How do makers obtain information for their makerspace projects?

How do makers obtain information for their makerspace projects?
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创客如何获取创客空间项目的信息?

DOI:
10.1002/asi.24528
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发表时间:
2021
影响因子:
3.5
通讯作者:
M. Hertzum
M. Hertzum
中科院分区:
管理学3区
文献类型:
--
作者:
Á. Einarsson;M. Hertzum

文献摘要

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创客空间是使用3D打印机、激光切割机和缝纫机等工具进行建设和创意表达的场所。在本研究中,我们探讨了创客如何为他们的创客空间项目获取信息。这项研究着重于四种信息来源:人、文件、实验和先验知识。在对13位创客进行访谈的基础上,我们分析了他们在不同知识领域、创意过程阶段和相关标准方面对这些信息源的使用。我们的主要发现是(a)实验是信息的主要来源,(b)轻松和愉悦是主要的相关标准,(c)过程和情境很少受到关注,(d)信息来源在过程阶段各不相同。具体而言,实验是构建阶段的主要信息源。此外,相关标准表明,制造商转向人是因为它是愉快的,文档是因为它是容易的,实验是因为它产生高质量的产品。这些结果强调了实验的重要性,并建议在制造者和更广泛地说,创造性专业人员的信息行为研究中,它值得更密切的关注。
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.