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Open Source Memory: Crowdsourcing A Mondo 2000 Memoir

An early cyberculture publication proposes an open source documentation project as an exploration into memory and psychology.

Lisa Baldini
Lisa Baldini on May 21, 2010.

Before there was the digerati, blogosphere or even Wired, a host of small, independent magazines operated at the nexus of documenting the evolution of the the Internet and media technologies. In the 80s and 90s Mondo 2000 offered a veritable wealth of documentation for at the time was Cyberculture, all with a touch sarcasm that has also come to define social behaviors on the Internet.

Having retired the magazine some years back Ken Goffman (R. U. Sirius) is raising money to produce a collective memory project of the zine as well as the zeitgeist of early cyber punk ethos. He explains:

Originally, I had the idea that I could work with the idea of memory and perception in the context of writing a memoir. I probably didn’t remember my life that accurately, and perhaps not that interestingly, but if I made my memoir open-source and brought people who had their own memories of interacting with me in their own lives — during the late ’60s/’70s and the period when I was doing Mondo 2000 and earlier magazines — then something really interesting would come of that. It’d be a literary experiment and an exploration of memory and psychology.  That’s where it started.

The retelling of the story of Mondo 2000 through collective and open source means, however, offers a metaphor for the times; that is, our personal memories are part of a connected experience. Crucially, the web has allowed the documentation of the connected experience to influence the actual documentation process of culture.

Mondo 2000

[Via: Kickstarter]

TOPICS: Arts & Culture, Web & Technology, Work & Business
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Lisa Baldini

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Lisa Baldini is a regular contributor to PSFK.com. As a student of Graham Harwood, Luciana Parisi, and Matthew Fuller, Lisa's interest in technology lies in how culture is changed from the bottom up through history, materiality, databases, user experience, and affective computing. A student of social media marketing, she sees how people try to engage consumers through technology and how much failure is at hand by misunderstanding the medium. A teacher at heart, she writes and curates in an effort to link the knowledge derived between the academic, art, and business worlds.

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