{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,2,20]],"date-time":"2025-02-20T05:18:18Z","timestamp":1740028698240,"version":"3.37.3"},"reference-count":0,"publisher":"IOS Press","content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2013]]},"abstract":"<jats:p>In order to generate a contemporary problematization of issues of creativity and learning culture within electrate intelligent environments, this paper focuses on a recent project of the MIT Senseable City Lab, the &amp;ldquo;Makr Shakr.&amp;rdquo; In the first part of the paper [Part I: The Experiment of Makr Shakr; co-Creation and Consumption In Search of Social Design Intelligence], I analyze the ideas that brought the project of Makr Shakr into being, and describe the actual platform of social co-creation. I discuss the design and function of the project, which is based on a platform providing access to anyone who desires to create an alcoholic or non-alcoholic drink, and describe the experience of the emancipation of drinking-culture from the hands of its experts to the hands of its customers. In the second part of the paper [Part II: Creative Learning Via Social Imprimers; Minksy's Model of &amp;ldquo;Attachments-Goals&amp;rdquo; Learning Process,] I comment on how the project may serve toward the problematization of the construction of social platforms of co-creation and participatory design processes. I discuss the ideas emerging from the existence of the Makr Shakr project and expand to notions of creativity and culture, by focusing on the new positioning of the collective-amateur as expert, i.e. as the tool-holder and subject of creation, and on the formation of a new culture of &amp;ldquo;expanded base.&amp;rdquo; My question here is: What are the implications of a process in which everyone can contribute to the design and creation of a cultural product on the way we define the creative subject, as well as cultural value and significance. The salient idea in the paper is that in participatory environments of co-creation, the individual participates in processes of meaning-making through the construction of shared stories, and that this process provides the creative subject with social imprimers that help shape preferences and therefore gradually formulate the culture of the creative crowd.<\/jats:p>","DOI":"10.3233\/978-1-61499-286-8-604","type":"book-chapter","created":{"date-parts":[[2025,2,19]],"date-time":"2025-02-19T18:02:07Z","timestamp":1739988127000},"source":"Crossref","is-referenced-by-count":0,"title":["Designing Design Heuristics: The Creative Crowd"],"prefix":"10.3233","author":[{"family":"Turgeman Yaniv","sequence":"additional","affiliation":[]}],"member":"7437","container-title":["Ambient Intelligence and Smart Environments","Workshop Proceedings of the 9th International Conference on Intelligent Environments"],"original-title":[],"deposited":{"date-parts":[[2025,2,19]],"date-time":"2025-02-19T18:26:15Z","timestamp":1739989575000},"score":1,"resource":{"primary":{"URL":"https:\/\/www.medra.org\/servlet\/aliasResolver?alias=iospressISSNISBN&issn=1875-4163&volume=17&spage=604"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2013]]},"references-count":0,"URL":"https:\/\/doi.org\/10.3233\/978-1-61499-286-8-604","relation":{},"ISSN":["1875-4163"],"issn-type":[{"value":"1875-4163","type":"print"}],"subject":[],"published":{"date-parts":[[2013]]}}}