Skip to main content

Searching, Sorting, and Managing Glut: Media Software Inscription Strategies for ‘Being Creative’

  • Chapter
  • First Online:
The New Normal of Working Lives

Part of the book series: Dynamics of Virtual Work ((DVW))

Abstract

This chapter builds on theories of the ‘creativity dispositif’ to analyse how it mediates, and is mediated by, software for creating, editing, and sharing media content. In particular, the chapter introduces the concept of ‘glut’ as a software inscription strategy and then develops a case study of media software that exemplifies the qualities of glut. It examines three ways in which this strategy is operationalised for the widely used software Adobe Photoshop: its design, its commodification as part of upgrade culture, and its instruction through a just-in-time learning platform. Through this case study, the chapter shows how technologies like media software are essential to the creativity dispositif, enabling and constraining what it means to ‘be creative’ today.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Institutional subscriptions

References

  • Akrich, M., & Latour, B. (1992). A summary of a convenient vocabulary for the semiotics of human and nonhuman assemblies. In W. E. Bijker & J. Law (Eds.), Shaping technology/building society: Studies in sociotechnical change (pp. 259–264). Cambridge, MA: MIT Press.

    Google Scholar 

  • Andrejevic, M. (2013). Infoglut: How too much information is changing the way we think and know. New York: Routledge.

    Google Scholar 

  • Barnes, S. B. (2000). Bridging the differences between social theory and technological invention in human-computer interface design. New Media & Society, 2(3), 353–372.

    Article  Google Scholar 

  • Barry, A. (2001). Political machines: Governing a technological society. London: Athlone Press.

    Google Scholar 

  • Boltanski, L., & Chiapello, E. (2005). The new spirit of capitalism (G. Elliott, Trans.). London: Verso.

    Google Scholar 

  • Born, G. (1997). Computer software as a medium: Textuality, orality and sociality in an artificial intelligence research culture. In M. Banks & H. Morphy (Eds.), Rethinking visual anthropology (pp. 139–169). New Haven: Yale University Press.

    Google Scholar 

  • Bush, V. (1945, July). As we may think. The Atlantic, 176(1), 101–108. Retrieved November 24, 2016, from http://www.theatlantic.com/magazine/archive/1945/07/as-we-may-think/303881/

  • De Certeau, M. (1984). The practice of everyday life (S. Rendall, Trans.). Berkeley: University of California Press.

    Google Scholar 

  • Dovey, J., & Kennedy, H. W. (2006). Game cultures: Computer games as new media. Maidenhead: Open University Press.

    Google Scholar 

  • Fuller, M. (2003). Behind the blip: Essays on the culture of software. Brooklyn: Autonomedia.

    Google Scholar 

  • Garnham, N. (2005). From cultural to creative industries: An analysis of the implications of the ‘creative industries’ approach to arts and media policy making in the United Kingdom. International Journal of Cultural Policy, 11(1), 15–29.

    Article  Google Scholar 

  • Gehl, R. (2009). YouTube as archive: Who will curate this digital Wunderkammer? International Journal of Cultural Studies, 12(1), 43–60.

    Article  Google Scholar 

  • Ihde, D. (1998). Expanding hermeneutics: Visualism in science. Evanston, IL: Northwestern University Press.

    Google Scholar 

  • Knochel, A. D. (2016). Photoshop teaches with(out) you: Actant agencies and non-human pedagogy. Visual Arts Research, 42(1), 71–87.

    Article  Google Scholar 

  • Koski, J. T. (2001). Reflections on information glut and other issues in knowledge productivity. Futures, 33(6), 483–495.

    Article  Google Scholar 

  • Lesage, F. (2015). Middlebroware. Fibreculture Journal, 25, 89–114.

    Article  Google Scholar 

  • Lesage, F. (2016). Reviewing Photoshop: Mediating cultural subjectivities for application software. Convergence, 22(2), 215–229.

    Article  Google Scholar 

  • LinkedIn. (2015, 9 April). LinkedIn to acquire lynda.com. Retrieved November 2, 2016, from https://press.linkedin.com/site-resources/news-releases/2015/linkedin-to-acquire-lyndacom

  • Luker, K. (2010). Salsa dancing into the social sciences: Research in an age of info-glut. Cambridge, MA: London: Harvard University Press.

    Google Scholar 

  • Lupton, E. (2007). Learning to love software: A bridge between theory and practice. Artifact, 1(3), 149–158.

    Article  Google Scholar 

  • Lynda.com. (2014a). Finding content with the search feature, 4m58s. Updated 7/5/2014, Released 2/21/2011.

    Google Scholar 

  • Lynda.com. (2014b). All subjects. Accessed at the time of writing. https://www.lynda.com/subject/all

  • Lynda.com. (2016). Photoshop—Online courses, classes, training, tutorials on Lynda. Retrieved November 5, 2016, from https://www.lynda.com/Photoshop-tutorials/279-0.html

  • Manovich, L. (1999). Database as symbolic form: Convergence. International Journal of Research into New Media Technologies, 5(2), 80–99.

    Article  Google Scholar 

  • Manovich, L. (2013). Software takes command. New York: Bloomsbury Academic.

    Google Scholar 

  • McClelland, D. (1993). Macworld Photoshop 2.5 bible. San Mateo, CA: IDG Books.

    Google Scholar 

  • McRobbie, A. (2016). Be creative: Making a living in the new culture industries. Malden, MA: Polity Press.

    Google Scholar 

  • Mitchell, W. J. (1992). The reconfigured eye: Visual truth in the post-photographic era. Cambridge, MA: MIT Press.

    Google Scholar 

  • Pollock, N. (2003). The ‘self-service’ student: Building enterprise-wide systems into universities 1. Prometheus, 21(1), 101–119.

    Article  Google Scholar 

  • Poole, L. (1991). Pictures perfected. Macworld, 8(1), 144–151.

    Google Scholar 

  • Roush, W. (2013, March 28). Knowledge when you need it: Lynda.com and the rise of online education. Retrieved November 5, 2016, from http://www.xconomy.com/national/2013/03/28/knowledge-when-you-need-it-lynda-com-and-the-rise-of-online-education/

  • Sefton-Green, J. (1999). From hardware to software: The resource problem? In J. Sefton-Green (Ed.), Young people, creativity and new technologies: The challenge of digital arts (pp. 138–154). London: Routledge.

    Chapter  Google Scholar 

  • Selingo, J. (2014, 21 April). The new lifelong learners. Slate. Retrieved December 1, 2014, from http://www.slate.com/articles/technology/future_tense/2014/04/just_in_time_education_is_a_technological_reality_economic_necessity.html

  • Shenk, D. (1997). Data smog: Surviving the information glut. San Francisco, CA: HarperEdge.

    Google Scholar 

  • Suchman, L. (2007). Human-machine reconfigurations: Plans and situated actions (2nd ed.). Cambridge: Cambridge University Press.

    Google Scholar 

  • Suchman, L. (2011). Anthropological relocations and the limits of design. Annual Review of Anthropology, 40(1), 1–18.

    Article  Google Scholar 

  • Toffler, A. (1970). Future shock. New York: Random House.

    Google Scholar 

  • Wright, A. (2007). Glut: Mastering information through the ages. Washington, DC: Joseph Henry Press.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2018 The Author(s)

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Lesage, F. (2018). Searching, Sorting, and Managing Glut: Media Software Inscription Strategies for ‘Being Creative’. In: Taylor, S., Luckman, S. (eds) The New Normal of Working Lives. Dynamics of Virtual Work. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-66038-7_6

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-66038-7_6

  • Published:

  • Publisher Name: Palgrave Macmillan, Cham

  • Print ISBN: 978-3-319-66037-0

  • Online ISBN: 978-3-319-66038-7

  • eBook Packages: Social SciencesSocial Sciences (R0)

Publish with us

Policies and ethics