How do makers obtain information for their makerspace projects?
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How do makers obtain information for their makerspace projects? / Einarsson, Árni Már; Hertzum, Morten.
I: Journal of the Association for Information Science and Technology, Bind 72, Nr. 12, 2021, s. 1528-1544.Publikation: Bidrag til tidsskrift › Tidsskriftartikel › Forskning › fagfællebedømt
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TY - JOUR
T1 - How do makers obtain information for their makerspace projects?
AU - Einarsson, Árni Már
AU - Hertzum, Morten
N1 - Publisher Copyright: © 2021 Association for Information Science and Technology.
PY - 2021
Y1 - 2021
N2 - Makerspaces are places for construction and creative expression using tools such as 3D printers, laser cutters, and sewing machines. In this study, we investigate how makers obtain information for their makerspace projects. The study focuses on four sources of information: people, documents, experimentation, and prior knowledge. On the basis of interviews with 13 makers, we analyze their use of these information sources in relation to different knowledge areas, creative-process stages, and relevance criteria. Our main findings are that (a) experimentation is a prime source of information, (b) ease and pleasure are the dominant relevance criteria, (c) process and situation receive little attention, and (d) information sources vary across process stages. Specifically, experimentation is the dominant information source during the construction stage. In addition, the relevance criteria show that the makers turn to people because it is pleasurable, to documents because it is easy, and to experimentation because it results in quality products. These results emphasize the importance of experimentation and suggest that it warrants closer attention in studies of the information behavior of makers and, more broadly, creative professionals.
AB - Makerspaces are places for construction and creative expression using tools such as 3D printers, laser cutters, and sewing machines. In this study, we investigate how makers obtain information for their makerspace projects. The study focuses on four sources of information: people, documents, experimentation, and prior knowledge. On the basis of interviews with 13 makers, we analyze their use of these information sources in relation to different knowledge areas, creative-process stages, and relevance criteria. Our main findings are that (a) experimentation is a prime source of information, (b) ease and pleasure are the dominant relevance criteria, (c) process and situation receive little attention, and (d) information sources vary across process stages. Specifically, experimentation is the dominant information source during the construction stage. In addition, the relevance criteria show that the makers turn to people because it is pleasurable, to documents because it is easy, and to experimentation because it results in quality products. These results emphasize the importance of experimentation and suggest that it warrants closer attention in studies of the information behavior of makers and, more broadly, creative professionals.
KW - Faculty of Humanities
KW - creative process
KW - Experimentation
KW - Information seeking
KW - Information sources
KW - Makerspace
KW - Making
U2 - 10.1002/asi.24528
DO - 10.1002/asi.24528
M3 - Journal article
AN - SCOPUS:85106717114
VL - 72
SP - 1528
EP - 1544
JO - American Society for Information Science and Technology. Journal
JF - American Society for Information Science and Technology. Journal
SN - 2330-1635
IS - 12
ER -
ID: 271822093