Crowdsourcing System and Changes in Media Technology in
Reshaping Distribution of Graphic Design Works
P. Gogor Bangsa
1
1
Indonesia Institute of the Arts Yogyakarta, Yogyakarta, Indonesia
Keywords: Crowdsourcing, Internet, Media Technology, Reshaping, Graphic Design
Abstract: The development of the graphic design was strongly influenced by technological developments. From
graphic design style, how to work to the way it is distributed. When digital technology and the Internet
became known, changes also occurred in the field of graphic design. The presence of the Internet also
encourages the emergence of a crowdsourcing system as a way to bring together clients and graphic
designers. Designers also take advantage of these advancements to facilitate the way they work, but as a
technology that always brings two sides as a result, the crowdsourcing system also has the same thing.
1 THE DEVELOPMENT OF
GRAPHIC DESIGN
Graphic design is a general term for activities
that combine typography, illustration, photography
and printing for the purposes of persuasion,
information and instruction (Livingston &
Livingston, 1994). This definition shows that the
graphic design field is very close to technology and
its development is strongly influenced by
technology. Graphic design is also often seen as a
means of communication, including its relationship
with the development of industries that play an
important role in marketing factory production
(Meggs & Purvis, 2012), thus also close to economic
issues.
The development of graphic design can be traced
thousands of years ago since the days of the
illuminated ancient Roman script until the
development of printing machines in Europe by
Gutenberg in the 1450s and so on. But important
developments emerged during the Industrial
Revolution in England between 1760-1840, which
was a radical change in the economic and social
fields, including in graphic design. The Industrial
Revolution created a breakdown and separation of
the fields of creation and production of graphic
design expertise into a number of field specialties
(Meggs & Purvis, 2012).
Along with the development of technology in
graphic design especially when phototypesetting
began to be commonly used in the 1960s, several
special skills emerged, such as: graphic designers
(who made page layouts); typesetter (which operates
equipment for typesetting); production artist / paste-
up artist (tasked with arranging all graphic design
elements into a page); camera operator (who made a
negative photo from a paste-up result); stripper (in
charge of compiling these negative photos into one);
plate maker (in charge of preparing the printing
plate); and print operators (who operate printing
machines).
But for the last quarter century in the 20
th
century
and the first decade of the 21
st
century, computer
technology (and electronics) experienced a very
rapid progress. This progress affects many aspects of
human life, including in the field of graphic design.
Then in the period leading up to the 1990s, almost
all of these tasks could be taken over by just one
person with the help of computer graphics.
This development also occurred in Indonesia,
before the entry of digital technology in the 1990s
all design work was done with hand skills. From
making illustrations, combining photos, lettering,
layout to production preparation are all done
manually. This requires special expertise and high
skills from the perpetrators, for it requires formal
education or experience to be able to get all these
skills. Formally at that time education for the
graphic design field already existed in Indonesia,
such as at the Indonesian Institute of Arts in
Yogyakarta or the Bandung Institute of Technology
(Kardinata, 2015). Likewise for graphic design skills
Bangsa, P.
Crowdsourcing System and Changes in Media Technology in Reshaping Distribution of Graphic Design Works.
DOI: 10.5220/0008765904150422
In Proceedings of the 1st International Conference on Interdisciplinary Arts and Humanities (ICONARTIES 2019), pages 415-422
ISBN: 978-989-758-450-3
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
415
in Indonesia which have had a long history of
creating people who are experts in the field self-
taught (Setiyono, 2004).
2 CROWDSOURCING SYSTEM
PRESENCE IN GRAPHIC
DESIGN
Graphic design experienced rapid development
when computer graphics became known in
Indonesia in the second half of the 1980s. The
presence of desktop publishing and graphics
software makes it easy for a new generation of
Indonesian graphic designers. By the year 2000,
more and more graphic design work had become
increasingly dependent on computers. The influence
of computer graphics technology has many
influences in terms of design techniques and styles,
accuracy and speed. The development of computer
technology was followed by the development of
information technology by the presence of the
Internet. The rapid development of the Internet then
opened up opportunities for graphic designers to find
media to display and disseminate their works.
Beginning with making e-magazine as a media
display of works that are disseminated through a
website (Bangsa, 2008). After that, other media
began to emerge that had the opportunity to
disseminate and become a place to sell their work
such as crowdsourcing sites and portfolio / showcase
sites (e.g. 99 designs, Design Contest, Upwork,
Envato Studio, Sribu, Freepik, Devianart, and so
on).
Crowdsourcing is the process of getting services,
ideas, or content by collecting contributions from a
group of people, especially from online communities
for a variety of activities. This term is a combination
of "crowd" and "outsourcing" (getting something
from outside / external) (Ghazali and Nadinastiti,
2015). The way the system works is quite simple:
the site organizer invites designers to submit their
designs for creating design contests for various
graphic design needs such as websites, t-shirts, logos
and so on. Then the client will choose the best
design from the design that comes in and the
winning designer will get a payment. The term
crowdsourcing is often misunderstood by
crowdfunding with different objectives, but the
resources still come from the crowd.
The term crowdsourcing was introduced by Jeff
Howe in 2006 in an article in Wired online magazine
(www.wired.com/2006/06/crowds/). However,
crowdsourcing activities were recorded as having
existed since 1714 when the British government
opened a twenty thousand pound prize competition
for those who could find the longitude counting
method of a ship (Dawson & Bynghall, 2012).
Crowdsourcing is then more developed and known
along with the presence of Internet technology.
Howe (2009) calls the crowdsourcing system the
beginning of human networking, and as predicted by
Alvin Toffler in The Third Wave that society does
not just want to consume passively, but they want to
participate in the development and creation of
products that are more meaningful to them.
Crowdsourcing represents the actions of a
company or an institution taking a function that was
originally carried out by permanent workers and
freelancers to an undefined group of community
networks and usually in large numbers in the form of
an open call. Howe (2009) (Fuchs, 2014) says that
crowdsourcing is one embodiment towards the
democratization of capitalism.
Howe gave the initial example of crowdsourcing
in the case of Threadless.com which was founded by
Jack Nickell and Jacob DeHart in Chicago in 2000
who made an online t-shirt design competition.
Every week they receive about a thousand design
entries and winners are chosen by the designers
themselves rather than by the board of jury. The
winner will get a t-shirt with his own design.
Threadless.com benefits greatly from this business
with the cost of producing each t-shirt for US $ 5
and they sell between US $ 12 25. They also do
not need to pay for designers, salespeople and
advertisements because the community they own has
done it all for free (Howe, 2009).
Fuchs said that the company's management
thinkers had recommended to companies to transfer
employee resources to users and consumers with the
aim of increasing company profits by reducing labor
costs. The outsourcing of work to consumers is a
general tendency of contemporary capitalism. In
addition to the form of open call, crowdsourcing is
done by means of competitions, contests, image
stock, or showcases. Facebook has asked users to
translate their sites into other languages without
payment, as is done by Google for Google Translate
and Google Maps, and Trip Advisor. Pepsi held a
competition with a prize of US $ 10,000 for the best
design from the Pepsi can. In such projects, most of
the work carried out is not paid. Even if the winner
receives money as prize, most of the work time used
by users and consumers is completely unpaid, which
allows the company to outsource paid work time to
consumers or fans who work for free (Fuchs, 2014).
ICONARTIES 2019 - 1st International Conference on Interdisciplinary Arts and Humanities
416
Crowdsourcing phenomena also occur in
Indonesia, especially after Internet technology
available and its access became easier. In Salaman
village (near Borobudur Temple, in Magelang
Regency, Province of Central Java) there is a group
of self-taught graphic designers (there are
approximately 1,500 people). They switched their
livelihoods from the former laborers (laborers,
farmers, public transportation drivers, and so on) to
become graphic designers since getting to know
computer graphics and Internet technology. By
following the logo design contest on the
crowdsourcing site 99design.com by working like an
intermediary between prospective clients and
designers, where in 2014 they earned approximately
45 billion Rupiah (around US $ 3,700,000) in
revenue. However, the process undertaken is not
easy, because they have to submit designs of tens to
hundreds of times per person (Arifin, interview, 28-
29 November 2014). Until now they are still
undergoing this activity as their main work because
they provide earn more money than their previous
work (Bangsa, 2017).
The Aqua mineral water company uses
illustrations by Renata Owen a 7th semester
student at the time in 2014 for the "40 Years of
Aqua" series. Renata was 'discovered' by the Aqua
agency through the Behance design showcase site.
The illustration is valued at 50 million Rupiah
(approximately US $ 4,500), a lower price than if
Aqua uses a professional agency, but the price is
very high for a student. In 2014 Bayu Santosa (then
3
rd
semester student) won an alternative Maroon 5
album cover contest and earned US $ 700 (around 7
to 8 million Rupiah when he won the contest) and
tickets to watching the Maroon 5 concert in America
but failed because the cost of transport and
accommodation must be borne by himself (Santosa,
interview, 11 April 2019).
Vinsensiana Aprilia Nanda Jeharu, an alumni of
design department who became a freelance
illustrator who joined the crowdsourcing site
Upwork (www.upwork.com) got a job making
digital illustrations for children's story books from a
foreign client. One page of the illustration was
valued at US $ 5 and she had to make 15 pages (US
$ 75), and by her client the book was sold on the
Amazon.com site as a US $ 15 e-book Kindle digital
book. As a freelance illustrator at Upwork.com, she
must comply with the rules of the site, such as:
unlimited design revisions. While the client has the
right such as: disconnecting the employment
relationship unilaterally without notification with the
illustrator if it is considered unsatisfactory, and
giving a rating according to the service to the client.
The existence of such regulations makes
Vinsensiana must be careful in providing services to
clients so that her membership account is not
suspended by Upwork as she experienced when she
joined the crowdsourcing site Fiverr. But
Vinsensiana admitted that she was quite satisfied
with the income earned and the way she worked so
far (Jeharu, interview, 20 May 2019).
Even so, not all designers that the crowdsourcing
system is a profitable way, because designers have
invested their time, energy and mind but there is no
guarantee that their work will be paid because they
have to compete with thousands of other designers.
In addition, crowdsourcing sites have never provided
regulations that provide protection for designers, so
that they potentially threaten the designer profession,
there is also no guarantee of designs that are not
chosen to be misused (Ghazali and Nadinastiti,
2015).
The crowdsourcing system has the same nature
as the Internet, namely anonymity. "On the Internet,
nobody knows you're a dog", according to the
cartoon caption published in The New Yorker to
point to Internet anonymity, as well as
crowdsourcing as anonymous so that it never takes
into account one's educational background, or
experience (Howe, 2009). Therefore the existence of
the crowdsourcing system also makes the boundaries
between professionals and amateurs blurred. In his
article, Howe (2006) exemplified the emergence of
crowdsourcing with a professional photographer in
California, who was frustrated because even though
he had lowered the cost of his photography services,
it still had to lose to iStockphoto which provides
millions of photos at very cheap prices. The
iStockphoto site is a royalty-free photo stock (as
well as illustration, clip art, video and audio)
provider with prices varying between US $ 0.22 to
US $ 10 per photo with a collection of photos
totaling millions of contributions from
photographers all over the world. While the price of
one photo from a professional photographer is US $
200 to US $ 300 per photo. Anyone can send photos
to this site regardless of their educational
background, experience or professionalism. The
same is true of the example of self-taught designers
and academic designers who have no boundaries
between professional, academic or self-taught.
Crowdsourcing System and Changes in Media Technology in Reshaping Distribution of Graphic Design Works
417
3 TECHNOCULTURE IN
GRAPHIC DESIGN
This study aims to examine the role of the
Internet as part of cyberculture and its influence on
the workings and ways of distributing graphic design
works, especially with crowdsourcing systems, and
how crowdsourcing systems are carried out by
designers and the use of Internet technology. This
circumstances like in accordance with technoculture
theory which is referred to as an interrelation and
dependence between technology and culture. The
Internet in this case is considered as a new
communication media, which can be seen as a cause
of changes in the way of production and distribution
of graphic design works. But it can also be seen on
the contrary whether as a result of the development
of the way of working and its distribution. Internet
technology that is increasingly available easily and
cheaply brings many conveniences in the field of
graphic design such as: efficiency, speed, accuracy
and flexibility. Therefore this study will also
examine how the Internet plays a role in the facilities
mentioned above.
This research is directed at the micro level and as
a corpus of this research are local designers in
Yogyakarta and around, who undergo the
crowdsourcing system in their work in the field of
graphic design between 2010 - 2018. As a
comparison, research will be conducted on the
response of professional, academic and self-taught
designers to the crowdsourcing system. Therefore,
this research will be expected to have different
aspects compared to the cases of the crowdsourcing
system at the macro level.
When Internet technology became popular,
public of graphic design made use of its efficiency,
speed, accuracy, and flexibility to try to escape
dependence on patrons. This can be seen in the
efforts of local graphic designers to showcase their
work through e-magazine distributed through the
Internet. There has been previous research regarding
the relationship between the way Internet production
and the way of distributing graphic design works,
namely research that had been done by the author
titled E-Magazine as an Alternative Media for
Spreading the Concept of Visual Communication
Design in 2008. This study explains the emergence
of Internet technology that encourages young
graphic designers in Yogyakarta to make their own
access to distribute their work by loading it in an e-
magazine uploaded on an Internet site (Bangsa,
2008). However, the problem of this research is that
there are differences with the subject matter raised
by the author now. Although both discussed
technoculture but here there are differences in the
subject matter, namely: trying to release from
patronage relations (2008), while in the proposed
research this is more a shift from patronage relations
to partnership relations. The research time is also
different if it is related to the context of Internet
technology development, namely when
crowdsourcing sites have not spread yet (2008), and
further highlights how designers display their work
and later this model is similar to what is now known
as a portfolio site or showcase.
The next paper was titled Between Craftsmen
and Designers (2017) which was also written by the
author. The object of this research is self-taught
graphic designers in Salaman village, Magelang
Regency who joined the 99design.com
crowdsourcing site. Although it alludes to the
relationship between the Internet and the
crowdsourcing system, this research is different
from the one proposed by the author now. The study
focuses more on explaining the work methods of
self-taught designers compared to professional
designers and academic designers (Bangsa, 2017). In
general, both studies revolve around the problem of
the distribution of access to the Internet itself or the
political economy problems of the distribution of
Internet access.
To begin this research an explanation will be
given regarding the field of graphic design and
especially its relation to technological developments.
Graphic design also evolves in accordance with the
development of technology according to the division
of human history into three periods according to
Alvin Toffler (1980): agrarian revolution (first
wave), industrial revolution (second wave), and
information revolution (third wave). Technological
developments in graphic design were presented in
the world graphic design history book by Philip B.
Meggs and Alston W. Purvis Meggs' History of
Graphic Design especially in the discussion of the
Industrial Revolution and the impact of industrial
technology on visual communication. Whereas in
the next section the book discusses the Age of
Information and graphic design in a global village,
and at the end is about the Digital Revolution.
The Digital Revolution cannot be separated from
the role of computers and the Internet as part of
cyberculture. One result that arises from the
existence of Internet technology is the
crowdsourcing work system. There was a study
about crowdsourcing conducted in 2016 about the
crowdsourcing system carried out by Panca Siwi N.
in title Community Participation in Jogja
ICONARTIES 2019 - 1st International Conference on Interdisciplinary Arts and Humanities
418
Rebranding (Case Study: Community Political
Participation in Jogja Rebranding through the Jogja
Urun Rembug Forum). The study discusses the role
of the Yogyakarta community in responding to and
determining the new logo for the rebranding of the
city of Yogyakarta. The findings of this study are
that the crowdsourcing system in the case of
rebranding the city of Yogyakarta is more of a
community-based mutual cooperation activity for
the image of the city without hoping to get
rewarded. Whereas the present research is more on
how designers work with a crowdsourcing system
with the aim of getting at least cash in return.
The crowdsourcing system itself is considered to
be imperfect, and even some people prejudice the
system. The Indonesian government during the time
of President Susilo Bambang Yudhoyono through
the Ministry of Tourism and Creative Economy
mentioned the shortcomings of this graphic design
crowdsourcing system, although very little in the
2015 - 2019 National Design Development Plan. It
is said that the crowdsourcing system is a new form
of business model where clients can asking from
many designers to fulfill their request.
The existence of a crowdsourcing system cannot
be separated from the role of the development of
Internet technology. The presence of Internet
technology then made crowdsourcing more known
and developed. Regarding the network explained by
Martin Lister (Lister, et.al., 2009) in the book New
Media: A Critical Introduction as one of the
properties of new media (in this case the Internet),
namely: networking (besides digital, interactive,
hypertextual, virtual, and simulated).
The use of graphic design work from
crowdsourcing sites has also been written in a
journal entitled Encouraging Better Graphic Design
in Libraries: a Creative Commons Crowdsourcing
Approach by Veronica Arellano Douglas and April
Aultman Becker (2015). This research only focuses
on the ease of obtaining graphic design works to
provide convenience for library information
systems. But in this study it can also be seen that
users can fulfill the needs of graphic design works
by utilizing Internet technology. The case study in
this study examines an approach to improve the
quality of graphic design in a library. Through a
combination of social media and cloud-based
storage that can be accessed, and utilizing freely
available graphic designs to be used under a license
that can be shared.
Research on the role of the Internet and its
influence on the workings and ways of distributing
graphic design works with the crowdsourcing
system, as well as how the crowdsourcing system is
carried out by designers and the use of Internet
technology are still rare. It is hoped that this research
can find out how the role and influence of the
Internet on the workings and ways of distributing
graphic design works, as well as the relationship
between patrons and actors. Thus it can be seen the
difference in conditions between before and after
Internet technology is present.
Technoculture consists of two words: techno
(logy) and culture. Donna Haraway calls ‘techne’ (as
long as the word technology’) as ‘a technique that
can be translated or transferred". Culture is the result
of syncretism and hybridization of cross-space
interactions and is increasingly considered a route
made rather than having roots. Culture is a collection
of temporary and interconnected combinations of the
local on the global (Barker, 2004). Raymond
Williams as quoted by Slack and Wise (2005)
considers many historical and contemporary
meanings about culture, including the implications
of caring for or processing (as in agriculture); the
difference between humans (culture) and material
reality, between symbolic (cultural) production and
material production, between culture and society,
between culture and structure; attribution has
something special when someone is cultivated;
designation of separate popular culture as opposed to
high culture; characterization of national differences
(as in the culture of two different countries); and
naming related subgroups or subcultures in national
culture (such as in large cities or rural areas in a
country).
Raymond Williams also said that culture is "the
whole way of life", which means the formation,
arrangement, and organization of what we think,
believe, value, feel, and do. however culture is not
static, but is a process of changing relationships
between old, new, and reconfigured or re-articulated.
On the one hand culture is formed from traditional
works: meanings, values, artifacts and practices that
are derived from previous generations or other
parties. On the other hand culture is shaped by
selected works: the selection, challenge,
arrangement, and life of artifacts and ideas in
everyday life in interactions with changes in material
conditions. Thus culture is a process in which
tradition is reconfigured in historical conditions in
everyday life. In the process of change, culture will
express dominant things (values, feelings, beliefs,
etc.), but also bring things that are residual from the
previous time or social formation, as well as
emergent things from ideas and new process.
Crowdsourcing System and Changes in Media Technology in Reshaping Distribution of Graphic Design Works
419
While the term technology itself is a term that is
not easy to get its definition appropriately.
According to MacKenzie and Wajcman (1985) (in
Bijker, et. Al (eds.), 1989), there are three layers of
understanding that can be distinguished from the
word "technology", first, there are levels of objects
physically or artifacts, for example: bicycles, lights,
plastic. Second, "technology" can refer to activities
or processes, such as: the manufacture or casting of
steel. Third, "technology" can refer to what people
know about what they can do, for example: "know-
how" to design bicycles or operate ultrasound
devices at obstetric clinics.
However, technoculture discussion is not the
same as when discussing technology alone or culture
itself only, technology is an integral part of culture
(Slack and Wise, 2005), so there is no term
"technological age" as we call it: Stone Age, Bronze
Age, Iron Age, Industrial Age, Information Age and
Digital Age. Human culture is always present in
relationships that we understand as technology
(stone, fire, clocks, computers to nanotechnology for
example). Technoculture is defined as the
interrelationships and dependencies between
technology and culture, where technology is
considered to contribute to forming culture and
society (technological determinism) (Bell, 2007) and
on the contrary people are considered to play a role
in shaping technology (cultural determinism) (Slack
and Wise, 2005).
Slack and Wise (2005) call technological
determinism meant that technology is understood as
having an effect and that technological change is the
main determinant of cultural change. Landong
Winner (in Slack and Wise, 2005) explains that
technological determinism is believed to depend on
two hypotheses: (1) that technology is central to
defining what culture is; and (2) that technology
causes effects and that technological change is a
major cause of cultural change. On this issue
technology is the cause. Whereas the opposite is
cultural determinism, namely: culture is understood
as a cause and technology is as a result.
Technological determinists argue that scientific
advances are driving technological progress, but
social determinists say that strong social elites
(military, bureaucrats and corporations) play a
changing role (Green, 2002).
The discussion of technology and culture can not
be separated from the influence with matters of
policy (authority) and the structure of society. Our
lives are inseparable from one or more of these
things, so discussing technoculture is also about
doing activities between: culture and society,
technology and policy (Green, 2002). In this case the
focus of technoculture that is discussed is about
cyberculture and the Internet, which one of the
effects is to the world of digital communication
centers.
Talks about technoculture involving society,
technology, policy and culture also include talking
about 'neutrality' in technology, public interest,
popular culture, regulation, gender, modernism and
postmodernism, and the nature of the information
society. There is a cycle that works here: culture
creates new communication technologies, which are
then put together as technoculture, which then
encourages further technological discovery (Green,
2002). Electricity, apartment buildings, fabric
factories may have technocultural elements, and can
be called technoculture. The balance between techno
(-logi) / culture might be more developed so that
electricity is more technological, and synchronized
swimming becomes more cultural.
Slack and Wise (2005) divide the response to
technology into three: (1) Ludism; (2) Appropriate
Technology (AT); and (3) Unabomber. Ludism is a
term for Luddites who are anti-technology and anti-
progress. They are referred to as machine haters,
anti-technology, anti-progress, anti-development and
anti-life are established. Ludism refers to a
movement of skilled workers in England in 1811-
1817 in the textile industry. They damage (or
precisely sabotage) weaving machines because they
believe that the machine will replace the role of the
workers and make them lose their jobs. But
according to the EP. Thompson explanation. in his
book The Making of English Working Class that
these Luddites are not entirely anti-technological,
they only want that "industrial growth should be
arranged according to ethical priorities and profit
seeking must be below what is needed".
Those who accept technology as Appropriate
Technology are about making technological choices
that oppose the development of technology for
technology, or for the benefit of sacrificing quality
of life. In his manifesto Ted Kaczynski aka
Unabomber (as FC / Freedom Club) mentions
human transformation towards the need for
machinery, environmental transformation, and
damage to human dignity and autonomy. These
three responses represent: (1) fear and anti-
technology; (2) cooperating and utilizing
technology; and (3) misusing technology.
Technology is political economy, therefore
technology is political because it can be used for
political purposes but also technology is economical
because it can be used for economic purposes.
ICONARTIES 2019 - 1st International Conference on Interdisciplinary Arts and Humanities
420
Technology is not an element that is taken and used
for a political system or economy, not also
technology creates a political and economic system,
but technology is an integral part where politics and
economics are displayed or in other words
technoculture is political and economical. The next
task is to examine how certain sets of technologies
from technology, politics, and economics are built,
what work they do, and how they can be changed.
Politics is a term relating to the relationship between
power and agency. Whereas economics requires the
production, distribution and exchange of resources,
which include human resources (for example, labor),
natural resources (eg. copper), and information
resources (for example, knowledge) (Slack and
Wise, 2005).
Jameson followed Ernest Mandel who divided
capitalism into three periods which happened to
coincide with three stages of technological
development: (1) industrialization using steam
engines which began in 1848; (2) electric machines
and internal combustion engines (ICE) began in the
1890s; (3) electronic use and nuclear power since
the 1940s. These three stages of technological
development are in accordance with the three stages
of the evolution of capitalism: (1) the stage of
market capitalism / stage of the market economy
which is limited to the territory of the country; (2)
the stage of monopoly or imperialism in which
capitalism is extended to other regions; (3) the final
stage of capitalism in which the region no longer
becomes relevant or multinational capitalism which
is often misunderstood by post-industrial. Jameson
connects these three stages of capitalism with three
stages of cultural production: (1) the stage of
realism; (2) the stage of modernism; (3) the stage of
postmodernism [(Jameson in Durham and Kellner
(eds.), 2006) (Jameson, 1991)].
4 CONCLUSIONS
Technology advances cannot be avoided, including
in the field of graphic design. Technology is indeed
made to help and make it easier for humans to carry
out their work processes. But technology always
brings two sides: benefits and threats. In the case of
crowdsourcing system on graphic design on the
other side made it easier for graphic designers to
distribute their work while freeing them from capital
patrons as they were before Internet technology was
known. But on the other hand problems arise,
namely the blurring of boundaries between
professionals and amateurs, and pseudo-freedom
when graphic designers think they are liberated from
capital patrons but in reality they are under a much
greater power of capital. It takes a strong role from
the government as an intermediary between these
graphic designers and clients who are able to create
an equal relationship.
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Ghazali, Achmad; & Nadinastiti, 2015. National Design
Development Plan 2015 2019, PT. Republik
Solusi, Jakarta.
Green, Lelia, 2002. Technoculture from Alphabet to
Cybersex, Allen and Unwin, New South Wales.
Howe, Jeff, 2009. Crowdsourcing: Why the Power of the
Crowd is Driving the Future of Business, New
York: Crown Publishing.
Jameson, Fredric, 1991. Postmodernism, or the Cultural
Logic of Late Capitalism, Duke University Press.
Jameson, Fredric, 2006. Postmodernism, or the Cultural
Logic of Late Capitalism, dalam Meenakshi Gigi
Durham & Douglas M. Kellner (eds.), Media and
Cultural Studies: Key Works, Malden: Blackwell
Publishing.
Kardinata, Hanny, 2015. Indonesian Graphic Design in
the World Graphic Design Vortex, DGI Press,
Jakarta.
Lister, Martin, et.al, 2009. New Media: A Critical
Introduction, Routledge, New York.
Livingston, Alan; & Isabela, 1994. Encyclopaedia of
Graphic Design + Designers, Thames and
Hudson, London.
Meggs, Philip B.; & Purvis, Alston W., 2012. Meggs’
History of Graphic Design, John Wiley & Sons,
Inc., New Jersey.
Setiyono, Budi (ed.), 2004. Cakap Kecap (1972 2003).
Persatuan Perusahaan Periklanan Indonesia,
Jakarta.
Siwi, Panca N., 2016. Community Participation in Jogja
Rebranding (Case Study: Community Political
Participation in Jogja Rebranding through the
Jogja Urun Rembug Forum), Gadjah Mada
University, Yogyakarta.
Crowdsourcing System and Changes in Media Technology in Reshaping Distribution of Graphic Design Works
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Slack, Jennifer Daryl; & Wise, Macgregor, 2005.
Culture and Technology A Primer, Peter Lang,
New York.
Toffler, Alvin, 1981. The Third Wave, Bantam Books,
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Journals:
Bangsa, Gogor, 2008. E-Magazine as an Alternative
Media for Spreading the Concept of Visual
Communication Design, Journal of Visual Arts
Ars No. 08/May August, 2008, Faculty of
Visual Arts, Indonesia Institute of the Arts
Yogyakarta.
Bangsa, Gogor, 2017. Between Craftsmen and Designers.
Journal of Visual Communication Design
Nirmana Vol. 17 No.1 January 2017, Visual
Communication Design Department, Faculty of
Art and Design, Petra Christian University,
Surabaya.
Douglas, Veronica Arellano & Becker, April Aultman,
2015. Encouraging Better Graphic Design in
Libraries: a Creative Commons Crowdsourcing
Approach, Journal of Library Administration,
Taylor & Francis.
Links:
Howe, Jeff, 2006. The Rise of Crowdsourcing,
(https://www.wired.com/2006/06/crowds/)
Interviews:
Arifin, Elin Najar (November 28 29, 2014).
Santosa, Bayu (April 11, 2019), via WhatsApp Messenger.
Jeharu, Vinsensiana Aprilia Nanda (May 20, 2019).
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