + } + \end{flushright}

+ In 2005, at the Interaction Design Institute Ivrea in northern Italy, +teachers and students needed an easy way to use electronics and programming +to quickly prototype design ideas. As musicians, artists, and designers, +they needed a platform that didn’t require engineering expertise. A group of +teachers and students, including Massimo Banzi, David Cuartielles, Tom Igoe, +Gianluca Martino, and David Mellis, built a platform that combined different +open technologies. They called it Arduino. The platform integrated software, +hardware, microcontrollers, and electronics. All aspects of the platform +were openly licensed: hardware designs and documentation with the +Attribution-Share-Alike license (CC BY-SA), and software with the GNU +General Public License. +

+ Arduino boards are able to read inputs—light on a sensor, a finger on a +button, or a Twitter message—and turn it into outputs—activating a motor, +turning on an LED, publishing something online. You send a set of +instructions to the microcontroller on the board by using the Arduino +programming language and Arduino software (based on a piece of open-source +software called Processing, a programming tool used to make visual art). +

“The reasons for making Arduino open source are complicated,” +Tom says. Partly it was about supporting flexibility. The open-source nature +of Arduino empowers users to modify it and create a lot of different +variations, adding on top of what the founders build. David says this +“ended up strengthening the platform far beyond what we had even +thought of building.” +

+ For Tom another factor was the impending closure of the Ivrea design +school. He’d seen other organizations close their doors and all their work +and research just disappear. Open-sourcing ensured that Arduino would +outlive the Ivrea closure. Persistence is one thing Tom really likes about +open source. If key people leave, or a company shuts down, an open-source +product lives on. In Tom’s view, “Open sourcing makes it easier to +trust a product.” +

+ With the school closing, David and some of the other Arduino founders +started a consulting firm and multidisciplinary design studio they called +Tinker, in London. Tinker designed products and services that bridged the +digital and the physical, and they taught people how to use new technologies +in creative ways. Revenue from Tinker was invested in sustaining and +enhancing Arduino. +

+ For Tom, part of Arduino’s success is because the founders made themselves +the first customer of their product. They made products they themselves +personally wanted. It was a matter of “I need this thing,” not +“If we make this, we’ll make a lot of money.” Tom notes that +being your own first customer makes you more confident and convincing at +selling your product. +

+ Arduino’s business model has evolved over time—and Tom says model is a +grandiose term for it. Originally, they just wanted to make a few boards and +get them out into the world. They started out with two hundred boards, sold +them, and made a little profit. They used that to make another thousand, +which generated enough revenue to make five thousand. In the early days, +they simply tried to generate enough funding to keep the venture going day +to day. When they hit the ten thousand mark, they started to think about +Arduino as a company. By then it was clear you can open-source the design +but still manufacture the physical product. As long as it’s a quality +product and sold at a reasonable price, people will buy it. +

+ Arduino now has a worldwide community of makers—students, hobbyists, +artists, programmers, and professionals. Arduino provides a wiki called +Playground (a wiki is where all users can edit and add pages, contributing +to and benefiting from collective research). People share code, circuit +diagrams, tutorials, DIY instructions, and tips and tricks, and show off +their projects. In addition, there’s a multilanguage discussion forum where +users can get help using Arduino, discuss topics like robotics, and make +suggestions for new Arduino product designs. As of January 2017, 324,928 +members had made 2,989,489 posts on 379,044 topics. The worldwide community +of makers has contributed an incredible amount of accessible knowledge +helpful to novices and experts alike. +

+ Transitioning Arduino from a project to a company was a big step. Other +businesses who made boards were charging a lot of money for them. Arduino +wanted to make theirs available at a low price to people across a wide range +of industries. As with any business, pricing was key. They wanted prices +that would get lots of customers but were also high enough to sustain the +business. +

+ For a business, getting to the end of the year and not being in the red is a +success. Arduino may have an open-licensing strategy, but they are still a +business, and all the things needed to successfully run one still +apply. David says, “If you do those other things well, sharing things +in an open-source way can only help you.” +

+ While openly licensing the designs, documentation, and software ensures +longevity, it does have risks. There’s a possibility that others will create +knockoffs, clones, and copies. The CC BY-SA license means anyone can produce +copies of their boards, redesign them, and even sell boards that copy the +design. They don’t have to pay a license fee to Arduino or even ask +permission. However, if they republish the design of the board, they have to +give attribution to Arduino. If they change the design, they must release +the new design using the same Creative Commons license to ensure that the +new version is equally free and open. +

+ Tom and David say that a lot of people have built companies off of Arduino, +with dozens of Arduino derivatives out there. But in contrast to closed +business models that can wring money out of the system over many years +because there is no competition, Arduino founders saw competition as keeping +them honest, and aimed for an environment of collaboration. A benefit of +open over closed is the many new ideas and designs others have contributed +back to the Arduino ecosystem, ideas and designs that Arduino and the +Arduino community use and incorporate into new products. +

+ Over time, the range of Arduino products has diversified, changing and +adapting to new needs and challenges. In addition to simple entry level +boards, new products have been added ranging from enhanced boards that +provide advanced functionality and faster performance, to boards for +creating Internet of Things applications, wearables, and 3-D printing. The +full range of official Arduino products includes boards, modules (a smaller +form-factor of classic boards), shields (elements that can be plugged onto a +board to give it extra features), and kits.[112] +

+ Arduino’s focus is on high-quality boards, well-designed support materials, +and the building of community; this focus is one of the keys to their +success. And being open lets you build a real community. David says +Arduino’s community is a big strength and something that really does +matter—in his words, “It’s good business.” When they started, +the Arduino team had almost entirely no idea how to build a community. They +started by conducting numerous workshops, working directly with people using +the platform to make sure the hardware and software worked the way it was +meant to work and solved people’s problems. The community grew organically +from there. +

+ A key decision for Arduino was trademarking the name. The founders needed a +way to guarantee to people that they were buying a quality product from a +company committed to open-source values and knowledge sharing. Trademarking +the Arduino name and logo expresses that guarantee and helps customers +easily identify their products, and the products sanctioned by them. If +others want to sell boards using the Arduino name and logo, they have to pay +a small fee to Arduino. This allows Arduino to scale up manufacturing and +distribution while at the same time ensuring the Arduino brand isn’t hurt by +low-quality copies. +

+ Current official manufacturers are Smart Projects in Italy, SparkFun in the +United States, and Dog Hunter in Taiwan/China. These are the only +manufacturers that are allowed to use the Arduino logo on their +boards. Trademarking their brand provided the founders with a way to protect +Arduino, build it out further, and fund software and tutorial +development. The trademark-licensing fee for the brand became Arduino’s +revenue-generating model. +

+ How far to open things up wasn’t always something the founders perfectly +agreed on. David, who was always one to advocate for opening things up more, +had some fears about protecting the Arduino name, thinking people would be +mad if they policed their brand. There was some early backlash with a +project called Freeduino, but overall, trademarking and branding has been a +critical tool for Arduino. +

+ David encourages people and businesses to start by sharing everything as a +default strategy, and then think about whether there is anything that really +needs to be protected and why. There are lots of good reasons to not open up +certain elements. This strategy of sharing everything is certainly the +complete opposite of how today’s world operates, where nothing is +shared. Tom suggests a business formalize which elements are based on open +sharing and which are closed. An Arduino blog post from 2013 entitled +“Send In the Clones,” by one of the founders Massimo Banzi, +does a great job of explaining the full complexities of how trademarking +their brand has played out, distinguishing between official boards and those +that are clones, derivatives, compatibles, and counterfeits.[113] +

+ For David, an exciting aspect of Arduino is the way lots of people can use +it to adapt technology in many different ways. Technology is always making +more things possible but doesn’t always focus on making it easy to use and +adapt. This is where Arduino steps in. Arduino’s goal is “making +things that help other people make things.” +

+ Arduino has been hugely successful in making technology and electronics +reach a larger audience. For Tom, Arduino has been about “the +democratization of technology.” Tom sees Arduino’s open-source +strategy as helping the world get over the idea that technology has to be +protected. Tom says, “Technology is a literacy everyone should +learn.” +

+ Ultimately, for Arduino, going open has been good business—good for product +development, good for distribution, good for pricing, and good for +manufacturing. +

Capítulo 5. Ártica

 

+ Ártica provides online courses and consulting services focused on how to use +digital technology to share knowledge and enable collaboration in arts and +culture. Founded in 2011 in Uruguay. +

+ http://www.articaonline.com +

Revenue model: charging for custom +services +

Interview date: March 9, 2016 +

Interviewees: Mariana Fossatti and Jorge +Gemetto, cofounders +

 
 --\begin{flushright} + \textit{ + Profile written by Sarah Hinchliff Pearson + } + \end{flushright}

+ The story of Mariana Fossatti and Jorge Gemetto’s business, Ártica, is the +ultimate example of DIY. Not only are they successful entrepreneurs, the +niche in which their small business operates is essentially one they built +themselves. +

+ Their dream jobs didn’t exist, so they created them. +

+ In 2011, Mariana was a sociologist working for an international organization +to develop research and online education about rural-development +issues. Jorge was a psychologist, also working in online education. Both +were bloggers and heavy users of social media, and both had a passion for +arts and culture. They decided to take their skills in digital technology +and online learning and apply them to a topic area they loved. They launched +Ártica, an online business that provides education and consulting for people +and institutions creating artistic and cultural projects on the Internet. +

+ Ártica feels like a uniquely twenty-first century business. The small +company has a global online presence with no physical offices. Jorge and +Mariana live in Uruguay, and the other two full-time employees, who Jorge +and Mariana have never actually met in person, live in Spain. They started +by creating a MOOC (massive open online course) about remix culture and +collaboration in the arts, which gave them a direct way to reach an +international audience, attracting students from across Latin America and +Spain. In other words, it is the classic Internet story of being able to +directly tap into an audience without relying upon gatekeepers or +intermediaries. +

+ Ártica offers personalized education and consulting services, and helps +clients implement projects. All of these services are customized. They call +it an “artisan” process because of the time and effort it takes +to adapt their work for the particular needs of students and +clients. “Each student or client is paying for a specific solution to +his or her problems and questions,” Mariana said. Rather than sell +access to their content, they provide it for free and charge for the +personalized services. +

+ When they started, they offered a smaller number of courses designed to +attract large audiences. “Over the years, we realized that online +communities are more specific than we thought,” Mariana said. Ártica +now provides more options for classes and has lower enrollment in each +course. This means they can provide more attention to individual students +and offer classes on more specialized topics. +

+ Online courses are their biggest revenue stream, but they also do more than +a dozen consulting projects each year, ranging from digitization to event +planning to marketing campaigns. Some are significant in scope, particularly +when they work with cultural institutions, and some are smaller projects +commissioned by individual artists. +

+ Ártica also seeks out public and private funding for specific +projects. Sometimes, even if they are unsuccessful in subsidizing a project +like a new course or e-book, they will go ahead because they believe in +it. They take the stance that every new project leads them to something new, +every new resource they create opens new doors. +

+ Ártica relies heavily on their free Creative Commons–licensed content to +attract new students and clients. Everything they create—online education, +blog posts, videos—is published under an Attribution-ShareAlike license (CC +BY-SA). “We use a ShareAlike license because we want to give the +greatest freedom to our students and readers, and we also want that freedom +to be viral,” Jorge said. For them, giving others the right to reuse +and remix their content is a fundamental value. “How can you offer an +online educational service without giving permission to download, make and +keep copies, or print the educational resources?” Jorge +said. “If we want to do the best for our students—those who trust in +us to the point that they are willing to pay online without face-to-face +contact—we have to offer them a fair and ethical agreement.” +

+ They also believe sharing their ideas and expertise openly helps them build +their reputation and visibility. People often share and cite their work. A +few years ago, a publisher even picked up one of their e-books and +distributed printed copies. Ártica views reuse of their work as a way to +open up new opportunities for their business. +

+ This belief that openness creates new opportunities reflects another +belief—in serendipity. When describing their process for creating content, +they spoke of all of the spontaneous and organic ways they find +inspiration. “Sometimes, the collaborative process starts with a +conversation between us, or with friends from other projects,” Jorge +said. “That can be the first step for a new blog post or another +simple piece of content, which can evolve to a more complex product in the +future, like a course or a book.” +

+ Rather than planning their work in advance, they let their creative process +be dynamic. “This doesn’t mean that we don’t need to work hard in +order to get good professional results, but the design process is more +flexible,” Jorge said. They share early and often, and they adjust +based on what they learn, always exploring and testing new ideas and ways of +operating. In many ways, for them, the process is just as important as the +final product. +

+ People and relationships are also just as important, sometimes +more. “In the educational and cultural business, it is more important +to pay attention to people and process, rather than content or specific +formats or materials,” Mariana said. “Materials and content +are fluid. The important thing is the relationships.” +

+ Ártica believes in the power of the network. They seek to make connections +with people and institutions across the globe so they can learn from them +and share their knowledge. +

+ At the core of everything Ártica does is a set of values. “Good +content is not enough,” Jorge said. “We also think that it is +very important to take a stand for some things in the cultural +sector.” Mariana and Jorge are activists. They defend free culture +(the movement promoting the freedom to modify and distribute creative work) +and work to demonstrate the intersection between free culture and other +social-justice movements. Their efforts to involve people in their work and +enable artists and cultural institutions to better use technology are all +tied closely to their belief system. Ultimately, what drives their work is +a mission to democratize art and culture. +

+ Of course, Ártica also has to make enough money to cover its expenses. Human +resources are, by far, their biggest expense. They tap a network of +collaborators on a case-by-case basis and hire contractors for specific +projects. Whenever possible, they draw from artistic and cultural resources +in the commons, and they rely on free software. Their operation is small, +efficient, and sustainable, and because of that, it is a success. +

“There are lots of people offering online courses,” Jorge +said. “But it is easy to differentiate us. We have an approach that is +very specific and personal.” Ártica’s model is rooted in the personal +at every level. For Mariana and Jorge, success means doing what brings them +personal meaning and purpose, and doing it sustainably and collaboratively. +

+ In their work with younger artists, Mariana and Jorge try to emphasize that +this model of success is just as valuable as the picture of success we get +from the media. “If they seek only the traditional type of success, +they will get frustrated,” Mariana said. “We try to show them +another image of what it looks like.” +

Capítulo 6. Blender Institute

 

+ The Blender Institute is an animation studio that creates 3-D films using +Blender software. Founded in 2006 in the Netherlands. +

+ http://www.blender.org +

Revenue model: crowdfunding +(subscription-based), charging for physical copies, selling merchandise +

Interview date: March 8, 2016 +

Interviewee: Francesco Siddi, production +coordinator +

 
 --\begin{flushright} + \textit{ + Profile written by Sarah Hinchliff Pearson + } + \end{flushright}

+ For Ton Roosendaal, the creator of Blender software and its related +entities, sharing is practical. Making their 3-D content creation software +available under a free software license has been integral to its development +and popularity. Using that software to make movies that were licensed with +Creative Commons pushed that development even further. Sharing enables +people to participate and to interact with and build upon the technology and +content they create in a way that benefits Blender and its community in +concrete ways. +

+ Each open-movie project Blender runs produces a host of openly licensed +outputs, not just the final film itself but all of the source material as +well. The creative process also enhances the development of the Blender +software because the technical team responds directly to the needs of the +film production team, creating tools and features that make their lives +easier. And, of course, each project involves a long, rewarding process for +the creative and technical community working together. +

+ Rather than just talking about the theoretical benefits of sharing and free +culture, Ton is very much about doing and making free culture. Blender’s +production coordinator Francesco Siddi told us, “Ton believes if you +don’t make content using your tools, then you’re not doing anything.” +

+ Blender’s history begins in the late 1990s, when Ton created the Blender +software. Originally, the software was an in-house resource for his +animation studio based in the Netherlands. Investors became interested in +the software, so he began marketing the software to the public, offering a +free version in addition to a paid version. Sales were disappointing, and +his investors gave up on the endeavor in the early 2000s. He made a deal +with investors—if he could raise enough money, he could then make the +Blender software available under the GNU General Public License. +

+ This was long before Kickstarter and other online crowdfunding sites +existed, but Ton ran his own version of a crowdfunding campaign and quickly +raised the money he needed. The Blender software became freely available for +anyone to use. Simply applying the General Public License to the software, +however, was not enough to create a thriving community around it. Francesco +told us, “Software of this complexity relies on people and their +vision of how people work together. Ton is a fantastic community builder and +manager, and he put a lot of work into fostering a community of developers +so that the project could live.” +

+ Like any successful free and open-source software project, Blender developed +quickly because the community could make fixes and +improvements. “Software should be free and open to hack,” +Francesco said. “Otherwise, everyone is doing the same thing in the +dark for ten years.” Ton set up the Blender Foundation to oversee and +steward the software development and maintenance. +

+ After a few years, Ton began looking for new ways to push development of the +software. He came up with the idea of creating CC-licensed films using the +Blender software. Ton put a call online for all interested and skilled +artists. Francesco said the idea was to get the best artists available, put +them in a building together with the best developers, and have them work +together. They would not only produce high-quality openly licensed content, +they would improve the Blender software in the process. +

+ They turned to crowdfunding to subsidize the costs of the project. They had +about twenty people working full-time for six to ten months, so the costs +were significant. Francesco said that when their crowdfunding campaign +succeeded, people were astounded. “The idea that making money was +possible by producing CC-licensed material was mind-blowing to +people,” he said. “They were like, ‘I have to see it to +believe it.’” +

+ The first film, which was released in 2006, was an experiment. It was so +successful that Ton decided to set up the Blender Institute, an entity +dedicated to hosting open-movie projects. The Blender Institute’s next +project was an even bigger success. The film, Big Buck Bunny, went viral, +and its animated characters were picked up by marketers. +

+ Francesco said that, over time, the Blender Institute projects have gotten +bigger and more prominent. That means the filmmaking process has become more +complex, combining technical experts and artists who focus on +storytelling. Francesco says the process is almost on an industrial scale +because of the number of moving parts. This requires a lot of specialized +assistance, but the Blender Institute has no problem finding the talent it +needs to help on projects. “Blender hardly does any recruiting for +film projects because the talent emerges naturally,” Francesco +said. “So many people want to work with us, and we can’t always hire +them because of budget constraints.” +

+ Blender has had a lot of success raising money from its community over the +years. In many ways, the pitch has gotten easier to make. Not only is +crowdfunding simply more familiar to the public, but people know and trust +Blender to deliver, and Ton has developed a reputation as an effective +community leader and visionary for their work. “There is a whole +community who sees and understands the benefit of these projects,” +Francesco said. +

+ While these benefits of each open-movie project make a compelling pitch for +crowdfunding campaigns, Francesco told us the Blender Institute has found +some limitations in the standard crowdfunding model where you propose a +specific project and ask for funding. “Once a project is over, +everyone goes home,” he said. “It is great fun, but then it +ends. That is a problem.” +

+ To make their work more sustainable, they needed a way to receive ongoing +support rather than on a project-by-project basis. Their solution is Blender +Cloud, a subscription-style crowdfunding model akin to the online +crowdfunding platform, Patreon. For about ten euros each month, subscribers +get access to download everything the Blender Institute produces—software, +art, training, and more. All of the assets are available under an +Attribution license (CC BY) or placed in the public domain (CC0), but they +are initially made available only to subscribers. Blender Cloud enables +subscribers to follow Blender’s movie projects as they develop, sharing +detailed information and content used in the creative process. Blender Cloud +also has extensive training materials and libraries of characters and other +assets used in various projects. +

+ The continuous financial support provided by Blender Cloud subsidizes five +to six full-time employees at the Blender Institute. Francesco says their +goal is to grow their subscriber base. “This is our freedom,” +he told us, “and for artists, freedom is everything.” +

+ Blender Cloud is the primary revenue stream of the Blender Institute. The +Blender Foundation is funded primarily by donations, and that money goes +toward software development and maintenance. The revenue streams of the +Institute and Foundation are deliberately kept separate. Blender also has +other revenue streams, such as the Blender Store, where people can purchase +DVDs, T-shirts, and other Blender products. +

+ Ton has worked on projects relating to his Blender software for nearly +twenty years. Throughout most of that time, he has been committed to making +the software and the content produced with the software free and +open. Selling a license has never been part of the business model. +

+ Since 2006, he has been making films available along with all of their +source material. He says he has hardly ever seen people stepping into +Blender’s shoes and trying to make money off of their content. Ton believes +this is because the true value of what they do is in the creative and +production process. “Even when you share everything, all your original +sources, it still takes a lot of talent, skills, time, and budget to +reproduce what you did,” Ton said. +

+ For Ton and Blender, it all comes back to doing. +

Capítulo 7. Cards Against Humanity

 

+ Cards Against Humanity is a private, for-profit company that makes a popular +party game by the same name. Founded in 2011 in the U.S. +

+ http://www.cardsagainsthumanity.com +

Revenue model: charging for physical +copies +

Interview date: February 3, 2016 +

Interviewee: Max Temkin, cofounder +

 
 --\begin{flushright} + \textit{ + Profile written by Sarah Hinchliff Pearson + } + \end{flushright}

+ If you ask cofounder Max Temkin, there is nothing particularly interesting +about the Cards Against Humanity business model. “We make a +product. We sell it for money. Then we spend less money than we +make,” Max said. +

+ He is right. Cards Against Humanity is a simple party game, modeled after +the game Apples to Apples. To play, one player asks a question or +fill-in-the-blank statement from a black card, and the other players submit +their funniest white card in response. The catch is that all of the cards +are filled with crude, gruesome, and otherwise awful things. For the right +kind of people (“horrible people,” according to Cards Against +Humanity advertising), this makes for a hilarious and fun game. +

+ The revenue model is simple. Physical copies of the game are sold for a +profit. And it works. At the time of this writing, Cards Against Humanity is +the number-one best-selling item out of all toys and games on Amazon. There +are official expansion packs available, and several official themed packs +and international editions as well. +

+ But Cards Against Humanity is also available for free. Anyone can download a +digital version of the game on the Cards Against Humanity website. More than +one million people have downloaded the game since the company began tracking +the numbers. +

+ The game is available under an Attribution-NonCommercial-ShareAlike license +(CC BY-NC-SA). That means, in addition to copying the game, anyone can +create new versions of the game as long as they make it available under the +same noncommercial terms. The ability to adapt the game is like an entire +new game unto itself. +

+ All together, these factors—the crass tone of the game and company, the free +download, the openness to fans remixing the game—give the game a massive +cult following. +

+ Their success is not the result of a grand plan. Instead, Cards Against +Humanity was the last in a long line of games and comedy projects that Max +Temkin and his friends put together for their own amusement. As Max tells +the story, they made the game so they could play it themselves on New Year’s +Eve because they were too nerdy to be invited to other parties. The game was +a hit, so they decided to put it up online as a free PDF. People started +asking if they could pay to have the game printed for them, and eventually +they decided to run a Kickstarter to fund the printing. They set their +Kickstarter goal at $4,000—and raised $15,000. The game was officially +released in May 2011. +

+ The game caught on quickly, and it has only grown more popular over +time. Max says the eight founders never had a meeting where they decided to +make it an ongoing business. “It kind of just happened,” he +said. +

+ But this tale of a “happy accident” belies marketing +genius. Just like the game, the Cards Against Humanity brand is irreverent +and memorable. It is hard to forget a company that calls the FAQ on their +website “Your dumb questions.” +

+ Like most quality satire, however, there is more to the joke than vulgarity +and shock value. The company’s marketing efforts around Black Friday +illustrate this particularly well. For those outside the United States, +Black Friday is the term for the day after the Thanksgiving holiday, the +biggest shopping day of the year. It is an incredibly important day for +Cards Against Humanity, like it is for all U.S. retailers. Max said they +struggled with what to do on Black Friday because they didn’t want to +support what he called the “orgy of consumerism” the day has +become, particularly since it follows a day that is about being grateful for +what you have. In 2013, after deliberating, they decided to have an +Everything Costs $5 More sale. +

“We sweated it out the night before Black Friday, wondering if our +fans were going to hate us for it,” he said. “But it made us +laugh so we went with it. People totally caught the joke.” +

+ This sort of bold transparency delights the media, but more importantly, it +engages their fans. “One of the most surprising things you can do in +capitalism is just be honest with people,” Max said. “It shocks +people that there is transparency about what you are doing.” +

+ Max also likened it to a grand improv scene. “If we do something a +little subversive and unexpected, the public wants to be a part of the +joke.” One year they did a Give Cards Against Humanity $5 event, +where people literally paid them five dollars for no reason. Their fans +wanted to make the joke funnier by making it successful. They made $70,000 +in a single day. +

+ This remarkable trust they have in their customers is what inspired their +decision to apply a Creative Commons license to the game. Trusting your +customers to reuse and remix your work requires a leap of faith. Cards +Against Humanity obviously isn’t afraid of doing the unexpected, but there +are lines even they do not want to cross. Before applying the license, Max +said they worried that some fans would adapt the game to include all of the +jokes they intentionally never made because they crossed that +line. “It happened, and the world didn’t end,” Max +said. “If that is the worst cost of using CC, I’d pay that a hundred +times over because there are so many benefits.” +

+ Any successful product inspires its biggest fans to create remixes of it, +but unsanctioned adaptations are more likely to fly under the radar. The +Creative Commons license gives fans of Cards Against Humanity the freedom to +run with the game and copy, adapt, and promote their creations openly. Today +there are thousands of fan expansions of the game. +

+ Max said, “CC was a no-brainer for us because it gets the most people +involved. Making the game free and available under a CC license led to the +unbelievable situation where we are one of the best-marketed games in the +world, and we have never spent a dime on marketing.” +

+ Of course, there are limits to what the company allows its customers to do +with the game. They chose the Attribution-NonCommercial-ShareAlike license +because it restricts people from using the game to make money. It also +requires that adaptations of the game be made available under the same +licensing terms if they are shared publicly. Cards Against Humanity also +polices its brand. “We feel like we’re the only ones who can use our +brand and our game and make money off of it,” Max said. About 99.9 +percent of the time, they just send an email to those making commercial use +of the game, and that is the end of it. There have only been a handful of +instances where they had to get a lawyer involved. +

+ Just as there is more than meets the eye to the Cards Against Humanity +business model, the same can be said of the game itself. To be playable, +every white card has to work syntactically with enough black cards. The +eight creators invest an incredible amount of work into creating new cards +for the game. “We have daylong arguments about commas,” Max +said. “The slacker tone of the cards gives people the impression that +it is easy to write them, but it is actually a lot of work and +quibbling.” +

+ That means cocreation with their fans really doesn’t work. The company has a +submission mechanism on their website, and they get thousands of +suggestions, but it is very rare that a submitted card is adopted. Instead, +the eight initial creators remain the primary authors of expansion decks and +other new products released by the company. Interestingly, the creativity of +their customer base is really only an asset to the company once their +original work is created and published when people make their own +adaptations of the game. +

+ For all of their success, the creators of Cards Against Humanity are only +partially motivated by money. Max says they have always been interested in +the Walt Disney philosophy of financial success. “We don’t make jokes +and games to make money—we make money so we can make more jokes and +games,” he said. +

+ In fact, the company has given more than $4 million to various charities and +causes. “Cards is not our life plan,” Max said. “We all +have other interests and hobbies. We are passionate about other things going +on in our lives. A lot of the activism we have done comes out of us taking +things from the rest of our lives and channeling some of the excitement from +the game into it.” +

+ Seeing money as fuel rather than the ultimate goal is what has enabled them +to embrace Creative Commons licensing without reservation. CC licensing +ended up being a savvy marketing move for the company, but nonetheless, +giving up exclusive control of your work necessarily means giving up some +opportunities to extract more money from customers. +

“It’s not right for everyone to release everything under CC +licensing,” Max said. “If your only goal is to make a lot of +money, then CC is not best strategy. This kind of business model, though, +speaks to your values, and who you are and why you’re making things.” +

Capítulo 8. The Conversation

 

+ The Conversation is an independent source of news, sourced from the academic +and research community and delivered direct to the public over the +Internet. Founded in 2011 in Australia. +

+ http://theconversation.com +

Revenue model: charging content creators +(universities pay membership fees to have their faculties serve as writers), +grant funding +

Interview date: February 4, 2016 +

Interviewee: Andrew Jaspan, founder +

 
 --\begin{flushright} + \textit{ + Profile written by Paul Stacey + } + \end{flushright}

+ Andrew Jaspan spent years as an editor of major newspapers including the +Observer in London, the Sunday Herald in Glasgow, and the Age in Melbourne, +Australia. He experienced firsthand the decline of newspapers, including the +collapse of revenues, layoffs, and the constant pressure to reduce +costs. After he left the Age in 2005, his concern for the future journalism +didn’t go away. Andrew made a commitment to come up with an alternative +model. +

+ Around the time he left his job as editor of the Melbourne Age, Andrew +wondered where citizens would get news grounded in fact and evidence rather +than opinion or ideology. He believed there was still an appetite for +journalism with depth and substance but was concerned about the increasing +focus on the sensational and sexy. +

+ While at the Age, he’d become friends with a vice-chancellor of a university +in Melbourne who encouraged him to talk to smart people across campus—an +astrophysicist, a Nobel laureate, earth scientists, economists . . . These +were the kind of smart people he wished were more involved in informing the +world about what is going on and correcting the errors that appear in +media. However, they were reluctant to engage with mass media. Often, +journalists didn’t understand what they said, or unilaterally chose what +aspect of a story to tell, putting out a version that these people felt was +wrong or mischaracterized. Newspapers want to attract a mass +audience. Scholars want to communicate serious news, findings, and +insights. It’s not a perfect match. Universities are massive repositories of +knowledge, research, wisdom, and expertise. But a lot of that stays behind a +wall of their own making—there are the walled garden and ivory tower +metaphors, and in more literal terms, the paywall. Broadly speaking, +universities are part of society but disconnected from it. They are an +enormous public resource but not that good at presenting their expertise to +the wider public. +

+ Andrew believed he could to help connect academics back into the public +arena, and maybe help society find solutions to big problems. He thought +about pairing professional editors with university and research experts, +working one-on-one to refine everything from story structure to headline, +captions, and quotes. The editors could help turn something that is +academic into something understandable and readable. And this would be a key +difference from traditional journalism—the subject matter expert would get a +chance to check the article and give final approval before it is +published. Compare this with reporters just picking and choosing the quotes +and writing whatever they want. +

+ The people he spoke to liked this idea, and Andrew embarked on raising money +and support with the help of the Commonwealth Scientific and Industrial +Research Organisation (CSIRO), the University of Melbourne, Monash +University, the University of Technology Sydney, and the University of +Western Australia. These founding partners saw the value of an independent +information channel that would also showcase the talent and knowledge of the +university and research sector. With their help, in 2011, the Conversation, +was launched as an independent news site in Australia. Everything published +in the Conversation is openly licensed with Creative Commons. +

+ The Conversation is founded on the belief that underpinning a functioning +democracy is access to independent, high-quality, informative +journalism. The Conversation’s aim is for people to have a better +understanding of current affairs and complex issues—and hopefully a better +quality of public discourse. The Conversation sees itself as a source of +trusted information dedicated to the public good. Their core mission is +simple: to provide readers with a reliable source of evidence-based +information. +

+ Andrew worked hard to reinvent a methodology for creating reliable, credible +content. He introduced strict new working practices, a charter, and codes of +conduct.[114] These include fully disclosing +who every author is (with their relevant expertise); who is funding their +research; and if there are any potential or real conflicts of interest. Also +important is where the content originates, and even though it comes from the +university and research community, it still needs to be fully disclosed. The +Conversation does not sit behind a paywall. Andrew believes access to +information is an issue of equality—everyone should have access, like access +to clean water. The Conversation is committed to an open and free +Internet. Everyone should have free access to their content, and be able to +share it or republish it. +

+ Creative Commons help with these goals; articles are published with the +Attribution- NoDerivs license (CC BY-ND). They’re freely available for +others to republish elsewhere as long as attribution is given and the +content is not edited. Over five years, more than twenty-two thousand sites +have republished their content. The Conversation website gets about 2.9 +million unique views per month, but through republication they have +thirty-five million readers. This couldn’t have been done without the +Creative Commons license, and in Andrew’s view, Creative Commons is central +to everything the Conversation does. +

+ When readers come across the Conversation, they seem to like what they find +and recommend it to their friends, peers, and networks. Readership has +grown primarily through word of mouth. While they don’t have sales and +marketing, they do promote their work through social media (including +Twitter and Facebook), and by being an accredited supplier to Google News. +

+ It’s usual for the founders of any company to ask themselves what kind of +company it should be. It quickly became clear to the founders of the +Conversation that they wanted to create a public good rather than make money +off of information. Most media companies are working to aggregate as many +eyeballs as possible and sell ads. The Conversation founders didn’t want +this model. It takes no advertising and is a not-for-profit venture. +

+ There are now different editions of the Conversation for Africa, the United +Kingdom, France, and the United States, in addition to the one for +Australia. All five editions have their own editorial mastheads, advisory +boards, and content. The Conversation’s global virtual newsroom has roughly +ninety staff working with thirty-five thousand academics from over sixteen +hundred universities around the world. The Conversation would like to be +working with university scholars from even more parts of the world. +

+ Additionally, each edition has its own set of founding partners, strategic +partners, and funders. They’ve received funding from foundations, +corporates, institutions, and individual donations, but the Conversation is +shifting toward paid memberships by universities and research institutions +to sustain operations. This would safeguard the current service and help +improve coverage and features. +

+ When professors from member universities write an article, there is some +branding of the university associated with the article. On the Conversation +website, paying university members are listed as “members and +funders.” Early participants may be designated as “founding +members,” with seats on the editorial advisory board. +

+ Academics are not paid for their contributions, but they get free editing +from a professional (four to five hours per piece, on average). They also +get access to a large audience. Every author and member university has +access to a special analytics dashboard where they can check the reach of an +article. The metrics include what people are tweeting, the comments, +countries the readership represents, where the article is being republished, +and the number of readers per article. +

+ The Conversation plans to expand the dashboard to show not just reach but +impact. This tracks activities, behaviors, and events that occurred as a +result of publication, including things like a scholar being asked to go on +a show to discuss their piece, give a talk at a conference, collaborate, +submit a journal paper, and consult a company on a topic. +

+ These reach and impact metrics show the benefits of membership. With the +Conversation, universities can engage with the public and show why they’re +of value. +

+ With its tagline, “Academic Rigor, Journalistic Flair,” the +Conversation represents a new form of journalism that contributes to a more +informed citizenry and improved democracy around the world. Its open +business model and use of Creative Commons show how it’s possible to +generate both a public good and operational revenue at the same time. +

Capítulo 9. Cory Doctorow

 

+ Cory Doctorow is a science fiction writer, activist, blogger, and +journalist. Based in the U.S. +

http://craphound.com and http://boingboing.net +

Revenue model: charging for physical +copies (book sales), pay-what-you-want, selling translation rights to books +

Interview date: January 12, 2016 +

 
 --\begin{flushright} + \textit{ + Profile written by Sarah Hinchliff Pearson + } + \end{flushright}

+ Cory Doctorow hates the term “business model,” and he is +adamant that he is not a brand. “To me, branding is the idea that you +can take a thing that has certain qualities, remove the qualities, and go on +selling it,” he said. “I’m not out there trying to figure out +how to be a brand. I’m doing this thing that animates me to work crazy +insane hours because it’s the most important thing I know how to do.” +

+ Cory calls himself an entrepreneur. He likes to say his success came from +making stuff people happened to like and then getting out of the way of them +sharing it. +

+ He is a science fiction writer, activist, blogger, and journalist. +Beginning with his first novel, Down and Out in the Magic Kingdom, in 2003, +his work has been published under a Creative Commons license. Cory is +coeditor of the popular CC-licensed site Boing Boing, where he writes about +technology, politics, and intellectual property. He has also written several +nonfiction books, including the most recent Information Doesn’t Want to Be +Free, about the ways in which creators can make a living in the Internet +age. +

+ Cory primarily makes money by selling physical books, but he also takes on +paid speaking gigs and is experimenting with pay-what-you-want models for +his work. +

+ While Cory’s extensive body of fiction work has a large following, he is +just as well known for his activism. He is an outspoken opponent of +restrictive copyright and digital-rights-management (DRM) technology used to +lock up content because he thinks both undermine creators and the public +interest. He is currently a special adviser at the Electronic Frontier +Foundation, where he is involved in a lawsuit challenging the U.S. law that +protects DRM. Cory says his political work doesn’t directly make him money, +but if he gave it up, he thinks he would lose credibility and, more +importantly, lose the drive that propels him to create. “My political +work is a different expression of the same artistic-political urge,” +he said. “I have this suspicion that if I gave up the things that +didn’t make me money, the genuineness would leach out of what I do, and the +quality that causes people to like what I do would be gone.” +

+ Cory has been financially successful, but money is not his primary +motivation. At the start of his book Information Doesn’t Want to Be Free, he +stresses how important it is not to become an artist if your goal is to get +rich. “Entering the arts because you want to get rich is like buying +lottery tickets because you want to get rich,” he wrote. “It +might work, but it almost certainly won’t. Though, of course, someone always +wins the lottery.” He acknowledges that he is one of the lucky few to +“make it,” but he says he would be writing no matter +what. “I am compelled to write,” he wrote. “Long before +I wrote to keep myself fed and sheltered, I was writing to keep myself +sane.” +

+ Just as money is not his primary motivation to create, money is not his +primary motivation to share. For Cory, sharing his work with Creative +Commons is a moral imperative. “It felt morally right,” he said +of his decision to adopt Creative Commons licenses. “I felt like I +wasn’t contributing to the culture of surveillance and censorship that has +been created to try to stop copying.” In other words, using CC +licenses symbolizes his worldview. +

+ He also feels like there is a solid commercial basis for licensing his work +with Creative Commons. While he acknowledges he hasn’t been able to do a +controlled experiment to compare the commercial benefits of licensing with +CC against reserving all rights, he thinks he has sold more books using a CC +license than he would have without it. Cory says his goal is to convince +people they should pay him for his work. “I started by not calling +them thieves,” he said. +

+ Cory started using CC licenses soon after they were first created. At the +time his first novel came out, he says the science fiction genre was overrun +with people scanning and downloading books without permission. When he and +his publisher took a closer look at who was doing that sort of thing online, +they realized it looked a lot like book promotion. “I knew there was a +relationship between having enthusiastic readers and having a successful +career as a writer,” he said. “At the time, it took eighty +hours to OCR a book, which is a big effort. I decided to spare them the time +and energy, and give them the book for free in a format destined to +spread.” +

+ Cory admits the stakes were pretty low for him when he first adopted +Creative Commons licenses. He only had to sell two thousand copies of his +book to break even. People often said he was only able to use CC licenses +successfully at that time because he was just starting out. Now they say he +can only do it because he is an established author. +

+ The bottom line, Cory says, is that no one has found a way to prevent people +from copying the stuff they like. Rather than fighting the tide, Cory makes +his work intrinsically shareable. “Getting the hell out of the way +for people who want to share their love of you with other people sounds +obvious, but it’s remarkable how many people don’t do it,” he said. +

+ Making his work available under Creative Commons licenses enables him to +view his biggest fans as his ambassadors. “Being open to fan activity +makes you part of the conversation about what fans do with your work and how +they interact with it,” he said. Cory’s own website routinely +highlights cool things his audience has done with his work. Unlike +corporations like Disney that tend to have a hands-off relationship with +their fan activity, he has a symbiotic relationship with his +audience. “Engaging with your audience can’t guarantee you +success,” he said. “And Disney is an example of being able to +remain aloof and still being the most successful company in the creative +industry in history. But I figure my likelihood of being Disney is pretty +slim, so I should take all the help I can get.” +

+ His first book was published under the most restrictive Creative Commons +license, Attribution-NonCommercial-NoDerivs (CC BY-NC-ND). It allows only +verbatim copying for noncommercial purposes. His later work is published +under the Attribution-NonCommercial-ShareAlike license (CC BY-NC-SA), which +gives people the right to adapt his work for noncommercial purposes but only +if they share it back under the same license terms. Before releasing his +work under a CC license that allows adaptations, he always sells the right +to translate the book to other languages to a commercial publisher first. He +wants to reach new potential buyers in other parts of the world, and he +thinks it is more difficult to get people to pay for translations if there +are fan translations already available for free. +

+ In his book Information Doesn’t Want to Be Free, Cory likens his philosophy +to thinking like a dandelion. Dandelions produce thousands of seeds each +spring, and they are blown into the air going in every direction. The +strategy is to maximize the number of blind chances the dandelion has for +continuing its genetic line. Similarly, he says there are lots of people out +there who may want to buy creative work or compensate authors for it in some +other way. “The more places your work can find itself, the greater the +likelihood that it will find one of those would-be customers in some +unsuspected crack in the metaphorical pavement,” he wrote. “The +copies that others make of my work cost me nothing, and present the +possibility that I’ll get something.” +

+ Applying a CC license to his work increases the chances it will be shared +more widely around the Web. He avoids DRM—and openly opposes the +practice—for similar reasons. DRM has the effect of tying a work to a +particular platform. This digital lock, in turn, strips the authors of +control over their own work and hands that control over to the platform. He +calls it Cory’s First Law: “Anytime someone puts a lock on something +that belongs to you and won’t give you the key, that lock isn’t there for +your benefit.” +

+ Cory operates under the premise that artists benefit when there are more, +rather than fewer, places where people can access their work. The Internet +has opened up those avenues, but DRM is designed to limit them. “On +the one hand, we can credibly make our work available to a widely dispersed +audience,” he said. “On the other hand, the intermediaries we +historically sold to are making it harder to go around them.” Cory +continually looks for ways to reach his audience without relying upon major +platforms that will try to take control over his work. +

+ Cory says his e-book sales have been lower than those of his competitors, +and he attributes some of that to the CC license making the work available +for free. But he believes people are willing to pay for content they like, +even when it is available for free, as long as it is easy to do. He was +extremely successful using Humble Bundle, a platform that allows people to +pay what they want for DRM-free versions of a bundle of a particular +creator’s work. He is planning to try his own pay-what-you-want experiment +soon. +

+ Fans are particularly willing to pay when they feel personally connected to +the artist. Cory works hard to create that personal connection. One way he +does this is by personally answering every single email he gets. “If +you look at the history of artists, most die in penury,” he +said. “That reality means that for artists, we have to find ways to +support ourselves when public tastes shift, when copyright stops producing. +Future-proofing your artistic career in many ways means figuring out how to +stay connected to those people who have been touched by your work.” +

+ Cory’s realism about the difficulty of making a living in the arts does not +reflect pessimism about the Internet age. Instead, he says the fact that it +is hard to make a living as an artist is nothing new. What is new, he writes +in his book, “is how many ways there are to make things, and to get +them into other people’s hands and minds.” +

+ It has never been easier to think like a dandelion. +

Capítulo 10. Figshare

 

+ Figshare is a for-profit company offering an online repository where +researchers can preserve and share the output of their research, including +figures, data sets, images, and videos. Founded in 2011 in the UK. +

+ http://figshare.com +

Revenue model: platform providing paid +services to creators +

Interview date: January 28, 2016 +

Interviewee: Mark Hahnel, founder +

 
 --\begin{flushright} + \textit{ + Profile written by Paul Stacey + } + \end{flushright}

+ Figshare’s mission is to change the face of academic publishing through +improved dissemination, discoverability, and reusability of scholarly +research. Figshare is a repository where users can make all the output of +their research available—from posters and presentations to data sets and +code—in a way that’s easy to discover, cite, and share. Users can upload any +file format, which can then be previewed in a Web browser. Research output +is disseminated in a way that the current scholarly-publishing model does +not allow. +

+ Figshare founder Mark Hahnel often gets asked: How do you make money? How do +we know you’ll be here in five years? Can you, as a for-profit venture, be +trusted? Answers have evolved over time. +

+ Mark traces the origins of Figshare back to when he was a graduate student +getting his PhD in stem cell biology. His research involved working with +videos of stem cells in motion. However, when he went to publish his +research, there was no way for him to also publish the videos, figures, +graphs, and data sets. This was frustrating. Mark believed publishing his +complete research would lead to more citations and be better for his career. +

+ Mark does not consider himself an advanced software programmer. +Fortunately, things like cloud-based computing and wikis had become +mainstream, and he believed it ought to be possible to put all his research +online and share it with anyone. So he began working on a solution. +

+ There were two key needs: licenses to make the data citable, and persistent +identifiers— URL links that always point back to the original object +ensuring the research is citable for the long term. +

+ Mark chose Digital Object Identifiers (DOIs) to meet the need for a +persistent identifier. In the DOI system, an object’s metadata is stored as +a series of numbers in the DOI name. Referring to an object by its DOI is +more stable than referring to it by its URL, because the location of an +object (the web page or URL) can often change. Mark partnered with DataCite +for the provision of DOIs for research data. +

+ As for licenses, Mark chose Creative Commons. The open-access and +open-science communities were already using and recommending Creative +Commons. Based on what was happening in those communities and Mark’s +dialogue with peers, he went with CC0 (in the public domain) for data sets +and CC BY (Attribution) for figures, videos, and data sets. +

+ So Mark began using DOIs and Creative Commons for his own research work. He +had a science blog where he wrote about it and made all his data +open. People started commenting on his blog that they wanted to do the +same. So he opened it up for them to use, too. +

+ People liked the interface and simple upload process. People started asking +if they could also share theses, grant proposals, and code. Inclusion of +code raised new licensing issues, as Creative Commons licenses are not used +for software. To allow the sharing of software code, Mark chose the MIT +license, but GNU and Apache licenses can also be used. +

+ Mark sought investment to make this into a scalable product. After a few +unsuccessful funding pitches, UK-based Digital Science expressed interest +but insisted on a more viable business model. They made an initial +investment, and together they came up with a freemium-like business model. +

+ Under the freemium model, academics upload their research to Figshare for +storage and sharing for free. Each research object is licensed with Creative +Commons and receives a DOI link. The premium option charges researchers a +fee for gigabytes of private storage space, and for private online space +designed for a set number of research collaborators, which is ideal for +larger teams and geographically dispersed research groups. Figshare sums up +its value proposition to researchers as “You retain ownership. You +license it. You get credit. We just make sure it persists.” +

+ In January 2012, Figshare was launched. (The fig in Figshare stands for +figures.) Using investment funds, Mark made significant improvements to +Figshare. For example, researchers could quickly preview their research +files within a browser without having to download them first or require +third-party software. Journals who were still largely publishing articles as +static noninteractive PDFs became interested in having Figshare provide that +functionality for them. +

+ Figshare diversified its business model to include services for +journals. Figshare began hosting large amounts of data for the journals’ +online articles. This additional data improved the quality of the +articles. Outsourcing this service to Figshare freed publishers from having +to develop this functionality as part of their own +infrastructure. Figshare-hosted data also provides a link back to the +article, generating additional click-through and readership—a benefit to +both journal publishers and researchers. Figshare now provides +research-data infrastructure for a wide variety of publishers including +Wiley, Springer Nature, PLOS, and Taylor and Francis, to name a few, and has +convinced them to use Creative Commons licenses for the data. +

+ Governments allocate significant public funds to research. In parallel with +the launch of Figshare, governments around the world began requesting the +research they fund be open and accessible. They mandated that researchers +and academic institutions better manage and disseminate their research +outputs. Institutions looking to comply with this new mandate became +interested in Figshare. Figshare once again diversified its business model, +adding services for institutions. +

+ Figshare now offers a range of fee-based services to institutions, including +their own minibranded Figshare space (called Figshare for Institutions) that +securely hosts research data of institutions in the cloud. Services include +not just hosting but data metrics, data dissemination, and user-group +administration. Figshare’s workflow, and the services they offer for +institutions, take into account the needs of librarians and administrators, +as well as of the researchers. +

+ As with researchers and publishers, Fig-share encouraged institutions to +share their research with CC BY (Attribution) and their data with CC0 (into +the public domain). Funders who require researchers and institutions to use +open licensing believe in the social responsibilities and benefits of making +research accessible to all. Publishing research in this open way has come to +be called open access. But not all funders specify CC BY; some institutions +want to offer their researchers a choice, including less permissive licenses +like CC BY-NC (Attribution-NonCommercial), CC BY-SA +(Attribution-ShareAlike), or CC BY-ND (Attribution-NoDerivs). +

+ For Mark this created a conflict. On the one hand, the principles and +benefits of open science are at the heart of Figshare, and Mark believes CC +BY is the best license for this. On the other hand, institutions were saying +they wouldn’t use Figshare unless it offered a choice in licenses. He +initially refused to offer anything beyond CC0 and CC BY, but after seeing +an open-source CERN project offer all Creative Commons licenses without any +negative repercussions, he decided to follow suit. +

+ Mark is thinking of doing a Figshare study that tracks research +dissemination according to Creative Commons license, and gathering metrics +on views, citations, and downloads. You could see which license generates +the biggest impact. If the data showed that CC BY is more impactful, Mark +believes more and more researchers and institutions will make it their +license of choice. +

+ Figshare has an Application Programming Interface (API) that makes it +possible for data to be pulled from Figshare and used in other +applications. As an example, Mark shared a Figshare data set showing the +journal subscriptions that higher-education institutions in the United +Kingdom paid to ten major publishers.[115] +Figshare’s API enables that data to be pulled into an app developed by a +completely different researcher that converts the data into a visually +interesting graph, which any viewer can alter by changing any of the +variables.[116] +

+ The free version of Figshare has built a community of academics, who through +word of mouth and presentations have promoted and spread awareness of +Figshare. To amplify and reward the community, Figshare established an +Advisor program, providing those who promoted Figshare with hoodies and +T-shirts, early access to new features, and travel expenses when they gave +presentations outside of their area. These Advisors also helped Mark on what +license to use for software code and whether to offer universities an option +of using Creative Commons licenses. +

+ Mark says his success is partly about being in the right place at the right +time. He also believes that the diversification of Figshare’s model over +time has been key to success. Figshare now offers a comprehensive set of +services to researchers, publishers, and institutions.[117] If he had relied solely on revenue from premium +subscriptions, he believes Figshare would have struggled. In Figshare’s +early days, their primary users were early-career and late-career +academics. It has only been because funders mandated open licensing that +Figshare is now being used by the mainstream. +

+ Today Figshare has 26 million–plus page views, 7.5 million–plus downloads, +800,000–plus user uploads, 2 million–plus articles, 500,000-plus +collections, and 5,000–plus projects. Sixty percent of their traffic comes +from Google. A sister company called Altmetric tracks the use of Figshare by +others, including Wikipedia and news sources. +

+ Figshare uses the revenue it generates from the premium subscribers, journal +publishers, and institutions to fund and expand what it can offer to +researchers for free. Figshare has publicly stuck to its principles—keeping +the free service free and requiring the use of CC BY and CC0 from the +start—and from Mark’s perspective, this is why people trust Figshare. Mark +sees new competitors coming forward who are just in it for money. If +Figshare was only in it for the money, they wouldn’t care about offering a +free version. Figshare’s principles and advocacy for openness are a key +differentiator. Going forward, Mark sees Figshare not only as supporting +open access to research but also enabling people to collaborate and make new +discoveries. +

Capítulo 11. Figure.NZ

 

+ Figure.NZ is a nonprofit charity that makes an online data platform designed +to make data reusable and easy to understand. Founded in 2012 in New +Zealand. +

+ http://figure.nz +

Revenue model: platform providing paid +services to creators, donations, sponsorships +

Interview date: May 3, 2016 +

Interviewee: Lillian Grace, founder +

 
 --\begin{flushright} + \textit{ + Profile written by Paul Stacey + } + \end{flushright}

+ In the paper Harnessing the Economic and Social Power of Data presented at +the New Zealand Data Futures Forum in 2014,[118] Figure.NZ founder Lillian Grace said there are thousands of +valuable and relevant data sets freely available to us right now, but most +people don’t use them. She used to think this meant people didn’t care about +being informed, but she’s come to see that she was wrong. Almost everyone +wants to be informed about issues that matter—not only to them, but also to +their families, their communities, their businesses, and their country. But +there’s a big difference between availability and accessibility of +information. Data is spread across thousands of sites and is held within +databases and spreadsheets that require both time and skill to engage +with. To use data when making a decision, you have to know what specific +question to ask, identify a source that has collected the data, and +manipulate complex tools to extract and visualize the information within the +data set. Lillian established Figure.NZ to make data truly accessible to +all, with a specific focus on New Zealand. +

+ Lillian had the idea for Figure.NZ in February 2012 while working for the +New Zealand Institute, a think tank concerned with improving economic +prosperity, social well-being, environmental quality, and environmental +productivity for New Zealand and New Zealanders. While giving talks to +community and business groups, Lillian realized “every single issue we +addressed would have been easier to deal with if more people understood the +basic facts.” But understanding the basic facts sometimes requires +data and research that you often have to pay for. +

+ Lillian began to imagine a website that lifted data up to a visual form that +could be easily understood and freely accessed. Initially launched as Wiki +New Zealand, the original idea was that people could contribute their data +and visuals via a wiki. However, few people had graphs that could be used +and shared, and there were no standards or consistency around the data and +the visuals. Realizing the wiki model wasn’t working, Lillian brought the +process of data aggregation, curation, and visual presentation in-house, and +invested in the technology to help automate some of it. Wiki New Zealand +became Figure.NZ, and efforts were reoriented toward providing services to +those wanting to open their data and present it visually. +

+ Here’s how it works. Figure.NZ sources data from other organizations, +including corporations, public repositories, government departments, and +academics. Figure.NZ imports and extracts that data, and then validates and +standardizes it—all with a strong eye on what will be best for users. They +then make the data available in a series of standardized forms, both human- +and machine-readable, with rich metadata about the sources, the licenses, +and data types. Figure.NZ has a chart-designing tool that makes simple bar, +line, and area graphs from any data source. The graphs are posted to the +Figure.NZ website, and they can also be exported in a variety of formats for +print or online use. Figure.NZ makes its data and graphs available using +the Attribution (CC BY) license. This allows others to reuse, revise, remix, +and redistribute Figure.NZ data and graphs as long as they give attribution +to the original source and to Figure.NZ. +

+ Lillian characterizes the initial decision to use Creative Commons as +naively fortunate. It was first recommended to her by a colleague. Lillian +spent time looking at what Creative Commons offered and thought it looked +good, was clear, and made common sense. It was easy to use and easy for +others to understand. Over time, she’s come to realize just how fortunate +and important that decision turned out to be. New Zealand’s government has +an open-access and licensing framework called NZGOAL, which provides +guidance for agencies when they release copyrighted and noncopyrighted work +and material.[119] It aims to standardize +the licensing of works with government copyright and how they can be reused, +and it does this with Creative Commons licenses. As a result, 98 percent of +all government-agency data is Creative Commons licensed, fitting in nicely +with Figure.NZ’s decision. +

+ Lillian thinks current ideas of what a business is are relatively new, only +a hundred years old or so. She’s convinced that twenty years from now, we +will see new and different models for business. Figure.NZ is set up as a +nonprofit charity. It is purpose-driven but also strives to pay people well +and thinks like a business. Lillian sees the charity-nonprofit status as an +essential element for the mission and purpose of Figure.NZ. She believes +Wikipedia would not work if it were for profit, and similarly, Figure.NZ’s +nonprofit status assures people who have data and people who want to use it +that they can rely on Figure.NZ’s motives. People see them as a trusted +wrangler and source. +

+ Although Figure.NZ is a social enterprise that openly licenses their data +and graphs for everyone to use for free, they have taken care not to be +perceived as a free service all around the table. Lillian believes hundreds +of millions of dollars are spent by the government and organizations to +collect data. However, very little money is spent on taking that data and +making it accessible, understandable, and useful for decision making. +Government uses some of the data for policy, but Lillian believes that it is +underutilized and the potential value is much larger. Figure.NZ is focused +on solving that problem. They believe a portion of money allocated to +collecting data should go into making sure that data is useful and generates +value. If the government wants citizens to understand why certain decisions +are being made and to be more aware about what the government is doing, why +not transform the data it collects into easily understood visuals? It could +even become a way for a government or any organization to differentiate, +market, and brand itself. +

+ Figure.NZ spends a lot of time seeking to understand the motivations of data +collectors and to identify the channels where it can provide value. Every +part of their business model has been focused on who is going to get value +from the data and visuals. +

+ Figure.NZ has multiple lines of business. They provide commercial services +to organizations that want their data publicly available and want to use +Figure.NZ as their publishing platform. People who want to publish open data +appreciate Figure.NZ’s ability to do it faster, more easily, and better than +they can. Customers are encouraged to help their users find, use, and make +things from the data they make available on Figure.NZ’s website. Customers +control what is released and the license terms (although Figure.NZ +encourages Creative Commons licensing). Figure.NZ also serves customers who +want a specific collection of charts created—for example, for their website +or annual report. Charging the organizations that want to make their data +available enables Figure.NZ to provide their site free to all users, to +truly democratize data. +

+ Lillian notes that the current state of most data is terrible and often not +well understood by the people who have it. This sometimes makes it difficult +for customers and Figure.NZ to figure out what it would cost to import, +standardize, and display that data in a useful way. To deal with this, +Figure.NZ uses “high-trust contracts,” where customers allocate +a certain budget to the task that Figure.NZ is then free to draw from, as +long as Figure.NZ frequently reports on what they’ve produced so the +customer can determine the value for money. This strategy has helped build +trust and transparency about the level of effort associated with doing work +that has never been done before. +

+ A second line of business is what Figure.NZ calls partners. ASB Bank and +Statistics New Zealand are partners who back Figure.NZ’s efforts. As one +example, with their support Figure.NZ has been able to create Business +Figures, a special way for businesses to find useful data without having to +know what questions to ask.[120] +

+ Figure.NZ also has patrons.[121] Patrons +donate to topic areas they care about, directly enabling Figure.NZ to get +data together to flesh out those areas. Patrons do not direct what data is +included or excluded. +

+ Figure.NZ also accepts philanthropic donations, which are used to provide +more content, extend technology, and improve services, or are targeted to +fund a specific effort or provide in-kind support. As a charity, donations +are tax deductible. +

+ Figure.NZ has morphed and grown over time. With data aggregation, curation, +and visualizing services all in-house, Figure.NZ has developed a deep +expertise in taking random styles of data, standardizing it, and making it +useful. Lillian realized that Figure.NZ could easily become a warehouse of +seventy people doing data. But for Lillian, growth isn’t always good. In her +view, bigger often means less effective. Lillian set artificial constraints +on growth, forcing the organization to think differently and be more +efficient. Rather than in-house growth, they are growing and building +external relationships. +

+ Figure.NZ’s website displays visuals and data associated with a wide range +of categories including crime, economy, education, employment, energy, +environment, health, information and communications technology, industry, +tourism, and many others. A search function helps users find tables and +graphs. Figure.NZ does not provide analysis or interpretation of the data or +visuals. Their goal is to teach people how to think, not think for them. +Figure.NZ wants to create intuitive experiences, not user manuals. +

+ Figure.NZ believes data and visuals should be useful. They provide their +customers with a data collection template and teach them why it’s important +and how to use it. They’ve begun putting more emphasis on tracking what +users of their website want. They also get requests from social media and +through email for them to share data for a specific topic—for example, can +you share data for water quality? If they have the data, they respond +quickly; if they don’t, they try and identify the organizations that would +have that data and forge a relationship so they can be included on +Figure.NZ’s site. Overall, Figure.NZ is seeking to provide a place for +people to be curious about, access, and interpret data on topics they are +interested in. +

+ Lillian has a deep and profound vision for Figure.NZ that goes well beyond +simply providing open-data services. She says things are different now. "We +used to live in a world where it was really hard to share information +widely. And in that world, the best future was created by having a few great +leaders who essentially had access to the information and made decisions on +behalf of others, whether it was on behalf of a country or companies. +

+ "But now we live in a world where it’s really easy to share information +widely and also to communicate widely. In the world we live in now, the best +future is the one where everyone can make well-informed decisions. +

+ "The use of numbers and data as a way of making well-informed decisions is +one of the areas where there is the biggest gaps. We don’t really use +numbers as a part of our thinking and part of our understanding yet. +

+ "Part of the reason is the way data is spread across hundreds of sites. In +addition, for the most part, deep thinking based on data is constrained to +experts because most people don’t have data literacy. There once was a time +when many citizens in society couldn’t read or write. However, as a society, +we’ve now come to believe that reading and writing skills should be +something all citizens have. We haven’t yet adopted a similar belief around +numbers and data literacy. We largely still believe that only a few +specially trained people can analyze and think with numbers. +

+ "Figure.NZ may be the first organization to assert that everyone can use +numbers in their thinking, and it’s built a technological platform along +with trust and a network of relationships to make that possible. What you +can see on Figure.NZ are tens of thousands of graphs, maps, and data. +

+ “Figure.NZ sees this as a new kind of alphabet that can help people +analyze what they see around them. A way to be thoughtful and informed about +society. A means of engaging in conversation and shaping decision making +that transcends personal experience. The long-term value and impact is +almost impossible to measure, but the goal is to help citizens gain +understanding and work together in more informed ways to shape the +future.” +

+ Lillian sees Figure.NZ’s model as having global potential. But for now, +their focus is completely on making Figure.NZ work in New Zealand and to get +the “network effect”— users dramatically increasing value for +themselves and for others through use of their service. Creative Commons is +core to making the network effect possible. +

Capítulo 12. Knowledge Unlatched

 

+ Knowledge Unlatched is a not-for-profit community interest company that +brings libraries together to pool funds to publish open-access +books. Founded in 2012 in the UK. +

+ http://knowledgeunlatched.org +

Revenue model: crowdfunding (specialized) +

Interview date: February 26, 2016 +

Interviewee: Frances Pinter, founder +

 
 --\begin{flushright} + \textit{ + Profile written by Paul Stacey + } + \end{flushright}

+ The serial entrepreneur Dr. Frances Pinter has been at the forefront of +innovation in the publishing industry for nearly forty years. She founded +the UK-based Knowledge Unlatched with a mission to enable open access to +scholarly books. For Frances, the current scholarly- book-publishing system +is not working for anyone, and especially not for monographs in the +humanities and social sciences. Knowledge Unlatched is committed to changing +this and has been working with libraries to create a sustainable alternative +model for publishing scholarly books, sharing the cost of making monographs +(released under a Creative Commons license) and savings costs over the long +term. Since its launch, Knowledge Unlatched has received several awards, +including the IFLA/Brill Open Access award in 2014 and a Curtin University +Commercial Innovation Award for Innovation in Education in 2015. +

+ Dr. Pinter has been in academic publishing most of her career. About ten +years ago, she became acquainted with the Creative Commons founder Lawrence +Lessig and got interested in Creative Commons as a tool for both protecting +content online and distributing it free to users. +

+ Not long after, she ran a project in Africa convincing publishers in Uganda +and South Africa to put some of their content online for free using a +Creative Commons license and to see what happened to print sales. Sales went +up, not down. +

+ In 2008, Bloomsbury Academic, a new imprint of Bloomsbury Publishing in the +United Kingdom, appointed her its founding publisher in London. As part of +the launch, Frances convinced Bloomsbury to differentiate themselves by +putting out monographs for free online under a Creative Commons license +(BY-NC or BY-NC-ND, i.e., Attribution-NonCommercial or +Attribution-NonCommercial-NoDerivs). This was seen as risky, as the biggest +cost for publishers is getting a book to the stage where it can be +printed. If everyone read the online book for free, there would be no +print-book sales at all, and the costs associated with getting the book to +print would be lost. Surprisingly, Bloomsbury found that sales of the print +versions of these books were 10 to 20 percent higher than normal. Frances +found it intriguing that the Creative Commons–licensed free online book acts +as a marketing vehicle for the print format. +

+ Frances began to look at customer interest in the three forms of the book: +1) the Creative Commons–licensed free online book in PDF form, 2) the +printed book, and 3) a digital version of the book on an aggregator platform +with enhanced features. She thought of this as the “ice cream +model”: the free PDF was vanilla ice cream, the printed book was an +ice cream cone, and the enhanced e-book was an ice cream sundae. +

+ After a while, Frances had an epiphany—what if there was a way to get +libraries to underwrite the costs of making these books up until they’re +ready be printed, in other words, cover the fixed costs of getting to the +first digital copy? Then you could either bring down the cost of the printed +book, or do a whole bunch of interesting things with the printed book and +e-book—the ice cream cone or sundae part of the model. +

+ This idea is similar to the article-processing charge some open-access +journals charge researchers to cover publishing costs. Frances began to +imagine a coalition of libraries paying for the prepress costs—a +“book-processing charge”—and providing everyone in the world +with an open-access version of the books released under a Creative Commons +license. +

+ This idea really took hold in her mind. She didn’t really have a name for it +but began talking about it and making presentations to see if there was +interest. The more she talked about it, the more people agreed it had +appeal. She offered a bottle of champagne to anyone who could come up with a +good name for the idea. Her husband came up with Knowledge Unlatched, and +after two years of generating interest, she decided to move forward and +launch a community interest company (a UK term for not-for-profit social +enterprises) in 2012. +

+ She describes the business model in a paper called Knowledge Unlatched: +Toward an Open and Networked Future for Academic Publishing: +

  1. + Publishers offer titles for sale reflecting origination costs only via +Knowledge Unlatched. +

  2. + Individual libraries select titles either as individual titles or as +collections (as they do from library suppliers now). +

  3. + Their selections are sent to Knowledge Unlatched specifying the titles to be +purchased at the stated price(s). +

  4. + The price, called a Title Fee (set by publishers and negotiated by Knowledge +Unlatched), is paid to publishers to cover the fixed costs of publishing +each of the titles that were selected by a minimum number of libraries to +cover the Title Fee. +

  5. + Publishers make the selected titles available Open Access (on a Creative +Commons or similar open license) and are then paid the Title Fee which is +the total collected from the libraries. +

  6. + Publishers make print copies, e-Pub, and other digital versions of selected +titles available to member libraries at a discount that reflects their +contribution to the Title Fee and incentivizes membership.[122] +

+ The first round of this model resulted in a collection of twenty-eight +current titles from thirteen recognized scholarly publishers being +unlatched. The target was to have two hundred libraries participate. The +cost of the package per library was capped at $1,680, which was an average +price of sixty dollars per book, but in the end they had nearly three +hundred libraries sharing the costs, and the price per book came in at just +under forty-three dollars. +

+ The open-access, Creative Commons versions of these twenty-eight books are +still available online.[123] Most books have +been licensed with CC BY-NC or CC BY-NC-ND. Authors are the copyright +holder, not the publisher, and negotiate choice of license as part of the +publishing agreement. Frances has found that most authors want to retain +control over the commercial and remix use of their work. Publishers list the +book in their catalogs, and the noncommercial restriction in the Creative +Commons license ensures authors continue to get royalties on sales of +physical copies. +

+ There are three cost variables to consider for each round: the overall cost +incurred by the publishers, total cost for each library to acquire all the +books, and the individual price per book. The fee publishers charge for each +title is a fixed charge, and Knowledge Unlatched calculates the total amount +for all the books being unlatched at a time. The cost of an order for each +library is capped at a maximum based on a minimum number of libraries +participating. If the number of participating libraries exceeds the minimum, +then the cost of the order and the price per book go down for each library. +

+ The second round, recently completed, unlatched seventy-eight books from +twenty-six publishers. For this round, Frances was experimenting with the +size and shape of the offerings. Books were being bundled into eight small +packages separated by subject (including Anthropology, History, Literature, +Media and Communications, and Politics), of around ten books per package. +Three hundred libraries around the world have to commit to at least six of +the eight packages to enable unlatching. The average cost per book was just +under fifty dollars. The unlatching process took roughly ten months. It +started with a call to publishers for titles, followed by having a library +task force select the titles, getting authors’ permissions, getting the +libraries to pledge, billing the libraries, and finally, unlatching. +

+ The longest part of the whole process is getting libraries to pledge and +commit funds. It takes about five months, as library buy-in has to fit +within acquisition cycles, budget cycles, and library-committee meetings. +

+ Knowledge Unlatched informs and recruits libraries through social media, +mailing lists, listservs, and library associations. Of the three hundred +libraries that participated in the first round, 80 percent are also +participating in the second round, and there are an additional eighty new +libraries taking part. Knowledge Unlatched is also working not just with +individual libraries but also library consortia, which has been getting even +more libraries involved. +

+ Knowledge Unlatched is scaling up, offering 150 new titles in the second +half of 2016. It will also offer backlist titles, and in 2017 will start to +make journals open access too. +

+ Knowledge Unlatched deliberately chose monographs as the initial type of +book to unlatch. Monographs are foundational and important, but also +problematic to keep going in the standard closed publishing model. +

+ The cost for the publisher to get to a first digital copy of a monograph is +$5,000 to $50,000. A good one costs in the $10,000 to $15,000 +range. Monographs typically don’t sell a lot of copies. A publisher who in +the past sold three thousand copies now typically sells only three +hundred. That makes unlatching monographs a low risk for publishers. For the +first round, it took five months to get thirteen publishers. For the second +round, it took one month to get twenty-six. +

+ Authors don’t generally make a lot of royalties from monographs. Royalties +range from zero dollars to 5 to 10 percent of receipts. The value to the +author is the awareness it brings to them; when their book is being read, it +increases their reputation. Open access through unlatching generates many +more downloads and therefore awareness. (On the Knowledge Unlatched website, +you can find interviews with the twenty-eight round-one authors describing +their experience and the benefits of taking part.)[124] +

+ Library budgets are constantly being squeezed, partly due to the inflation +of journal subscriptions. But even without budget constraints, academic +libraries are moving away from buying physical copies. An academic library +catalog entry is typically a URL to wherever the book is hosted. Or if they +have enough electronic storage space, they may download the digital file +into their digital repository. Only secondarily do they consider getting a +print book, and if they do, they buy it separately from the digital version. +

+ Knowledge Unlatched offers libraries a compelling economic argument. Many of +the participating libraries would have bought a copy of the monograph +anyway, but instead of paying $95 for a print copy or $150 for a digital +multiple-use copy, they pay $50 to unlatch. It costs them less, and it opens +the book to not just the participating libraries, but to the world. +

+ Not only do the economics make sense, but there is very strong alignment +with library mandates. The participating libraries pay less than they would +have in the closed model, and the open-access book is available to all +libraries. While this means nonparticipating libraries could be seen as free +riders, in the library world, wealthy libraries are used to paying more than +poor libraries and accept that part of their money should be spent to +support open access. “Free ride” is more like community +responsibility. By the end of March 2016, the round-one books had been +downloaded nearly eighty thousand times in 175 countries. +

+ For publishers, authors, and librarians, the Knowledge Unlatched model for +monographs is a win-win-win. +

+ In the first round, Knowledge Unlatched’s overheads were covered by +grants. In the second round, they aim to demonstrate the model is +sustainable. Libraries and publishers will each pay a 7.5 percent service +charge that will go toward Knowledge Unlatched’s running costs. With plans +to scale up in future rounds, Frances figures they can fully recover costs +when they are unlatching two hundred books at a time. Moving forward, +Knowledge Unlatched is making investments in technology and +processes. Future plans include unlatching journals and older books. +

+ Frances believes that Knowledge Unlatched is tapping into new ways of +valuing academic content. It’s about considering how many people can find, +access, and use your content without pay barriers. Knowledge Unlatched taps +into the new possibilities and behaviors of the digital world. In the +Knowledge Unlatched model, the content-creation process is exactly the same +as it always has been, but the economics are different. For Frances, +Knowledge Unlatched is connected to the past but moving into the future, an +evolution rather than a revolution. +

Capítulo 13. Lumen Learning

 

+ Lumen Learning is a for-profit company helping educational institutions use +open educational resources (OER). Founded in 2013 in the U.S. +

+ http://lumenlearning.com +

Revenue model: charging for custom +services, grant funding +

Interview date: December 21, 2015 +

Interviewees: David Wiley and Kim Thanos, +cofounders +

 
 --\begin{flushright} + \textit{ + Profile written by Paul Stacey + } + \end{flushright}

+ Cofounded by open education visionary Dr. David Wiley and +education-technology strategist Kim Thanos, Lumen Learning is dedicated to +improving student success, bringing new ideas to pedagogy, and making +education more affordable by facilitating adoption of open educational +resources. In 2012, David and Kim partnered on a grant-funded project called +the Kaleidoscope Open Course Initiative.[125] It involved a set of fully open general-education courses across +eight colleges predominantly serving at-risk students, with goals to +dramatically reduce textbook costs and collaborate to improve the courses to +help students succeed. David and Kim exceeded those goals: the cost of the +required textbooks, replaced with OER, decreased to zero dollars, and +average student-success rates improved by 5 to 10 percent when compared with +previous years. After a second round of funding, a total of more than +twenty-five institutions participated in and benefited from this project. It +was career changing for David and Kim to see the impact this initiative had +on low-income students. David and Kim sought further funding from the Bill +and Melinda Gates Foundation, who asked them to define a plan to scale their +work in a financially sustainable way. That is when they decided to create +Lumen Learning. +

+ David and Kim went back and forth on whether it should be a nonprofit or +for- profit. A nonprofit would make it a more comfortable fit with the +education sector but meant they’d be constantly fund-raising and seeking +grants from philanthropies. Also, grants usually require money to be used +in certain ways for specific deliverables. If you learn things along the way +that change how you think the grant money should be used, there often isn’t +a lot of flexibility to do so. +

+ But as a for-profit, they’d have to convince educational institutions to pay +for what Lumen had to offer. On the positive side, they’d have more control +over what to do with the revenue and investment money; they could make +decisions to invest the funds or use them differently based on the situation +and shifting opportunities. In the end, they chose the for-profit status, +with its different model for and approach to sustainability. +

+ Right from the start, David and Kim positioned Lumen Learning as a way to +help institutions engage in open educational resources, or OER. OER are +teaching, learning, and research materials, in all different media, that +reside in the public domain or are released under an open license that +permits free use and repurposing by others. +

+ Originally, Lumen did custom contracts for each institution. This was +complicated and challenging to manage. However, through that process +patterns emerged which allowed them to generalize a set of approaches and +offerings. Today they don’t customize as much as they used to, and instead +they tend to work with customers who can use their off-the-shelf +options. Lumen finds that institutions and faculty are generally very good +at seeing the value Lumen brings and are willing to pay for it. Serving +disadvantaged learner populations has led Lumen to be very pragmatic; they +describe what they offer in quantitative terms—with facts and figures—and in +a way that is very student-focused. Lumen Learning helps colleges and +universities— +

  • + replace expensive textbooks in high-enrollment courses with OER; +

  • + provide enrolled students day one access to Lumen’s fully customizable OER +course materials through the institution’s learning-management system; +

  • + measure improvements in student success with metrics like passing rates, +persistence, and course completion; and +

  • + collaborate with faculty to make ongoing improvements to OER based on +student success research. +

+ Lumen has developed a suite of open, Creative Commons–licensed courseware in +more than sixty-five subjects. All courses are freely and publicly available +right off their website. They can be copied and used by others as long as +they provide attribution to Lumen Learning following the terms of the +Creative Commons license. +

+ Then there are three types of bundled services that cost money. One option, +which Lumen calls Candela courseware, offers integration with the +institution’s learning-management system, technical and pedagogical support, +and tracking of effectiveness. Candela courseware costs institutions ten +dollars per enrolled student. +

+ A second option is Waymaker, which offers the services of Candela but adds +personalized learning technologies, such as study plans, automated messages, +and assessments, and helps instructors find and support the students who +need it most. Waymaker courses cost twenty-five dollars per enrolled +student. +

+ The third and emerging line of business for Lumen is providing guidance and +support for institutions and state systems that are pursuing the development +of complete OER degrees. Often called Z-Degrees, these programs eliminate +textbook costs for students in all courses that make up the degree (both +required and elective) by replacing commercial textbooks and other +expensive resources with OER. +

+ Lumen generates revenue by charging for their value-added tools and services +on top of their free courses, just as solar-power companies provide the +tools and services that help people use a free resource—sunlight. And +Lumen’s business model focuses on getting the institutions to pay, not the +students. With projects they did prior to Lumen, David and Kim learned that +students who have access to all course materials from day one have greater +success. If students had to pay, Lumen would have to restrict access to +those who paid. Right from the start, their stance was that they would not +put their content behind a paywall. Lumen invests zero dollars in +technologies and processes for restricting access—no digital rights +management, no time bombs. While this has been a challenge from a +business-model perspective, from an open-access perspective, it has +generated immense goodwill in the community. +

+ In most cases, development of their courses is funded by the institution +Lumen has a contract with. When creating new courses, Lumen typically works +with the faculty who are teaching the new course. They’re often part of the +institution paying Lumen, but sometimes Lumen has to expand the team and +contract faculty from other institutions. First, the faculty identifies all +of the course’s learning outcomes. Lumen then searches for, aggregates, and +curates the best OER they can find that addresses those learning needs, +which the faculty reviews. +

+ Sometimes faculty like the existing OER but not the way it is presented. The +open licensing of existing OER allows Lumen to pick and choose from images, +videos, and other media to adapt and customize the course. Lumen creates new +content as they discover gaps in existing OER. Test-bank items and feedback +for students on their progress are areas where new content is frequently +needed. Once a course is created, Lumen puts it on their platform with all +the attributions and links to the original sources intact, and any of +Lumen’s new content is given an Attribution (CC BY) license. +

+ Using only OER made them experience firsthand how complex it could be to mix +differently licensed work together. A common strategy with OER is to place +the Creative Commons license and attribution information in the website’s +footer, which stays the same for all pages. This doesn’t quite work, +however, when mixing different OER together. +

+ Remixing OER often results in multiple attributions on every page of every +course—text from one place, images from another, and videos from yet +another. Some are licensed as Attribution (CC BY), others as +Attribution-ShareAlike (CC BY-SA). If this information is put within the +text of the course, faculty members sometimes try to edit it and students +find it a distraction. Lumen dealt with this challenge by capturing the +license and attribution information as metadata, and getting it to show up +at the end of each page. +

+ Lumen’s commitment to open licensing and helping low-income students has led +to strong relationships with institutions, open-education enthusiasts, and +grant funders. People in their network generously increase the visibility of +Lumen through presentations, word of mouth, and referrals. Sometimes the +number of general inquiries exceed Lumen’s sales capacity. +

+ To manage demand and ensure the success of projects, their strategy is to be +proactive and focus on what’s going on in higher education in different +regions of the United States, watching out for things happening at the +system level in a way that fits with what Lumen offers. A great example is +the Virginia community college system, which is building out +Z-Degrees. David and Kim say there are nine other U.S. states with similar +system-level activity where Lumen is strategically focusing its +efforts. Where there are projects that would require a lot of resources on +Lumen’s part, they prioritize the ones that would impact the largest number +of students. +

+ As a business, Lumen is committed to openness. There are two core +nonnegotiables: Lumen’s use of CC BY, the most permissive of the Creative +Commons licenses, for all the materials it creates; and day-one access for +students. Having clear nonnegotiables allows them to then engage with the +education community to solve for other challenges and work with institutions +to identify new business models that achieve institution goals, while +keeping Lumen healthy. +

+ Openness also means that Lumen’s OER must necessarily be nonexclusive and +nonrivalrous. This represents several big challenges for the business model: +Why should you invest in creating something that people will be reluctant to +pay for? How do you ensure that the investment the diverse education +community makes in OER is not exploited? Lumen thinks we all need to be +clear about how we are benefiting from and contributing to the open +community. +

+ In the OER sector, there are examples of corporations, and even +institutions, acting as free riders. Some simply take and use open resources +without paying anything or contributing anything back. Others give back the +minimum amount so they can save face. Sustainability will require those +using open resources to give back an amount that seems fair or even give +back something that is generous. +

+ Lumen does track institutions accessing and using their free content. They +proactively contact those institutions, with an estimate of how much their +students are saving and encouraging them to switch to a paid model. Lumen +explains the advantages of the paid model: a more interactive relationship +with Lumen; integration with the institution’s learning-management system; a +guarantee of support for faculty and students; and future sustainability +with funding supporting the evolution and improvement of the OER they are +using. +

+ Lumen works hard to be a good corporate citizen in the OER community. For +David and Kim, a good corporate citizen gives more than they take, adds +unique value, and is very transparent about what they are taking from +community, what they are giving back, and what they are monetizing. Lumen +believes these are the building blocks of a sustainable model and strives +for a correct balance of all these factors. +

+ Licensing all the content they produce with CC BY is a key part of giving +more value than they take. They’ve also worked hard at finding the right +structure for their value-add and how to package it in a way that is +understandable and repeatable. +

+ As of the fall 2016 term, Lumen had eighty-six different open courses, +working relationships with ninety-two institutions, and more than +seventy-five thousand student enrollments. Lumen received early start-up +funding from the Bill and Melinda Gates Foundation, the Hewlett Foundation, +and the Shuttleworth Foundation. Since then, Lumen has also attracted +investment funding. Over the last three years, Lumen has been roughly 60 +percent grant funded, 20 percent revenue earned, and 20 percent funded with +angel capital. Going forward, their strategy is to replace grant funding +with revenue. +

+ In creating Lumen Learning, David and Kim say they’ve landed on solutions +they never imagined, and there is still a lot of learning taking place. For +them, open business models are an emerging field where we are all learning +through sharing. Their biggest recommendations for others wanting to pursue +the open model are to make your commitment to open resources public, let +people know where you stand, and don’t back away from it. It really is about +trust. +

Capítulo 14. Jonathan Mann

 

+ Jonathan Mann is a singer and songwriter who is most well known as the +“Song A Day” guy. Based in the U.S. +

http://jonathanmann.net and http://jonathanmann.bandcamp.com +

Revenue model: charging for custom +services, pay-what-you-want, crowdfunding (subscription-based), charging for +in-person version (speaking engagements and musical performances) +

Interview date: February 22, 2016 +

 
 --\begin{flushright} + \textit{ + Profile written by Sarah Hinchliff Pearson + } + \end{flushright}

+ Jonathan Mann thinks of his business model as +“hustling”—seizing nearly every opportunity he sees to make +money. The bulk of his income comes from writing songs under commission for +people and companies, but he has a wide variety of income sources. He has +supporters on the crowdfunding site Patreon. He gets advertising revenue +from YouTube and Bandcamp, where he posts all of his music. He gives paid +speaking engagements about creativity and motivation. He has been hired by +major conferences to write songs summarizing what speakers have said in the +conference sessions. +

+ His entrepreneurial spirit is coupled with a willingness to take action +quickly. A perfect illustration of his ability to act fast happened in 2010, +when he read that Apple was having a conference the following day to address +a snafu related to the iPhone 4. He decided to write and post a song about +the iPhone 4 that day, and the next day he got a call from the public +relations people at Apple wanting to use and promote his video at the Apple +conference. The song then went viral, and the experience landed him in Time +magazine. +

+ Jonathan’s successful “hustling” is also about old-fashioned +persistence. He is currently in his eighth straight year of writing one song +each day. He holds the Guinness World Record for consecutive daily +songwriting, and he is widely known as the “song-a-day guy.” +

+ He fell into this role by, naturally, seizing a random opportunity a friend +alerted him to seven years ago—an event called Fun-A-Day, where people are +supposed to create a piece of art every day for thirty-one days straight. He +was in need of a new project, so he decided to give it a try by writing and +posting a song each day. He added a video component to the songs because he +knew people were more likely to watch video online than simply listening to +audio files. +

+ He had a really good time doing the thirty-one-day challenge, so he decided +to see if he could continue it for one year. He never stopped. He has +written and posted a new song literally every day, seven days a week, since +he began the project in 2009. When he isn’t writing songs that he is hired +to write by clients, he writes songs about whatever is on his mind that +day. His songs are catchy and mostly lighthearted, but they often contain at +least an undercurrent of a deeper theme or meaning. Occasionally, they are +extremely personal, like the song he cowrote with his exgirlfriend +announcing their breakup. Rain or shine, in sickness or health, Jonathan +posts and writes a song every day. If he is on a flight or otherwise +incapable of getting Internet access in time to meet the deadline, he will +prepare ahead and have someone else post the song for him. +

+ Over time, the song-a-day gig became the basis of his livelihood. In the +beginning, he made money one of two ways. The first was by entering a wide +variety of contests and winning a handful. The second was by having the +occasional song and video go some varying degree of viral, which would bring +more eyeballs and mean that there were more people wanting him to write +songs for them. Today he earns most of his money this way. +

+ His website explains his gig as “taking any message, from the super +simple to the totally complicated, and conveying that message through a +heartfelt, fun and quirky song.” He charges $500 to create a produced +song and $300 for an acoustic song. He has been hired for product launches, +weddings, conferences, and even Kickstarter campaigns like the one that +funded the production of this book. +

+ Jonathan can’t recall when exactly he first learned about Creative Commons, +but he began applying CC licenses to his songs and videos as soon as he +discovered the option. “CC seems like such a no-brainer,” +Jonathan said. “I don’t understand how anything else would make +sense. It seems like such an obvious thing that you would want your work to +be able to be shared.” +

+ His songs are essentially marketing for his services, so obviously the +further his songs spread, the better. Using CC licenses helps grease the +wheels, letting people know that Jonathan allows and encourages them to +copy, interact with, and remix his music. “If you let someone cover +your song or remix it or use parts of it, that’s how music is supposed to +work,” Jonathan said. “That is how music has worked since the +beginning of time. Our me-me, mine-mine culture has undermined that.” +

+ There are some people who cover his songs fairly regularly, and he would +never shut that down. But he acknowledges there is a lot more he could do to +build community. “There is all of this conventional wisdom about how +to build an audience online, and I generally think I don’t do any of +that,” Jonathan said. +

+ He does have a fan community he cultivates on Bandcamp, but it isn’t his +major focus. “I do have a core audience that has stuck around for a +really long time, some even longer than I’ve been doing song-a-day,” +he said. “There is also a transitional aspect that drop in and get +what they need and then move on.” Focusing less on community building +than other artists makes sense given Jonathan’s primary income source of +writing custom songs for clients. +

+ Jonathan recognizes what comes naturally to him and leverages those +skills. Through the practice of daily songwriting, he realized he has a gift +for distilling complicated subjects into simple concepts and putting them to +music. In his song “How to Choose a Master Password,” Jonathan +explained the process of creating a secure password in a silly, simple +song. He was hired to write the song by a client who handed him a long +technical blog post from which to draw the information. Like a good (and +rare) journalist, he translated the technical concepts into something +understandable. +

+ When he is hired by a client to write a song, he first asks them to send a +list of talking points and other information they want to include in the +song. He puts all of that into a text file and starts moving things around, +cutting and pasting until the message starts to come together. The first +thing he tries to do is grok the core message and develop the chorus. Then +he looks for connections or parts he can make rhyme. The entire process +really does resemble good journalism, but of course the final product of his +work is a song rather than news. “There is something about being +challenged and forced to take information that doesn’t seem like it should +be sung about or doesn’t seem like it lends itself to a song,” he +said. “I find that creative challenge really satisfying. I enjoy +getting lost in that process.” +

+ Jonathan admits that in an ideal world, he would exclusively write the music +he wanted to write, rather than what clients hire him to write. But his +business model is about capitalizing on his strengths as a songwriter, and +he has found a way to keep it interesting for himself. +

+ Jonathan uses nearly every tool possible to make money from his art, but he +does have lines he won’t cross. He won’t write songs about things he +fundamentally does not believe in, and there are times he has turned down +jobs on principle. He also won’t stray too much from his natural +style. “My style is silly, so I can’t really accommodate people who +want something super serious,” Jonathan said. “I do what I do +very easily, and it’s part of who I am.” Jonathan hasn’t gotten into +writing commercials for the same reasons; he is best at using his own unique +style rather than mimicking others. +

+ Jonathan’s song-a-day commitment exemplifies the power of habit and +grit. Conventional wisdom about creative productivity, including advice in +books like the best-seller The Creative Habit by Twyla Tharp, routinely +emphasizes the importance of ritual and action. No amount of planning can +replace the value of simple practice and just doing. Jonathan Mann’s work is +a living embodiment of these principles. +

+ When he speaks about his work, he talks about how much the song-a-day +process has changed him. Rather than seeing any given piece of work as +precious and getting stuck on trying to make it perfect, he has become +comfortable with just doing. If today’s song is a bust, tomorrow’s song +might be better. +

+ Jonathan seems to have this mentality about his career more generally. He is +constantly experimenting with ways to make a living while sharing his work +as widely as possible, seeing what sticks. While he has major +accomplishments he is proud of, like being in the Guinness World Records or +having his song used by Steve Jobs, he says he never truly feels successful. +

“Success feels like it’s over,” he said. “To a certain +extent, a creative person is not ever going to feel completely satisfied +because then so much of what drives you would be gone.” +

Capítulo 15. Noun Project

 

+ The Noun Project is a for-profit company offering an online platform to +display visual icons from a global network of designers. Founded in 2010 in +the U.S. +

+ http://thenounproject.com +

Revenue model: charging a transaction +fee, charging for custom services +

Interview date: October 6, 2015 +

Interviewee: Edward Boatman, cofounder +

 
 --\begin{flushright} + \textit{ + Profile written by Paul Stacey + } + \end{flushright}

+ The Noun Project creates and shares visual language. There are millions who +use Noun Project symbols to simplify communication across borders, +languages, and cultures. +

+ The original idea for the Noun Project came to cofounder Edward Boatman +while he was a student in architecture design school. He’d always done a lot +of sketches and started to draw what used to fascinate him as a child, like +trains, sequoias, and bulldozers. He began thinking how great it would be +if he had a simple image or small icon of every single object or concept on +the planet. +

+ When Edward went on to work at an architecture firm, he had to make a lot of +presentation boards for clients. But finding high-quality sources for +symbols and icons was difficult. He couldn’t find any website that could +provide them. Perhaps his idea for creating a library of icons could +actually help people in similar situations. +

+ With his partner, Sofya Polyakov, he began collecting symbols for a website +and writing a business plan. Inspiration came from the book Professor and +the Madman, which chronicles the use of crowdsourcing to create the Oxford +English Dictionary in 1870. Edward began to imagine crowdsourcing icons and +symbols from volunteer designers around the world. +

+ Then Edward got laid off during the recession, which turned out to be a huge +catalyst. He decided to give his idea a go, and in 2010 Edward and Sofya +launched the Noun Project with a Kickstarter campaign, back when Kickstarter +was in its infancy.[126] They thought it’d +be a good way to introduce the global web community to their idea. Their +goal was to raise $1,500, but in twenty days they got over $14,000. They +realized their idea had the potential to be something much bigger. +

+ They created a platform where symbols and icons could be uploaded, and +Edward began recruiting talented designers to contribute their designs, a +process he describes as a relatively easy sell. Lots of designers have old +drawings just gathering “digital dust” on their hard +drives. It’s easy to convince them to finally share them with the world. +

+ The Noun Project currently has about seven thousand designers from around +the world. But not all submissions are accepted. The Noun Project’s +quality-review process means that only the best works become part of its +collection. They make sure to provide encouraging, constructive feedback +whenever they reject a piece of work, which maintains and builds the +relationship they have with their global community of designers. +

+ Creative Commons is an integral part of the Noun Project’s business model; +this decision was inspired by Chris Anderson’s book Free: The Future of +Radical Price, which introduced Edward to the idea that you could build a +business model around free content. +

+ Edward knew he wanted to offer a free visual language while still providing +some protection and reward for its contributors. There is a tension between +those two goals, but for Edward, Creative Commons licenses bring this +idealism and business opportunity together elegantly. He chose the +Attribution (CC BY) license, which means people can download the icons for +free and modify them and even use them commercially. The requirement to give +attribution to the original creator ensures that the creator can build a +reputation and get global recognition for their work. And if they simply +want to offer an icon that people can use without having to give credit, +they can use CC0 to put the work into the public domain. +

+ Noun Project’s business model and means of generating revenue have evolved +significantly over time. Their initial plan was to sell T-shirts with the +icons on it, which in retrospect Edward says was a horrible idea. They did +get a lot of email from people saying they loved the icons but asking if +they could pay a fee instead of giving attribution. Ad agencies (among +others) wanted to keep marketing and presentation materials clean and free +of attribution statements. For Edward, “That’s when our lightbulb went +off.” +

+ They asked their global network of designers whether they’d be open to +receiving modest remuneration instead of attribution. Designers saw it as a +win-win. The idea that you could offer your designs for free and have a +global audience and maybe even make some money was pretty exciting for most +designers. +

+ The Noun Project first adopted a model whereby using an icon without giving +attribution would cost $1.99 per icon. The model’s second iteration added a +subscription component, where there would be a monthly fee to access a +certain number of icons—ten, fifty, a hundred, or five hundred. However, +users didn’t like these hard-count options. They preferred to try out many +similar icons to see which worked best before eventually choosing the one +they wanted to use. So the Noun Project moved to an unlimited model, whereby +users have unlimited access to the whole library for a flat monthly +fee. This service is called NounPro and costs $9.99 per month. Edward says +this model is working well—good for customers, good for creators, and good +for the platform. +

+ Customers then began asking for an application-programming interface (API), +which would allow Noun Project icons and symbols to be directly accessed +from within other applications. Edward knew that the icons and symbols would +be valuable in a lot of different contexts and that they couldn’t possibly +know all of them in advance, so they built an API with a lot of +flexibility. Knowing that most API applications would want to use the icons +without giving attribution, the API was built with the aim of charging for +its use. You can use what’s called the “Playground API” for +free to test how it integrates with your application, but full +implementation will require you to purchase the API Pro version. +

+ The Noun Project shares revenue with its international designers. For +one-off purchases, the revenue is split 70 percent to the designer and 30 +percent to Noun Project. +

+ The revenue from premium purchases (the subscription and API options) is +split a little differently. At the end of each month, the total revenue from +subscriptions is divided by Noun Project’s total number of downloads, +resulting in a rate per download—for example, it could be $0.13 per download +for that month. For each download, the revenue is split 40 percent to the +designer and 60 percent to the Noun Project. (For API usage, it’s per use +instead of per download.) Noun Project’s share is higher this time as it’s +providing more service to the user. +

+ The Noun Project tries to be completely transparent about their royalty +structure.[127] They tend to over +communicate with creators about it because building trust is the top +priority. +

+ For most creators, contributing to the Noun Project is not a full-time job +but something they do on the side. Edward categorizes monthly earnings for +creators into three broad categories: enough money to buy beer; enough to +pay the bills; and most successful of all, enough to pay the rent. +

+ Recently the Noun Project launched a new app called Lingo. Designers can +use Lingo to organize not just their Noun Project icons and symbols but also +their photos, illustrations, UX designs, et cetera. You simply drag any +visual item directly into Lingo to save it. Lingo also works for teams so +people can share visuals with each other and search across their combined +collections. Lingo is free for personal use. A pro version for $9.99 per +month lets you add guests. A team version for $49.95 per month allows up to +twenty-five team members to collaborate, and to view, use, edit, and add new +assets to each other’s collections. And if you subscribe to NounPro, you +can access Noun Project from within Lingo. +

+ The Noun Project gives a ton of value away for free. A very large percentage +of their roughly one million members have a free account, but there are +still lots of paid accounts coming from digital designers, advertising and +design agencies, educators, and others who need to communicate ideas +visually. +

+ For Edward, “creating, sharing, and celebrating the world’s visual +language” is the most important aspect of what they do; it’s their +stated mission. It differentiates them from others who offer graphics, +icons, or clip art. +

+ Noun Project creators agree. When surveyed on why they participate in the +Noun Project, this is how designers rank their reasons: 1) to support the +Noun Project mission, 2) to promote their own personal brand, and 3) to +generate money. It’s striking to see that money comes third, and mission, +first. If you want to engage a global network of contributors, it’s +important to have a mission beyond making money. +

+ In Edward’s view, Creative Commons is central to their mission of sharing +and social good. Using Creative Commons makes the Noun Project’s mission +genuine and has generated a lot of their initial traction and +credibility. CC comes with a built-in community of users and fans. +

+ Edward told us, “Don’t underestimate the power of a passionate +community around your product or your business. They are going to go to bat +for you when you’re getting ripped in the media. If you go down the road of +choosing to work with Creative Commons, you’re taking the first step to +building a great community and tapping into a really awesome community that +comes with it. But you need to continue to foster that community through +other initiatives and continue to nurture it.” +

+ The Noun Project nurtures their creators’ second motivation—promoting a +personal brand—by connecting every icon and symbol to the creator’s name and +profile page; each profile features their full collection. Users can also +search the icons by the creator’s name. +

+ The Noun Project also builds community through Iconathons—hackathons for +icons.[128] In partnership with a sponsoring +organization, the Noun Project comes up with a theme (e.g., sustainable +energy, food bank, guerrilla gardening, human rights) and a list of icons +that are needed, which designers are invited to create at the event. The +results are vectorized, and added to the Noun Project using CC0 so they can +be used by anyone for free. +

+ Providing a free version of their product that satisfies a lot of their +customers’ needs has actually enabled the Noun Project to build the paid +version, using a service-oriented model. The Noun Project’s success lies in +creating services and content that are a strategic mix of free and paid +while staying true to their mission—creating, sharing, and celebrating the +world’s visual language. Integrating Creative Commons into their model has +been key to that goal. +

Capítulo 16. Open Data Institute

 

+ The Open Data Institute is an independent nonprofit that connects, equips, +and inspires people around the world to innovate with data. Founded in 2012 +in the UK. +

+ http://theodi.org +

Revenue model: grant and government +funding, charging for custom services, donations +

Interview date: November 11, 2015 +

Interviewee: Jeni Tennison, technical +director +

 
 --\begin{flushright} + \textit{ + Profile written by Paul Stacey + } + \end{flushright}

+ Cofounded by Sir Tim Berners-Lee and Sir Nigel Shadbolt in 2012, the +London-based Open Data Institute (ODI) offers data-related training, events, +consulting services, and research. For ODI, Creative Commons licenses are +central to making their own business model and their customers’ open. CC BY +(Attribution), CC BY-SA (Attribution-ShareAlike), and CC0 (placed in the +public domain) all play a critical role in ODI’s mission to help people +around the world innovate with data. +

+ Data underpins planning and decision making across all aspects of +society. Weather data helps farmers know when to plant their crops, flight +time data from airplane companies helps us plan our travel, data on local +housing informs city planning. When this data is not only accurate and +timely, but open and accessible, it opens up new possibilities. Open data +can be a resource businesses use to build new products and services. It can +help governments measure progress, improve efficiency, and target +investments. It can help citizens improve their lives by better +understanding what is happening around them. +

+ The Open Data Institute’s 2012–17 business plan starts out by describing its +vision to establish itself as a world-leading center and to research and be +innovative with the opportunities created by the UK government’s open data +policy. (The government was an early pioneer in open policy and open-data +initiatives.) It goes on to say that the ODI wants to— +

  • + demonstrate the commercial value of open government data and how open-data +policies affect this; +

  • + develop the economic benefits case and business models for open data; +

  • + help UK businesses use open data; and +

  • + show how open data can improve public services.[129] +

+ ODI is very explicit about how it wants to make open business models, and +defining what this means. Jeni Tennison, ODI’s technical director, puts it +this way: “There is a whole ecosystem of open—open-source software, +open government, open-access research—and a whole ecosystem of data. ODI’s +work cuts across both, with an emphasis on where they overlap—with open +data.” ODI’s particular focus is to show open data’s potential for +revenue. +

+ As an independent nonprofit, ODI secured £10 million over five years from +the UK government via Innovate UK, an agency that promotes innovation in +science and technology. For this funding, ODI has to secure matching funds +from other sources, some of which were met through a $4.75-million +investment from the Omidyar Network. +

+ Jeni started out as a developer and technical architect for data.gov.uk, the +UK government’s pioneering open-data initiative. She helped make data sets +from government departments available as open data. She joined ODI in 2012 +when it was just starting up, as one of six people. It now has a staff of +about sixty. +

+ ODI strives to have half its annual budget come from the core UK government +and Omidyar grants, and the other half from project-based research and +commercial work. In Jeni’s view, having this balance of revenue sources +establishes some stability, but also keeps them motivated to go out and +generate these matching funds in response to market needs. +

+ On the commercial side, ODI generates funding through memberships, training, +and advisory services. +

+ You can join the ODI as an individual or commercial member. Individual +membership is pay-what-you-can, with options ranging from £1 to +£100. Members receive a newsletter and related communications and a discount +on ODI training courses and the annual summit, and they can display an +ODI-supporter badge on their website. Commercial membership is divided into +two tiers: small to medium size enterprises and nonprofits at £720 a year, +and corporations and government organizations at £2,200 a year. Commercial +members have greater opportunities to connect and collaborate, explore the +benefits of open data, and unlock new business opportunities. (All members +are listed on their website.)[130] +

+ ODI provides standardized open data training courses in which anyone can +enroll. The initial idea was to offer an intensive and academically oriented +diploma in open data, but it quickly became clear there was no market for +that. Instead, they offered a five-day-long public training course, which +has subsequently been reduced to three days; now the most popular course is +one day long. The fee, in addition to the time commitment, can be a barrier +for participation. Jeni says, “Most of the people who would be able to +pay don’t know they need it. Most who know they need it can’t pay.” +Public-sector organizations sometimes give vouchers to their employees so +they can attend as a form of professional development. +

+ ODI customizes training for clients as well, for which there is more +demand. Custom training usually emerges through an established relationship +with an organization. The training program is based on a definition of +open-data knowledge as applicable to the organization and on the skills +needed by their high-level executives, management, and technical staff. The +training tends to generate high interest and commitment. +

+ Education about open data is also a part of ODI’s annual summit event, where +curated presentations and speakers showcase the work of ODI and its members +across the entire ecosystem. Tickets to the summit are available to the +public, and hundreds of people and organizations attend and participate. In +2014, there were four thematic tracks and over 750 attendees. +

+ In addition to memberships and training, ODI provides advisory services to +help with technical-data support, technology development, change management, +policies, and other areas. ODI has advised large commercial organizations, +small businesses, and international governments; the focus at the moment is +on government, but ODI is working to shift more toward commercial +organizations. +

+ On the commercial side, the following value propositions seem to resonate: +

  • + Data-driven insights. Businesses need data from outside their business to +get more insight. Businesses can generate value and more effectively pursue +their own goals if they open up their own data too. Big data is a hot topic. +

  • + Open innovation. Many large-scale enterprises are aware they don’t innovate +very well. One way they can innovate is to open up their data. ODI +encourages them to do so even if it exposes problems and challenges. The key +is to invite other people to help while still maintaining organizational +autonomy. +

  • + Corporate social responsibility. While this resonates with businesses, ODI +cautions against having it be the sole reason for making data open. If a +business is just thinking about open data as a way to be transparent and +accountable, they can miss out on efficiencies and opportunities. +

+ During their early years, ODI wanted to focus solely on the United +Kingdom. But in their first year, large delegations of government visitors +from over fifty countries wanted to learn more about the UK government’s +open-data practices and how ODI saw that translating into economic +value. They were contracted as a service provider to international +governments, which prompted a need to set up international ODI +“nodes.” +

+ Nodes are franchises of the ODI at a regional or city level. Hosted by +existing (for-profit or not-for-profit) organizations, they operate locally +but are part of the global network. Each ODI node adopts the charter, a set +of guiding principles and rules under which ODI operates. They develop and +deliver training, connect people and businesses through membership and +events, and communicate open-data stories from their part of the +world. There are twenty-seven different nodes across nineteen countries. ODI +nodes are charged a small fee to be part of the network and to use the +brand. +

+ ODI also runs programs to help start-ups in the UK and across Europe develop +a sustainable business around open data, offering mentoring, advice, +training, and even office space.[131] +

+ A big part of ODI’s business model revolves around community +building. Memberships, training, summits, consulting services, nodes, and +start-up programs create an ever-growing network of open-data users and +leaders. (In fact, ODI even operates something called an Open Data Leaders +Network.) For ODI, community is key to success. They devote significant time +and effort to build it, not just online but through face-to-face events. +

+ ODI has created an online tool that organizations can use to assess the +legal, practical, technical, and social aspects of their open data. If it is +of high quality, the organization can earn ODI’s Open Data Certificate, a +globally recognized mark that signals that their open data is useful, +reliable, accessible, discoverable, and supported.[132] +

+ Separate from commercial activities, the ODI generates funding through +research grants. Research includes looking at evidence on the impact of open +data, development of open-data tools and standards, and how to deploy open +data at scale. +

+ Creative Commons 4.0 licenses cover database rights and ODI recommends CC +BY, CC BY-SA, and CC0 for data releases. ODI encourages publishers of data +to use Creative Commons licenses rather than creating new “open +licenses” of their own. +

+ For ODI, open is at the heart of what they do. They also release any +software code they produce under open-source-software licenses, and +publications and reports under CC BY or CC BY-SA licenses. ODI’s mission is +to connect and equip people around the world so they can innovate with +data. Disseminating stories, research, guidance, and code under an open +license is essential for achieving that mission. It also demonstrates that +it is perfectly possible to generate sustainable revenue streams that do not +rely on restrictive licensing of content, data, or code. People pay to have +ODI experts provide training to them, not for the content of the training; +people pay for the advice ODI gives them, not for the methodologies they +use. Producing open content, data, and source code helps establish +credibility and creates leads for the paid services that they +offer. According to Jeni, “The biggest lesson we have learned is that +it is completely possible to be open, get customers, and make money.” +

+ To serve as evidence of a successful open business model and return on +investment, ODI has a public dashboard of key performance indicators. Here +are a few metrics as of April 27, 2016: +

  • + Total amount of cash investments unlocked in direct investments in ODI, +competition funding, direct contracts, and partnerships, and income that ODI +nodes and ODI start-ups have generated since joining the ODI program: £44.5 +million +

  • + Total number of active members and nodes across the globe: 1,350 +

  • + Total sales since ODI began: £7.44 million +

  • + Total number of unique people reached since ODI began, in person and online: +2.2 million +

  • + Total Open Data Certificates created: 151,000 +

  • + Total number of people trained by ODI and its nodes since ODI began: +5,080[133] +

Capítulo 17. OpenDesk

 

+ Opendesk is a for-profit company offering an online platform that connects +furniture designers around the world with customers and local makers who +bring the designs to life. Founded in 2014 in the UK. +

+ http://www.opendesk.cc +

Revenue model: charging a transaction fee +

Interview date: November 4, 2015 +

Interviewees: Nick Ierodiaconou and Joni +Steiner, cofounders +

 
 --\begin{flushright} + \textit{ + Profile written by Paul Stacey + } + \end{flushright}

+ Opendesk is an online platform that connects furniture designers around the +world not just with customers but also with local registered makers who +bring the designs to life. Opendesk and the designer receive a portion of +every sale that is made by a maker. +

+ Cofounders Nick Ierodiaconou and Joni Steiner studied and worked as +architects together. They also made goods. Their first client was Mint +Digital, who had an interest in open licensing. Nick and Joni were exploring +digital fabrication, and Mint’s interest in open licensing got them to +thinking how the open-source world may interact and apply to physical +goods. They sought to design something for their client that was also +reproducible. As they put it, they decided to “ship the recipe, but +not the goods.” They created the design using software, put it under +an open license, and had it manufactured locally near the client. This was +the start of the idea for Opendesk. The idea for Wikihouse—another open +project dedicated to accessible housing for all—started as discussions +around the same table. The two projects ultimately went on separate paths, +with Wikihouse becoming a nonprofit foundation and Opendesk a for-profit +company. +

+ When Nick and Joni set out to create Opendesk, there were a lot of questions +about the viability of distributed manufacturing. No one was doing it in a +way that was even close to realistic or competitive. The design community +had the intent, but fulfilling this vision was still a long way away. +

+ And now this sector is emerging, and Nick and Joni are highly interested in +the commercialization aspects of it. As part of coming up with a business +model, they began investigating intellectual property and licensing +options. It was a thorny space, especially for designs. Just what aspect of +a design is copyrightable? What is patentable? How can allowing for digital +sharing and distribution be balanced against the designer’s desire to still +hold ownership? In the end, they decided there was no need to reinvent the +wheel and settled on using Creative Commons. +

+ When designing the Opendesk system, they had two goals. They wanted anyone, +anywhere in the world, to be able to download designs so that they could be +made locally, and they wanted a viable model that benefited designers when +their designs were sold. Coming up with a business model was going to be +complex. +

+ They gave a lot of thought to three angles—the potential for social sharing, +allowing designers to choose their license, and the impact these choices +would have on the business model. +

+ In support of social sharing, Opendesk actively advocates for (but doesn’t +demand) open licensing. And Nick and Joni are agnostic about which Creative +Commons license is used; it’s up to the designer. They can be proprietary or +choose from the full suite of Creative Commons licenses, deciding for +themselves how open or closed they want to be. +

+ For the most part, designers love the idea of sharing content. They +understand that you get positive feedback when you’re attributed, what Nick +and Joni called “reputational glow.” And Opendesk does an +awesome job profiling the designers.[134] +

+ While designers are largely OK with personal sharing, there is a concern +that someone will take the design and manufacture the furniture in bulk, +with the designer not getting any benefits. So most Opendesk designers +choose the Attribution-NonCommercial license (CC BY-NC). +

+ Anyone can download a design and make it themselves, provided it’s for +noncommercial use — and there have been many, many downloads. Or users can +buy the product from Opendesk, or from a registered maker in Opendesk’s +network, for on-demand personal fabrication. The network of Opendesk makers +currently is made up of those who do digital fabrication using a +computer-controlled CNC (Computer Numeric Control) machining device that +cuts shapes out of wooden sheets according to the specifications in the +design file. +

+ Makers benefit from being part of Opendesk’s network. Making furniture for +local customers is paid work, and Opendesk generates business for them. Joni +said, “Finding a whole network and community of makers was pretty easy +because we built a site where people could write in about their +capabilities. Building the community by learning from the maker community is +how we have moved forward.” Opendesk now has relationships with +hundreds of makers in countries all around the world.[135] +

+ The makers are a critical part of the Opendesk business model. Their model +builds off the makers’ quotes. Here’s how it’s expressed on Opendesk’s +website: +

+ When customers buy an Opendesk product directly from a registered maker, +they pay: +

  • + the manufacturing cost as set by the maker (this covers material and labour +costs for the product to be manufactured and any extra assembly costs +charged by the maker) +

  • + a design fee for the designer (a design fee that is paid to the designer +every time their design is used) +

  • + a percentage fee to the Opendesk platform (this supports the infrastructure +and ongoing development of the platform that helps us build out our +marketplace) +

  • + a percentage fee to the channel through which the sale is made (at the +moment this is Opendesk, but in the future we aim to open this up to +third-party sellers who can sell Opendesk products through their own +channels—this covers sales and marketing fees for the relevant channel) +

  • + a local delivery service charge (the delivery is typically charged by the +maker, but in some cases may be paid to a third-party delivery partner) +

  • + charges for any additional services the customer chooses, such as on-site +assembly (additional services are discretionary—in many cases makers will be +happy to quote for assembly on-site and designers may offer bespoke design +options) +

  • + local sales taxes (variable by customer and maker location)[136] +

+ They then go into detail how makers’ quotes are created: +

+ When a customer wants to buy an Opendesk . . . they are provided with a +transparent breakdown of fees including the manufacturing cost, design fee, +Opendesk platform fee and channel fees. If a customer opts to buy by getting +in touch directly with a registered local maker using a downloaded Opendesk +file, the maker is responsible for ensuring the design fee, Opendesk +platform fee and channel fees are included in any quote at the time of +sale. Percentage fees are always based on the underlying manufacturing cost +and are typically apportioned as follows: +

  • + manufacturing cost: fabrication, finishing and any other costs as set by the +maker (excluding any services like delivery or on-site assembly) +

  • + design fee: 8 percent of the manufacturing cost +

  • + platform fee: 12 percent of the manufacturing cost +

  • + channel fee: 18 percent of the manufacturing cost +

  • + sales tax: as applicable (depends on product and location) +

+ Opendesk shares revenue with their community of designers. According to +Nick and Joni, a typical designer fee is around 2.5 percent, so Opendesk’s 8 +percent is more generous, and providing a higher value to the designer. +

+ The Opendesk website features stories of designers and makers. Denis Fuzii +published the design for the Valovi Chair from his studio in São Paulo. His +designs have been downloaded over five thousand times in ninety-five +countries. I.J. CNC Services is Ian Jinks, a professional maker based in the +United Kingdom. Opendesk now makes up a large proportion of his business. +

+ To manage resources and remain effective, Opendesk has so far focused on a +very narrow niche—primarily office furniture of a certain simple aesthetic, +which uses only one type of material and one manufacturing technique. This +allows them to be more strategic and more disruptive in the market, by +getting things to market quickly with competitive prices. It also reflects +their vision of creating reproducible and functional pieces. +

+ On their website, Opendesk describes what they do as “open +making”: “Designers get a global distribution channel. Makers +get profitable jobs and new customers. You get designer products without the +designer price tag, a more social, eco-friendly alternative to +mass-production and an affordable way to buy custom-made products.” +

+ Nick and Joni say that customers like the fact that the furniture has a +known provenance. People really like that their furniture was designed by a +certain international designer but was made by a maker in their local +community; it’s a great story to tell. It certainly sets apart Opendesk +furniture from the usual mass-produced items from a store. +

+ Nick and Joni are taking a community-based approach to define and evolve +Opendesk and the “open making” business model. They’re +engaging thought leaders and practitioners to define this new movement. They +have a separate Open Making site, which includes a manifesto, a field guide, +and an invitation to get involved in the Open Making community.[137] People can submit ideas and discuss the principles +and business practices they’d like to see used. +

+ Nick and Joni talked a lot with us about intellectual property (IP) and +commercialization. Many of their designers fear the idea that someone could +take one of their design files and make and sell infinite number of pieces +of furniture with it. As a consequence, most Opendesk designers choose the +Attribution-NonCommercial license (CC BY-NC). +

+ Opendesk established a set of principles for what their community considers +commercial and noncommercial use. Their website states: +

+ It is unambiguously commercial use when anyone: +

  • + charges a fee or makes a profit when making an Opendesk +

  • + sells (or bases a commercial service on) an Opendesk +

+ It follows from this that noncommercial use is when you make an Opendesk +yourself, with no intention to gain commercial advantage or monetary +compensation. For example, these qualify as noncommercial: +

  • + you are an individual with your own CNC machine, or access to a shared CNC +machine, and will personally cut and make a few pieces of furniture yourself +

  • + you are a student (or teacher) and you use the design files for educational +purposes or training (and do not intend to sell the resulting pieces) +

  • + you work for a charity and get furniture cut by volunteers, or by employees +at a fab lab or maker space +

+ Whether or not people technically are doing things that implicate IP, Nick +and Joni have found that people tend to comply with the wishes of creators +out of a sense of fairness. They have found that behavioral economics can +replace some of the thorny legal issues. In their business model, Nick and +Joni are trying to suspend the focus on IP and build an open business model +that works for all stakeholders—designers, channels, manufacturers, and +customers. For them, the value Opendesk generates hangs off +“open,” not IP. +

+ The mission of Opendesk is about relocalizing manufacturing, which changes +the way we think about how goods are made. Commercialization is integral to +their mission, and they’ve begun to focus on success metrics that track how +many makers and designers are engaged through Opendesk in revenue-making +work. +

+ As a global platform for local making, Opendesk’s business model has been +built on honesty, transparency, and inclusivity. As Nick and Joni describe +it, they put ideas out there that get traction and then have faith in +people. +

Capítulo 18. OpenStax

 

+ OpenStax is a nonprofit that provides free, openly licensed textbooks for +high-enrollment introductory college courses and Advanced Placement +courses. Founded in 2012 in the U.S. +

+ http://www.openstaxcollege.org +

Revenue model: grant funding, charging +for custom services, charging for physical copies (textbook sales) +

Interview date: December 16, 2015 +

Interviewee: David Harris, +editor-in-chief +

 
 --\begin{flushright} + \textit{ + Profile written by Paul Stacey + } + \end{flushright}

+ OpenStax is an extension of a program called Connexions, which was started +in 1999 by Dr. Richard Baraniuk, the Victor E. Cameron Professor of +Electrical and Computer Engineering at Rice University in Houston, +Texas. Frustrated by the limitations of traditional textbooks and courses, +Dr. Baraniuk wanted to provide authors and learners a way to share and +freely adapt educational materials such as courses, books, and +reports. Today, Connexions (now called OpenStax CNX) is one of the world’s +best libraries of customizable educational materials, all licensed with +Creative Commons and available to anyone, anywhere, anytime—for free. +

+ In 2008, while in a senior leadership role at WebAssign and looking at ways +to reduce the risk that came with relying on publishers, David Harris began +investigating open educational resources (OER) and discovered Connexions. A +year and a half later, Connexions received a grant to help grow the use of +OER so that it could meet the needs of students who couldn’t afford +textbooks. David came on board to spearhead this effort. Connexions became +OpenStax CNX; the program to create open textbooks became OpenStax College, +now simply called OpenStax. +

+ David brought with him a deep understanding of the best practices of +publishing along with where publishers have inefficiencies. In David’s view, +peer review and high standards for quality are critically important if you +want to scale easily. Books have to have logical scope and sequence, they +have to exist as a whole and not in pieces, and they have to be easy to +find. The working hypothesis for the launch of OpenStax was to +professionally produce a turnkey textbook by investing effort up front, with +the expectation that this would lead to rapid growth through easy downstream +adoptions by faculty and students. +

+ In 2012, OpenStax College launched as a nonprofit with the aim of producing +high-quality, peer-reviewed full-color textbooks that would be available for +free for the twenty-five most heavily attended college courses in the +nation. Today they are fast approaching that number. There is data that +proves the success of their original hypothesis on how many students they +could help and how much money they could help save.[138] Professionally produced content scales rapidly. All +with no sales force! +

+ OpenStax textbooks are all Attribution (CC BY) licensed, and each textbook +is available as a PDF, an e-book, or web pages. Those who want a physical +copy can buy one for an affordable price. Given the cost of education and +student debt in North America, free or very low-cost textbooks are very +appealing. OpenStax encourages students to talk to their professor and +librarians about these textbooks and to advocate for their use. +

+ Teachers are invited to try out a single chapter from one of the textbooks +with students. If that goes well, they’re encouraged to adopt the entire +book. They can simply paste a URL into their course syllabus, for free and +unlimited access. And with the CC BY license, teachers are free to delete +chapters, make changes, and customize any book to fit their needs. +

+ Any teacher can post corrections, suggest examples for difficult concepts, +or volunteer as an editor or author. As many teachers also want supplemental +material to accompany a textbook, OpenStax also provides slide +presentations, test banks, answer keys, and so on. +

+ Institutions can stand out by offering students a lower-cost education +through the use of OpenStax textbooks; there’s even a textbook-savings +calculator they can use to see how much students would save. OpenStax keeps +a running list of institutions that have adopted their +textbooks.[139] +

+ Unlike traditional publishers’ monolithic approach of controlling +intellectual property, distribution, and so many other aspects, OpenStax has +adopted a model that embraces open licensing and relies on an extensive +network of partners. +

+ Up-front funding of a professionally produced all-color turnkey textbook is +expensive. For this part of their model, OpenStax relies on +philanthropy. They have initially been funded by the William and Flora +Hewlett Foundation, the Laura and John Arnold Foundation, the Bill and +Melinda Gates Foundation, the 20 Million Minds Foundation, the Maxfield +Foundation, the Calvin K. Kazanjian Foundation, and Rice University. To +develop additional titles and supporting technology is probably still going +to require philanthropic investment. +

+ However, ongoing operations will not rely on foundation grants but instead +on funds received through an ecosystem of over forty partners, whereby a +partner takes core content from OpenStax and adds features that it can +create revenue from. For example, WebAssign, an online homework and +assessment tool, takes the physics book and adds algorithmically generated +physics problems, with problem-specific feedback, detailed solutions, and +tutorial support. WebAssign resources are available to students for a fee. +

+ Another example is Odigia, who has turned OpenStax books into interactive +learning experiences and created additional tools to measure and promote +student engagement. Odigia licenses its learning platform to +institutions. Partners like Odigia and WebAssign give a percentage of the +revenue they earn back to OpenStax, as mission-support fees. OpenStax has +already published revisions of their titles, such as Introduction to +Sociology 2e, using these funds. +

+ In David’s view, this approach lets the market operate at peak +efficiency. OpenStax’s partners don’t have to worry about developing +textbook content, freeing them up from those development costs and letting +them focus on what they do best. With OpenStax textbooks available at no +cost, they can provide their services at a lower cost—not free, but still +saving students money. OpenStax benefits not only by receiving +mission-support fees but through free publicity and marketing. OpenStax +doesn’t have a sales force; partners are out there showcasing their +materials. +

+ OpenStax’s cost of sales to acquire a single student is very, very low and +is a fraction of what traditional players in the market face. This year, +Tyton Partners is actually evaluating the costs of sales for an OER effort +like OpenStax in comparison with incumbents. David looks forward to sharing +these findings with the community. +

+ While OpenStax books are available online for free, many students still want +a print copy. Through a partnership with a print and courier company, +OpenStax offers a complete solution that scales. OpenStax sells tens of +thousands of print books. The price of an OpenStax sociology textbook is +about twenty-eight dollars, a fraction of what sociology textbooks usually +cost. OpenStax keeps the prices low but does aim to earn a small margin on +each book sold, which also contributes to ongoing operations. +

+ Campus-based bookstores are part of the OpenStax solution. OpenStax +collaborates with NACSCORP (the National Association of College Stores +Corporation) to provide print versions of their textbooks in the +stores. While the overall cost of the textbook is significantly less than a +traditional textbook, bookstores can still make a profit on sales. Sometimes +students take the savings they have from the lower-priced book and use it to +buy other things in the bookstore. And OpenStax is trying to break the +expensive behavior of excessive returns by having a no-returns policy. This +is working well, since the sell-through of their print titles is virtually a +hundred percent. +

+ David thinks of the OpenStax model as “OER 2.0.” So what is OER +1.0? Historically in the OER field, many OER initiatives have been locally +funded by institutions or government ministries. In David’s view, this +results in content that has high local value but is infrequently adopted +nationally. It’s therefore difficult to show payback over a time scale that +is reasonable. +

+ OER 2.0 is about OER intended to be used and adopted on a national level +right from the start. This requires a bigger investment up front but pays +off through wide geographic adoption. The OER 2.0 process for OpenStax +involves two development models. The first is what David calls the +acquisition model, where OpenStax purchases the rights from a publisher or +author for an already published book and then extensively revises it. The +OpenStax physics textbook, for example, was licensed from an author after +the publisher released the rights back to the authors. The second model is +to develop a book from scratch, a good example being their biology book. +

+ The process is similar for both models. First they look at the scope and +sequence of existing textbooks. They ask questions like what does the +customer need? Where are students having challenges? Then they identify +potential authors and put them through a rigorous evaluation—only one in ten +authors make it through. OpenStax selects a team of authors who come +together to develop a template for a chapter and collectively write the +first draft (or revise it, in the acquisitions model). (OpenStax doesn’t do +books with just a single author as David says it risks the project going +longer than scheduled.) The draft is peer-reviewed with no less than three +reviewers per chapter. A second draft is generated, with artists producing +illustrations and visuals to go along with the text. The book is then +copyedited to ensure grammatical correctness and a singular voice. Finally, +it goes into production and through a final proofread. The whole process is +very time-consuming. +

+ All the people involved in this process are paid. OpenStax does not rely on +volunteers. Writers, reviewers, illustrators, and editors are all paid an +up-front fee—OpenStax does not use a royalty model. A best-selling author +might make more money under the traditional publishing model, but that is +only maybe 5 percent of all authors. From David’s perspective, 95 percent of +all authors do better under the OER 2.0 model, as there is no risk to them +and they earn all the money up front. +

+ David thinks of the Attribution license (CC BY) as the “innovation +license.” It’s core to the mission of OpenStax, letting people use +their textbooks in innovative ways without having to ask for permission. It +frees up the whole market and has been central to OpenStax being able to +bring on partners. OpenStax sees a lot of customization of their +materials. By enabling frictionless remixing, CC BY gives teachers control +and academic freedom. +

+ Using CC BY is also a good example of using strategies that traditional +publishers can’t. Traditional publishers rely on copyright to prevent others +from making copies and heavily invest in digital rights management to ensure +their books aren’t shared. By using CC BY, OpenStax avoids having to deal +with digital rights management and its costs. OpenStax books can be copied +and shared over and over again. CC BY changes the rules of engagement and +takes advantage of traditional market inefficiencies. +

+ As of September 16, 2016, OpenStax has achieved some impressive +results. From the OpenStax at a Glance fact sheet from their recent press +kit: +

  • + Books published: 23 +

  • + Students who have used OpenStax: 1.6 million +

  • + Money saved for students: $155 million +

  • + Money saved for students in the 2016/17 academic year: $77 million +

  • + Schools that have used OpenStax: 2,668 (This number reflects all +institutions using at least one OpenStax textbook. Out of 2,668 schools, 517 +are two-year colleges, 835 four-year colleges and universities, and 344 +colleges and universities outside the U.S.) +

+ While OpenStax has to date been focused on the United States, there is +overseas adoption especially in the science, technology, engineering, and +math (STEM) fields. Large scale adoption in the United States is seen as a +necessary precursor to international interest. +

+ OpenStax has primarily focused on introductory-level college courses where +there is high enrollment, but they are starting to think about verticals—a +broad offering for a specific group or need. David thinks it would be +terrific if OpenStax could provide access to free textbooks through the +entire curriculum of a nursing degree, for example. +

+ Finally, for OpenStax success is not just about the adoption of their +textbooks and student savings. There is a human aspect to the work that is +hard to quantify but incredibly important. They get emails from students +saying how OpenStax saved them from making difficult choices like buying +food or a textbook. OpenStax would also like to assess the impact their +books have on learning efficiency, persistence, and completion. By building +an open business model based on Creative Commons, OpenStax is making it +possible for every student who wants access to education to get it. +

Capítulo 19. Amanda Palmer

 

+ Amanda Palmer is a musician, artist, and writer. Based in the U.S. +

+ http://amandapalmer.net +

Revenue model: crowdfunding +(subscription-based), pay-what-you-want, charging for physical copies (book +and album sales), charg-ing for in-person version (performances), selling +merchandise +

Interview date: December 15, 2015 +

 
 --\begin{flushright} + \textit{ + Profile written by Sarah Hinchliff Pearson + } + \end{flushright}

+ Since the beginning of her career, Amanda Palmer has been on what she calls +a “journey with no roadmap,” continually experimenting to find +new ways to sustain her creative work.[140] +

+ In her best-selling book, The Art of Asking, Amanda articulates exactly what +she has been and continues to strive for—“the ideal sweet spot +. . . in which the artist can share freely and directly feel the +reverberations of their artistic gifts to the community, and make a living +doing that.” +

+ While she seems to have successfully found that sweet spot for herself, +Amanda is the first to acknowledge there is no silver bullet. She thinks the +digital age is both an exciting and frustrating time for creators. “On +the one hand, we have this beautiful shareability,” Amanda +said. “On the other, you’ve got a bunch of confused artists wondering +how to make money to buy food so we can make more art.” +

+ Amanda began her artistic career as a street performer. She would dress up +in an antique wedding gown, paint her face white, stand on a stack of milk +crates, and hand out flowers to strangers as part of a silent dramatic +performance. She collected money in a hat. Most people walked by her without +stopping, but an essential few stopped to watch and drop some money into her +hat to show their appreciation. Rather than dwelling on the majority of +people who ignored her, she felt thankful for those who stopped. “All +I needed was . . . some people,” she wrote in her book. “Enough +people. Enough to make it worth coming back the next day, enough people to +help me make rent and put food on the table. Enough so I could keep making +art.” +

+ Amanda has come a long way from her street-performing days, but her career +remains dominated by that same sentiment—finding ways to reach “her +crowd” and feeling gratitude when she does. With her band the Dresden +Dolls, Amanda tried the traditional path of signing with a record label. It +didn’t take for a variety of reasons, but one of them was that the label had +absolutely no interest in Amanda’s view of success. They wanted hits, but +making music for the masses was never what Amanda and the Dresden Dolls set +out to do. +

+ After leaving the record label in 2008, she began experimenting with +different ways to make a living. She released music directly to the public +without involving a middle man, releasing digital files on a “pay what +you want” basis and selling CDs and vinyl. She also made money from +live performances and merchandise sales. Eventually, in 2012 she decided to +try her hand at the sort of crowdfunding we know so well today. Her +Kickstarter project started with a goal of $100,000, and she made $1.2 +million. It remains one of the most successful Kickstarter projects of all +time. +

+ Today, Amanda has switched gears away from crowdfunding for specific +projects to instead getting consistent financial support from her fan base +on Patreon, a crowdfunding site that allows artists to get recurring +donations from fans. More than eight thousand people have signed up to +support her so she can create music, art, and any other creative +“thing” that she is inspired to make. The recurring pledges are +made on a “per thing” basis. All of the content she makes is +made freely available under an Attribution-NonCommercial-ShareAlike license +(CC BY-NC-SA). +

+ Making her music and art available under Creative Commons licensing +undoubtedly limits her options for how she makes a living. But sharing her +work has been part of her model since the beginning of her career, even +before she discovered Creative Commons. Amanda says the Dresden Dolls used +to get ten emails per week from fans asking if they could use their music +for different projects. They said yes to all of the requests, as long as it +wasn’t for a completely for-profit venture. At the time, they used a +short-form agreement written by Amanda herself. “I made everyone sign +that contract so at least I wouldn’t be leaving the band vulnerable to +someone later going on and putting our music in a Camel cigarette +ad,” Amanda said. Once she discovered Creative Commons, adopting the +licenses was an easy decision because it gave them a more formal, +standardized way of doing what they had been doing all along. The +NonCommercial licenses were a natural fit. +

+ Amanda embraces the way her fans share and build upon her music. In The Art +of Asking, she wrote that some of her fans’ unofficial videos using her +music surpass the official videos in number of views on YouTube. Rather than +seeing this sort of thing as competition, Amanda celebrates it. “We +got into this because we wanted to share the joy of music,” she said. +

+ This is symbolic of how nearly everything she does in her career is +motivated by a desire to connect with her fans. At the start of her career, +she and the band would throw concerts at house parties. As the gatherings +grew, the line between fans and friends was completely blurred. “Not +only did most our early fans know where I lived and where we practiced, but +most of them had also been in my kitchen,” Amanda wrote in The Art of +Asking. +

+ Even though her fan base is now huge and global, she continues to seek this +sort of human connection with her fans. She seeks out face-to-face contact +with her fans every chance she can get. Her hugely successful Kickstarter +featured fifty concerts at house parties for backers. She spends hours in +the signing line after shows. It helps that Amanda has the kind of dynamic, +engaging personality that instantly draws people to her, but a big component +of her ability to connect with people is her willingness to +listen. “Listening fast and caring immediately is a skill unto +itself,” Amanda wrote. +

+ Another part of the connection fans feel with Amanda is how much they know +about her life. Rather than trying to craft a public persona or image, she +essentially lives her life as an open book. She has written openly about +incredibly personal events in her life, and she isn’t afraid to be +vulnerable. Having that kind of trust in her fans—the trust it takes to be +truly honest—begets trust from her fans in return. When she meets fans for +the first time after a show, they can legitimately feel like they know her. +

“With social media, we’re so concerned with the picture looking +palatable and consumable that we forget that being human and showing the +flaws and exposing the vulnerability actually create a deeper connection +than just looking fantastic,” Amanda said. “Everything in our +culture is telling us otherwise. But my experience has shown me that the +risk of making yourself vulnerable is almost always worth it.” +

+ Not only does she disclose intimate details of her life to them, she sleeps +on their couches, listens to their stories, cries with them. In short, she +treats her fans like friends in nearly every possible way, even when they +are complete strangers. This mentality—that fans are friends—is completely +intertwined with Amanda’s success as an artist. It is also intertwined with +her use of Creative Commons licenses. Because that is what you do with your +friends—you share. +

+ After years of investing time and energy into building trust with her fans, +she has a strong enough relationship with them to ask for support—through +pay-what-you-want donations, Kickstarter, Patreon, or even asking them to +lend a hand at a concert. As Amanda explains it, crowdfunding (which is +really what all of these different things are) is about asking for support +from people who know and trust you. People who feel personally invested in +your success. +

“When you openly, radically trust people, they not only take care of +you, they become your allies, your family,” she wrote. There really +is a feeling of solidarity within her core fan base. From the beginning, +Amanda and her band encouraged people to dress up for their shows. They +consciously cultivated a feeling of belonging to their “weird little +family.” +

+ This sort of intimacy with fans is not possible or even desirable for every +creator. “I don’t take for granted that I happen to be the type of +person who loves cavorting with strangers,” Amanda said. “I +recognize that it’s not necessarily everyone’s idea of a good time. Everyone +does it differently. Replicating what I have done won’t work for others if +it isn’t joyful to them. It’s about finding a way to channel energy in a way +that is joyful to you.” +

+ Yet while Amanda joyfully interacts with her fans and involves them in her +work as much as possible, she does keep one job primarily to herself—writing +the music. She loves the creativity with which her fans use and adapt her +work, but she intentionally does not involve them at the first stage of +creating her artistic work. And, of course, the songs and music are what +initially draw people to Amanda Palmer. It is only once she has connected to +people through her music that she can then begin to build ties with them on +a more personal level, both in person and online. In her book, Amanda +describes it as casting a net. It starts with the art and then the bond +strengthens with human connection. +

+ For Amanda, the entire point of being an artist is to establish and maintain +this connection. “It sounds so corny,” she said, “but my +experience in forty years on this planet has pointed me to an obvious +truth—that connection with human beings feels so much better and more +fulfilling than approaching art through a capitalist lens. There is no more +satisfying end goal than having someone tell you that what you do is +genuinely of value to them.” +

+ As she explains it, when a fan gives her a ten-dollar bill, usually what +they are saying is that the money symbolizes some deeper value the music +provided them. For Amanda, art is not just a product; it’s a +relationship. Viewed from this lens, what Amanda does today is not that +different from what she did as a young street performer. She shares her +music and other artistic gifts. She shares herself. And then rather than +forcing people to help her, she lets them. +

Capítulo 20. PLOS (Public Library of Science)

 

+ PLOS (Public Library of Science) is a nonprofit that publishes a library of +academic journals and other scientific literature. Founded in 2000 in the +U.S. +

+ http://plos.org +

Revenue model: charging content creators +an author processing charge to be featured in the journal +

Interview date: March 7, 2016 +

Interviewee: Louise Page, publisher +

 
 --\begin{flushright} + \textit{ + Profile written by Paul Stacey + } + \end{flushright}

+ The Public Library of Science (PLOS) began in 2000 when three leading +scientists—Harold E. Varmus, Patrick O. Brown, and Michael Eisen—started an +online petition. They were calling for scientists to stop submitting papers +to journals that didn’t make the full text of their papers freely available +immediately or within six months. Although tens of thousands signed the +petition, most did not follow through. In August 2001, Patrick and Michael +announced that they would start their own nonprofit publishing operation to +do just what the petition promised. With start-up grant support from the +Gordon and Betty Moore Foundation, PLOS was launched to provide new +open-access journals for biomedicine, with research articles being released +under Attribution (CC BY) licenses. +

+ Traditionally, academic publishing begins with an author submitting a +manuscript to a publisher. After in-house technical and ethical +considerations, the article is then peer-reviewed to determine if the +quality of the work is acceptable for publishing. Once accepted, the +publisher takes the article through the process of copyediting, typesetting, +and eventual publishing in a print or online publication. Traditional +journal publishers recover costs and earn profit by charging a subscription +fee to libraries or an access fee to users wanting to read the journal or +article. +

+ For Louise Page, the current publisher of PLOS, this traditional model +results in inequity. Access is restricted to those who can pay. Most +research is funded through government-appointed agencies, that is, with +public funds. It’s unjust that the public who funded the research would be +required to pay again to access the results. Not everyone can afford the +ever-escalating subscription fees publishers charge, especially when library +budgets are being reduced. Restricting access to the results of scientific +research slows the dissemination of this research and advancement of the +field. It was time for a new model. +

+ That new model became known as open access. That is, free and open +availability on the Internet. Open-access research articles are not behind a +paywall and do not require a login. A key benefit of open access is that it +allows people to freely use, copy, and distribute the articles, as they are +primarily published under an Attribution (CC BY) license (which only +requires the user to provide appropriate attribution). And more importantly, +policy makers, clinicians, entrepreneurs, educators, and students around the +world have free and timely access to the latest research immediately on +publication. +

+ However, open access requires rethinking the business model of research +publication. Rather than charge a subscription fee to access the journal, +PLOS decided to turn the model on its head and charge a publication fee, +known as an article-processing charge. This up-front fee, generally paid by +the funder of the research or the author’s institution, covers the expenses +such as editorial oversight, peer-review management, journal production, +online hosting, and support for discovery. Fees are per article and are +billed upon acceptance for publishing. There are no additional charges based +on word length, figures, or other elements. +

+ Calculating the article-processing charge involves taking all the costs +associated with publishing the journal and determining a cost per article +that collectively recovers costs. For PLOS’s journals in biology, medicine, +genetics, computational biology, neglected tropical diseases, and pathogens, +the article-processing charge ranges from $2,250 to +$2,900. Article-publication charges for PLOS ONE, a journal started in 2006, +are just under $1,500. +

+ PLOS believes that lack of funds should not be a barrier to +publication. Since its inception, PLOS has provided fee support for +individuals and institutions to help authors who can’t afford the +article-processing charges. +

+ Louise identifies marketing as one area of big difference between PLOS and +traditional journal publishers. Traditional journals have to invest heavily +in staff, buildings, and infrastructure to market their journal and convince +customers to subscribe. Restricting access to subscribers means that tools +for managing access control are necessary. They spend millions of dollars on +access-control systems, staff to manage them, and sales staff. With PLOS’s +open-access publishing, there’s no need for these massive expenses; the +articles are free, open, and accessible to all upon +publication. Additionally, traditional publishers tend to spend more on +marketing to libraries, who ultimately pay the subscription fees. PLOS +provides a better service for authors by promoting their research directly +to the research community and giving the authors exposure. And this +encourages other authors to submit their work for publication. +

+ For Louise, PLOS would not exist without the Attribution license (CC +BY). This makes it very clear what rights are associated with the content +and provides a safe way for researchers to make their work available while +ensuring they get recognition (appropriate attribution). For PLOS, all of +this aligns with how they think research content should be published and +disseminated. +

+ PLOS also has a broad open-data policy. To get their research paper +published, PLOS authors must also make their data available in a public +repository and provide a data-availability statement. +

+ Business-operation costs associated with the open-access model still largely +follow the existing publishing model. PLOS journals are online only, but the +editorial, peer-review, production, typesetting, and publishing stages are +all the same as for a traditional publisher. The editorial teams must be top +notch. PLOS has to function as well as or better than other premier +journals, as researchers have a choice about where to publish. +

+ Researchers are influenced by journal rankings, which reflect the place of a +journal within its field, the relative difficulty of being published in that +journal, and the prestige associated with it. PLOS journals rank high, even +though they are relatively new. +

+ The promotion and tenure of researchers are partially based how many times +other researchers cite their articles. Louise says when researchers want to +discover and read the work of others in their field, they go to an online +aggregator or search engine, and not typically to a particular journal. The +CC BY licensing of PLOS research articles ensures easy access for readers +and generates more discovery and citations for authors. +

+ Louise believes that open access has been a huge success, progressing from a +movement led by a small cadre of researchers to something that is now +widespread and used in some form by every journal publisher. PLOS has had a +big impact. In 2012 to 2014, they published more open-access articles than +BioMed Central, the original open-access publisher, or anyone else. +

+ PLOS further disrupted the traditional journal-publishing model by +pioneering the concept of a megajournal. The PLOS ONE megajournal, launched +in 2006, is an open-access peer-reviewed academic journal that is much +larger than a traditional journal, publishing thousands of articles per year +and benefiting from economies of scale. PLOS ONE has a broad scope, covering +science and medicine as well as social sciences and the humanities. The +review and editorial process is less subjective. Articles are accepted for +publication based on whether they are technically sound rather than +perceived importance or relevance. This is very important in the current +debate about the integrity and reproducibility of research because negative +or null results can then be published as well, which are generally rejected +by traditional journals. PLOS ONE, like all the PLOS journals, is online +only with no print version. PLOS passes on the financial savings accrued +through economies of scale to researchers and the public by lowering the +article-processing charges, which are below that of other journals. PLOS ONE +is the biggest journal in the world and has really set the bar for +publishing academic journal articles on a large scale. Other publishers see +the value of the PLOS ONE model and are now offering their own +multidisciplinary forums for publishing all sound science. +

+ Louise outlined some other aspects of the research-journal business model +PLOS is experimenting with, describing each as a kind of slider that could +be adjusted to change current practice. +

+ One slider is time to publication. Time to publication may shorten as +journals get better at providing quicker decisions to authors. However, +there is always a trade-off with scale, as the bigger the volume of +articles, the more time the approval process inevitably takes. +

+ Peer review is another part of the process that could change. It’s possible +to redefine what peer review actually is, when to review, and what +constitutes the final article for publication. Louise talked about the +potential to shift to an open-review process, placing the emphasis on +transparency rather than double-blind reviews. Louise thinks we’re moving +into a direction where it’s actually beneficial for an author to know who is +reviewing their paper and for the reviewer to know their review will be +public. An open-review process can also ensure everyone gets credit; right +now, credit is limited to the publisher and author. +

+ Louise says research with negative outcomes is almost as important as +positive results. If journals published more research with negative +outcomes, we’d learn from what didn’t work. It could also reduce how much +the research wheel gets reinvented around the world. +

+ Another adjustable practice is the sharing of articles at early preprint +stages. Publication of research in a peer-reviewed journal can take a long +time because articles must undergo extensive peer review. The need to +quickly circulate current results within a scientific community has led to a +practice of distributing pre-print documents that have not yet undergone +peer review. Preprints broaden the peer-review process, allowing authors to +receive early feedback from a wide group of peers, which can help revise and +prepare the article for submission. Offsetting the advantages of preprints +are author concerns over ensuring their primacy of being first to come up +with findings based on their research. Other researches may see findings the +preprint author has not yet thought of. However, preprints help researchers +get their discoveries out early and establish precedence. A big challenge is +that researchers don’t have a lot of time to comment on preprints. +

+ What constitutes a journal article could also change. The idea of a research +article as printed, bound, and in a library stack is outdated. Digital and +online open up new possibilities, such as a living document evolving over +time, inclusion of audio and video, and interactivity, like discussion and +recommendations. Even the size of what gets published could change. With +these changes the current form factor for what constitutes a research +article would undergo transformation. +

+ As journals scale up, and new journals are introduced, more and more +information is being pushed out to readers, making the experience feel like +drinking from a fire hose. To help mitigate this, PLOS aggregates and +curates content from PLOS journals and their network of blogs.[141] It also offers something called Article-Level +Metrics, which helps users assess research most relevant to the field +itself, based on indicators like usage, citations, social bookmarking and +dissemination activity, media and blog coverage, discussions, and +ratings.[142] Louise believes that the +journal model could evolve to provide a more friendly and interactive user +experience, including a way for readers to communicate with authors. +

+ The big picture for PLOS going forward is to combine and adjust these +experimental practices in ways that continue to improve accessibility and +dissemination of research, while ensuring its integrity and reliability. The +ways they interlink are complex. The process of change and adjustment is +not linear. PLOS sees itself as a very flexible publisher interested in +exploring all the permutations research-publishing can take, with authors +and readers who are open to experimentation. +

+ For PLOS, success is not about revenue. Success is about proving that +scientific research can be communicated rapidly and economically at scale, +for the benefit of researchers and society. The CC BY license makes it +possible for PLOS to publish in a way that is unfettered, open, and fast, +while ensuring that the authors get credit for their work. More than two +million scientists, scholars, and clinicians visit PLOS every month, with +more than 135,000 quality articles to peruse for free. +

+ Ultimately, for PLOS, its authors, and its readers, success is about making +research discoverable, available, and reproducible for the advancement of +science. +

Capítulo 21. Rijksmuseum

 

+ The Rijksmuseum is a Dutch national museum dedicated to art and +history. Founded in 1800 in the Netherlands +

+ http://www.rijksmuseum.nl +

Revenue model: grants and government +funding, charging for in-person version (museum admission), selling +merchandise +

Interview date: December 11, 2015 +

Interviewee: Lizzy Jongma, the data +manager of the collections information department +

 
 --\begin{flushright} + \textit{ + Profile written by Paul Stacey + } + \end{flushright}

+ The Rijksmuseum, a national museum in the Netherlands dedicated to art and +history, has been housed in its current building since 1885. The monumental +building enjoyed more than 125 years of intensive use before needing a +thorough overhaul. In 2003, the museum was closed for renovations. Asbestos +was found in the roof, and although the museum was scheduled to be closed +for only three to four years, renovations ended up taking ten years. During +this time, the collection was moved to a different part of Amsterdam, which +created a physical distance with the curators. Out of necessity, they +started digitally photographing the collection and creating metadata +(information about each object to put into a database). With the renovations +going on for so long, the museum became largely forgotten by the public. Out +of these circumstances emerged a new and more open model for the museum. +

+ By the time Lizzy Jongma joined the Rijksmuseum in 2011 as a data manager, +staff were fed up with the situation the museum was in. They also realized +that even with the new and larger space, it still wouldn’t be able to show +very much of the whole collection—eight thousand of over one million works +representing just 1 percent. Staff began exploring ways to express +themselves, to have something to show for all of the work they had been +doing. The Rijksmuseum is primarily funded by Dutch taxpayers, so was there +a way for the museum provide benefit to the public while it was closed? They +began thinking about sharing Rijksmuseum’s collection using information +technology. And they put up a card-catalog like database of the entire +collection online. +

+ It was effective but a bit boring. It was just data. A hackathon they were +invited to got them to start talking about events like that as having +potential. They liked the idea of inviting people to do cool stuff with +their collection. What about giving online access to digital representations +of the one hundred most important pieces in the Rijksmuseum collection? That +eventually led to why not put the whole collection online? +

+ Then, Lizzy says, Europeana came along. Europeana is Europe’s digital +library, museum, and archive for cultural heritage.[143] As an online portal to museum collections all +across Europe, Europeana had become an important online platform. In October +2010 Creative Commons released CC0 and its public-domain mark as tools +people could use to identify works as free of known copyright. Europeana was +the first major adopter, using CC0 to release metadata about their +collection and the public domain mark for millions of digital works in their +collection. Lizzy says the Rijksmuseum initially found this change in +business practice a bit scary, but at the same time it stimulated even more +discussion on whether the Rijksmuseum should follow suit. +

+ They realized that they don’t “own” the collection and couldn’t +realistically monitor and enforce compliance with the restrictive licensing +terms they currently had in place. For example, many copies and versions of +Vermeer’s Milkmaid (part of their collection) were already online, many of +them of very poor quality. They could spend time and money policing its use, +but it would probably be futile and wouldn’t make people stop using their +images online. They ended up thinking it’s an utter waste of time to hunt +down people who use the Rijksmuseum collection. And anyway, restricting +access meant the people they were frustrating the most were schoolkids. +

+ In 2011 the Rijksmuseum began making their digital photos of works known to +be free of copyright available online, using Creative Commons CC0 to place +works in the public domain. A medium-resolution image was offered for free, +but a high-resolution version cost forty euros. People started paying, but +Lizzy says getting the money was frequently a nightmare, especially from +overseas customers. The administrative costs often offset revenue, and +income above costs was relatively low. In addition, having to pay for an +image of a work in the public domain from a collection owned by the Dutch +government (i.e., paid for by the public) was contentious and frustrating +for some. Lizzy says they had lots of fierce debates about what to do. +

+ In 2013 the Rijksmuseum changed its business model. They Creative Commons +licensed their highest-quality images and released them online for +free. Digitization still cost money, however; they decided to define +discrete digitization projects and find sponsors willing to fund each +project. This turned out to be a successful strategy, generating high +interest from sponsors and lower administrative effort for the +Rijksmuseum. They started out making 150,000 high-quality images of their +collection available, with the goal to eventually have the entire collection +online. +

+ Releasing these high-quality images for free reduced the number of +poor-quality images that were proliferating. The high-quality image of +Vermeer’s Milkmaid, for example, is downloaded two to three thousand times a +month. On the Internet, images from a source like the Rijksmuseum are more +trusted, and releasing them with a Creative Commons CC0 means they can +easily be found in other platforms. For example, Rijksmuseum images are now +used in thousands of Wikipedia articles, receiving ten to eleven million +views per month. This extends Rijksmuseum’s reach far beyond the scope of +its website. Sharing these images online creates what Lizzy calls the +“Mona Lisa effect,” where a work of art becomes so famous that +people want to see it in real life by visiting the actual museum. +

+ Every museum tends to be driven by the number of physical visitors. The +Rijksmuseum is primarily publicly funded, receiving roughly 70 percent of +its operating budget from the government. But like many museums, it must +generate the rest of the funding through other means. The admission fee has +long been a way to generate revenue generation, including for the +Rijksmuseum. +

+ As museums create a digital presence for themselves and put up digital +representations of their collection online, there’s frequently a worry that +it will lead to a drop in actual physical visits. For the Rijksmuseum, this +has not turned out to be the case. Lizzy told us the Rijksmuseum used to get +about one million visitors a year before closing and now gets more than two +million a year. Making the collection available online has generated +publicity and acts as a form of marketing. The Creative Commons mark +encourages reuse as well. When the image is found on protest leaflets, milk +cartons, and children’s toys, people also see what museum the image comes +from and this increases the museum’s visibility. +

+ In 2011 the Rijksmuseum received €1 million from the Dutch lottery to create +a new web presence that would be different from any other museum’s. In +addition to redesigning their main website to be mobile friendly and +responsive to devices like the iPad, the Rijksmuseum also created the +Rijksstudio, where users and artists could use and do various things with +the Rijksmuseum collection.[144] +

+ The Rijksstudio gives users access to over two hundred thousand high-quality +digital representations of masterworks from the collection. Users can zoom +in to any work and even clip small parts of images they like. Rijksstudio is +a bit like Pinterest. You can “like” works and compile your +personal favorites, and you can share them with friends or download them +free of charge. All the images in the Rijksstudio are copyright and royalty +free, and users are encouraged to use them as they like, for private or even +commercial purposes. +

+ Users have created over 276,000 Rijksstudios, generating their own themed +virtual exhibitions on a wide variety of topics ranging from tapestries to +ugly babies and birds. Sets of images have also been created for educational +purposes including use for school exams. +

+ Some contemporary artists who have works in the Rijksmuseum collection +contacted them to ask why their works were not included in the +Rijksstudio. The answer was that contemporary artists’ works are still bound +by copyright. The Rijksmuseum does encourage contemporary artists to use a +Creative Commons license for their works, usually a CC BY-SA license +(Attribution-ShareAlike), or a CC BY-NC (Attribution-NonCommercial) if they +want to preclude commercial use. That way, their works can be made available +to the public, but within limits the artists have specified. +

+ The Rijksmuseum believes that art stimulates entrepreneurial activity. The +line between creative and commercial can be blurry. As Lizzy says, even +Rembrandt was commercial, making his livelihood from selling his +paintings. The Rijksmuseum encourages entrepreneurial commercial use of the +images in Rijksstudio. They’ve even partnered with the DIY marketplace Etsy +to inspire people to sell their creations. One great example you can find on +Etsy is a kimono designed by Angie Johnson, who used an image of an +elaborate cabinet along with an oil painting by Jan Asselijn called The +Threatened Swan.[145] +

+ In 2013 the Rijksmuseum organized their first high-profile design +competition, known as the Rijksstudio Award.[146] With the call to action Make Your Own Masterpiece, the competition +invites the public to use Rijksstudio images to make new creative designs. A +jury of renowned designers and curators selects ten finalists and three +winners. The final award comes with a prize of €10,000. The second edition +in 2015 attracted a staggering 892 top-class entries. Some award winners end +up with their work sold through the Rijksmuseum store, such as the 2014 +entry featuring makeup based on a specific color scheme of a work of +art.[147] The Rijksmuseum has been thrilled +with the results. Entries range from the fun to the weird to the +inspirational. The third international edition of the Rijksstudio Award +started in September 2016. +

+ For the next iteration of the Rijksstudio, the Rijksmuseum is considering an +upload tool, for people to upload their own works of art, and enhanced +social elements so users can interact with each other more. +

+ Going with a more open business model generated lots of publicity for the +Rijksmuseum. They were one of the first museums to open up their collection +(that is, give free access) with high-quality images. This strategy, along +with the many improvements to the Rijksmuseum’s website, dramatically +increased visits to their website from thirty-five thousand visits per month +to three hundred thousand. +

+ The Rijksmuseum has been experimenting with other ways to invite the public +to look at and interact with their collection. On an international day +celebrating animals, they ran a successful bird-themed event. The museum put +together a showing of two thousand works that featured birds and invited +bird-watchers to identify the birds depicted. Lizzy notes that while museum +curators know a lot about the works in their collections, they may not know +about certain details in the paintings such as bird species. Over eight +hundred different birds were identified, including a specific species of +crane bird that was unknown to the scientific community at the time of the +painting. +

+ For the Rijksmuseum, adopting an open business model was scary. They came +up with many worst-case scenarios, imagining all kinds of awful things +people might do with the museum’s works. But Lizzy says those fears did not +come true because “ninety-nine percent of people have respect for +great art.” Many museums think they can make a lot of money by +selling things related to their collection. But in Lizzy’s experience, +museums are usually bad at selling things, and sometimes efforts to generate +a small amount of money block something much bigger—the real value that the +collection has. For Lizzy, clinging to small amounts of revenue is being +penny-wise but pound-foolish. For the Rijksmuseum, a key lesson has been to +never lose sight of its vision for the collection. Allowing access to and +use of their collection has generated great promotional value—far more than +the previous practice of charging fees for access and use. Lizzy sums up +their experience: “Give away; get something in return. Generosity +makes people happy to join you and help out.” +

Capítulo 22. Shareable

 

+ Shareable is an online magazine about sharing. Founded in 2009 in the U.S. +

+ http://www.shareable.net +

Revenue model: grant funding, +crowdfunding (project-based), donations, sponsorships +

Interview date: February 24, 2016 +

Interviewee: Neal Gorenflo, cofounder and +executive editor +

 
 --\begin{flushright} + \textit{ + Profile written by Sarah Hinchliff Pearson + } + \end{flushright}

+ In 2013, Shareable faced an impasse. The nonprofit online publication had +helped start a sharing movement four years prior, but over time, they +watched one part of the movement stray from its ideals. As giants like Uber +and Airbnb gained ground, attention began to center on the “sharing +economy” we know now—profit-driven, transactional, and loaded with +venture-capital money. Leaders of corporate start-ups in this domain invited +Shareable to advocate for them. The magazine faced a choice: ride the wave +or stand on principle. +

+ As an organization, Shareable decided to draw a line in the sand. In 2013, +the cofounder and executive editor Neal Gorenflo wrote an opinion piece in +the PandoDaily that charted Shareable’s new critical stance on the Silicon +Valley version of the sharing economy, while contrasting it with aspects of +the real sharing economy like open-source software, participatory budgeting +(where citizens decide how a public budget is spent), cooperatives, and +more. He wrote, “It’s not so much that collaborative consumption is +dead, it’s more that it risks dying as it gets absorbed by the +‘Borg.’” +

+ Neal said their public critique of the corporate sharing economy defined +what Shareable was and is. He does not think the magazine would still be +around had they chosen differently. “We would have gotten another type +of audience, but it would have spelled the end of us,” he +said. “We are a small, mission-driven organization. We would never +have been able to weather the criticism that Airbnb and Uber are getting +now.” +

+ Interestingly, impassioned supporters are only a small sliver of Shareable’s +total audience. Most are casual readers who come across a Shareable story +because it happens to align with a project or interest they have. But +choosing principles over the possibility of riding the coattails of the +major corporate players in the sharing space saved Shareable’s +credibility. Although they became detached from the corporate sharing +economy, the online magazine became the voice of the “real sharing +economy” and continued to grow their audience. +

+ Shareable is a magazine, but the content they publish is a means to +furthering their role as a leader and catalyst of a movement. Shareable +became a leader in the movement in 2009. “At that time, there was a +sharing movement bubbling beneath the surface, but no one was connecting the +dots,” Neal said. “We decided to step into that space and take +on that role.” The small team behind the nonprofit publication truly +believed sharing could be central to solving some of the major problems +human beings face—resource inequality, social isolation, and global warming. +

+ They have worked hard to find ways to tell stories that show different +metrics for success. “We wanted to change the notion of what +constitutes the good life,” Neal said. While they started out with a +very broad focus on sharing generally, today they emphasize stories about +the physical commons like “sharing cities” (i.e., urban areas +managed in a sustainable, cooperative way), as well as digital platforms +that are run democratically. They particularly focus on how-to content that +help their readers make changes in their own lives and communities. +

+ More than half of Shareable’s stories are written by paid journalists that +are contracted by the magazine. “Particularly in content areas that +are a priority for us, we really want to go deep and control the +quality,” Neal said. The rest of the content is either contributed by +guest writers, often for free, or written by other publications from their +network of content publishers. Shareable is a member of the Post Growth +Alliance, which facilitates the sharing of content and audiences among a +large and growing group of mostly nonprofits. Each organization gets a +chance to present stories to the group, and the organizations can use and +promote each other’s stories. Much of the content created by the network is +licensed with Creative Commons. +

+ All of Shareable’s original content is published under the Attribution +license (CC BY), meaning it can be used for any purpose as long as credit is +given to Shareable. Creative Commons licensing is aligned with Shareable’s +vision, mission, and identity. That alone explains the organization’s +embrace of the licenses for their content, but Neal also believes CC +licensing helps them increase their reach. “By using CC +licensing,” he said, “we realized we could reach far more +people through a formal and informal network of republishers or +affiliates. That has definitely been the case. It’s hard for us to measure +the reach of other media properties, but most of the outlets who republish +our work have much bigger audiences than we do.” +

+ In addition to their regular news and commentary online, Shareable has also +experimented with book publishing. In 2012, they worked with a traditional +publisher to release Share or Die: Voices of the Get Lost Generation in an +Age of Crisis. The CC-licensed book was available in print form for purchase +or online for free. To this day, the book—along with their CC-licensed guide +Policies for Shareable Cities—are two of the biggest generators of traffic +on their website. +

+ In 2016, Shareable self-published a book of curated Shareable stories called +How to: Share, Save Money and Have Fun. The book was available for sale, but +a PDF version of the book was available for free. Shareable plans to offer +the book in upcoming fund-raising campaigns. +

+ This recent book is one of many fund-raising experiments Shareable has +conducted in recent years. Currently, Shareable is primarily funded by +grants from foundations, but they are actively moving toward a more +diversified model. They have organizational sponsors and are working to +expand their base of individual donors. Ideally, they will eventually be a +hundred percent funded by their audience. Neal believes being fully +community-supported will better represent their vision of the world. +

+ For Shareable, success is very much about their impact on the world. This is +true for Neal, but also for everyone who works for Shareable. “We +attract passionate people,” Neal said. At times, that means +employees work so hard they burn out. Neal tries to stress to the Shareable +team that another part of success is having fun and taking care of yourself +while you do something you love. “A central part of human beings is +that we long to be on a great adventure with people we love,” he +said. “We are a species who look over the horizon and imagine and +create new worlds, but we also seek the comfort of hearth and home.” +

+ In 2013, Shareable ran its first crowdfunding campaign to launch their +Sharing Cities Network. Neal said at first they were on pace to fail +spectacularly. They called in their advisers in a panic and asked for +help. The advice they received was simple—“Sit your ass in a chair and +start making calls.” That’s exactly what they did, and they ended up +reaching their $50,000 goal. Neal said the campaign helped them reach new +people, but the vast majority of backers were people in their existing base. +

+ For Neal, this symbolized how so much of success comes down to +relationships. Over time, Shareable has invested time and energy into the +relationships they have forged with their readers and supporters. They have +also invested resources into building relationships between their readers +and supporters. +

+ Shareable began hosting events in 2010. These events were designed to bring +the sharing community together. But over time they realized they could reach +far more people if they helped their readers to host their own +events. “If we wanted to go big on a conference, there was a huge risk +and huge staffing needs, plus only a fraction of our community could travel +to the event,” Neal said. Enabling others to create their own events +around the globe allowed them to scale up their work more effectively and +reach far more people. Shareable has catalyzed three hundred different +events reaching over twenty thousand people since implementing this strategy +three years ago. Going forward, Shareable is focusing the network on +creating and distributing content meant to spur local action. For instance, +Shareable will publish a new CC-licensed book in 2017 filled with ideas for +their network to implement. +

+ Neal says Shareable stumbled upon this strategy, but it seems to perfectly +encapsulate just how the commons is supposed to work. Rather than a +one-size-fits-all approach, Shareable puts the tools out there for people +take the ideas and adapt them to their own communities. +

Capítulo 23. Siyavula

 

+ Siyavula is a for-profit educational-technology company that creates +textbooks and integrated learning experiences. Founded in 2012 in South +Africa. +

+ http://www.siyavula.com +

Revenue model: charging for custom +services, sponsorships +

Interview date: April 5, 2016 +

Interviewee: Mark Horner, CEO +

 
 --\begin{flushright} + \textit{ + Profile written by Paul Stacey + } + \end{flushright}

+ Openness is a key principle for Siyavula. They believe that every learner +and teacher should have access to high-quality educational resources, as +this forms the basis for long-term growth and development. Siyavula has been +a pioneer in creating high-quality open textbooks on mathematics and science +subjects for grades 4 to 12 in South Africa. +

+ In terms of creating an open business model that involves Creative Commons, +Siyavula—and its founder, Mark Horner—have been around the block a few +times. Siyavula has significantly shifted directions and strategies to +survive and prosper. Mark says it’s been very organic. +

+ It all started in 2002, when Mark and several other colleagues at the +University of Cape Town in South Africa founded the Free High School Science +Texts project. Most students in South Africa high schools didn’t have access +to high-quality, comprehensive science and math textbooks, so Mark and his +colleagues set out to write them and make them freely available. +

+ As physicists, Mark and his colleagues were advocates of open-source +software. To make the books open and free, they adopted the Free Software +Foundation’s GNU Free Documentation License.[148] They chose LaTeX, a typesetting program used to publish scientific +documents, to author the books. Over a period of five years, the Free High +School Science Texts project produced math and physical-science textbooks +for grades 10 to 12. +

+ In 2007, the Shuttleworth Foundation offered funding support to make the +textbooks available for trial use at more schools. Surveys before and after +the textbooks were adopted showed there were no substantial criticisms of +the textbooks’ pedagogical content. This pleased both the authors and +Shuttleworth; Mark remains incredibly proud of this accomplishment. +

+ But the development of new textbooks froze at this stage. Mark shifted his +focus to rural schools, which didn’t have textbooks at all, and looked into +the printing and distribution options. A few sponsors came on board but not +enough to meet the need. +

+ In 2007, Shuttleworth and the Open Society Institute convened a group of +open-education activists for a small but lively meeting in Cape Town. One +result was the Cape Town Open Education Declaration, a statement of +principles, strategies, and commitment to help the open-education movement +grow.[149] Shuttleworth also invited Mark to +run a project writing open content for all subjects for K–12 in +English. That project became Siyavula. +

+ They wrote six original textbooks. A small publishing company offered +Shuttleworth the option to buy out the publisher’s existing K–9 content for +every subject in South African schools in both English and Afrikaans. A deal +was struck, and all the acquired content was licensed with Creative Commons, +significantly expanding the collection beyond the six original books. +

+ Mark wanted to build out the remaining curricula collaboratively through +communities of practice—that is, with fellow educators and writers. Although +sharing is fundamental to teaching, there can be a few challenges when you +create educational resources collectively. One concern is legal. It is +standard practice in education to copy diagrams and snippets of text, but of +course this doesn’t always comply with copyright law. Another concern is +transparency. Sharing what you’ve authored means everyone can see it and +opens you up to criticism. To alleviate these concerns, Mark adopted a +team-based approach to authoring and insisted the curricula be based +entirely on resources with Creative Commons licenses, thereby ensuring they +were safe to share and free from legal repercussions. +

+ Not only did Mark want the resources to be shareable, he wanted all teachers +to be able to remix and edit the content. Mark and his team had to come up +with an open editable format and provide tools for editing. They ended up +putting all the books they’d acquired and authored on a platform called +Connexions.[150] Siyavula trained many +teachers to use Connexions, but it proved to be too complex and the +textbooks were rarely edited. +

+ Then the Shuttleworth Foundation decided to completely restructure its work +as a foundation into a fellowship model (for reasons completely unrelated to +Siyavula). As part of that transition in 2009–10, Mark inherited Siyavula as +an independent entity and took ownership over it as a Shuttleworth fellow. +

+ Mark and his team experimented with several different strategies. They +tried creating an authoring and hosting platform called Full Marks so that +teachers could share assessment items. They tried creating a service called +Open Press, where teachers could ask for open educational resources to be +aggregated into a package and printed for them. These services never really +panned out. +

+ Then the South African government approached Siyavula with an interest in +printing out the original six Free High School Science Texts (math and +physical-science textbooks for grades 10 to 12) for all high school +students in South Africa. Although at this point Siyavula was a bit +discouraged by open educational resources, they saw this as a big +opportunity. +

+ They began to conceive of the six books as having massive marketing +potential for Siyavula. Printing Siyavula books for every kid in South +Africa would give their brand huge exposure and could drive vast amounts of +traffic to their website. In addition to print books, Siyavula could also +make the books available on their website, making it possible for learners +to access them using any device—computer, tablet, or mobile phone. +

+ Mark and his team began imagining what they could develop beyond what was in +the textbooks as a service they charge for. One key thing you can’t do well +in a printed textbook is demonstrate solutions. Typically, a one-line answer +is given at the end of the book but nothing on the process for arriving at +that solution. Mark and his team developed practice items and detailed +solutions, giving learners plenty of opportunity to test out what they’ve +learned. Furthermore, an algorithm could adapt these practice items to the +individual needs of each learner. They called this service Intelligent +Practice and embedded links to it in the open textbooks. +

+ The costs for using Intelligent Practice were set very low, making it +accessible even to those with limited financial means. Siyavula was going +for large volumes and wide-scale use rather than an expensive product +targeting only the high end of the market. +

+ The government distributed the books to 1.5 million students, but there was +an unexpected wrinkle: the books were delivered late. Rather than wait, +schools who could afford it provided students with a different textbook. The +Siyavula books were eventually distributed, but with well-off schools mainly +using a different book, the primary market for Siyavula’s Intelligent +Practice service inadvertently became low-income learners. +

+ Siyavula’s site did see a dramatic increase in traffic. They got five +hundred thousand visitors per month to their math site and the same number +to their science site. Two-fifths of the traffic was reading on a +“feature phone” (a nonsmartphone with no apps). People on basic +phones were reading math and science on a two-inch screen at all hours of +the day. To Mark, it was quite amazing and spoke to a need they were +servicing. +

+ At first, the Intelligent Practice services could only be paid using a +credit card. This proved problematic, especially for those in the low-income +demographic, as credit cards were not prevalent. Mark says Siyavula got a +harsh business-model lesson early on. As he describes it, it’s not just +about product, but how you sell it, who the market is, what the price is, +and what the barriers to entry are. +

+ Mark describes this as the first version of Siyavula’s business model: open +textbooks serving as marketing material and driving traffic to your site, +where you can offer a related service and convert some people into a paid +customer. +

+ For Mark a key decision for Siyavula’s business was to focus on how they can +add value on top of their basic service. They’ll charge only if they are +adding unique value. The actual content of the textbook isn’t unique at all, +so Siyavula sees no value in locking it down and charging for it. Mark +contrasts this with traditional publishers who charge over and over again +for the same content without adding value. +

+ Version two of Siyavula’s business model was a big, ambitious idea—scale +up. They also decided to sell the Intelligent Practice service to schools +directly. Schools can subscribe on a per-student, per-subject basis. A +single subscription gives a learner access to a single subject, including +practice content from every grade available for that subject. Lower +subscription rates are provided when there are over two hundred students, +and big schools have a price cap. A 40 percent discount is offered to +schools where both the science and math departments subscribe. +

+ Teachers get a dashboard that allows them to monitor the progress of an +entire class or view an individual learner’s results. They can see the +questions that learners are working on, identify areas of difficulty, and be +more strategic in their teaching. Students also have their own personalized +dashboard, where they can view the sections they’ve practiced, how many +points they’ve earned, and how their performance is improving. +

+ Based on the success of this effort, Siyavula decided to substantially +increase the production of open educational resources so they could provide +the Intelligent Practice service for a wider range of books. Grades 10 to 12 +math and science books were reworked each year, and new books created for +grades 4 to 6 and later grades 7 to 9. +

+ In partnership with, and sponsored by, the Sasol Inzalo Foundation, Siyavula +produced a series of natural sciences and technology workbooks for grades 4 +to 6 called Thunderbolt Kids that uses a fun comic-book style.[151] It’s a complete curriculum that also comes with +teacher’s guides and other resources. +

+ Through this experience, Siyavula learned they could get sponsors to help +fund openly licensed textbooks. It helped that Siyavula had by this time +nailed the production model. It cost roughly $150,000 to produce a book in +two languages. Sponsors liked the social-benefit aspect of textbooks +unlocked via a Creative Commons license. They also liked the exposure their +brand got. For roughly $150,000, their logo would be visible on books +distributed to over one million students. +

+ The Siyavula books that are reviewed, approved, and branded by the +government are freely and openly available on Siyavula’s website under an +Attribution-NoDerivs license (CC BY-ND) —NoDerivs means that these books +cannot be modified. Non-government-branded books are available under an +Attribution license (CC BY), allowing others to modify and redistribute the +books. +

+ Although the South African government paid to print and distribute hard +copies of the books to schoolkids, Siyavula itself received no funding from +the government. Siyavula initially tried to convince the government to +provide them with five rand per book (about US35¢). With those funds, Mark +says that Siyavula could have run its entire operation, built a +community-based model for producing more books, and provide Intelligent +Practice for free to every child in the country. But after a lengthy +negotiation, the government said no. +

+ Using Siyavula books generated huge savings for the government. Providing +students with a traditionally published grade 12 science or math textbook +costs around 250 rand per book (about US$18). Providing the Siyavula +version cost around 36 rand (about $2.60), a savings of over 200 rand per +book. But none of those savings were passed on to Siyavula. In retrospect, +Mark thinks this may have turned out in their favor as it allowed them to +remain independent from the government. +

+ Just as Siyavula was planning to scale up the production of open textbooks +even more, the South African government changed its textbook policy. To save +costs, the government declared there would be only one authorized textbook +for each grade and each subject. There was no guarantee that Siyavula’s +would be chosen. This scared away potential sponsors. +

+ Rather than producing more textbooks, Siyavula focused on improving its +Intelligent Practice technology for its existing books. Mark calls this +version three of Siyavula’s business model—focusing on the technology that +provides the revenue-generating service and generating more users of this +service. Version three got a significant boost in 2014 with an investment by +the Omidyar Network (the philanthropic venture started by eBay founder +Pierre Omidyar and his spouse), and continues to be the model Siyavula uses +today. +

+ Mark says sales are way up, and they are really nailing Intelligent +Practice. Schools continue to use their open textbooks. The +government-announced policy that there would be only one textbook per +subject turned out to be highly contentious and is in limbo. +

+ Siyavula is exploring a range of enhancements to their business model. These +include charging a small amount for assessment services provided over the +phone, diversifying their market to all English-speaking countries in +Africa, and setting up a consortium that makes Intelligent Practice free to +all kids by selling the nonpersonal data Intelligent Practice collects. +

+ Siyavula is a for-profit business but one with a social mission. Their +shareholders’ agreement lists lots of requirements around openness for +Siyavula, including stipulations that content always be put under an open +license and that they can’t charge for something that people volunteered to +do for them. They believe each individual should have access to the +resources and support they need to achieve the education they +deserve. Having educational resources openly licensed with Creative Commons +means they can fulfill their social mission, on top of which they can build +revenue-generating services to sustain the ongoing operation of Siyavula. In +terms of open business models, Mark and Siyavula may have been around the +block a few times, but both he and the company are stronger for it. +

Capítulo 24. SparkFun

 

+ SparkFun is an online electronics retailer specializing in open +hardware. Founded in 2003 in the U.S. +

+ http://www.sparkfun.com +

Revenue model: charging for physical +copies (electronics sales) +

Interview date: February 29, 2016 +

Interviewee: Nathan Seidle, founder +

 
 --\begin{flushright} + \textit{ + Profile written by Sarah Hinchliff Pearson + } + \end{flushright}

+ SparkFun founder and former CEO Nathan Seidle has a picture of himself +holding up a clone of a SparkFun product in an electronics market in China, +with a huge grin on his face. He was traveling in China when he came across +their LilyPad wearable technology being made by someone else. His reaction +was glee. +

“Being copied is the greatest earmark of flattery and success,” +Nathan said. “I thought it was so cool that they were selling to a +market we were never going to get access to otherwise. It was evidence of +our impact on the world.” +

+ This worldview runs through everything SparkFun does. SparkFun is an +electronics manufacturer. The company sells its products directly to the +public online, and it bundles them with educational tools to sell to schools +and teachers. SparkFun applies Creative Commons licenses to all of its +schematics, images, tutorial content, and curricula, so anyone can make +their products on their own. Being copied is part of the design. +

+ Nathan believes open licensing is good for the world. “It touches on +our natural human instinct to share,” he said. But he also strongly +believes it makes SparkFun better at what they do. They encourage copying, +and their products are copied at a very fast rate, often within ten to +twelve weeks of release. This forces the company to compete on something +other than product design, or what most commonly consider their intellectual +property. +

“We compete on business principles,” Nathan said. +“Claiming your territory with intellectual property allows you to get +comfy and rest on your laurels. It gives you a safety net. We took away that +safety net.” +

+ The result is an intense company-wide focus on product development and +improvement. “Our products are so much better than they were five +years ago,” Nathan said. “We used to just sell products. Now +it’s a product plus a video, a seventeen-page hookup guide, and example +firmware on three different platforms to get you up and running faster. We +have gotten better because we had to in order to compete. As painful as it +is for us, it’s better for the customers.” +

+ SparkFun parts are available on eBay for lower prices. But people come +directly to SparkFun because SparkFun makes their lives easier. The example +code works; there is a service number to call; they ship replacement parts +the day they get a service call. They invest heavily in service and +support. “I don’t believe businesses should be competing with IP +[intellectual property] barriers,” Nathan said. “This is the +stuff they should be competing on.” +

+ SparkFun’s company history began in Nathan’s college dorm room. He spent a +lot of time experimenting with and building electronics, and he realized +there was a void in the market. “If you wanted to place an order for +something,” he said, “you first had to search far and wide to +find it, and then you had to call or fax someone.” In 2003, during +his third year of college, he registered http://sparkfun.com +and started reselling products out of his bedroom. After he graduated, he +started making and selling his own products. +

+ Once he started designing his own products, he began putting the software +and schematics online to help with technical support. After doing some +research on licensing options, he chose Creative Commons licenses because he +was drawn to the “human-readable deeds” that explain the +licensing terms in simple terms. SparkFun still uses CC licenses for all of +the schematics and firmware for the products they create. +

+ The company has grown from a solo project to a corporation with 140 +employees. In 2015, SparkFun earned $33 million in revenue. Selling +components and widgets to hobbyists, professionals, and artists remains a +major part of SparkFun’s business. They sell their own products, but they +also partner with Arduino (also profiled in this book) by manufacturing +boards for resale using Arduino’s brand. +

+ SparkFun also has an educational department dedicated to creating a hands-on +curriculum to teach students about electronics using prototyping +parts. Because SparkFun has always been dedicated to enabling others to +re-create and fix their products on their own, the more recent focus on +introducing young people to technology is a natural extension of their core +business. +

“We have the burden and opportunity to educate the next generation of +technical citizens,” Nathan said. “Our goal is to affect the +lives of three hundred and fifty thousand high school students by +2020.” +

+ The Creative Commons license underlying all of SparkFun’s products is +central to this mission. The license not only signals a willingness to +share, but it also expresses a desire for others to get in and tinker with +their products, both to learn and to make their products better. SparkFun +uses the Attribution-ShareAlike license (CC BY-SA), which is a +“copyleft” license that allows people to do anything with the +content as long as they provide credit and make any adaptations available +under the same licensing terms. +

+ From the beginning, Nathan has tried to create a work environment at +SparkFun that he himself would want to work in. The result is what appears +to be a pretty fun workplace. The U.S. company is based in Boulder, +Colorado. They have an eighty-thousand-square-foot facility (approximately +seventy-four-hundred square meters), where they design and manufacture their +products. They offer public tours of the space several times a week, and +they open their doors to the public for a competition once a year. +

+ The public event, called the Autonomous Vehicle Competition, brings in a +thousand to two thousand customers and other technology enthusiasts from +around the area to race their own self-created bots against each other, +participate in training workshops, and socialize. From a business +perspective, Nathan says it’s a terrible idea. But they don’t hold the event +for business reasons. “The reason we do it is because I get to travel +and have interactions with our customers all the time, but most of our +employees don’t,” he said. “This event gives our employees the +opportunity to get face-to-face contact with our customers.” The +event infuses their work with a human element, which makes it more +meaningful. +

+ Nathan has worked hard to imbue a deeper meaning into the work SparkFun +does. The company is, of course, focused on being fiscally responsible, but +they are ultimately driven by something other than money. “Profit is +not the goal; it is the outcome of a well-executed plan,” Nathan +said. “We focus on having a bigger impact on the world.” Nathan +believes they get some of the brightest and most amazing employees because +they aren’t singularly focused on the bottom line. +

+ The company is committed to transparency and shares all of its financials +with its employees. They also generally strive to avoid being another +soulless corporation. They actively try to reveal the humans behind the +company, and they work to ensure people coming to their site don’t find only +unchanging content. +

+ SparkFun’s customer base is largely made up of industrious electronics +enthusiasts. They have customers who are regularly involved in the company’s +customer support, independently responding to questions in forums and +product-comment sections. Customers also bring product ideas to the +company. SparkFun regularly sifts through suggestions from customers and +tries to build on them where they can. “From the beginning, we have +been listening to the community,” Nathan said. “Customers +would identify a pain point, and we would design something to address +it.” +

+ However, this sort of customer engagement does not always translate to +people actively contributing to SparkFun’s projects. The company has a +public repository of software code for each of its devices online. On a +particularly active project, there will only be about two dozen people +contributing significant improvements. The vast majority of projects are +relatively untouched by the public. “There is a theory that if you +open-source it, they will come,” Nathan said. “That’s not +really true.” +

+ Rather than focusing on cocreation with their customers, SparkFun instead +focuses on enabling people to copy, tinker, and improve products on their +own. They heavily invest in tutorials and other material designed to help +people understand how the products work so they can fix and improve things +independently. “What gives me joy is when people take open-source +layouts and then build their own circuit boards from our designs,” +Nathan said. +

+ Obviously, opening up the design of their products is a necessary step if +their goal is to empower the public. Nathan also firmly believes it makes +them more money because it requires them to focus on how to provide maximum +value. Rather than designing a new product and protecting it in order to +extract as much money as possible from it, they release the keys necessary +for others to build it themselves and then spend company time and resources +on innovation and service. From a short-term perspective, SparkFun may lose +a few dollars when others copy their products. But in the long run, it makes +them a more nimble, innovative business. In other words, it makes them the +kind of company they set out to be. +

Capítulo 25. TeachAIDS

 

+ TeachAIDS is a nonprofit that creates educational materials designed to +teach people around the world about HIV and AIDS. Founded in 2005 in the +U.S. +

+ http://teachaids.org +

Revenue model: sponsorships +

Interview date: March 24, 2016 +

Interviewees: Piya Sorcar, the CEO, and +Shuman Ghosemajumder, the chair +

 
 --\begin{flushright} + \textit{ + Profile written by Sarah Hinchliff Pearson + } + \end{flushright}

+ TeachAIDS is an unconventional media company with a conventional revenue +model. Like most media companies, they are subsidized by +advertising. Corporations pay to have their logos appear on the educational +materials TeachAIDS distributes. +

+ But unlike most media companies, Teach-AIDS is a nonprofit organization with +a purely social mission. TeachAIDS is dedicated to educating the global +population about HIV and AIDS, particularly in parts of the world where +education efforts have been historically unsuccessful. Their educational +content is conveyed through interactive software, using methods based on the +latest research about how people learn. TeachAIDS serves content in more +than eighty countries around the world. In each instance, the content is +translated to the local language and adjusted to conform to local norms and +customs. All content is free and made available under a Creative Commons +license. +

+ TeachAIDS is a labor of love for founder and CEO Piya Sorcar, who earns a +salary of one dollar per year from the nonprofit. The project grew out of +research she was doing while pursuing her doctorate at Stanford +University. She was reading reports about India, noting it would be the next +hot zone of people living with HIV. Despite international and national +entities pouring in hundreds of millions of dollars on HIV-prevention +efforts, the reports showed knowledge levels were still low. People were +unaware of whether the virus could be transmitted through coughing and +sneezing, for instance. Supported by an interdisciplinary team of experts at +Stanford, Piya conducted similar studies, which corroborated the previous +research. They found that the primary cause of the limited understanding was +that HIV, and issues relating to it, were often considered too taboo to +discuss comprehensively. The other major problem was that most of the +education on this topic was being taught through television advertising, +billboards, and other mass-media campaigns, which meant people were only +receiving bits and pieces of information. +

+ In late 2005, Piya and her team used research-based design to create new +educational materials and worked with local partners in India to help +distribute them. As soon as the animated software was posted online, Piya’s +team started receiving requests from individuals and governments who were +interested in bringing this model to more countries. “We realized +fairly quickly that educating large populations about a topic that was +considered taboo would be challenging. We began by identifying optimal local +partners and worked toward creating an effective, culturally appropriate +education,” Piya said. +

+ Very shortly after the initial release, Piya’s team decided to spin the +endeavor into an independent nonprofit out of Stanford University. They also +decided to use Creative Commons licenses on the materials. +

+ Given their educational mission, TeachAIDS had an obvious interest in seeing +the materials as widely shared as possible. But they also needed to preserve +the integrity of the medical information in the content. They chose the +Attribution-NonCommercial-NoDerivs license (CC BY-NC-ND), which essentially +gives the public the right to distribute only verbatim copies of the +content, and for noncommercial purposes. “We wanted attribution for +TeachAIDS, and we couldn’t stand by derivatives without vetting +them,” the cofounder and chair Shuman Ghosemajumder said. “It +was almost a no-brainer to go with a CC license because it was a +plug-and-play solution to this exact problem. It has allowed us to scale our +materials safely and quickly worldwide while preserving our content and +protecting us at the same time.” +

+ Choosing a license that does not allow adaptation of the content was an +outgrowth of the careful precision with which TeachAIDS crafts their +content. The organization invests heavily in research and testing to +determine the best method of conveying the information. “Creating +high-quality content is what matters most to us,” Piya +said. “Research drives everything we do.” +

+ One important finding was that people accept the message best when it comes +from familiar voices they trust and admire. To achieve this, TeachAIDS +researches cultural icons that would best resonate with their target +audiences and recruits them to donate their likenesses and voices for use in +the animated software. The celebrities involved vary for each localized +version of the materials. +

+ Localization is probably the single-most important aspect of the way +TeachAIDS creates its content. While each regional version builds from the +same core scientific materials, they pour a lot of resources into +customizing the content for a particular population. Because they use a CC +license that does not allow the public to adapt the content, TeachAIDS +retains careful control over the localization process. The content is +translated into the local language, but there are also changes in substance +and format to reflect cultural differences. This process results in minor +changes, like choosing different idioms based on the local language, and +significant changes, like creating gendered versions for places where people +are more likely to accept information from someone of the same gender. +

+ The localization process relies heavily on volunteers. Their volunteer base +is deeply committed to the cause, and the organization has had better luck +controlling the quality of the materials when they tap volunteers instead of +using paid translators. For quality control, TeachAIDS has three separate +volunteer teams translate the materials from English to the local language +and customize the content based on local customs and norms. Those three +versions are then analyzed and combined into a single master +translation. TeachAIDS has additional teams of volunteers then translate +that version back into English to see how well it lines up with the original +materials. They repeat this process until they reach a translated version +that meets their standards. For the Tibetan version, they went through this +cycle eleven times. +

+ TeachAIDS employs full-time employees, contractors, and volunteers, all in +different capacities and organizational configurations. They are careful to +use people from diverse backgrounds to create the materials, including +teachers, students, and doctors, as well as individuals experienced in +working in the NGO space. This diversity and breadth of knowledge help +ensure their materials resonate with people from all walks of life. +Additionally, TeachAIDS works closely with film writers and directors to +help keep the concepts entertaining and easy to understand. The inclusive, +but highly controlled, creative process is undertaken entirely by people who +are specifically brought on to help with a particular project, rather than +ongoing staff. The final product they create is designed to require zero +training for people to implement in practice. “In our research, we +found we can’t depend on people passing on the information correctly, even +if they have the best of intentions,” Piya said. “We need +materials where you can push play and they will work.” +

+ Piya’s team was able to produce all of these versions over several years +with a head count that never exceeded eight full-time employees. The +organization is able to reduce costs by relying heavily on volunteers and +in-kind donations. Nevertheless, the nonprofit needed a sustainable revenue +model to subsidize content creation and physical distribution of the +materials. Charging even a low price was simply not an +option. “Educators from various nonprofits around the world were just +creating their own materials using whatever they could find for free +online,” Shuman said. “The only way to persuade them to use our +highly effective model was to make it completely free.” +

+ Like many content creators offering their work for free, they settled on +advertising as a funding model. But they were extremely careful not to let +the advertising compromise their credibility or undermine the heavy +investment they put into creating quality content. Sponsors of the content +have no ability to influence the substance of the content, and they cannot +even create advertising content. Sponsors only get the right to have their +logo appear before and after the educational content. All of the content +remains branded as TeachAIDS. +

+ TeachAIDS is careful not to seek funding to cover the costs of a specific +project. Instead, sponsorships are structured as unrestricted donations to +the nonprofit. This gives the nonprofit more stability, but even more +importantly, it enables them to subsidize projects being localized for an +area with no sponsors. “If we just created versions based on where we +could get sponsorships, we would only have materials for wealthier +countries,” Shuman said. +

+ As of 2016, TeachAIDS has dozens of sponsors. “When we go into a new +country, various companies hear about us and reach out to us,” Piya +said. “We don’t have to do much to find or attract them.” They +believe the sponsorships are easy to sell because they offer so much value +to sponsors. TeachAIDS sponsorships give corporations the chance to reach +new eyeballs with their brand, but at a much lower cost than other +advertising channels. The audience for TeachAIDS content also tends to skew +young, which is often a desirable demographic for brands. Unlike traditional +advertising, the content is not time-sensitive, so an investment in a +sponsorship can benefit a brand for many years to come. +

+ Importantly, the value to corporate sponsors goes beyond commercial +considerations. As a nonprofit with a clearly articulated social mission, +corporate sponsorships are donations to a cause. “This is something +companies can be proud of internally,” Shuman said. Some companies +have even built publicity campaigns around the fact that they have sponsored +these initiatives. +

+ The core mission of TeachAIDS—ensuring global access to life-saving +education—is at the root of everything the organization does. It underpins +the work; it motivates the funders. The CC license on the materials they +create furthers that mission, allowing them to safely and quickly scale +their materials worldwide. “The Creative Commons license has been a +game changer for TeachAIDS,” Piya said. +

Capítulo 26. Tribe of Noise

 

+ Tribe of Noise is a for-profit online music platform serving the film, TV, +video, gaming, and in-store-media industries. Founded in 2008 in the +Netherlands. +

+ http://www.tribeofnoise.com +

Revenue model: charging a transaction fee +

Interview date: January 26, 2016 +

Interviewee: Hessel van Oorschot, +cofounder +

 
 --\begin{flushright} + \textit{ + Profile written by Paul Stacey + } + \end{flushright}

+ In the early 2000s, Hessel van Oorschot was an entrepreneur running a +business where he coached other midsize entrepreneurs how to create an +online business. He also coauthored a number of workbooks for small- to +medium-size enterprises to use to optimize their business for the +Web. Through this early work, Hessel became familiar with the principles of +open licensing, including the use of open-source software and Creative +Commons. +

+ In 2005, Hessel and Sandra Brandenburg launched a niche video-production +initiative. Almost immediately, they ran into issues around finding and +licensing music tracks. All they could find was standard, cold +stock-music. They thought of looking up websites where you could license +music directly from the musician without going through record labels or +agents. But in 2005, the ability to directly license music from a rights +holder was not readily available. +

+ They hired two lawyers to investigate further, and while they uncovered five +or six examples, Hessel found the business models lacking. The lawyers +expressed interest in being their legal team should they decide to pursue +this as an entrepreneurial opportunity. Hessel says, “When lawyers are +interested in a venture like this, you might have something special.” +So after some more research, in early 2008, Hessel and Sandra decided to +build a platform. +

+ Building a platform posed a real chicken-and-egg problem. The platform had +to build an online community of music-rights holders and, at the same time, +provide the community with information and ideas about how the new economy +works. Community willingness to try new music business models requires a +trust relationship. +

+ In July 2008, Tribe of Noise opened its virtual doors with a couple hundred +musicians willing to use the CC BY-SA license (Attribution-ShareAlike) for a +limited part of their repertoire. The two entrepreneurs wanted to take the +pain away for media makers who wanted to license music and solve the +problems the two had personally experienced finding this music. +

+ As they were growing the community, Hessel got a phone call from a company +that made in-store music playlists asking if they had enough music licensed +with Creative Commons that they could use. Stores need quality, +good-listening music but not necessarily hits, a bit like a radio show +without the DJ. This opened a new opportunity for Tribe of Noise. They +started their In-store Music Service, using music (licensed with CC BY-SA) +uploaded by the Tribe of Noise community of musicians.[152] +

+ In most countries, artists, authors, and musicians join a collecting society +that manages the licensing and helps collect the royalties. Copyright +collecting societies in the European Union usually hold monopolies in their +respective national markets. In addition, they require their members to +transfer exclusive administration rights to them of all of their works. +This complicates the picture for Tribe of Noise, who wants to represent +artists, or at least a portion of their repertoire. Hessel and his legal +team reached out to collecting societies, starting with those in the +Netherlands. What would be the best legal way forward that would respect the +wishes of composers and musicians who’d be interested in trying out new +models like the In-store Music Service? Collecting societies at first were +hesitant and said no, but Tribe of Noise persisted arguing that they +primarily work with unknown artists and provide them exposure in parts of +the world where they don’t get airtime normally and a source of revenue—and +this convinced them that it was OK. However, Hessel says, “We are +still fighting for a good cause every single day.” +

+ Instead of building a large sales force, Tribe of Noise partnered with big +organizations who have lots of clients and can act as a kind of Tribe of +Noise reseller. The largest telecom network in the Netherlands, for example, +sells Tribe’s In-store Music Service subscriptions to their business +clients, which include fashion retailers and fitness centers. They have a +similar deal with the leading trade association representing hotels and +restaurants in the country. Hessel hopes to “copy and paste” +this service into other countries where collecting societies understand what +you can do with Creative Commons. Outside of the Netherlands, early +adoptions have happened in Scandinavia, Belgium, and the U.S. +

+ Tribe of Noise doesn’t pay the musicians up front; they get paid when their +music ends up in Tribe of Noise’s in-store music channels. The musicians’ +share is 42.5 percent. It’s not uncommon in a traditional model for the +artist to get only 5 to 10 percent, so a share of over 40 percent is a +significantly better deal. Here’s how they give an example on their +website: +

+ A few of your songs [licensed with CC BY-SA], for example five in total, are +selected for a bespoke in-store music channel broadcasting at a large +retailer with 1,000 stores nationwide. In this case the overall playlist +contains 350 songs so the musician’s share is 5/350 = 1.43%. The license fee +agreed with this retailer is US$12 per month per play-out. So if 42.5% is +shared with the Tribe musicians in this playlist and your share is 1.43%, +you end up with US$12 * 1000 stores * 0.425 * 0.0143 = US$73 per +month.[153] +

+ Tribe of Noise has another model that does not involve Creative Commons. In +a survey with members, most said they liked the exposure using Creative +Commons gets them and the way it lets them reach out to others to share and +remix. However, they had a bit of a mental struggle with Creative Commons +licenses being perpetual. A lot of musicians have the mind-set that one day +one of their songs may become an overnight hit. If that happened the CC +BY-SA license would preclude them getting rich off the sale of that song. +

+ Hessel’s legal team took this feedback and created a second model and +separate area of the platform called Tribe of Noise Pro. Songs uploaded to +Tribe of Noise Pro aren’t Creative Commons licensed; Tribe of Noise has +instead created a “nonexclusive exploitation” contract, similar +to a Creative Commons license but allowing musicians to opt out whenever +they want. When you opt out, Tribe of Noise agrees to take your music off +the Tribe of Noise platform within one to two months. This lets the musician +reuse their song for a better deal. +

+ Tribe of Noise Pro is primarily geared toward media makers who are looking +for music. If they buy a license from this catalog, they don’t have to state +the name of the creator; they just license the song for a specific +amount. This is a big plus for media makers. And musicians can pull their +repertoire at any time. Hessel sees this as a more direct and clean deal. +

+ Lots of Tribe of Noise musicians upload songs to both Tribe of Noise Pro and +the community area of Tribe of Noises. There aren’t that many artists who +upload only to Tribe of Noise Pro, which has a smaller repertoire of music +than the community area. +

+ Hessel sees the two as complementary. Both are needed for the model to +work. With a whole generation of musicians interested in the sharing +economy, the community area of Tribe of Noise is where they can build trust, +create exposure, and generate money. And after that, musicians may become +more interested in exploring other models like Tribe of Noise Pro. +

+ Every musician who joins Tribe of Noise gets their own home page and free +unlimited Web space to upload as much of their own music as they like. Tribe +of Noise is also a social network; fellow musicians and professionals can +vote for, comment on, and like your music. Community managers interact with +and support members, and music supervisors pick and choose from the uploaded +songs for in-store play or to promote them to media producers. Members +really like having people working for the platform who truly engage with +them. +

+ Another way Tribe of Noise creates community and interest is with contests, +which are organized in partnership with Tribe of Noise clients. The client +specifies what they want, and any member can submit a song. Contests usually +involve prizes, exposure, and money. In addition to building member +engagement, contests help members learn how to work with clients: listening +to them, understanding what they want, and creating a song to meet that +need. +

+ Tribe of Noise now has twenty-seven thousand members from 192 countries, and +many are exploring do-it-yourself models for generating revenue. Some came +from music labels and publishers, having gone through the traditional way of +music licensing and now seeing if this new model makes sense for +them. Others are young musicians, who grew up with a DIY mentality and see +little reason to sign with a third party or hand over some of the +control. Still a small but growing group of Tribe members are pursuing a +hybrid model by licensing some of their songs under CC BY-SA and opting in +others with collecting societies like ASCAP or BMI. +

+ It’s not uncommon for performance-rights organizations, record labels, or +music publishers to sign contracts with musicians based on exclusivity. Such +an arrangement prevents those musicians from uploading their music to Tribe +of Noise. In the United States, you can have a collecting society handle +only some of your tracks, whereas in many countries in Europe, a collecting +society prefers to represent your entire repertoire (although the European +Commission is making some changes). Tribe of Noise deals with this issue all +the time and gives you a warning whenever you upload a song. If collecting +societies are willing to be open and flexible and do the most they can for +their members, then they can consider organizations like Tribe of Noise as a +nice add-on, generating more exposure and revenue for the musicians they +represent. So far, Tribe of Noise has been able to make all this work +without litigation. +

+ For Hessel the key to Tribe of Noise’s success is trust. The fact that +Creative Commons licenses work the same way all over the world and have been +translated into all languages really helps build that trust. Tribe of Noise +believes in creating a model where they work together with musicians. They +can only do that if they have a live and kicking community, with people who +think that the Tribe of Noise team has their best interests in +mind. Creative Commons makes it possible to create a new business model for +music, a model that’s based on trust. +

Capítulo 27. Wikimedia Foundation

 

+ The Wikimedia Foundation is the nonprofit organization that hosts Wikipedia +and its sister projects. Founded in 2003 in the U.S. +

+ http://wikimediafoundation.org +

Revenue model: donations +

Interview date: December 18, 2015 +

Interviewees: Luis Villa, former Chief +Officer of Community Engagement, and Stephen LaPorte, legal counsel +

 
 --\begin{flushright} + \textit{ + Profile written by Sarah Hinchliff Pearson + } + \end{flushright}

+ Nearly every person with an online presence knows Wikipedia. +

+ In many ways, it is the preeminent open project: The online encyclopedia is +created entirely by volunteers. Anyone in the world can edit the +articles. All of the content is available for free to anyone online. All of +the content is released under a Creative Commons license that enables people +to reuse and adapt it for any purpose. +

+ As of December 2016, there were more than forty-two million articles in the +295 language editions of the online encyclopedia, according to—what +else?—the Wikipedia article about Wikipedia. +

+ The Wikimedia Foundation is a U.S.-based nonprofit organization that owns +the Wikipedia domain name and hosts the site, along with many other related +sites like Wikidata and Wikimedia Commons. The foundation employs about two +hundred and eighty people, who all work to support the projects it +hosts. But the true heart of Wikipedia and its sister projects is its +community. The numbers of people in the community are variable, but about +seventy-five thousand volunteers edit and improve Wikipedia articles every +month. Volunteers are organized in a variety of ways across the globe, +including formal Wikimedia chapters (mostly national), groups focused on a +particular theme, user groups, and many thousands who are not connected to a +particular organization. +

+ As Wikimedia legal counsel Stephen LaPorte told us, “There is a common +saying that Wikipedia works in practice but not in theory.” While it +undoubtedly has its challenges and flaws, Wikipedia and its sister projects +are a striking testament to the power of human collaboration. +

+ Because of its extraordinary breadth and scope, it does feel a bit like a +unicorn. Indeed, there is nothing else like Wikipedia. Still, much of what +makes the projects successful—community, transparency, a strong mission, +trust—are consistent with what it takes to be successfully Made with +Creative Commons more generally. With Wikipedia, everything just happens at +an unprecedented scale. +

+ The story of Wikipedia has been told many times. For our purposes, it is +enough to know the experiment started in 2001 at a small scale, inspired by +the crazy notion that perhaps a truly open, collaborative project could +create something meaningful. At this point, Wikipedia is so ubiquitous and +ingrained in our digital lives that the fact of its existence seems less +remarkable. But outside of software, Wikipedia is perhaps the single most +stunning example of successful community cocreation. Every day, seven +thousand new articles are created on Wikipedia, and nearly fifteen thousand +edits are made every hour. +

+ The nature of the content the community creates is ideal for asynchronous +cocreation. “An encyclopedia is something where incremental community +improvement really works,” Luis Villa, former Chief Officer of +Community Engagement, told us. The rules and processes that govern +cocreation on Wikipedia and its sister projects are all community-driven and +vary by language edition. There are entire books written on the intricacies +of their systems, but generally speaking, there are very few exceptions to +the rule that anyone can edit any article, even without an account on their +system. The extensive peer-review process includes elaborate systems to +resolve disputes, methods for managing particularly controversial subject +areas, talk pages explaining decisions, and much, much more. The Wikimedia +Foundation’s decision to leave governance of the projects to the community +is very deliberate. “We look at the things that the community can do +well, and we want to let them do those things,” Stephen told +us. Instead, the foundation focuses its time and resources on what the +community cannot do as effectively, like the software engineering that +supports the technical infrastructure of the sites. In 2015-16, about half +of the foundation’s budget went to direct support for the Wikimedia sites. +

+ Some of that is directed at servers and general IT support, but the +foundation also invests a significant amount on architecture designed to +help the site function as effectively as possible. “There is a +constantly evolving system to keep the balance in place to avoid Wikipedia +becoming the world’s biggest graffiti wall,” Luis said. Depending on +how you measure it, somewhere between 90 to 98 percent of edits to Wikipedia +are positive. Some portion of that success is attributable to the tools +Wikimedia has in place to try to incentivize good actors. “The secret +to having any healthy community is bringing back the right people,” +Luis said. “Vandals tend to get bored and go away. That is partially +our model working, and partially just human nature.” Most of the +time, people want to do the right thing. +

+ Wikipedia not only relies on good behavior within its community and on its +sites, but also by everyone else once the content leaves Wikipedia. All of +the text of Wikipedia is available under an Attribution-ShareAlike license +(CC BY-SA), which means it can be used for any purpose and modified so long +as credit is given and anything new is shared back with the public under the +same license. In theory, that means anyone can copy the content and start a +new Wikipedia. But as Stephen explained, “Being open has only made +Wikipedia bigger and stronger. The desire to protect is not always what is +best for everyone.” +

+ Of course, the primary reason no one has successfully co-opted Wikipedia is +that copycat efforts do not have the Wikipedia community to sustain what +they do. Wikipedia is not simply a source of up-to-the-minute content on +every given topic—it is also a global patchwork of humans working together +in a million different ways, in a million different capacities, for a +million different reasons. While many have tried to guess what makes +Wikipedia work as well it does, the fact is there is no single +explanation. “In a movement as large as ours, there is an incredible +diversity of motivations,” Stephen said. For example, there is one +editor of the English Wikipedia edition who has corrected a single +grammatical error in articles more than forty-eight thousand +times.[154] Only a fraction of Wikipedia +users are also editors. But editing is not the only way to contribute to +Wikipedia. “Some donate text, some donate images, some donate +financially,” Stephen told us. “They are all +contributors.” +

+ But the vast majority of us who use Wikipedia are not contributors; we are +passive readers. The Wikimedia Foundation survives primarily on individual +donations, with about $15 as the average. Because Wikipedia is one of the +ten most popular websites in terms of total page views, donations from a +small portion of that audience can translate into a lot of money. In the +2015-16 fiscal year, they received more than $77 million from more than five +million donors. +

+ The foundation has a fund-raising team that works year-round to raise money, +but the bulk of their revenue comes in during the December campaign in +Australia, Canada, Ireland, New Zealand, the United Kingdom, and the United +States. They engage in extensive user testing and research to maximize the +reach of their fund-raising campaigns. Their basic fund-raising message is +simple: We provide our readers and the world immense value, so give +back. Every little bit helps. With enough eyeballs, they are right. +

+ The vision of the Wikimedia Foundation is a world in which every single +human being can freely share in the sum of all knowledge. They work to +realize this vision by empowering people around the globe to create +educational content made freely available under an open license or in the +public domain. Stephen and Luis said the mission, which is rooted in the +same philosophy behind Creative Commons, drives everything the foundation +does. +

+ The philosophy behind the endeavor also enables the foundation to be +financially sustainable. It instills trust in their readership, which is +critical for a revenue strategy that relies on reader donations. It also +instills trust in their community. +

+ Any given edit on Wikipedia could be motivated by nearly an infinite number +of reasons. But the social mission of the project is what binds the global +community together. “Wikipedia is an example of how a mission can +motivate an entire movement,” Stephen told us. +

+ Of course, what results from that movement is one of the Internet’s great +public resources. “The Internet has a lot of businesses and stores, +but it is missing the digital equivalent of parks and open public +spaces,” Stephen said. “Wikipedia has found a way to be that +open public space.” +

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\chapter*{Acknowledgments}\addcontentsline{toc}{chapter}{Acknowledgments}

+ We extend special thanks to Creative Commons CEO Ryan Merkley, the Creative +Commons Board, and all of our Creative Commons colleagues for +enthusiastically supporting our work. Special gratitude to the William and +Flora Hewlett Foundation for the initial seed funding that got us started on +this project. +

+ Huge appreciation to all the Made with Creative Commons interviewees for +sharing their stories with us. You make the commons come alive. Thanks for +the inspiration. +

+ We interviewed more than the twenty-four organizations profiled in this +book. We extend special thanks to Gooru, OERu, Sage Bionetworks, and Medium +for sharing their stories with us. While not featured as case studies in +this book, you all are equally interesting, and we encourage our readers to +visit your sites and explore your work. +

+ This book was made possible by the generous support of 1,687 Kickstarter +backers listed below. We especially acknowledge our many Kickstarter +co-editors who read early drafts of our work and provided invaluable +feedback. Heartfelt thanks to all of you. +

+ Co-editor Kickstarter backers (alphabetically by first name): Abraham +Taherivand, Alan Graham, Alfredo Louro, Anatoly Volynets, Aurora Thornton, +Austin Tolentino, Ben Sheridan, Benedikt Foit, Benjamin Costantini, Bernd +Nurnberger, Bernhard Seefeld, Bethanye Blount, Bradford Benn, Bryan Mock, +Carmen Garcia Wiedenhoeft, Carolyn Hinchliff, Casey Milford, Cat Cooper, +Chip McIntosh, Chris Thorne, Chris Weber, Chutika Udomsinn, Claire Wardle, +Claudia Cristiani, Cody Allard, Colleen Cressman, Craig Thomler, Creative +Commons Uruguay, Curt McNamara, Dan Parson, Daniel Dominguez, Daniel Morado, +Darius Irvin, Dave Taillefer, David Lewis, David Mikula, David Varnes, David +Wiley, Deborah Nas, Diderik van Wingerden, Dirk Kiefer, Dom Lane, Domi +Enders, Douglas Van Houweling, Dylan Field, Einar Joergensen, Elad Wieder, +Elie Calhoun, Erika Reid, Evtim Papushev, Fauxton Software, Felix +Maximiliano Obes, Ferdies Food Lab, Gatien de Broucker, Gaurav Kapil, Gavin +Romig-Koch, George Baier IV, George De Bruin, Gianpaolo Rando, Glenn Otis +Brown, Govindarajan Umakanthan, Graham Bird, Graham Freeman, Hamish MacEwan, +Harry Kaczka, Humble Daisy, Ian Capstick, Iris Brest, James Cloos, Jamie +Stevens, Jamil Khatib, Jane Finette, Jason Blasso, Jason E. Barkeloo, Jay M +Williams, Jean-Philippe Turcotte, Jeanette Frey, Jeff De Cagna, Jérôme +Mizeret, Jessica Dickinson Goodman, Jessy Kate Schingler, Jim O’Flaherty, +Jim Pellegrini, Jiří Marek, Jo Allum, Joachim von Goetz, Johan Adda, John +Benfield, John Bevan, Jonas Öberg, Jonathan Lin, JP Rangaswami, Juan Carlos +Belair, Justin Christian, Justin Szlasa, Kate Chapman, Kate Stewart, Kellie +Higginbottom, Kendra Byrne, Kevin Coates, Kristina Popova, Kristoffer Steen, +Kyle Simpson, Laurie Racine, Leonardo Bueno Postacchini, Leticia Britos +Cavagnaro, Livia Leskovec, Louis-David Benyayer, Maik Schmalstich, Mairi +Thomson, Marcia Hofmann, Maria Liberman, Marino Hernandez, Mario R. Hemsley, +MD, Mark Cohen, Mark Mullen, Mary Ellen Davis, Mathias Bavay, Matt Black, +Matt Hall, Max van Balgooy, Médéric Droz-dit-Busset, Melissa Aho, Menachem +Goldstein, Michael Harries, Michael Lewis, Michael Weiss, Miha Batic, Mike +Stop Continues, Mike Stringer, Mustafa K Calik, MD, Neal Stimler, Niall +McDonagh, Niall Twohig, Nicholas Norfolk, Nick Coghlan, Nicole Hickman, +Nikki Thompson, Norrie Mailer, Omar Kaminski, OpenBuilds, Papp István Péter, +Pat Sticks, Patricia Brennan, Paul and Iris Brest, Paul Elosegui, Penny +Pearson, Peter Mengelers, Playground Inc., Pomax, Rafaela Kunz, Rajiv +Jhangiani, Rayna Stamboliyska, Rob Berkley, Rob Bertholf, Robert Jones, +Robert Thompson, Ronald van den Hoff, Rusi Popov, Ryan Merkley, S Searle, +Salomon Riedo, Samuel A. Rebelsky, Samuel Tait, Sarah McGovern, Scott +Gillespie, Seb Schmoller, Sharon Clapp, Sheona Thomson, Siena Oristaglio, +Simon Law, Solomon Simon, Stefano Guidotti, Subhendu Ghosh, Susan Chun, +Suzie Wiley, Sylvain Carle, Theresa Bernardo, Thomas Hartman, Thomas Kent, +Timothée Planté, Timothy Hinchliff, Traci Long DeForge, Trevor Hogue, +Tumuult, Vickie Goode, Vikas Shah, Virginia Kopelman, Wayne Mackintosh, +William Peter Nash, Winie Evers, Wolfgang Renninger, Xavier Antoviaque, +Yancey Strickler +

+ All other Kickstarter backers (alphabetically by first name): A. Lee, Aaron +C. Rathbun, Aaron Stubbs, Aaron Suggs, Abdul Razak Manaf, Abraham +Taherivand, Adam Croom, Adam Finer, Adam Hansen, Adam Morris, Adam Procter, +Adam Quirk, Adam Rory Porter, Adam Simmons, Adam Tinworth, Adam Zimmerman, +Adrian Ho, Adrian Smith, Adriane Ruzak, Adriano Loconte, Al Sweigart, Alain +Imbaud, Alan Graham, Alan M. Ford, Alan Swithenbank, Alan Vonlanthen, Albert +O’Connor, Alec Foster, Alejandro Suarez Cebrian, Aleks Degtyarev, Alex +Blood, Alex C. Ion, Alex Ross Shaw, Alexander Bartl, Alexander Brown, +Alexander Brunner, Alexander Eliesen, Alexander Hawson, Alexander Klar, +Alexander Neumann, Alexander Plaum, Alexander Wendland, Alexandre +Rafalovitch, Alexey Volkow, Alexi Wheeler, Alexis Sevault, Alfredo Louro, +Ali Sternburg, Alicia Gibb & Lunchbox Electronics, Alison Link, Alison +Pentecost, Alistair Boettiger, Alistair Walder, Alix Bernier, Allan +Callaghan, Allen Riddell, Allison Breland Crotwell, Allison Jane Smith, +Álvaro Justen, Amanda Palmer, Amanda Wetherhold, Amit Bagree, Amit Tikare, +Amos Blanton, Amy Sept, Anatoly Volynets, Anders Ericsson, Andi Popp, André +Bose Do Amaral, Andre Dickson, André Koot, André Ricardo, Andre van Rooyen, +Andre Wallace, Andrea Bagnacani, Andrea Pepe, Andrea Pigato, Andreas +Jagelund, Andres Gomez Casanova, Andrew A. Farke, Andrew Berhow, Andrew +Hearse, Andrew Matangi, Andrew R McHugh, Andrew Tam, Andrew Turvey, Andrew +Walsh, Andrew Wilson, Andrey Novoseltsev, Andy McGhee, Andy Reeve, Andy +Woods, Angela Brett, Angeliki Kapoglou, Angus Keenan, Anne-Marie Scott, +Antero Garcia, Antoine Authier, Antoine Michard, Anton Kurkin, Anton +Porsche, Antònia Folguera, António Ornelas, Antonis Triantafyllakis, aois21 +publishing, April Johnson, Aria F. Chernik, Ariane Allan, Ariel Katz, +Arithmomaniac, Arnaud Tessier, Arnim Sommer, Ashima Bawa, Ashley Elsdon, +Athanassios Diacakis, Aurora Thornton, Aurore Chavet Henry, Austin +Hartzheim, Austin Tolentino, Avner Shanan, Axel Pettersson, Axel +Stieglbauer, Ay Okpokam, Barb Bartkowiak, Barbara Lindsey, Barry Dayton, +Bastian Hougaard, Ben Chad, Ben Doherty, Ben Hansen, Ben Nuttall, Ben +Rosenthal, Ben Sheridan, Benedikt Foit, Benita Tsao, Benjamin Costantini, +Benjamin Daemon, Benjamin Keele, Benjamin Pflanz, Berglind Ósk Bergsdóttir, +Bernardo Miguel Antunes, Bernd Nurnberger, Bernhard Seefeld, Beth Gis, Beth +Tillinghast, Bethanye Blount, Bill Bonwitt, Bill Browne, Bill Keaggy, Bill +Maiden, Bill Rafferty, Bill Scanlon, Bill Shields, Bill Slankard, BJ Becker, +Bjorn Freeman-Benson, Bjørn Otto Wallevik, BK Bitner, Bo Ilsøe Hansen, Bo +Sprotte Kofod, Bob Doran, Bob Recny, Bob Stuart, Bonnie Chiu, Boris Mindzak, +Boriss Lariushin, Borjan Tchakaloff, Brad Kik, Braden Hassett, Bradford +Benn, Bradley Keyes, Bradley L’Herrou, Brady Forrest, Brandon McGaha, Branka +Tokic, Brant Anderson, Brenda Sullivan, Brendan O’Brien, Brendan Schlagel, +Brett Abbott, Brett Gaylor, Brian Dysart, Brian Lampl, Brian Lipscomb, Brian +S. Weis, Brian Schrader, Brian Walsh, Brian Walsh, Brooke Dukes, Brooke +Schreier Ganz, Bruce Lerner, Bruce Wilson, Bruno Boutot, Bruno Girin, Bryan +Mock, Bryant Durrell, Bryce Barbato, Buzz Technology Limited, Byung-Geun +Jeon, C. Glen Williams, C. L. Couch, Cable Green, Callum Gare, Cameron +Callahan, Cameron Colby Thomson, Cameron Mulder, Camille Bissuel / Nylnook, +Candace Robertson, Carl Morris, Carl Perry, Carl Rigney, Carles Mateu, +Carlos Correa Loyola, Carlos Solis, Carmen Garcia Wiedenhoeft, Carol Long, +Carol marquardsen, Caroline Calomme, Caroline Mailloux, Carolyn Hinchliff, +Carolyn Rude, Carrie Cousins, Carrie Watkins, Casey Hunt, Casey Milford, +Casey Powell Shorthouse, Cat Cooper, Cecilie Maria, Cedric Howe, Cefn Hoile, +@ShrimpingIt, Celia Muller, Ces Keller, Chad Anderson, Charles Butler, +Charles Carstensen, Charles Chi Thoi Le, Charles Kobbe, Charles S. Tritt, +Charles Stanhope, Charlotte Ong-Wisener, Chealsye Bowley, Chelle Destefano, +Chenpang Chou, Cheryl Corte, Cheryl Todd, Chip Dickerson, Chip McIntosh, +Chris Bannister, Chris Betcher, Chris Coleman, Chris Conway, Chris Foote +(Spike), Chris Hurst, Chris Mitchell, Chris Muscat Azzopardi, Chris +Niewiarowski, Chris Opperwall, Chris Stieha, Chris Thorne, Chris Weber, +Chris Woolfrey, Chris Zabriskie, Christi Reid, Christian Holzberger, +Christian Schubert, Christian Sheehy, Christian Thibault, Christian Villum, +Christian Wachter, Christina Bennett, Christine Henry, Christine Rico, +Christopher Burrows, Christopher Chan, Christopher Clay, Christopher Harris, +Christopher Opiah, Christopher Swenson, Christos Keramitsis, Chuck Roslof, +Chutika Udomsinn, Claire Wardle, Clare Forrest, Claudia Cristiani, Claudio +Gallo, Claudio Ruiz, Clayton Dewey, Clement Delort, Cliff Church, Clint +Lalonde, Clint O’Connor, Cody Allard, Cody Taylor, Colin Ayer, Colin +Campbell, Colin Dean, Colin Mutchler, Colleen Cressman, Comfy Nomad, Connie +Roberts, Connor Bär, Connor Merkley, Constantin Graf, Corbett Messa, Cory +Chapman, Cosmic Wombat Games, Craig Engler, Craig Heath, Craig Maloney, +Craig Thomler, Creative Commons Uruguay, Crina Kienle, Cristiano Gozzini, +Curt McNamara, D C Petty, D. Moonfire, D. Rohhyn, D. Schulz, Dacian Herbei, +Dagmar M. Meyer, Dan Mcalister, Dan Mohr, Dan Parson, Dana Freeman, Dana +Ospina, Dani Leviss, Daniel Bustamante, Daniel Demmel, Daniel Dominguez, +Daniel Dultz, Daniel Gallant, Daniel Kossmann, Daniel Kruse, Daniel Morado, +Daniel Morgan, Daniel Pimley, Daniel Sabo, Daniel Sobey, Daniel Stein, +Daniel Wildt, Daniele Prati, Danielle Moss, Danny Mendoza, Dario +Taraborelli, Darius Irvin, Darius Whelan, Darla Anderson, Dasha Brezinova, +Dave Ainscough, Dave Bull, Dave Crosby, Dave Eagle, Dave Moskovitz, Dave +Neeteson, Dave Taillefer, Dave Witzel, David Bailey, David Cheung, David +Eriksson, David Gallagher, David H. Bronke, David Hartley, David Hellam, +David Hood, David Hunter, David jlaietta, David Lewis, David Mason, David +Mcconville, David Mikula, David Nelson, David Orban, David Parry, David +Spira, David T. Kindler, David Varnes, David Wiley, David Wormley, Deborah +Nas, Denis Jean, dennis straub, Dennis Whittle, Denver Gingerich, Derek +Slater, Devon Cooke, Diana Pasek-Atkinson, Diane Johnston Graves, Diane +K. Kovacs, Diane Trout, Diderik van Wingerden, Diego Cuevas, Diego De La +Cruz, Dimitrie Grigorescu, Dina Marie Rodriguez, Dinah Fabela, Dirk Haun, +Dirk Kiefer, Dirk Loop, DJ Fusion - FuseBox Radio Broadcast, Dom jurkewitz, +Dom Lane, Domi Enders, Domingo Gallardo, Dominic de Haas, Dominique +Karadjian, Dongpo Deng, Donnovan Knight, Door de Flines, Doug Fitzpatrick, +Doug Hoover, Douglas Craver, Douglas Van Camp, Douglas Van Houweling, +Dr. Braddlee, Drew Spencer, Duncan Sample, Durand D’souza, Dylan Field, E C +Humphries, Eamon Caddigan, Earleen Smith, Eden Sarid, Eden Spodek, Eduardo +Belinchon, Eduardo Castro, Edwin Vandam, Einar Joergensen, Ejnar Brendsdal, +Elad Wieder, Elar Haljas, Elena Valhalla, Eli Doran, Elias Bouchi, Elie +Calhoun, Elizabeth Holloway, Ellen Buecher, Ellen Kaye- Cheveldayoff, Elli +Verhulst, Elroy Fernandes, Emery Hurst Mikel, Emily Catedral, Enrique +Mandujano R., Eric Astor, Eric Axelrod, Eric Celeste, Eric Finkenbiner, Eric +Hellman, Eric Steuer, Erica Fletcher, Erik Hedman, Erik Lindholm Bundgaard, +Erika Reid, Erin Hawley, Erin McKean of Wordnik, Ernest Risner, Erwan +Bousse, Erwin Bell, Ethan Celery, Étienne Gilli, Eugeen Sablin, Evan +Tangman, Evonne Okafor, Evtim Papushev, Fabien Cambi, Fabio Natali, Fauxton +Software, Felix Deierlein, Felix Gebauer, Felix Maximiliano Obes, Felix +Schmidt, Felix Zephyr Hsiao, Ferdies Food Lab, Fernand Deschambault, Filipe +Rodrigues, Filippo Toso, Fiona MacAlister, fiona.mac.uk, Floor Scheffer, +Florent Darrault, Florian Hähnel, Florian Schneider, Floyd Wilde, Foxtrot +Games, Francis Clarke, Francisco Rivas-Portillo, Francois Dechery, Francois +Grey, François Gros, François Pelletier, Fred Benenson, Frédéric Abella, +Frédéric Schütz, Fredrik Ekelund, Fumi Yamazaki, Gabor Sooki-Toth, Gabriel +Staples, Gabriel Véjar Valenzuela, Gal Buki, Gareth Jordan, Garrett Heath, +Gary Anson, Gary Forster, Gatien de Broucker, Gaurav Kapil, Gauthier de +Valensart, Gavin Gray, Gavin Romig-Koch, Geoff Wood, Geoffrey Lehr, George +Baier IV, George De Bruin, George Lawie, George Strakhov, Gerard Gorman, +Geronimo de la Lama, Gianpaolo Rando, Gil Stendig, Gino Cingolani Trucco, +Giovanna Sala, Glen Moffat, Glenn D. Jones, Glenn Otis Brown, Global Lives +Project, Gorm Lai, Govindarajan Umakanthan, Graham Bird, Graham Freeman, +Graham Heath, Graham Jones, Graham Smith-Gordon, Graham Vowles, Greg +Brodsky, Greg Malone, Grégoire Detrez, Gregory Chevalley, Gregory Flynn, +Grit Matthias, Gui Louback, Guillaume Rischard, Gustavo Vaz de Carvalho +Gonçalves, Gustin Johnson, Gwen Franck, Gwilym Lucas, Haggen So, Håkon T +Sønderland, Hamid Larbi, Hamish MacEwan, Hannes Leo, Hans Bickhofe, Hans de +Raad, Hans Vd Horst, Harold van Ingen, Harold Watson, Harry Chapman, Harry +Kaczka, Harry Torque, Hayden Glass, Hayley Rosenblum, Heather Leson, Helen +Crisp, Helen Michaud, Helen Qubain, Helle Rekdal Schønemann, Henrique Flach +Latorre Moreno, Henry Finn, Henry Kaiser, Henry Lahore, Henry Steingieser, +Hermann Paar, Hillary Miller, Hironori Kuriaki, Holly Dykes, Holly Lyne, +Hubert Gertis, Hugh Geenen, Humble Daisy, Hüppe Keith, Iain Davidson, Ian +Capstick, Ian Johnson, Ian Upton, Icaro Ferracini, Igor Lesko, Imran Haider, +Inma de la Torre, Iris Brest, Irwin Madriaga, Isaac Sandaljian, Isaiah +Tanenbaum, Ivan F. Villanueva B., J P Cleverdon, Jaakko Tammela Jr, Jacek +Darken Gołębiowski, Jack Hart, Jacky Hood, Jacob Dante Leffler, Jaime Perla, +Jaime Woo, Jake Campbell, Jake Loeterman, Jakes Rawlinson, James Allenspach, +James Chesky, James Cloos, James Docherty, James Ellars, James K Wood, James +Tyler, Jamie Finlay, Jamie Stevens, Jamil Khatib, Jan E Ellison, Jan Gondol, +Jan Sepp, Jan Zuppinger, Jane Finette, jane Lofton, Jane Mason, Jane Park, +Janos Kovacs, Jasmina Bricic, Jason Blasso, Jason Chu, Jason Cole, Jason +E. Barkeloo, Jason Hibbets, Jason Owen, Jason Sigal, Jay M Williams, Jazzy +Bear Brown, JC Lara, Jean-Baptiste Carré, Jean-Philippe Dufraigne, +Jean-Philippe Turcotte, Jean-Yves Hemlin, Jeanette Frey, Jeff Atwood, Jeff +De Cagna, Jeff Donoghue, Jeff Edwards, Jeff Hilnbrand, Jeff Lowe, Jeff +Rasalla, Jeff Ski Kinsey, Jeff Smith, Jeffrey L Tucker, Jeffrey Meyer, Jen +Garcia, Jens Erat, Jeppe Bager Skjerning, Jeremy Dudet, Jeremy Russell, +Jeremy Sabo, Jeremy Zauder, Jerko Grubisic, Jerome Glacken, Jérôme Mizeret, +Jessica Dickinson Goodman, Jessica Litman, Jessica Mackay, Jessy Kate +Schingler, Jesús Longás Gamarra, Jesus Marin, Jim Matt, Jim Meloy, Jim +O’Flaherty, Jim Pellegrini, Jim Tittsler, Jimmy Alenius, Jiří Marek, Jo +Allum, Joachim Brandon LeBlanc, Joachim Pileborg, Joachim von Goetz, Joakim +Bang Larsen, Joan Rieu, Joanna Penn, João Almeida, Jochen Muetsch, Jodi +Sandfort, Joe Cardillo, Joe Carpita, Joe Moross, Joerg Fricke, Johan Adda, +Johan Meeusen, Johannes Förstner, Johannes Visintini, John Benfield, John +Bevan, John C Patterson, John Crumrine, John Dimatos, John Feyler, John +Huntsman, John Manoogian III, John Muller, John Ober, John Paul Blodgett, +John Pearce, John Shale, John Sharp, John Simpson, John Sumser, John Weeks, +John Wilbanks, John Worland, Johnny Mayall, Jollean Matsen, Jon Alberdi, Jon +Andersen, Jon Cohrs, Jon Gotlin, Jon Schull, Jon Selmer Friborg, Jon Smith, +Jonas Öberg, Jonas Weitzmann, Jonathan Campbell, Jonathan Deamer, Jonathan +Holst, Jonathan Lin, Jonathan Schmid, Jonathan Yao, Jordon Kalilich, Jörg +Schwarz, Jose Antonio Gallego Vázquez, Joseph Mcarthur, Joseph Noll, Joseph +Sullivan, Joseph Tucker, Josh Bernhard, Josh Tong, Joshua Tobkin, JP +Rangaswami, Juan Carlos Belair, Juan Irming, Juan Pablo Carbajal, Juan Pablo +Marin Diaz, Judith Newman, Judy Tuan, Jukka Hellén, Julia Benson-Slaughter, +Julia Devonshire, Julian Fietkau, Julie Harboe, Julien Brossoit, Julien +Leroy, Juliet Chen, Julio Terra, Julius Mikkelä, Justin Christian, Justin +Grimes, Justin Jones, Justin Szlasa, Justin Walsh, JustinChung.com, K. J. +Przybylski, Kaloyan Raev, Kamil Śliwowski, Kaniska Padhi, Kara Malenfant, +Kara Monroe, Karen Pe, Karl Jahn, Karl Jonsson, Karl Nelson, Kasia +Zygmuntowicz, Kat Lim, Kate Chapman, Kate Stewart, Kathleen Beck, Kathleen +Hanrahan, Kathryn Abuzzahab, Kathryn Deiss, Kathryn Rose, Kathy Payne, Katie +Lynn Daniels, Katie Meek, Katie Teague, Katrina Hennessy, Katriona Main, +Kavan Antani, Keith Adams, Keith Berndtson, MD, Keith Luebke, Kellie +Higginbottom, Ken Friis Larsen, Ken Haase, Ken Torbeck, Kendel Ratley, +Kendra Byrne, Kerry Hicks, Kevin Brown, Kevin Coates, Kevin Flynn, Kevin +Rumon, Kevin Shannon, Kevin Taylor, Kevin Tostado, Kewhyun Kelly-Yuoh, Kiane +l’Azin, Kianosh Pourian, Kiran Kadekoppa, Kit Walsh, Klaus Mickus, Konrad +Rennert, Kris Kasianovitz, Kristian Lundquist, Kristin Buxton, Kristina +Popova, Kristofer Bratt, Kristoffer Steen, Kumar McMillan, Kurt Whittemore, +Kyle Pinches, Kyle Simpson, L Eaton, Lalo Martins, Lane Rasberry, Larry +Garfield, Larry Singer, Lars Josephsen, Lars Klaeboe, Laura Anne Brown, +Laura Billings, Laura Ferejohn, Lauren Pedersen, Laurence Gonsalves, Laurent +Muchacho, Laurie Racine, Laurie Reynolds, Lawrence M. Schoen, Leandro +Pangilinan, Leigh Verlandson, Lenka Gondolova, Leonardo Bueno Postacchini, +leonardo menegola, Lesley Mitchell, Leslie Krumholz, Leticia Britos +Cavagnaro, Levi Bostian, Leyla Acaroglu, Liisa Ummelas, Lilly Kashmir +Marques, Lior Mazliah, Lisa Bjerke, Lisa Brewster, Lisa Canning, Lisa +Cronin, Lisa Di Valentino, Lisandro Gaertner, Livia Leskovec, Liynn +Worldlaw, Liz Berg, Liz White, Logan Cox, Loki Carbis, Lora Lynn, Lorna +Prescott, Lou Yufan, Louie Amphlett, Louis-David Benyayer, Louise Denman, +Luca Corsato, Luca Lesinigo, Luca Palli, Luca Pianigiani, Luca S.G. de +Marinis, Lucas Lopez, Lukas Mathis, Luke Chamberlin, Luke Chesser, Luke +Woodbury, Lulu Tang, Lydia Pintscher, M Alexander Jurkat, Maarten Sander, +Macie J Klosowski, Magnus Adamsson, Magnus Killingberg, Mahmoud Abu-Wardeh, +Maik Schmalstich, Maiken Håvarstein, Maira Sutton, Mairi Thomson, Mandy +Wultsch, Manickkavasakam Rajasekar, Marc Bogonovich, Marc Harpster, Marc +Martí, Marc Olivier Bastien, Marc Stober, Marc-André Martin, Marcel de +Leeuwe, Marcel Hill, Marcia Hofmann, Marcin Olender, Marco Massarotto, Marco +Montanari, Marco Morales, Marcos Medionegro, Marcus Bitzl, Marcus Norrgren, +Margaret Gary, Mari Moreshead, Maria Liberman, Marielle Hsu, Marino +Hernandez, Mario Lurig, Mario R. Hemsley, MD, Marissa Demers, Mark Chandler, +Mark Cohen, Mark De Solla Price, Mark Gabby, Mark Gray, Mark Koudritsky, +Mark Kupfer, Mark Lednor, Mark McGuire, Mark Moleda, Mark Mullen, Mark +Murphy, Mark Perot, Mark Reeder, Mark Spickett, Mark Vincent Adams, Mark +Waks, Mark Zuccarell II, Markus Deimann, Markus Jaritz, Markus Luethi, +Marshal Miller, Marshall Warner, Martijn Arets, Martin Beaudoin, Martin +Decky, Martin DeMello, Martin Humpolec, Martin Mayr, Martin Peck, Martin +Sanchez, Martino Loco, Martti Remmelgas, Martyn Eggleton, Martyn Lewis, Mary +Ellen Davis, Mary Heacock, Mary Hess, Mary Mi, Masahiro Takagi, Mason Du, +Massimo V.A. Manzari, Mathias Bavay, Mathias Nicolajsen Kjærgaard, Matias +Kruk, Matija Nalis, Matt Alcock, Matt Black, Matt Broach, Matt Hall, Matt +Haughey, Matt Lee, Matt Plec, Matt Skoss, Matt Thompson, Matt Vance, Matt +Wagstaff, Matteo Cocco, Matthew Bendert, Matthew Bergholt, Matthew Darlison, +Matthew Epler, Matthew Hawken, Matthew Heimbecker, Matthew Orstad, Matthew +Peterworth, Matthew Sheehy, Matthew Tucker, Adaptive Handy Apps, LLC, +Mattias Axell, Max Green, Max Kossatz, Max lupo, Max Temkin, Max van +Balgooy, Médéric Droz-dit-Busset, Megan Ingle, Megan Wacha, Meghan +Finlayson, Melissa Aho, Melissa Sterry, Melle Funambuline, Menachem +Goldstein, Micah Bridges, Michael Ailberto, Michael Anderson, Michael +Andersson Skane, Michael C. Stewart, Michael Carroll, Michael Cavette, +Michael Crees, Michael David Johas Teener, Michael Dennis Moore, Michael +Freundt Karlsen, Michael Harries, Michael Hawel, Michael Lewis, Michael May, +Michael Murphy, Michael Murvine, Michael Perkins, Michael Sauers, Michael +St.Onge, Michael Stanford, Michael Stanley, Michael Underwood, Michael +Weiss, Michael Wright, Michael-Andreas Kuttner, Michaela Voigt, Michal +Rosenn, Michał Szymański, Michel Gallez, Michell Zappa, Michelle Heeyeon +You, Miha Batic, Mik Ishmael, Mikael Andersson, Mike Chelen, Mike Habicher, +Mike Maloney, Mike Masnick, Mike McDaniel, Mike Pouraryan, Mike Sheldon, +Mike Stop Continues, Mike Stringer, Mike Wittenstein, Mikkel Ovesen, Mikołaj +Podlaszewski, Millie Gonzalez, Mindi Lovell, Mindy Lin, Mirko +“Macro” Fichtner, Mitch Featherston, Mitchell Adams, Molika +Oum, Molly Shaffer Van Houweling, Monica Mora, Morgan Loomis, Moritz +Schubert, Mrs. Paganini, Mushin Schilling, Mustafa K Calik, MD, Myk Pilgrim, +Myra Harmer, Nadine Forget-Dubois, Nagle Industries, LLC, Nah Wee Yang, +Natalie Brown, Natalie Freed, Nathan D Howell, Nathan Massey, Nathan Miller, +Neal Gorenflo, Neal McBurnett, Neal Stimler, Neil Wilson, Nele Wollert, +Neuchee Chang, Niall McDonagh, Niall Twohig, Nic McPhee, Nicholas Bentley, +Nicholas Koran, Nicholas Norfolk, Nicholas Potter, Nick Bell, Nick Coghlan, +Nick Isaacs, Nick M. Daly, Nick Vance, Nickolay Vedernikov, Nicky +Weaver-Weinberg, Nico Prin, Nicolas Weidinger, Nicole Hickman, Niek +Theunissen, Nigel Robertson, Nikki Thompson, Nikko Marie, Nikola Chernev, +Nils Lavesson, Noah Blumenson-Cook, Noah Fang, Noah Kardos-Fein, Noah +Meyerhans, Noel Hanigan, Noel Hart, Norrie Mailer, O.P. Gobée, Ohad Mayblum, +Olivia Wilson, Olivier De Doncker, Olivier Schulbaum, Olle Ahnve, Omar +Kaminski, Omar Willey, OpenBuilds, Ove Ødegård, Øystein Kjærnet, Pablo López +Soriano, Pablo Vasquez, Pacific Design, Paige Mackay, Papp István Péter, +Paris Marx, Parker Higgins, Pasquale Borriello, Pat Allan, Pat Hawks, Pat +Ludwig, Pat Sticks, Patricia Brennan, Patricia Rosnel, Patricia Wolf, +Patrick Berry, Patrick Beseda, Patrick Hurley, Patrick M. Lozeau, Patrick +McCabe, Patrick Nafarrete, Patrick Tanguay, Patrick von Hauff, Patrik +Kernstock, Patti J Ryan, Paul A Golder, Paul and Iris Brest, Paul Bailey, +Paul Bryan, Paul Bunkham, Paul Elosegui, Paul Hibbitts, Paul Jacobson, Paul +Keller, Paul Rowe, Paul Timpson, Paul Walker, Pavel Dostál, Peeter Sällström +Randsalu, Peggy Frith, Pen-Yuan Hsing, Penny Pearson, Per Åström, Perry +Jetter, Péter Fankhauser, Peter Hirtle, Peter Humphries, Peter Jenkins, +Peter Langmar, Peter le Roux, Peter Marinari, Peter Mengelers, Peter +O’Brien, Peter Pinch, Peter S. Crosby, Peter Wells, Petr Fristedt, Petr +Viktorin, Petronella Jeurissen, Phil Flickinger, Philip Chung, Philip +Pangrac, Philip R. Skaggs Jr., Philip Young, Philippa Lorne Channer, +Philippe Vandenbroeck, Pierluigi Luisi, Pierre Suter, Pieter-Jan Pauwels, +Playground Inc., Pomax, Popenoe, Pouhiou Noenaute, Prilutskiy Kirill, +Print3Dreams Ltd., Quentin Coispeau, R. Smith, Race DiLoreto, Rachel Mercer, +Rafael Scapin, Rafaela Kunz, Rain Doggerel, Raine Lourie, Rajiv Jhangiani, +Ralph Chapoteau, Randall Kirby, Randy Brians, Raphaël Alexandre, Raphaël +Schröder, Rasmus Jensen, Rayn Drahps, Rayna Stamboliyska, Rebecca Godar, +Rebecca Lendl, Rebecca Weir, Regina Tschud, Remi Dino, Ric Herrero, Rich +McCue, Richard “TalkToMeGuy” Olson, Richard Best, Richard +Blumberg, Richard Fannon, Richard Heying, Richard Karnesky, Richard Kelly, +Richard Littauer, Richard Sobey, Richard White, Richard Winchell, Rik +ToeWater, Rita Lewis, Rita Wood, Riyadh Al Balushi, Rob Balder, Rob Berkley, +Rob Bertholf, Rob Emanuele, Rob McAuliffe, Rob McKaughan, Rob Tillie, Rob +Utter, Rob Vincent, Robert Gaffney, Robert Jones, Robert Kelly, Robert +Lawlis, Robert McDonald, Robert Orzanna, Robert Paterson Hunter, Robert +R. Daniel Jr., Robert Ryan-Silva, Robert Thompson, Robert Wagoner, Roberto +Selvaggio, Robin DeRosa, Robin Rist Kildal, Rodrigo Castilhos, Roger Bacon, +Roger Saner, Roger So, Roger Solé, Roger Tregear, Roland Tanglao, Rolf and +Mari von Walthausen, Rolf Egstad, Rolf Schaller, Ron Zuijlen, Ronald +Bissell, Ronald van den Hoff, Ronda Snow, Rory Landon Aronson, Ross Findlay, +Ross Pruden, Ross Williams, Rowan Skewes, Roy Ivy III, Ruben Flores, Rupert +Hitzenberger, Rusi Popov, Russ Antonucci, Russ Spollin, Russell Brand, Rute +Correia, Ruth Ann Carpenter, Ruth White, Ryan Mentock, Ryan Merkley, Ryan +Price, Ryan Sasaki, Ryan Singer, Ryan Voisin, Ryan Weir, S Searle, Salem Bin +Kenaid, Salomon Riedo, Sam Hokin, Sam Twidale, Samantha Levin, +Samantha-Jayne Chapman, Samarth Agarwal, Sami Al-AbdRabbuh, Samuel +A. Rebelsky, Samuel Goëta, Samuel Hauser, Samuel Landete, Samuel Oliveira +Cersosimo, Samuel Tait, Sandra Fauconnier, Sandra Markus, Sandy Bjar, Sandy +ONeil, Sang-Phil Ju, Sanjay Basu, Santiago Garcia, Sara Armstrong, Sara +Lucca, Sara Rodriguez Marin, Sarah Brand, Sarah Cove, Sarah Curran, Sarah +Gold, Sarah McGovern, Sarah Smith, Sarinee Achavanuntakul, Sasha Moss, Sasha +VanHoven, Saul Gasca, Scott Abbott, Scott Akerman, Scott Beattie, Scott +Bruinooge, Scott Conroy, Scott Gillespie, Scott Williams, Sean Anderson, +Sean Johnson, Sean Lim, Sean Wickett, Seb Schmoller, Sebastiaan Bekker, +Sebastiaan ter Burg, Sebastian Makowiecki, Sebastian Meyer, Sebastian +Schweizer, Sebastian Sigloch, Sebastien Huchet, Seokwon Yang, Sergey +Chernyshev, Sergey Storchay, Sergio Cardoso, Seth Drebitko, Seth Gover, Seth +Lepore, Shannon Turner, Sharon Clapp, Shauna Redmond, Shawn Gaston, Shawn +Martin, Shay Knohl, Shelby Hatfield, Sheldon (Vila) Widuch, Sheona Thomson, +Si Jie, Sicco van Sas, Siena Oristaglio, Simon Glover, Simon John King, +Simon Klose, Simon Law, Simon Linder, Simon Moffitt, Solomon Kahn, Solomon +Simon, Soujanna Sarkar, Stanislav Trifonov, Stefan Dumont, Stefan Jansson, +Stefan Langer, Stefan Lindblad, Stefano Guidotti, Stefano Luzardi, Stephan +Meißl, Stéphane Wojewoda, Stephanie Pereira, Stephen Gates, Stephen Murphey, +Stephen Pearce, Stephen Rose, Stephen Suen, Stephen Walli, Stevan Matheson, +Steve Battle, Steve Fisches, Steve Fitzhugh, Steve Guen-gerich, Steve +Ingram, Steve Kroy, Steve Midgley, Steve Rhine, Steven Kasprzyk, Steven +Knudsen, Steven Melvin, Stig-Jørund B. Ö. Arnesen, Stuart Drewer, Stuart +Maxwell, Stuart Reich, Subhendu Ghosh, Sujal Shah, Sune Bøegh, Susan Chun, +Susan R Grossman, Suzie Wiley, Sven Fielitz, Swan/Starts, Sylvain Carle, +Sylvain Chery, Sylvia Green, Sylvia van Bruggen, Szabolcs Berecz, +T. L. Mason, Tanbir Baeg, Tanya Hart, Tara Tiger Brown, Tara Westover, Tarmo +Toikkanen, Tasha Turner Lennhoff, Tathagat Varma, Ted Timmons, Tej Dhawan, +Teresa Gonczy, Terry Hook, Theis Madsen, Theo M. Scholl, Theresa Bernardo, +Thibault Badenas, Thomas Bacig, Thomas Boehnlein, Thomas Bøvith, Thomas +Chang, Thomas Hartman, Thomas Kent, Thomas Morgan, Thomas Philipp-Edmonds, +Thomas Thrush, Thomas Werkmeister, Tieg Zaharia, Tieu Thuy Nguyen, Tim +Chambers, Tim Cook, Tim Evers, Tim Nichols, Tim Stahmer, Timothée Planté, +Timothy Arfsten, Timothy Hinchliff, Timothy Vollmer, Tina Coffman, Tisza +Gergő, Tobias Schonwetter, Todd Brown, Todd Pousley, Todd Sattersten, Tom +Bamford, Tom Caswell, Tom Goren, Tom Kent, Tom MacWright, Tom Maillioux, Tom +Merkli, Tom Merritt, Tom Myers, Tom Olijhoek, Tom Rubin, Tommaso De Benetti, +Tommy Dahlen, Tony Ciak, Tony Nwachukwu, Torsten Skomp, Tracey Depellegrin, +Tracey Henton, Tracey James, Traci Long DeForge, Trent Yarwood, Trevor +Hogue, Trey Blalock, Trey Hunner, Tryggvi Björgvinsson, Tumuult, Tushar Roy, +Tyler Occhiogrosso, Udo Blenkhorn, Uri Sivan, Vanja Bobas, Vantharith Oum, +Vaughan jenkins, Veethika Mishra, Vic King, Vickie Goode, Victor DePina, +Victor Grigas, Victoria Klassen, Victorien Elvinger, VIGA Manufacture, Vikas +Shah, Vinayak S.Kaujalgi, Vincent O’Leary, Violette Paquet, Virginia +Gentilini, Virginia Kopelman, Vitor Menezes, Vivian Marthell, Wayne +Mackintosh, Wendy Keenan, Werner Wiethege, Wesley Derbyshire, Widar Hellwig, +Willa Köerner, William Bettridge-Radford, William Jefferson, William +Marshall, William Peter Nash, William Ray, William Robins, Willow Rosenberg, +Winie Evers, Wolfgang Renninger, Xavier Antoviaque, Xavier Hugonet, Xavier +Moisant, Xueqi Li, Yancey Strickler, Yann Heurtaux, Yasmine Hajjar, Yu-Hsian +Sun, Yves Deruisseau, Zach Chandler, Zak Zebrowski, Zane Amiralis and Joshua +de Haan, ZeMarmot Open Movie +

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