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41 pages 1 hour read

Austin Kleon

Steal Like an Artist: 10 Things Nobody Told You About Being Creative

Austin KleonNonfiction | Book | Adult | Published in 2012

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Themes

Art as a Genealogy of Ideas

A central piece of Austin Kleon’s thesis is to imagine art as a genealogy of ideas. This means that artists should imagine themselves as part of a creative lineage rather than as a lone creator. Kleon argues that realizing that one is an individual point in a larger genealogy of artists takes the pressure off when creating unique work and allows artists to “steal” what they like, while still putting their individual twist on it. Kleon offers a variety of practical and conceptual advice to help people reframe their ideas about the “genealogical” creative community and discover new ways of connecting with people. Kleon encourages his readers to create individualized creative genealogies to unseat the pervasive myth that is it possible to be fully original. He urges artists to reconcile with the fact that “nothing is original” (7), and encourages them not to find that concept tragic, but hopeful and natural.

These genealogies of ideas within larger artistic genres are widely accepted; Kleon urges the reader to take concepts they already know, like how creative lineage affects the creation of artistic movements, and consider where they individually fit within them. In using the image of a “genealogy”, Kleon grounds his thought in a simple biological and sociological concept, helping to engage with reader. He extends this metaphor further. He says that regardless of what type of family was around someone while they were growing up, genetically, everyone is a “remix” of two people, and through them, “all of [their] ancestors” (11). While everyone looks different from each other, one bears certain similarities to those one is genetically connected to. This “familial genealogy” sits alongside the “genealogy of ideas” people are influenced by as they grow up (11). The ideas people surround themselves with make them “a sum of [their] influences” (11). Just like genetics leave markers of similarities, so does being part of a genealogy of ideas. Kleon suggests that people look up their hero’s heroes, and learn about everyone in their “genealogy,” to have a backlog of inspiration and ideas to “steal.”

By invoking the concept of “genealogy”—a collective line stretching back in time—the book also alludes to the artistic tradition. It acknowledges that this tradition can be intimidating, with a canon of “great” artists, many of whom are legendary geniuses. By positioning the reader at the base of this genealogy, Kleon suggests that they inherit the knowledge, skills, and creativity of those who came before. This encourages a sense of ownership and reinforces Kleon’s message about “stealing” from past artists to create original work.

Creativity in the Digital Age

Kleon’s book is full of practical advice for establishing an accessible, daily creative practice. Because his book is for 21st-century readers, this advice is necessarily oriented toward creativity in the digital age. As Kleon is a millennial, many of the approaches and topics of his books are reflective of that generational experience, and the theme of creativity in the digital age is at the core of his personal and experiential message. In the age of digital technology and the near-instantaneous information and connectivity of the internet, art and creativity have changed rapidly in both practice and content. Kleon focuses on the ways the digital age has changed creativity in practice. These ways are broken down into positive factors people can harness, and negative factors with strategies to mitigate negative effects on creativity.

The positive factors boil down to the increased connectivity provided by digital technology. If “everything is up for grabs” (6) within the paradigm of finding out what is “worth stealing” (6), the wide access afforded by the internet allows people to be exposed to a variety of works and perspectives. One of Kleon’s pieces of advice is to “leave home” (94). Traveling is not accessible to everyone for various financial or personal reasons, but the internet can still expose people to diverse perspectives that place them “among people that do things differently than you” (94). Leaving home via the internet also grants people freedom to live wherever they want to, while still being able to “do good work and share it with people” (79). Forums and social media sites allow creatives to connect diversely with others who can help enrich their own work.

The negative factors of the digital age are identified as the abstractions and distractions provided by digital technology, framed as a removal from our natural state as humans. Kleon comments on how people working at their computer are “so still, so immobile,” and how people need “to feel like we’re making something with our bodies, not just our heads” (54). Digital automation can take over some of the movement that comes from doing things in an analog fashion, which Kleon thinks affects creativity negatively. Kleon suggests making an “analog” and a “digital” workstation and switching between them to combat this. This strategy can also help with digital distractions: While connected to the internet and its boundless information, one can easily become paralyzed by “the idea of limitless possibilities” (137). Kleon suggests integrating analog moments into one’s day where one purposefully finds themselves in public without technology.

Creativity as a concept has always been complexly tied to evolving technology. While being a creative in the digital age has many positives, it also has some downsides. Kleon provides advice and suggestions pertaining to both.

The Difference Between Work and Play

As people exercising Creativity in the Digital Age, artists are both helped and hampered by the unique circumstances of modern economy and technology. These circumstances mean that citizens are driven toward being economically productive and working in a way that benefits the economy. Since this circumstance is unavoidable, Kleon gives advice on how to make a creative practice feel less like working and more like playing, which is an approach that better fosters unbound creativity.

Kleon stresses the importance of “play” in creative practice. However, he knows that having to “work” to maintain a living is an unavoidable fact of life, so he presents his readers with practical strategies and advice for making work seem like play. Given the self-confessedly autobiographical nature of Kleon’s book, it is likely that his own experience has shaped his definitions and argument. As a millennial, Kleon grew up as a child in the pre-internet age; for this generation analog activities are associated with the traditional activities of childhood play, and many consider them nostalgic. Similarly, millennials grew up as the internet and computing became increasingly embedded in everyday life, and so the use of communication technology traced their personal transition from the world of play into the responsibilities of increasingly serious study and employment. Kleon’s background as a college-educated professional in data systems and web design also informs the book’s attitudes toward the digital sphere being the sphere of work. A person who worked as, say, a gardener and spent their leisure time on the internet or gaming might have the reverse view. In some ways, Steal Like an Artist is written for a reader similar in experience to Kleon himself.

One of the ways Kleon suggests making work feel more like play is to change the way work is done—though much of the creative process can theoretically be digital, Kleon suggests taking some aspects analog if possible. He ties the physical movement necessary in analog work to the phrase “going through the motions” (54). He suggests that going through the motions “kickstarts our brain into thinking” (54). One practical suggestion for doing this is setting up an analog station in one’s workplace if space allows. Kleon suggests using the analog station to brainstorm and compile ideas, then using the computer to “execute and publish them” (61). He continues, “When you lose steam, head back to the analog station and play” (61). The analog station is a practical way artists can make work feel like play.

His second large suggestion about making work feel like play is to have a robust set of hobbies and side projects. A side project is something that is on the periphery of someone’s work—it might not be directly connected to their financial livelihood, or a certain public or private expectation for their work. Usually, people have side projects simply because they enjoy that undertaking. This makes side projects “just play” rather than work (65). Ironically, side projects are “when the magic happens” (65), likely because they don’t have the pressure “work” does. Hobbies are slightly different from side projects. While side projects have an aspect of work in that they might eventually gain income or an audience, hobbies are “something creative that’s just for you. You don’t try to make money or get famous off it, you just do it because it makes you happy” (72). This “play” is “regenerative” for creatives (72) since it is a creative endeavor with no pressure to succeed.

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