{"id":3562,"date":"2014-12-07T00:52:40","date_gmt":"2014-12-07T00:52:40","guid":{"rendered":"http:\/\/peerproduction.net\/?page_id=3562"},"modified":"2015-01-16T05:47:23","modified_gmt":"2015-01-16T05:47:23","slug":"cultures-of-sharing-in-thingiverse-what-can-we-learn-from-the-licence-choices-of-thingiverse-users","status":"publish","type":"page","link":"http:\/\/peerproduction.net\/editsuite\/issues\/issue-6-disruption-and-the-law\/peer-reviewed-articles\/cultures-of-sharing-in-thingiverse-what-can-we-learn-from-the-licence-choices-of-thingiverse-users\/","title":{"rendered":"Cultures of sharing in 3D printing: what can we learn from the licence choices of Thingiverse users?"},"content":{"rendered":"
by Jarkko Moilanen (University of Tampere), Angela Daly (Swinburne University of Technology\/European University Institute), Ramon Lobato (Swinburne University of Technology) & Darcy Allen (RMIT University)<\/strong><\/p>\n A growing literature in economics and social science has explored the practices of information exchange among online communities. A strong theme within this literature is that open cultures\u2014characterised by reciprocal sharing, weak IP, and open flows of information among practitioners\u2014are conducive to technological innovation. In Benkler\u2019s influential analysis, the end result is \u2018a flourishing nonmarket sector of information, knowledge, and cultural production\u2026 subject to an increasingly robust ethic of open sharing, open for all others to build on, extend, and make their own\u2019 (Benkler 2006, p.7). This phenomenon has been the focus of much recent research on collaborative production models, with numerous studies appearing about wikis, open-access publishing, free software and open science (e.g. Chesbrough 2006, Nielson 2011, Suber 2012, Anderson 2012, Hatch 2013).<\/p>\n One lesson from this literature is that sharing practices are context-dependent. Sharing is a social practice shaped by a range of variables, and sharing practices differ from community to community and from technology to technology (Kennedy 2013). Infrastructural issues, cultural factors and legal frameworks, both explicit and implicit, play a role in shaping the way we share information. It is therefore necessary to consider the diverse norms, values, structures and systems that emerge around particular forms of sharing. Scholars in various disciplines have taken up this challenge by documenting specific (rather than universal) aspects of sharing practice, such as the regulatory frameworks that govern conduct and the variable properties of technological platforms (e.g. Berdou 2011, Currie, Kelty & Murillo 2013, Schweik & English 2012, Suzor 2012).<\/p>\n This article contributes to the discussion by analysing how users of the leading online 3D printing design repository Thingiverse manage their intellectual property, and in doing so exchange information. 3D printing represents a fruitful case study for exploring the relationship between IP norms and practitioner culture. Although additive manufacturing technology has existed for decades, 3D printing is on the cusp of a breakout into the technological mainstream\u2014hardware prices are falling; designs are circulating widely; consumer-friendly platforms are multiplying; and users\u2019 technological literacy is rising. Thingiverse, as the leading website for 3D printing design-sharing, is playing a central part in this process.<\/p>\n As a contribution to the emerging literature on Thingiverse and its role in the 3D printing innovation system (Rayna et al 2014, Kyriakou et al 2012, Rideout 2011), this article analyses some recent IP-related controversies within 3D printing communities and examines Thingiverse\u2019s contested position within this community. In particular, we look at how intellectual property, in the form of 3D printing design files, is \u2018shared\u2019 in two \u2018directions\u2019: \u2018horizontally\u2019 among Thingiverse users; and \u2018vertically\u2019 between those users and MakerBot, Thingiverse\u2019s parent company. By \u2018sharing\u2019 we mean non-monetary exchange, either one-way or reciprocal, of design files between Thingiverse users. Such activities are usually restricted by traditional or orthodox uses of copyright law but the \u2018sharing\u2019 of material and software in these ways is a characteristic feature of maker and hacker communities (Coleman 2012).<\/p>\n We conduct this examination of sharing in Thingiverse using two methods: a legal analysis of the intellectual property provisions in Thingiverse\u2019s terms of use and the disputes which have arisen around them; and an empirical research component comprising an analysis of metadata collected from design files hosted by Thingiverse which reveal the licensing choices made by Thingiverse users. We will discuss what the insights obtained from these two methods may suggest about attitudes towards intellectual property and sharing within this rapidly growing online community of practice.<\/p>\n The paper has three sections. First, we offer a description of Thingiverse and its place in the 3D printing ecosystem. Second, we examine the prevalence of vertical intellectual property sharing between MakerBot and Thingiverse users, noting in particular the issues that have arisen regarding Thingiverse\u2019s Terms of Use and allocation of intellectual property rights. The third section considers horizontal sharing among Thingiverse users. Here we discuss the different types of secondary licences available to Thingiverse users when uploading their 3D printing designs, and present our empirical analysis of Thingiverse metadata. Throughout our discussion we explore the specific kinds of sharing ethics that are present in Thingiverse, the \u2018closed\u2019 as well as \u2018open\u2019 aspects of its user community, and what all this means for current debates about open innovation: themes that we draw together in the paper\u2019s Conclusion.<\/p>\n Additive manufacturing technology has long been a feature of aerospace, medical, manufacturing and defence industries. Within the last few years the technology has crossed over into the consumer space, with household-oriented printers coming onto the market at ever-lower prices. The continuing boom in public interest has led to significant commercial investment, venture capital speculation, and consolidation of what was previously a fragmented sector. It has also created a tsunami of hype, with business magazine The Economist <\/i>heralding the arrival of a \u2018third industrial revolution\u2019 (21 April 2012).<\/p>\n In this paper, our focus is on one small, yet crucial, part of the 3D printing ecosystem: the online design repositories that allow 3D printing enthusiasts, both professionals and non-professionals, to exchange design files. These repositories play a crucial role in linking experts with DIY enthusiasts who may not have the necessary skills to create complex Computer Aided Design (CAD) files. Rayna et al (2014) provide a brief typology of online 3D printing platforms after identifying 14 examples. The authors suggest the first mover in the space was Ponoko in 2007, and that the market grew following this. Table 1<\/i> provides examples of the diversity of 3D printing sites. These sites perform a mix of functions including design supply, hosting, customisation, co-creation and crowdsourcing, as well as offering print-on-demand and other bespoke manufacturing services.<\/p>\n Table 1: 3D printing design sites<\/span><\/p>\n1. Introduction<\/span><\/h1>\n
2. Thingiverse\u2019s place in the 3D printing ecosystem<\/span><\/h1>\n