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Crafting and the "Reset" Generation
Teaching the joy of creativity -- and the
process -- to the new, techno-savvy market.
by PC Smart (April 4, 2005)
In my household, creativity comes in two forms. My daughter and I
thrive in the world of glue, paper, fabric and paint. She and I use
the computer for small parts of our projects, but when it comes to
assembly, we are more inclined to cut and paste by hand rather than
by mouse.
We see technology as simply a shortcut in the creative process.
We want to be able to touch and hold our finished projects and not
just view them on screen. We love getting our hands dirty and
learning from our design disasters. We cringe when we remember the
time we used the wrong adhesive and the wreath fell apart. Or the
time we spent days making a set of pajamas only to have them shrink
because we did not pre-wash the fabric.
There is a tremendous amount of problem-solving skills in crafts,
and they grow with the level of your projects. This is a fact that
many industry professionals like to talk about when discussing the
importance of crafting at a young age.
For the males of our family, however, technology is the preferred
means of expression. Video games, computer-based activities,
robotics, and gadgets draw them in like moths to a blinking LCD
light. They spend hours creating characters, manipulating scenarios,
and fighting virtual enemies.
Many people would say these activities are passive and do not
involve any type of creative thought process, but I beg to differ.
The amount of creative thinking that goes into getting to the 12th
level of a video game is staggering. You must have to have a great
memory to keep all the characters and "lands" straight,
recall which button combinations are needed to jump or fly, and
think ahead so that the actions you took on level 4 do not come back
to haunt you later. All this must be done quickly before you fall
off the cliff or become dragon food.
These games are the great problem-solving skill builders, but
they have one major drawback: the reset button. The reset button
allows you to go back in time, a "do over" in the game
world. That monster keeps swatting you into oblivion? Just hit reset
and you can fight him over and over until you find his weakness and
beat him. Don’t like the quarterback on your fantasy team? Simply
go back and select a better one, no harm done, no contract to buy
out.
I once watched my husband tackle a mountain slide over and over
for nearly two hours before he landed at the bottom in one piece.
(OK, I wasn’t watching for two hours; I was crocheting a blanket
while he played.)
The reset button can be a sanity saver also. Many a sibling
dispute has been settled with a firm push of that little red button.
The reset button encourages you to try again and not walk away from
the game. It seems on the surface to be a learning tool, an
incentive to keep plugging. But the ability to erase the past is not
always a good thing.
The idea of a reset button goes beyond the world of video gaming.
While browsing the Internet, you have a "Refresh Screen"
button. When you make a mistake at the ATM, there is a Cancel
button. If you accidentally crop out Aunt May in your photo
software, you can go back in the History and undo the mistake.
There are very few permanent mistakes in the world of technology.
There is even a system tool that allows you to go back in time on
your computer, erasing any bad installations or program errors. This
ability to undo mistakes or errors in judgment only exists in the
digital world. In life you cannot just press a button and erase the
argument with your boss or the wreck your teen had with the family
car. In the real world, we must accept the consequences of our
actions and learn from our mistakes.
Applications to our industry
By now you are wondering what this has to do with the craft
industry. It actually is a key factor in its future success. While
we are trying to lure younger crafters, we forget that they have
been living in the age of the Reset button. They erase all of their
mistakes and go on. They have never had the experience of ripping
out a seam or trying to work around something that is firmly glued
down. They are not taking chances and making mistakes (a favorite
theme of "The Magic Schoolbus"); instead, they are
pressing the Undo key and moving on.
So when you introduce them to a new craft, you are also
presenting a challenge. They may not be totally successful on their
first try. The first few attempts at crochet may be crooked, that
first sewing project would be better suited for a doll, and the
first paintings won’t resemble anything recognizable.
That is when they discover there is no Reset button in crafting.
I have seen that look in the eyes of my daughter when she first
attempts a new technique. Those of us who devote our free time to
creativity revel in the happy accidents that occur when things don’t
go as planned. We enjoy the process along with the final product.
Today’s upcoming generation of crafters may not be comfortable
with that modus operandi. They want to erase their mistakes and only
see the perfect end product.
How do you successfully market to the Reset Generation? I don’t
think anyone really has the definitive answer to that question.
Simply creating fool-proof projects is not enough.
There has to be education and lots of playtime. Children in
school are no longer given the time to create for fun anymore. There
is too much emphasis on the final product. Even Legos now come in
kits with specified model results; they are no longer building
blocks ripe for the imagination. Dolls come with themes and settings
to direct how you play with them. The imagination factor of playtime
has been lost. Even little league baseball has drafts with points;
you are washed up by the age of ten if you don’t have a great arm
or the perfect swing. The Craft industry is fighting an uphill
battle to reintroduce the concept of enjoying the ride as much as
the destination.
The Craft Yarn Council of America is doing a wonderful job
encouraging the younger generation to pick up a needle or two and
have fun. There is also a new mentoring program in the needlework
arena which shows promise.
Teaching new crafters the joy of creativity is our most important
job. When they have learned to explore without the safety net of the
Reset Button, they become consumers rather than a target demographic
on a marketing chart.
(Note: PC Smart writes for art/craft industry consumer and
trade publications in addition to being a marketing consultant and
designer. Contact her at pcsmart@bellsouth.net.
In her previous, non-creative life, she was a database systems
designer for a pharmaceutical company. Her main goal in writing
about technology has been the marriage of computers and traditional
art/crafts. Specializing in consumer level designs, Pamela focuses
on the use of graphics software, scanners, and printers to help the
average crafter use the computer for more than an expensive email
machine. She believes that technology should be used as a tool in
creativity and not necessarily the final output. To read previous
columns, click on the titles in the right-hand column.)
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