Some Rights Reserved
Creative Commons kicks off its global case studies effort. Share your story. Discover new works and new models.
With upwards of 150 million CC-licensed works published from every corner of the world, no single use case can tell the whole story. Creators and users come to CC for different reasons, and for many, CC solves different problems. We’re trying to capture the diversity of CC creators and content by building a resource that inspires new works and informs free culture.
Creative Commons Case Studies 2009 kicks off today – and we want to hear your story! We’re collecting cases big and small on our re-launched Case Studies wiki, an online portal to upload and discover documentation about CC-licensed projects.
The top community curated stories will be featured on our website and in the next printed volume of Creative Commons Case Studies. You’ll also collaborate with our CEO, Joi Ito, whose doctoral work focuses on select case studies about CC and the sharing economy.
How to get involved
- Visit the Case Studies wiki and learn about how people are using CC licenses around the world. Browse existing studies and download Building an Australasian Commons: Creative Commons Case Studies Volume I, a stunning publication edited by Rachel Cobcroft and supported by CC Australia. The book highlights 60 exemplary CC-licensed users in Australasia and worldwide. Source files and PDFs are available for the entire book and easily digestible booklets covering particular fields.
- Curate a collection of case studies with PediaPress, a service that builds an OpenOffice document, PDF, or printed book from selected wiki pages. Publish your collection on a site that supports CC licenses such as Scribd. Tailor the material to meet your needs and add your entry to list of case study collections.
- Teach with real-life examples. We’re encouraging educators to follow CC Australia’s lead and integrate the CC Case Studies into their curricula. Teaching with case studies is compelling and instructive. Have your students analyze existing studies or write their own.
- Most importantly, add your CC story, or one you’re familiar with. Improve, categorize, and assess existing case studies. We’re particularly interested in the addition of data relevant to the cases.
Whether you’re looking for inspiration, business models, or precedents, the CC Case Studies are a perfect place to start. Help us expand this resource by sharing your work and telling your story.6 Comments »
SomeRightsReserved is the digital publishing platform for creative cooperative KithKin, a group of designers and creatives who are attempting to take a “genuine passion for inspiring people and celebrating creativity” and turn it into something tangible. Discussed earlier here, SRR are not only producing some fantastic products but are similarly experimenting with licensing in ways that challenge traditional design practices. We recently caught up with Ian Atkins, founder of KithKin/SRR, to get a better sense of how SomeRightsReserved functions as an organization, how they use CC licensing, and their plans for the future.
Can you give our readers some background on what SomeRightsReserved does? What makes you different from other design firms?
SomeRightsReserved is our digital publishing platform. It features a wide variety of ‘products’ ranging from laser cut ready design, to books and music. The group of designers behind the shop, KithKin, are primarily from a design background, but the shop is not limited by genre or discipline.
The initial thoughts that led to the development of SomeRightsReserved arouse from a desire from several of the designers to make and sell their designs and creations. In design this traditionally means a protracted period of time of development, testing, protecting your idea, and then getting made, then trying to sell it. Oh and finding the money to do so.
Now we can conceive an idea, refine it in a day and publish it the next. We publish almost anything in a digital format, whether it be rapid prototype files, which can be used to produce physical objects, to subversive pieces of viral software.
We let designers and creatives publish their products on their terms, exhibiting and touring their work offline and online.