Skip to main content

Currently Skimming:

1. Information Technology, Productivity, and Creativity
Pages 15-29

The Chapter Skim interface presents what we've algorithmically identified as the most significant single chunk of text within every page in the chapter.
Select key terms on the right to highlight them within pages of the chapter.


From page 15...
... The scope of IT-enabled creative practices is suggested (but by no means exhausted) by a host of coinages that have recently entered common language computer graphics, computer-aided design, computer music, computer games, digital photography, digital video, digital media, new media, hypertext, virtual environments, interaction design, and electronic publishing, to name just a few.
From page 16...
... BEYOND PRODUCTIVITY · ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ I N V E N T I V E A N D C R E AT I V E PRACTICES Creativity is a bit like pornography; it is hard to define, but we think we know it when we see its The complexities and subtleties of precise definition should not detain us here, but it is worth making a few crucial distinctions. Certainly, creative intellectual production can be distinguished from the performance of routine (though perhaps highly skilled)
From page 17...
... Creative production is not always positive and widely valued; one can be creatively evil, and one can waste creative talents on crazy projects that nobody cares about. But the products of creative science, scholarship, engineering, art, and design even creative basketballcan bring immense benefits to society, as well as providing deep satisfaction to their originators.
From page 18...
... More precisely, creative practices practices of inquiry and production that seek more than routine outputs and aim instead for innovative and creative results can be encouraged and supported in some very concrete and specific ways. Society can try to provide the tools, working environments, educational preparation, intellectual property arrangements, funding, incentives, and other conditions necessary to support creative practices in various fields.
From page 19...
... Not only high cultural practices, such as opera at the Metropolitan in New York City, but also popular practices, such as amateur photography, may be valued for the participant experiences they provide. Practices of cultural creativity also provide the foundation of the so-called creative industries that seek profits from production, distribution, and licensing.5 One component of the creative industries consists of economic activity directly related to the world of the artsin particular, the visual arts, the performing arts, literature and publishing, photography, crafts, libraries, museums, galleries, archives, heritage sites, and arts festivals.
From page 20...
... .8 The United States has some important, major creative industry clusters,9 notably those of Los Angeles (with a particular emphasis on film, television, and music) , New York (with a particular emphasis on publishing and the visual arts)
From page 21...
... But the creative industries also have a strategic importance that extends beyond regional economic development. In a progressively interdependent world where culture tempers and inflames politics as well as markets, strong creative industries are a strategic asset to a nation; Me predominance of Hollywood movies, Japanese video games, and Swiss administration of FIFA soccer are forms of soft power that have global, albeit subtle, effects, particularly in countries whose bulging youth populations have access to television and the Internet.
From page 22...
... Consider, for example, some important interactions of technological creativity with other domains. Scientific discovery sometimes drives technological invention, but conversely, the pursuit of technological innovation often suggests scientific questions and ideas.
From page 23...
... And newly invented technologies may produce bursts of artistic and design creativity as with Renaissance perspective, photography, film, radio, television, and computer graphics while the work of artists and designers may generate desire for technological innovations, shape the directions of technological investigations, and provide critical perspectives. The additional reciprocal relationships indicated by Figure 1.1 are no less worthy of note.
From page 24...
... It provides entrepreneurs with a stream of opportunities to develop and market new products and services, while benefiting from the research and development investment that the prospect of successful commercialization motivates. It provides artists and designers with whole new fields of creative practice, such as computer music and digital imaging, together with tools for pursuing their practices in both new and established fields, while benefiting from the inventive and critical insights that artists and designers can bring to it.
From page 25...
... Once you have a library of software objects, you can use those objects as building blocks to quickly construct specialized software tools for use in many different domains. Furthermore, information technology can support the formation of non-geographic clusters of creative activity.
From page 26...
... Much of the current debate about intellectual property and information technology focuses on questions of how best to support, encourage, and reward creative practices.~9 In summary, information technology now plays a critical role in the formation and ongoing competitiveness of clusters of creative activity both geographic clusters and more distributed clusters held together by electronic interconnection and interaction. IT is an important driver of the expanding creative industries.
From page 27...
... The interactions between these two domains are important not only for their mutually beneficial effects, but also because they help to energize larger systems of interconnected creative activity. This report provides more detailed analyses of the conditions needed for creativity in a networked world and recommends strategies for establishing and sustaining successful clusters of IT-related creative activity in the arts and design.
From page 28...
... 5. What are the effects on information technology and creative practices work of institutional constraints and incentives, such as intellectual property arrangements, funding policies and strategies, archiving, preservation and access systems, and validation and recognition systems?
From page 29...
... Although these findings and recommendations are directed to particular decision makers such as university administrators, officers of funding agencies, or directors of cultural institutions, many of the ideas are applicable to multiple decision makers, given that ITCP transcends current institutional, disciplinary, and professional boundaries.


This material may be derived from roughly machine-read images, and so is provided only to facilitate research.
More information on Chapter Skim is available.