| The Thirteenth Annual Interactive Audio Conference PROJECT BAR-B-Q 2008 |
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Group Report: New Creators and New Creative Tools – Understanding the New Ways to Make Music |
| Participants: A.K.A "The GHH" | |
Gary Johnson, independent |
Howard Brown, IDT |
| Hank Coleman, Open Labs | |
| Other contributors: | |
| Craig Swann, Crash Media | Tom White, Thomas B. White & Assoc. |
| Todor Fay, NewBlue, Inc. | Lucas Gonze, independent |
Problem Statement
Observations: Social networking broke new ground in the promotion and distribution of music. Anything which promotes creative expression and exchange is conceivably a boon to music and its continuing popularity. The basic tenets of our rogue group:
Their social networks exist to share and communicate. Other than photo media, the main sharing exists around music. They are “ambiently intimate” in their experience. Music and Creation are key components to the fabric of the social networks. Making tools, sounds, plug-ins, virtual instruments for this audience will spur music creation. Phones have evolved from simple communication devices to key instruments in the social network fabric. The advent of the iPhone app store has moved the iPhone, and soon phones from other suppliers such as Nokia and RIM, to be tools of music creation. Problems:
A Statement of the Group’s Solutions to these Problems Observations:
Solutions: To put this discussion in perspective, especially for those of us over the age of 40 who can't send a text message, key stats of Generation Y (born after 1980):
(Reynol Junco and Jeanna Mastrodicasa found that in a survey of 7,705 college students in the US) By the group's observations, casually creative and centers for music content will grow. Individuals involved with Project BBQ appear to be driving applications even further down into the consumer landscape. What makes a person “musical” is changing both in content and in “classical” talent.
Our group spent the first day just attempting to understand this landscape. With the participation of Craig Swann, Tom White, Todor Fay and Lucas Gonze the group expanded the discussion to include the Cloud Computing component. Where is this music (and games + video) creative audience going? Some basic precepts were agreed upon:
This new generation of artists, for the most part, will not be making music for “profit” and may not develop a revenue stream in the broadest sense of the word. They want to share their creations with their friends. Think family sing alongs, barn raisings, religious music, etc. Since musical instruments actually predate civilized man and most agree that music might as well be part of our DNA, collaborating and sharing creations is very basic human trait. What's new is the way the youngest generation is doing it. There has been a drop in traditional musical instrument education for the last few decades, as school, parents and students found other, less demanding, outlets and interests. Gone are the days where family evenings were without TV and video games. Gone are the days when the family spent time together learning and playing traditional music with friends. We are all too busy to master the guitar or banjo or even time for piano lessons. Music is a naturally collaborative and shared experience. Computing is by its very nature a solitary pursuit. But smartphones are the merger of the two, breaking us free to work and create in a social, mobile atmosphere. Now you can carry the power of a desktop PC in your pocket! Our Findings: Transition of composing/playing music on instruments to composing/playing music on desktops to composing/playing music on smart phones. Generation Y is familiar and comfortable with texting on 10 digit cellphone keypads so we should expect them to demand more expressive interfaces on these mobile platforms. The iPhone multi-touch interface is a great example. These new devices make creating and playing music easier than spending years learning an instrument which means more younger folks will be playing music together with their friends. section 8 |
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