http://technology.timesonline.co.uk/article/0,,20411-2400772,00.html

The Times       October 13, 2006
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Are you thinking what I'm thinking?
Charles Leadbetter
 From YouTube to Wikipedia, collective creativity and collaboration  
are replacing top-down management as a business model. Our  
correspondent believes the We-Think phenomenon will affect every area  
of our lives

Google has just agreed to pay about £889 million for YouTube, a  
website that barely existed 18 months ago and does not turn a profit,  
yet attracts 100 million viewers a day. If ever there were proof that  
the next big thing is us, this is it.

Google’s service is based on extracting insight from our collective  
intelligence: its software comes up with answers to your queries by  
ranking web pages by the number of links that people have made to  
them — each link is counted like another vote that the page is  
significant. Google’s software mines this collective intelligence.

YouTube, meanwhile, started with two people trying to share some  
video footage of a dinner party online. It has created a way for pro- 
am video-makers to publish and share what they record on camera  
phones, webcams and digital cameras. As with Google, its ethos is  
democratic: people can vote on what they like. As a result the most  
unlikely videos — pensioners ranting about the state of the world, a  
man losing his cool on the subway — become smash hits. On YouTube, as  
yet, we do not watch stars and celebrities, but ourselves. Viewers  
are potential producers and participants. We are the action.

Google and YouTube are not alone. Wikipedia, an online encyclopaedia  
created and maintained almost entirely by amateurs, attracts more  
visitors than The New York Times online, carries more content than  
almost all other encyclopaedias combined and threatens to dwarf the  
services offered by large publishing companies.

Linux, a computer operating system started by a wispy Finnish  
computer science student and at first developed almost entirely by  
unpaid volunteers, is the main challenger to the operating system  
created by Microsoft, one of the world’s largest corporations.

Most of the internet would be unthinkable without collaboratives,  
mostly made up of volunteers, who have created free, open-source  
software. If you send and receive e-mail you are probably doing so  
thanks to a free, open-source programme called Sendmail, which powers  
perhaps 80 per cent of the world’s mail servers. The system that  
keeps internet addresses in order depends on another open-source  
programme called BIND. If you saw The Lord of the Rings, you watched  
computer graphics made on machines that run Linux. A Google inquiry  
is answered by thousands of computers all running Linux.

If you visit websites, you are likely to rely on an open-source  
programme called Apache, which is used on about 65 per cent of active  
websites. Apache was not conceived in the top-secret R&D lab of a big  
computer company. It started with a software engineer called Brian  
Behlendorf, who, in 1995, volunteered his server at Hotwired — one of  
the first webzines — for use as a shared resource by eight developers  
with whom he was working. They set up a public e-mail list which, on  
Day 1, attracted 40 other engineers. In three months there were 150  
subscribers. By the end of the year, this loose collective released a  
working version of Apache that quickly came to dominate the market,  
overtaking offerings from mainstream companies.

Welcome to the world of We-Think. We are developing new ways to  
innovate and be creative en masse. We can be organised without an  
organisation. People can combine ideas and skills without a hierarchy.

The record industry has had its business model upended by hackers  
creating file-sharing systems that have as their common currency the  
MP3 file, an innovation given away by its creator, a publicly funded  
German computer scientist.

The main alternative to the might of Wal-Mart is not another  
hypermarket chain but eBay, a trading system through which millions  
of participants buy and sell to strangers, setting their own prices,  
advertising their own products, doing their own deals and deciding  
how to ship their products.

The most successful computer games, such as Sim City, Ultima Online  
and Everquest, outsell Hollywood films because they allow players to  
tamper with and change the action, creating their own characters and  
storylines. These player-developers then contribute their  
innovations, free, back to the larger community playing the game.

The next wave of entertainment is entire immersive worlds — the likes  
of Neopets and Second Life — in which people can adopt a character,  
learn, trade, fight, make love and create the action together. More  
than 95 per cent of the content of Second Life — a world that has  
universities, stock exchanges, museums — is created by its  
inhabitants: the 800,000-plus players. More than 7,000 businesses  
make real profits by selling through Second Life.

The guiding ethos of this new culture is participation. The point of  
the industrial-era economy was mass production for mass consumption —  
the formula created by Henry Ford. We were workers by day and  
consumers in the evenings or at weekends. In the world of We-Think  
the point is to be a player in the action, a voice in the  
conversation — not to consume but to participate.

In the We-Think economy people don’t just want services and goods  
delivered to them. They also want tools so that they can take part  
and places in which to play, share, debate with others.

Traditionally, workers can be instructed, organised in a division of  
labour. Participants will not be led and organised in this way: the  
dominant ethos of the We-Think economy is democratic and egalitarian.  
These vast communities of participation are led by antiheroic, slight  
leaders — the likes of Larry Page and Sergey Brin of Google, Jimmy  
Wales of Wikipedia and Linus Torvalds of Linux. Such people are the  
antithesis of the charismatic, harddriving chief executive in the  
Jack Welch mould.

These collaboratives change the way in which people come up with new  
ideas. Innovation and creativity were once elite activities  
undertaken by special people — writers, designers, architects,  
inventors — in special places — garrets, studies, laboratories. The  
ideas they dreamt up would flow down pipelines to passive consumers.  
Now innovation and creativity are becoming mass activities, dispersed  
across society. Largely self-organising collaborations can unravel  
the human genome, create a vast encyclopaedia and a complex computer  
operating system. This is innovation by the masses, not just for the  
masses.

My book We-Think is an effort to understand this new culture; where  
these new ways of organising ourselves have come from and where they  
might lead. They started in the geeky swampland — in open-source  
software, blogging and computer gaming. But they are so powerful that  
increasingly they will become the mainstream by challenging  
traditional organisations to open up. They could change not just the  
ways in which the media, software and entertainment work but how we  
organise education, healthcare, cities and, indeed, the political  
system.

We know that children spend 85 per cent of their time outside school,  
so what they learn through computer games and the internet is  
critical. Innovative approaches to virtual learning, such as the  
Notschool.net initiative to encourage children excluded from school  
to learn online, may be a sign of what is to come for mainstream  
education that seeks to be available at any time and anywhere —  
imagine a system organised along the lines of eBay or Wikipedia, with  
learners seeking out teachers and materials from a wide range of  
sources.

If the computer games industry can get millions of children to see  
themselves as player-developers, how could we instil some of that  
culture of disciplined self-help and creativity into the education  
system? When children play computer games they feel part of the  
action; too often, at school they feel as if they are being “done to”.

The Jubilee 2000 debt campaign, which changed the way we think about  
debt, development and trade, started with one campaigner working in a  
shed in South London in the mid-1990s. By 2000 it had a petition with  
24 million signatures, had spawned a network of 69 national campaigns  
and mobilised hundreds of thousands of people in the UK to protest.  
At least $36 billion (£19.4 billion) of Third World debt has been  
written off as a result — no mean achievement for a campaign that was  
organised largely by Pro-Am campaigners, had little formal structure  
and few professional staff.

That spirit of participation is starting to creep into formal  
politics. As Eric Schmidt, the CEO of Google, warned the Conservative  
Party conference last week, politicians had better get used to living  
in a much more transparent world, in which citizen journalists will  
nag away at their lies and half-truths far more insistently than the  
traditional journalistic insiders.

At the start of the 21st century this should not be happening. The  
last decades of the 20th century bore witness to the triumph of the  
market and corporations. Co-operative and collaborative values were  
in retreat. In an increasingly materialistic and venal world, people  
do not do things for free: there has to be something in it for them.  
And if there is nothing in it for them, they have to be told —  
instructed what to do by managers.

We are still told that to be organised we need an organisation. Yet  
the examples above are complex and highly organised activities in  
which no single organisation is in charge of all that goes on.

We are told that for order to be maintained someone has to be in  
control. Yet these activities seem ordered precisely because no one  
seeks to be in control, so people have to exercise their sense of  
responsibility — adjusting to one another, sorting out disputes as  
they go. The order comes from within, not from the top.

To get complex tasks done reliably we have assumed that we need a  
clear division of labour. Yet in these non-organisations people seem  
voluntarily to find their own niches and distribute themselves to  
work as and when it needs doing.

Consumers, we are told, are happiest when they are treated like kings  
and offered the widest possible choice. Yet in these vast communal  
efforts the consumers willingly become workers, devoting some of  
their time, effort and imagination to developing products for one  
another. They do not want to be just passive recipients but players  
and participants — at least, some of them do, some of the time. They  
do not want just more choice but more say.

We have come to expect that innovation comes from inventors and that  
every idea has a distinct moment of birth. Yet in these new  
endeavours innovation is the work of multiple authors and takes place  
all over, not just in specially designated zones.

We-Think scrambles the logic of managerial capitalism. Consumers turn  
out to be producers. Demand breeds its own supply. Leisure becomes a  
form of work.

You do not have to buy into alternative, hippyish, altruistic values  
to believe that We-Think organisations are significant. People do not  
turn to Wikipedia and Linux just because they sound good but because  
they get basic jobs done reliably, at low cost. If you are  
researching anything, Wikipedia is a good starting point.

The irresistible force of collaborative mass innovation is about to  
meet the immovable object of entrenched corporate organisation. We- 
Think is about that coming conflict and what will emerge from it.  
Linux and open-source software against the power of Microsoft. Google  
and YouTube against the power of the industrial-era media giants.  
Wikipedia attempting to become the Red Cross for global information,  
possibly trumping CNN and the BBC.

As I was researching and writing We-Think, it became evident that I  
could not write a book about collaborative creativity in a  
traditional way — which is why, with the support of my publishers at  
Profile, I am releasing the book in draft form before its physical  
publication, which is planned for summer 2007. Most of the first  
draft was made available online this week, with the final three or  
four chapters following over the next few weeks. I hope that by  
opening up the book to readers’ comments before it hits the  
bookshops, we can make it a better book. But the real point is to  
provoke a conversation about the emerging opportunities for us to  
organise ourselves in more collaborative, creative ways.

Download, print and comment on We-Think at  charlesleadbeater.net or  
wethinkthebook.net and join in.

We-Think on the web

Google: Ranks web pages according to the number of links made to them.

YouTube: Allows users to upload and share videos.

Wikipedia: A free encyclopaedia compiled and updated by its users.

eBay: International auction site. A similar exchange, Freecycle,  
passes on furniture for free.

Craigslist: Provides free classified ads.

Amazon: Online retail site with message board-style reviews. These  
are also key to the success of sites such as Money Saving Expert and  
Mumsnet.

MySpace: A social networking site. Similar sites are Bebo, Facebook  
and Piczo.

Flickr: Photograph-sharing site.

World of Warcraft: Online role-playing game. Seven million paying  
subscribers.

Second Life Virtual alternative world.

Del.icio.us: Social bookmarking site.

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