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‘ Innovate with China’ product label by Seeed Studio. 

‘ Innovate with China’ product label by Seeed Studio. 

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This article discusses the visions and practices of DIY (do-it-yourself) maker culture in China. It analyses how the ideals held by DIY makers, such as openness, peer production, and individual empowerment, are formulated in relation to China's project of building a creative society and economy. To demonstrate, this article draws from long-term eth...

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... of well-known brands ranging from retail such as Gucci bags to electronic products such as the iPhone. The literal translation into English is ‘mountain fortress’ and carries connotations of self- reliance and resourcefulness. In this formulation, copying, re-use, and innovation are not mutually exclusive. For example, shanzhai factories in Shenzhen not only produce cop- ies of the latest tablet or mobile phone. They also remix functional albeit discarded components with new parts in order to produce novel products, often tailored towards niche markets in China, India and Africa. Often-cited examples include mobile devices for Chinese migrant communities that allow users to send remittances easily or phones with built-in compasses that point users in the direction of Mecca. Makers referred to a second meaning of shanzhai when they described an efficient open manufacturing system that has formed around these small-scale factories in Shenzhen over the last 20 years. Open manufacturing means that many factories, and in particular shanzhai factories, have informally organized a peer-to-peer database for sharing hardware design schematics and their bill of materials, a list of materials used in manufacturing a particular product. Sharing these resources allowed the factories to lower production costs and to stay competitive in a global market. Bunnie Huang, an acclaimed member of the international maker movement and regular visitor to Shenzhen, described shanzhai in a blog post as China’s open source. Suggesting that the phenomenon has grown beyond the original shanzhai practice, he proposes the term gongkai ( 公开 ) to account for a ‘self-sustaining innovation ecosystem ... just as the Galapagos Islands are a unique biological ecosystem evolved in the absence of continental species, gongkai is a unique innovation ecosystem with little western influence, thanks to political, language, and cultural isolation’. 51 Many other makers have similarly highlighted shanzhai ’s workings through open sharing and remix-as-innovation. Many also believed that by focusing on this unique open source culture the image of Chinese manufacturing can be revamped from a site of cheap, copycat production to one that highlights the more creative connotations shanzhai shares with the international maker movement. Let us look at a specific example of a business model built on this idea of bringing together an international DIY maker culture with China’s open manufacturing system. In 2008, Eric Pan founded Seeed Studio, 52 a small-scale manufacturing and design house located in Shenzhen. Seeed Studio designs and manufactures products for an emerging niche market: DIY makers. Its products include open hardware platforms, hardware developer kits, hardware hacking tools, and custom-made printed circuit boards. Today, Seeed Studio is internationally renowned in maker circles and amongst design professionals, with 98 per cent of its revenue stemming from product sales and contracts with clients in the United States and Europe. According to Pan, Seeed Studio might not have survived if it was not for Shenzhen’s shanzhai production. Before Seeed was established, he discovered a copycat Arduino board during a stroll through Shenzhen’s Huaqiangbei electronic markets. The Arduino board is essentially an easy- to-use microcontroller, a single-chip computer that supports the design of hardware- software-material interaction, and accompanying programming environment. Invented in 2005 in Italy at the Ivrea Design School, it has popularized the design of interactive systems and DIY making, by simplifying the process and greatly reducing costs. After Eric Pan had bought the shanzhai Arduino board, he turned to the Internet and discovered an international network of makers connecting hackerspaces across the world. It was then that the idea arose to partner with members of Shenzhen’s manufacturing ecosystem in order to invent new open hardware products and to cater to this growing international market of makers. One of the first products that Eric designed was a board that builds on the Arduino board – in the spirit of open source – by making it significantly better, which was made possible by the partnerships he had established within the infor- mal social network in and around Shenzhen’s shanzhai culture (see Figure 3). Seeed Studio is based on a business model that effectively merges maker ideals with China’s manufacturing expertise. It works because new ideas for products emerge from strong partnerships with both Shenzhen’s manufacturing world and DIY makers. For Pan, this notion of partnership is more than a business model; it is about shaking up and remaking our very idea of manufacturing, innovation, and copy. This is best exemplified by the label of Seeed Studio products. For instance, rather than the common ‘Made in China’ tag that adorns most of the products we use on a daily basis, Seeed Studio’s products are labelled ‘Innovate with China’ (see Figure 4). ‘Innovate with China’ illustrates the potential that lies in approaching China as a partner in the creation process rather than just a cheap producer. For Pan, as for many other makers, shanzhai and the process of copying is better seen as a productive force, rather than as something inherently negative, or in his words: Similarly, many other makers considered shanzhai not as something negative or to be avoided. On the contrary, they often described it as a form of creativity and resourcefulness. Shanzhai stood for a form of ingenuity many considered intrinsically Chinese: a do-it-yourself mentality, inventive ways of working with materials, and adaptability to local shortages and rapid changes to the physical and social environment. By forging connections between shanzhai and DIY maker culture, Seeed Studio repositions Chinese manufacturing, challenging dominant associations of ‘made in’ such as cheap and low quality. It promotes a version of creativity that differs drasti- cally from what the Chinese government has been promoting over the last years, as outlined at the beginning of this article; a move away from ‘made in’ and from China’s reliance on manufacturing. Seeed Studio’s products and processes demonstrate that the long-term manufacturing know-how with its unique open source spirit could be the very seed for China’s remake. In this article, I have shown how China’s DIY makers are remaking common understandings of innovation and creativity, and in doing so they craft a subject position beyond the common rhetoric that Chinese citizens lack creativity. I have also shown that makers believe that technological innovation and social change can be enabled by setting up physical spaces such as hackerspaces and/or starting hardware businesses as interfaces between a wider public, potential investors, like-minded makers, Chinese manufacturing and officials. What drives their open approach towards technology production is the belief that it will lead not only to new forms of innovation, but also to individual empowerment in a climate of rapid change on a global scale. Throughout this article, the analytical lens of ‘making subjectivities’ was employed to illustrate that the social meaning of technology in China is shaped by technology use and production. Makers are promoting the importance of a maker approach for China’s future development. However, being a maker was not seen as being distinct from other aspects of their lives. DIY making was not only a mode of technology production, but also a way of being and acting in the world through which other aspects of life were tackled. For instance, being a maker did not mean that one could not be a parent. Rather it meant being a parent differently, committed to teaching one’s child to act in the world in a hands-on and engaged manner. Similarly, being a maker was not perceived as being distinct from an entrepreneur, designer, programmer, engineer, artist, geek, blogger, citizen or netizen, and so on. Identifying as a maker meant constructing a multifaceted position in society that exists in relation to many other spheres of life. Entering into partnerships between diverse stakeholders, the makers I worked with positioned themselves in a world they perceived as being in flux. They refused to be caught up in urban, economic, technological and social transformation in China. DIY making as a mode of living and working remained central. As the site of individual empowerment within unstable and shifting worlds, DIY making enabled people to remake the very societal norms and material infrastructures that undergird their work and livelihood. Their technology productions and businesses were neither entirely countercultural nor pro-system. In order to account for these at times symbiotic, at other times parasitic practices, analytical categories such as tactics versus strategies, state (or corporation) versus netizen, or official versus counterculture are clearly insufficient. For instance, I have shown in this article how Seeed Studio simultaneously appropriates and remakes industrial production in China and international ideas of creativity and innovation. Members of hackerspaces in their formulations of creativity both align with and critique official discourse. The lens of making subjectivities allows us to see how people actively craft a position for themselves and others, and how this process is neither just resistance nor just accept- ance of the status quo, but a continuous interplay between both. What I wish to empha- size, finally, is the importance for researchers of the Chinese Internet and technology to reflect on their form of participation in both the use and design of technologies in China. Speaking of netizens as the other, ontological category while speaking for (or about) scholars and researchers separates us or the observer from the practices we study. Taking a position removed from the network we study is complicated by our position ...

Citations

... Table 5 summarizes each of the nine themes and their corresponding references from the sample. (Bolli, 2020;Cattabriga, 2019;Fuet al., 2021;Lindtner, 2014;Zhao & Zou, 2021) Maker movement in different regions European and North American makerspaces Asian makerspaces African makerspaces Latin American makerspaces (Rejeb & Roussel, 2022;Carqueijó et al., 2022;Corsini, 2022;ElHoussamy & Rizk, 2020;Fu, 2021;Haldar & Sharma, 2022;Lindtner, 2015;Manzo & Ramella, 2015;Martins & Albagli, 2020;Parlak & Baycan, 2020;Ramella & Manzo, 2018;Santos et al., 2018) Maker movement and the city culture City's development Citizen engagement in issues Regional entrepreneurial growth (Besson, 2021;Budge, 2019;Lin, 2019;Niaros et al., 2017;Schmidt, 2019;van Holm, 2017) ...
... uence of China's urban landscape on promoting innovation. The authors write that cities such as Shanghai and Shenzhen have emerged as hotbeds for experimentation due to top-down governmental strategies converging with grassroots creativity. Makerspaces have been instrumental in China's transition from a manufacturing hub to a center for innovation.Lindtner (2014) highlights China's unique maker culture, rooted in its existing hardware repair workshops and factories and driven by necessity rather than countercultural ideals, as seen in Western practices. Shenzhen, as per the study, a critical region for hardware startups, embraces openness in manufacturing, which has fostered innovation and creat ...
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... he Global South (Dados & Connell, 2012), a geography that has been historically overlooked, underinvested, and marginalized. Furthermore, several countries in the Global South have been plagued by legacy stereotypes of "imitator nations," though recent research has highlighted the innovative, creative contributions of these countries (Arora, 2019b;S. Lindtner, 2014;S. M. Lindtner, 2020). We aim to break down existing stereotypes and decolonize creativity studies, just as previous research has sought to decolonize other academic fields e.g. privacy studies (Arora, 2019b) and innovation studies (S. Lindtner, 2014;. In addition to decolonizing privacy, security, finance, and other fields, academics ha ...
... We aim to break down existing stereotypes and decolonize creativity studies, just as previous research has sought to decolonize other academic fields e.g. privacy studies (Arora, 2019b) and innovation studies (S. Lindtner, 2014;. In addition to decolonizing privacy, security, finance, and other fields, academics have clearly demonstrated the importance of decolonizing perspectives of art & creativity (Mehta & Henriksen, 2022;Morris & Leung, 2015). ...
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... As early as the 1960s, China began to get involved in the sensor manufacturing industry [9], during the "Eighth Five-Year Plan" period, China listed sensor technology as a national key scientific and technological research project, and built a "State key Laboratory of sensor technology", "National Sensor Engineering Center" and other research and development bases. Moreover, MEMS and other research projects have been included in the national high-tech development focus. ...
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... See especiallyLindtner [2014Lindtner [ , 2020 andWen [2017]. 15 SeePederson [2016].16 ...
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This article analyzes the role digital pioneer communities play in the localization of everyday technological experimentation based on three sites of practice: the lab, the space, and the meetup. Taking a historical view, it begins with a reconstruction of Stewart Brand’s popularization of the lab discourse. On this basis, the space in the Maker movement as well as the meetup in the Quantified Self and Hacks/Hackers movements is investigated, finally arriving at a reflection on the dynamics that come and go between them. While the article is primarily a conceptual contribution, its arguments are grounded in an extensive media ethnography.
... COVID-19 related examples include Terminus 2049, Lest We Forget and nCovMemory 2 . GitHub users are likely to have the technical skills to create tools to circumvent and challenge censorship -and it is part of a wider trend of contention in Chinese hackerspaces (Lindtner, 2014). While China has cut off many western platforms via its "Great Firewall" (e.g. ...
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... Do not forget about the national mental characteristics of innovators from China. The maxim put into upbringing and education plays a cruel joke with them (Lindtner, 2014). The absence of doubt about what those of superior age or status say and do is detrimental to the development of disruptive technologies. ...
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... Also, a common practice in FabLabs is to repair and reuse old productive machinery, considered obsolete by the industry. Hacking, beyond the cost reduction and ecological impact that it represents, is part of the shared values of makers, denouncing common industrial practices like planned obsolescence, copyrighted designs, and proprietary software (Lindtner, 2014). ...
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... This chapter explores how members of hacker-and makerspaces establish and negotiate rules for their creative and social interactions, in particular in relation to communal values. 108 annIk a rIcHTErIcH technology and (collaboratively) innovate -often by subverting intended modes of media use (Lindtner, 2014;Coleman, 2013;Nikitina, 2012). Although public perception of "hacking" may be that it is merely an illegal activity, this creative interaction often occurs within legal boundaries (Jordan, 2016; Levy, 1998). ...
... Increasingly, one can observe an institutionalization of hacking communities in so-called hacker-and makerspaces (Kostakis et al., 2015;Lindtner, 2014;Moilanen, 2012). Hackerspaces (also called hackspaces) and makerspaces are physical locations where community members meet in order to engage in and discuss activities such as programming and electronics construction. ...
... Their learning practices take place in communal contexts, involving collaboration and playful interaction between peers, while they are often pursued simply for fun. Scholars have emphasized the relevance of such informal, social environments for learning by pointing out that hackerspaces are "education in disguise" (Schrock, 2014) and highlighting their potential to facilitate civic IT innovation (Lindtner, 2014). Although hackers and hackspaces provide key insights into IT learning and can act as innovation hubs, it is important to recognize that many communities are male dominated (Fox, Ulgado, & Rosner, 2015). ...
... En cuanto a las temáticas de interés se encuentra que la concentración alrededor del conocimiento de materiales DiY se ubica sobre todo en el diseño dirigido a materiales -DDM, las prácticas DiY y especialmente la experiencia con materiales (Ayala-García et al., 2017; Ayala-García En un anillo de menor fuerza aunque con mayor tiempo en escena, se encuentran intereses conexos al diseño de material DiY, tales como la sustentabilidad, la economía circular, la cultura maker, las prácticas hacking y los materiales ICS -Interactivos, Conectados e Inteligentes-, por sus siglas en inglés- (Alarcón-Castro et al., 2019;Ayala-García & Rognoli, 2019;Lindtner, 2014;Menichinelli & Ferronato, 2019;Parisi et al., 2020;Parisi & Rognoli, 2021;Russell, 2017;Santulli & Lucibello, 2018;Sauerwein et al., 2017;Tanenbaum et al., 2013), junto con aquellos trabajos interesados en una particular experimentación con biomateriales o materiales de origen natural, residuos o pieles vegetales (Karana, Barati, et al., 2015;Rognoli et al., 2016b;Santulli et al., 2017;Troiano et al., 2018). ...
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¿Cuáles son los principales enfoques desde donde se está desarrollando la investigación de materiales DIY en el campo del diseño industrial? Con el presente artículo informamos los resultados de la revisión que ubica lugares epistemológicos y metodológicos desde los que estudios en materiales DiY hablan en el panorama actual de la investigación en diseño, triangulando métodos de análisis cualitativo y análisis de redes sociales -ARS-, tanto desde los estudios sociales como desde los enfoques emergentes de la investigación en diseño, encontrando que su posicionamiento está disperso entre el pos-positivismo, el enfoque participativo, el diseño crítico, el diseño centrado en el usuario, el diseño emocional y el enfoque generativo-participativo de estudios en diseño. Lo anterior, refleja la gran variedad de temas desarrollados en el campo, al tiempo que devela escasa cohesión en la co-producción de nuevo conocimiento que caracteriza la red de autores, hecho que se constituye en oportunidad para conectar intereses por medio de la indagación inter-transdisciplinar desde la diversidad de localizaciones geográficas, proyectando la investigación en materiales DiY hacia prácticas de diseño participativo, combinando saberes y sentires locales de las comunidades con conocimientos técnicos y disciplinares del diseño, jugueteando con nuevas aristas expresivo-sensorio-emocionales del diseño orientado a los materiales.
... Makerspaces are the product of knowledge economy that pulls from a variety of industries and are also pushed by other key organizations, crowds, and industries. A knowledge ecosystem encourages symbiosis, resource orchestration, and value cocreation, which transform persons from knowledge users to knowledge sharers and then knowledge creators (Lindtner, 2014). Makerspaces are inevitably embedded into the ecosystem as an element, a community or a population as a crucial role (Légaré et al., 2014). ...
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In the knowledge economy, the process of knowledge sharing and creation for value co-creation frequently emerge in a multi-agent and multi-level system. It's important to consider the roles, functions, and possible interactive knowledge-based activities of key actors for ecological development. Makerspace as an initial stage of incubated platform plays the central and crucial roles of resource orchestrators and platform supporter. Less literature analyses the knowledge ecosystem embedded by makerspaces and considers the interactive process of civil society and natural environment. This study constructs a multi-agent and multi-level knowledge ecosystem from macro, meso, and micro perspective based on Quintuple Helix theory and designs four evolutionary stages of knowledge orchestrating processes. This study finds that the symbiosis, co-evolution, interaction, and orchestration of multiple agents in the knowledge ecosystem should be merged with each other for value co-creation, which helps to take a systematic approach for policymakers, managers, and researchers.