How do makers obtain information for their makerspace projects?
Publikation: Bidrag til tidsskrift › Tidsskriftartikel › Forskning › fagfællebedømt
Dokumenter
- Makerspace_InfoBehavior_JASIST2021_AuthorVersion
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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 thirteen 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 (1) experimentation is a prime source of information, (2) ease and pleasure are the dominant relevance criteria, (3) process and situation receive little attention, and (4) 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.
Originalsprog | Engelsk |
---|---|
Tidsskrift | Journal of the Association for Information Science and Technology |
Vol/bind | 72 |
Udgave nummer | 12 |
Sider (fra-til) | 1528-1544 |
ISSN | 2330-1635 |
DOI | |
Status | Udgivet - 2021 |
Bibliografisk note
Publisher Copyright:
© 2021 Association for Information Science and Technology.
- Det Humanistiske Fakultet
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