EXCERPT: The many experiments in crowdsourcing “professional-class creative” have given us something else to think about — the use of the word “creative” is a term that the advertising community has branded and defined too narrowly. As the entire universe of crowdsourcing has demonstrated, the work that people can be tapped to do is the most important stuff there is. For the essence of “creative” is creating, the making of things, without which there’d be nothing (literally).

Source: InnoCentive
It’s not often I can point to a trend in social technology and get truly excited. The business benefits of social tech have long been established (the effectiveness and efficiency of networked communications), but so have the human costs (distraction and dependency on networked devices). But there’s a trend that’s (a) just beginning to mature and (b) shows real promise to benefit both business and the human condition — really. I’m talking about the many systems and platforms that have been used to “crowdsource creative” — that is, to tap human networks to create new ideas, products, and services. These platforms have been used to create everything ranging from t-shirts, corporate logos, to earnest solutions for world peace. Regarding world peace, that’s not exactly the kind of human benefit I’m thinking about (more about that in a moment). But the range of things that can be crowdsourced — both mundane and sublime — is worth considering. I like to bunch these things in three general groups:
*Platforms that crowdsource the creation of products and services. Perhaps the best known example of this is Dell IdeaStorm, an initiative that’s enabled the company to tap its most avid customers for ideas that contribute to product and service development.
*Platforms that crowdsource the creation of ideas. The idea here is to organize groups of people to innovate, develop new ideas, and solve problems that have eluded organizations that have attempted these things on their own. There are lots of examples of this, from the famed InnoCentive site (most recent challenge: clever solutions for responding to recent oil spill in the Gulf of Mexico); to the $1 million Netflix competition (which enabled the company to develop a superior recommendations system); to the very recent $1 million Edmunds Toyota Prius challenge (“re-create unintended acceleration in a car and then solve that problem and prove the whole thing to us”), to the many experiments that are being conducted at Ideascale, a platform that “empowers communities to drive innovation” by enabling them to collect ideas from “customers, give them a platform to vote, the most important ideas bubble to the top.”
*Platforms that crowdsource the creation of professional-class content. Of the three general classes of crowdsourcing creative, I find this to be the most interesting, for three reasons. First, most of these platforms tap communities of professional-class (or near professional-class) participants. No longer do businesses need to limit themselves to consumer-driven user-generated content (USG); they can avail themselves to professional-generated content (PGC) as well. Second, because of the professional standing of many participants, they are generally more Web savvy and better connected; a brand that engages one of these communities might get instant marketing at the start of a competition because so many members of the community are likely to publicize their participation. Third, the very fact that businesses have begun to crowdsource actual “creative” — the term that the advertising industry has given to any and all artifacts (design, images, video) — from the creative disciplines has serious implications for traditional business models in the world of marketing, communications, and, yes, advertising.
Examples of PGC platforms are Logoworks (acquired by HP) and 99designs, which crowdsource the creation of logos and Web design; MOFILM, which helps brands crowdsource the creation of film and video; Aniboom, a global community of professional-class animators; and Talenthouse, perhaps the most audacious of all platforms, attempting to create a virtual marketplace for the entire “creative” community (art, fashion, film, music, design — and that’s just to start).
These many experiments have given us something else to think about — the use of the word “creative,” which, as I noted, is a term that the advertising community has branded and defined too narrowly. As the entire universe of crowdsourcing has demonstrated, the work that people can be tapped to do is the most important stuff there is. For the essence of “creative” is creating, the making of things, without which there’d be nothing (literally). And, as companies like MOFILM, Aniboom, and Talenthouse are demonstrating, the things we are talking about are potentially great things — this is not the world of amateurs, but a newly organized world of professionals — and people on their way up (e.g., MOFILM has done a great job connecting with students in film school) — who are motivated to work in environments that are less hierarchical and more network-centric. That, of course, has long been one of the promises of the Social Web, but I believe that “crowdsourcing creative” is pushing the outer edges of social technology design and that we can all learn a lot from it. I’ve been watching this market for quite some time (disclosure = Aniboom was a client of my agency a while back), and these are three things I’ve observed.
(1) The best platforms have defined value from the start. As I said, many of these platforms are looking to create important things for which there is a clear and compelling market need (from a cheaper logo for starting a new business, to breakthrough technology that can transform a business).
(2) The best platforms are driven by social design. It’s no accident that many platforms connect with their participants through contests and games. The challenge, always, is to devise the right kinds of incentives for the creative community in question (to put the “centive,” for example, in InnoCentive), and this is where innovators in social technology are spending most of their time. But the bigger lesson for all is just how important “game logic” has become for so many experiments on the Social Web (for a smart look at this opportunity, check out the recent Business Week article by John Hagel and John Seely Brown examining what businesses can learn from multi-player games like World of Warcraft).
(3) The best platforms have found a way to connect with the “out crowd,” the most talented professionals that are too remote, too invisible, too shy to rise inside the traditional enterprise. A colleague of mine recently pointed out that one of the cooler things about “crowdsourcing creative” is the opportunity to engage with someone who for any reason — too shy, too far away, invisible behind the corporate lens — to get noticed otherwise. This, I believe, can have a profoundly healthy effect on both the businesses that recruit talent and the people who have it. Healthy for business, because there’s nothing so vulnerable as a company that depends on a small “in crowd” mentality; better to tap the best talent there is, wherever it is. Healthy for the person who has creative talent, because the making of things is the bedrock of a happy life. Put the two together, and you’d have the kind of organizational culture that’s required to compete in the new digital/social economy. But whether or not that’s too idealistic, engaging and supporting “the out crowd” might make for a happier corporate life. As Freud said, “love and work are the two cornerstones of our humanness.” Solving for at least one of these challenges — shall we start a contest? — sounds like a good thing to do.
[Acknowledgement: Big thanks to Tatiana Josephy and Chris Advansun for their research and insights on companies featured in this post.]




Great post Giovanni and thanks for mentioning Talenthouse (disclaimer, I work there). The unleashing of the creative class and the removing the artificial, legacy barriers between the “creators” of the goods and the consumers of the goods is what this leads to. Its more than just a way to get things created, it represents a global change in market dynamics and the rise of the social marketplace.
The old models will soon fade – where the producer of goods is at arms length from the creator of the goods, be it soft goods, such as music, film, design, or hard goods such as products – it will all soon be done through optimized “platforms of participation”, as we are are building at Talenthouse. Consumers and producers will soon coexist / co-mingle and interact directly with each other, removing yet another layer of marketplace inefficiency, leading to customers getting the products they really want, at a lower and lower price.
In short, I agree with you – this is a big deal.
G…great post. We are seeing more of these kinds of companies cross our radar. It’s definitely more than a trend. Check out http://www.tapsmack.com similar concept to TalentHouse but with a slightly different twist. And maybe not quite the same number of heavy hitters on their exec staff:)
Agree wholeheartedly here. The crowdsourcing phenomenon is growing, with a nice set of tangible benefits to accompany it. It’s both external, with a number of the examples cited here, and internal with employees. We have a number of Fortune 2000 companies using Spigit for both audiences.
Also like your take on social design, games and contests. I think you’d be interested in this perspective:
“Reputation and Game Mechanics Are the Future of Social Software”
http://blog.spigit.com/permalink/2010/04/02/reputation_and_game_mechanics_are_the
It is a dynamic, evolving area. There’s a lot to track here.
Hutch Carpenter
VP of Product
Spigit, Inc.
Thanks, Don and Barbara. And very nice meeting you here, Hutch. I have been reading your posts. Looking forward to connecting more with you online.
You’ve inspired me to think about crowdsourcing and culture. I’ve noticed that people often press the virtual world to match mental models of what they already know. So, I see some risk that the culture of crowdsourcing could eventually mirror what exists now, though I hope not.
I like to believe an inclusive crowdsourcing culture is forming, one that engages the “out crowd.” I’m excited about these times, and how innovative social design can infuse this emerging culture with values that foster diverse participation. I had a look at World of Warcraft (via the Seely-Brown article), and saw that “The gender of your character is purely a cosmetic feature and has no impact on that character’s abilities or statistics.” Imagine! Copy that, traditional enterprise!
I agree with you that the best platforms must rise to these challenges, and will benefit from making new and unique connections. How will it happen? I look forward to the contest
Great post Giovanni and thanks for mentioning Talenthouse (disclaimer, I work there). The unleashing of the creative class and the removing the artificial, legacy barriers between the “creators” of the goods and the consumers of the goods is what this leads to. Its more than just a way to get things created, it represents a global change in market dynamics and the rise of the social marketplace.
The old models will soon fade – where the producer of goods is at arms length from the creator of the goods, be it soft goods, such as music, film, design, or hard goods such as products – it will all soon be done through optimized “platforms of participation”, as we are are building at Talenthouse. Consumers and producers will soon coexist / co-mingle and interact directly with each other, removing yet another layer of marketplace inefficiency, leading to customers getting the products they really want, at a lower and lower price.
In short, I agree with you – this is a big deal.
Hey Giovanni, at the risk of adding to the echo, this is a great post — a bunch of diverse threads woven together to create a overall view of crowdsourcing.
The aspect I’d like to add is the evolution we can see crowdsourcing going through right now. I think 2 models are emerging.
The first model relies on a contest-style where contributors work on a speculative basis. Their motivations can include career advancement, creative expression, game playing and personal achievement.
The second model relies on technology to organize contributors and match the right people to the right tasks with the right compensation.
While this second model may seem less radical I believe its the superior model.
A number of crowdsourcing companies have made this same discovery, including the company I founded, AdHack.
We’re creating a crowdsourcing model that balances breadth of choice for buyers with an open creative process and fair compensation for contributors.
Without this more progressive model I think crowdsourcing risks becomeing a race to the bottom for professional-generated content (PGC). Low prices chase out quality. Quality moves to platforms that generate returns commensurate with skill.
To use more inflammatory language, crowdsourcing without a more progressive model is strip mining the hopes of creative people. They become ‘digital sharecroppers,’ to use Nick Carr’s term, whether there are incentives to continue to play the game or not.
I know because we used to ask people to work for free in a contest-type model and we could see the results.
Now we’re working hard to build a new, fair model on AdHack that uses matching technology to connect the right creative people with the right opportunities in the right process – a sustainable way or working that unlocks value for everyone involved.
Great post
Some more crowdsourcing sites for filmmakers include wreckamovie, or crowdfunding via Indigogo, KickStarter, Fundabreak, etc.
I’ve written a few case studies of films that have been successfully using this method – most recently Iron Sky. http://yetanotherstrugglingwriter.blogspot.com/2010/06/iron-sky-crowdsourcing.html