Thursday, 26 April 2018

OUGD501 - Study Task 6 - COP 3 - Project Proposal

COP 3 Project Proposal 


1. RESEARCH QUESTION​

The effectiveness of digital and traditional tools in experimentation within type design

2. RATIONALE (Why do you want to research this topic? What impact will this have on your practice?)​

In previous COP projects I have looked at the role of both handmade and digital approaches in the construction of type design with a particular focus on modular typography. The response for COP 1 focused on idea generation of type using modular typography and was a tool to aide this process. Similarly in COP 2 the outcome was another tool for aiding idea generation however in a different context. Experimenting with both traditional and digital tools appeals to me as I enjoy working with materials and a variety of processes. Research will allow me to better understand how both digital and handmade can be better integrated together which will aide my own practice. Also learning about traditional tools and processes within Graphic Design will increase my knowledge of techniques. I hope to expand further on creating interactive and engaging formats for designers to use alongside their process. 

3. CONTEXTS (What are the immediate contexts in which your theoretical and practical research will be situated? Political? Social? Technological? Aesthetic? Cultural?)​


Technology

Traditional Tools

Digital Tools

Handmade vs Digital

History of Graphic Design

DIY Graphic Design

Democratisation of Design

Design Process

Modular Typography

Modular Design

Type Design 

4. THEORETICAL APPROACH (Identify no more than two potential theories that will help structure your research – must be appropriate to the theme/question)​


5. METHODS (Secondary: theorisation, semiotic analysis, textual analysis, content analysis, discourse analysis / Primary: surveys, interviews, focus groups, observations​


Observation - the designs for the practical project will need to be tested to see their effectiveness.

6. PRACTICAL OUTCOME (what do you plan to produce/develop?)

To create and brand a DIY kit that contains activities to support and encourage the use of the traditional and digital tools and techniques to create experimental typography. This will provide students with basic techniques using traditional / digital tools to promote more experimental work. ​

7. RESOURCES (what resources will you need to access?)​


Tutor Feedback - this will help develop and refine both practical and written work

Library - this will allow relevant and specific texts to be read and found

Wood Workshop, Digital Print - these will allow the project to experiment both in print and in three dimensions

8. SUMMER READING LIST (find 5 books that you will endeavour to read in preparation for CoP3 - related to either 3 or 4 above)​


DESIGN AS ART by Bruno Munari

https://typographica.org/on-typography/making-geometric-type-work/

MAKE IT NOW! by Anthony Burrill

https://typedecon.com/blogs/type-glossary/

9. TIME MANAGEMENT (Plan of actions from now until 14th Dec 2018)


May - Get feedback on proposal - Refine and clarify question

Summer - Research - Read Texts - Triangulate and draw comparisons between points - Consider structure of essay

September - October - Briefed on Writing Essay - Begin Writing Essay

November - Essay Refining - Start Practical Project

December - Finish Practical Project - Final Feedback on Essay



COP 3 Brief


Title

DIY Type Kit / Pack


Outline the Brief

The brief is to brand a DIY Kit that contains activities to support the use of traditional and digital tools to create experimental typography. The kit should be suitable for beginners / students with a range of simple projects to get started creating, modifying and experimenting with type. It should promote the use of experimental techniques in an engaging and fun way, whilst reflecting the wide variety of tools and techniques used to create experimental type.

Background

Research into different forms of experimental type

Research into traditional tools

Research into digital tools

Research into the anatomy of type and type construction


Deliverables

Packaging design

Branding

Activity Sheets

Tools


Mandatory Requirements

Printed Outcomes

6x Design Boards

Blog

Wednesday, 25 April 2018

OUGD501 - Study Task 7 - Project Statement / Evaluation

Study Task 7 - Project Statement / Evaluation 


The essay looked at ‘the effect of democratisation within design on creativity and the changing view on design practice’. Within the essay it was discussed how the democratisation of technology and design tools had led to changes in the way design practice is being viewed. Flieschmann (2015) suggests that the democratistaion of technology allows anyone to become a designer and further describes how through access to technology the skills of the designer are being devalued. It was found that this was leading to a shift in the way in which design practice was considered, from a technical skill to a way of thinking, with Taylor (2016) suggesting that design needs to be redefined as a way of thinking that solves problems creatively rather than viewing design solely as a technical skill. It was also highlighted that there is a strong need for creativity within various sectors including business, the economy and design industries with Jagodzinski (in Addison and Burgess 2013) highlighting how design industries look for people who are creative. This need has led to an increased interest in creativity research and tools that aide the creative process. A large part of creativity that is valued within different industries is being a successful idea generator as Monahan (2002) suggests when he states that to be individually successful in business you have to be an effective idea generator. It was found that creative thinking tools were being used to promote idea generation in a variety of ways and by using different theories and techniques, however not all off these would successfully aide and work in conjunction with the design process.


With this in mind the practical project aims to aide idea generation within the design process in a way that is applicable to a range of briefs. Satell (2014) implies the need for a design process with a purpose, understanding of the domain and other areas to enhance creativity. The workbook concurs with this enabling users to gather understanding around a range of topics relevant to the design process and specific project, allowing for a firm basis from which ideas can be generated and creativity increased. Method Kit was found to be the most functional tool alongside the design process, explored within the essay. This was a brainstorming tool which allows users to define, aide and develop a project with cards that highlight key aspects of the design process. Within the workbook identifying key research topics which were appropriate to considerations around a project e.g. context, client, audience etc, was important in making the design functional alongside the design process. Monahan (2002) implies that stimulating creativity is important, so the workbook aims to provide prompts for research gathering which then act as a foundation for relevant creativity and idea generation that is appropriate for the brief. The use of open questions in the design as a way of allowing varied responses to the collection of research, was influenced by the use of questions in The Creative Mind and Triggers Cards which use probing questions -  which Monahan (2002) suggests, allows things outside the known to be imagined - allowing them to be perceived and understood in different ways. 

OUGD501 - Study Task 3 - Parody and Pastiche

Parody and Pastiche


Parody - an imitation of the style of a particular writer, artist, or genre with deliberate exaggeration for comic effect.
Pastiche - an artistic work in a style that imitates that of another work, artist, or period. 

Frederic Jameson

'it is for such objects that we may reserve Platos's conception of the ''simulacrum'' the identical copy of which no original has ever existed' - makes reference to a thing being represented then that representation is re-represented creating representations of representations. This creates the situation where there's no original anymore.

'complacent eclecticism of postmodern architecture' - postmodernism architecture picked out bits from previous movements which is a form of pastiche.

'but instead approached the 'past' through stylistic connotation, conveying 'pastness' by the glossy qualities of the image, and '1930s - ness' or '1950s - ness'' - suggests that pastiche refers only to stereotypes rather than what it was actually like in that time,

Linda Hutcheon 

postmodernism is parody

'for postmodernism signals its contradictory dependence upon the independence from the modernism that both historically preceeded it and made it possible' - suggests that for postmodernism to exist it has to be contradictory to modernism 

'paradodic references to the history of architecture textually reinstate a dialogue with the past and - inescapably - with the social and ideological context in which architecture is both produced and lived' - parody's of architecture from the past then naturally link to the contexts in which it was produced 

OUGD501 - Study Task 4 - Identities and Consumption

This is your life - Robin Warner 

'lifestyle is , of course, one which is prominent in the domain of consumption and advertising ' - adverts sell the lifestyle we identify with / want which encourages consumerism 

'increasingly we use consumption to construct our identities, increasingly we are making the objects we buy - the superficial - the more meaningful' - our identities have become what we consume which puts more meaning on the things that we consume

'lifestyles are embraced  ... but because they give material form to a particular narrative or self identity' - the products become a physical representation of our identities 

'producers of advertisements to blur the distinction between consumer choices and those which contribute to personal life planning ' - adverts make it seem like we need the things they are selling by linking them to a lifestyle which we identify with / want

''we have no choice but to choose'  .. by no means permanent given the inherently mobile nature of self identity - identity changes over time  

'influenced by the scrutiny of others' - our identity becomes our style so have to be consistent otherwise it will be noticed by others

'underlying consistency of self representation through a constant process of modification , a congruity which is monitored both internally and in response to the opinions - expressed or perceived - of others' - we have to keep up our identity. The choice we make are dependent on outside influences

'concept of lifestyle coherence as a central element of self identity, in much the same way that coherence constitutes an essential feature of successful verbal communication' - having a consistent identity allows meaning and clear message of what / who you are and stand for  

OUGD501 - Wreck this Journal Series

Wreck this Journal Series

Keri Smith is a conceptual artist who has written a number of books about creativity, such as Wreck This Journal. Her 'journals' provide prompts which encourage the audience to work more freely / destructively e.g. defacing photos , painting with coffee etc to allow them to experience the creative process. The format and prompts introduce the user to a new way of working and help them overcome the blank page and learn new approaches to working creatively. For her, the main focus of her work is on creating what Umberto Eco called 'open works' which are works completed by the reader.






The work allows the reader to take control over their journal, providing a sense of ownership for the user and allows them to make their journal unique. The books get rid of what is considered right and wrong by encouraging destructive behaviour. It also tells the reader to use materials that they wouldn't usually consider to be 'art' materials which breaks down conventions of what 'art' is. The prompts within the book allow more lateral thinking and aim to engage the user with things around them, but uses the journal as a format. The books question 'what is a journal?' and how it should be approached, whilst helping with starting 'the blank page'. The prompts help the creative process and creates an expectation to experiment rather than make it look 'good'. The books physically engage the reader with the creative process, making you do the action rather than just read about different techniques. This allows the methods to be instilled in a fun and interesting way.    

OUGD501 - Oblique Strategies

Oblique Strategies Cards 

Peter Schmidt and Brian Enos 'Oblique Strategies' cards, were created through thinking about their own approaches to their individual disciplines, as artist and musician.  The cards act as prompts for creative block with each card having a suggestion, some more vague than others, which can then be thought about in different creative contexts. Multiple cards can be drawn to create combined solutions. 






The cards can be interpreted in different ways making them useful for a range of disciplines. By keeping the cards quite open / vague this allows for multiple outcomes to be produced. There is no right or wrong way of using them which removes boundaries within the creative process. The use of a card format makes them portable and easily used.






OUGD501 - Study Task 6 - Initial Concept / Mock Up ideas

Initial Concepts

From research it was found that a popular creative thinking tool across disciplines within design was Brainstorming. It was also found that many of the other creative thinking techniques are actually part of or used as a tool within brainstorming. Mindmapping, although a technique within brainstorming has a specific visual and rules to adhere to to make it an effective creative thinking technique. This was researched as well as there are different qualities to mindmapping which is mainly an individual technique compared with brainstorming which is supposed to be a group activity.







Initial Ideas

Idea 1 - Physical mindmapping tool 


Aim: to make the process of mindmapping a more flexible and adaptable tool suitable for group brainstorming and individual projects.

- this would be adaptable for different projects 
- avoids the idea of being neat 
- a physical tool that can be reused 
- markers for different parts rather than lines 







- What stage of Idea Generation does it help?

Reference: What is the Design Process? Why is it helpful? - this would fall under Brainstorm and Analyse Ideas stage which involves sketching, making and studying information and data collected to see how it could influence the design 
Reference: The Design Process: What is the Double Diamond? - this would fall under the Define stage of the design process in which the brief is defined through asking questions of the information collected and the Develop stage where ideas are made but also refined.   
Reference: Idea Generation Techniques among Creative Professionals 2009 - this would come under the Represent stage of the Idea Generation process in which ideas are conceptualised through physical things as well as word lists etc. It could also be used within the Refine stage as a way of evaluating and reducing ideas. 
Reference: Idea Generation Techniques among Creative Professionals 2009 - this would be used in the Represent phase in which ideas are generated and the Refine phase which evaluates these ideas

Idea 2 - Workbook for Research Design Process 

Aim: to enable designers to bring together a body of research as a basis for idea generation

- research tool 
- all in one place 
- allows for the investigation of the topic / project 
- would encourage discovery around the topic and prompt ways of finding / collecting information
- encourage people to document and collect things around the subject 
- allows for the immersion in research / inspiration which will act as a basis for idea generation





- What stage of Idea Generation does it help?

Reference: What is the Design Process? Why is it helpful? - this idea would fall under Defining the problem and Collecting Information Stages where information is gather as a basis for inspiration in the Brainstorm and Analyse Ideas stage
Reference: The Design Process: What is the Double Diamond? - this would fall under the Discover and Define stages which involves defining the brief collecting information for insight and considering this information.
Reference: Idea Generation Techniques among Creative Professionals 2009 - this would fall under the Inspiration phase which is needed throughout Idea Generation which includes being immersed in relevant information and reflecting on this. It would also be part of the Research phase in which a body of information is collected to help identify possible solutions.


Idea 3 - Image based card set to trigger associations


Aim: To use images and symbols as a visual stimulus to link to the current project and create the means for associations and new ideas in a brainstorming setting.

- uses free association as a way of considering how the symbols relate to the project
- symbols have existing meaning which act as a trigger 
- coloured images would be more engaging 
- could be used for group and individual brainstorming / reflection 
- these would aim to help the user reflect on the effectiveness of their initial ideas in relation to the brief

- What Stage of Idea Generation does it help?

Reference: What is the design Process? Why is it helpful? - this would fall under the Improve stage which helps to refine and clarify ideas and seeing which aspects are relevant to the original brief and feedback as well as the Define the Problem Stage where the brief is fully understood which would then act as a framework for the Collect Information Stage where relevant information is compiled.
Reference: The Design Process: What is the Double Diamond? - this would fall under the Develop stage in which ideas ad concepts are developed, tested, iterated and refined.
Reference: Idea Generation Techniques among Creative Professionals 2009 - this would be used in the Refine phase in which ideas are evaluated and reduced based on their relevance

Idea 4 - Verb based card set to trigger associations 


Aim: to consider the given verbs in relation to the project in a brainstorming setting.

- provides triggers for ideas 
- uses provocation / random input to lead to different results 
- uses free association as a way of considering what relates to the project through the use of verbs

- What stage of Idea Generation does it help?

Reference: The Design Process: What is the Double Diamond? - this would help with the Develop stage in which ideas are created and reflected on in relation to the original brief
Reference : What is the Design Process? Why is it helpful? - this would help with the Brainstorm and Analyse ideas stage in which ideas are generated through various methods whilst also possibly being used in the Improve stage in which ideas are refined based on the original brief.
Reference: Idea Generation Techniques among Creative Professionals 2009 - it would be useful in the Represent Phase in which ideas are generated physically or written and the Refine Phase in which ideas are considered and evaluated  

Development


Rather than having just verbs for these cards it was considered different questions could written that encourage the audience to think about the different aspects of a project and how their work or brief relates to these. It would act as a brainstorming tool too allow the audience to consider different aspects of a project which would provide a basis for idea generation.






There would be different categories of cards which would then have a series of questions relating to the topic. Topics would include things such as client, message , audience etc.









Extra cards could be included to allow the audience to write their own questions.






There could also be other cards e.g. effective , improve, prioritise which would allow the audience to review their ideas, prioritise aspects of project etc.

OUGD501 - Study Task 5 - Triangulating points

Finding common themes amongst research

After reading and paraphrasing important viewpoints from all the sources these were then grouped into wide themes. These were further divided into specific points in which positive or negative comparisions are made between sources discussing similar points. 

*Colour coding reflects the different sources  

Defining creativity


Creativity as a practice
Creativity has to be practiced regularly
If creative techniques are not used then they are lost.

Creativity is a habit rather than a trait
The repetition of creative techniques leads to new habits.

The constant and repeated practice changes creativity from a habit to a skill
The more the tools are used then they will start to become unconscious.

Creativity as seen by others
Creativity is understood by other fields as the process of creating things on demand.
However there are many other aspects to creativity and factors that affect it, such as insight, culture and ethics.
It is wrongly considered that to be creative means being active in the process of generating ideas, however stimulating creativity is just as important.

Elevation of creativity
The idea of transcendence has created impossible definitions and expectations for creativity.
Rather than focussing on originality as an indication of creativity, passion, insight and intrigue will be more important.




What is Originality? 


Originality
Nothing is original and things always come from somewhere, instead new work is built on what came before.
Originality will become an additive process in which old and new combine to make something.
By accepting that originality is not possible, influence can be embraced to allow creativity.

Reworking ideas
Being successful creatively does not mean regurgitating other peoples ideas but instead creating their own ideas.
Creativity has become the process of reworking old ideas

Accessibilty of information
Technology has allowed collective knowledge to be accessible to anyone.
Within the information age access to technology has meant knowledge has become available to everyone no longer the few.

More creative or less?
Engelbart wanted to increase collective intelligence of groups making them more creative.
The constant accessibility of knowledge in the information age can lead to blocks in creativity.

Infinite recall and originality
The rise of technology and its ability to automate processes has increased the efficiency of searching the domain.
By knowing lots there is little room for imagination. Infinite recall
A world of infinite recall is being created, where nothing is forgotten because everything is digitally stored and accessible changing originality forever.
True originality is rare because of infinite recall, with no forgetting, therefore influencing what we create.




Democratisation of Technology  


Availability of tools increase 
The availability of design tools and their ease of use has increased.
Increased accessibility of ideas and technology to achieve aims allows us to be more creative.

Experimentation and Generating ideas
The computer is not good for generating ideas because it encourages perfectionism and editing of them before they are formed.
It takes little effort to experiment with concepts with technology which increase the likelihood of creating something good.

Reduction in process time through automation
Technology has allowed elements of the creative process to be automated which has increased productivity and allowed for more creativity.
Technology allows a wider amount of possibilities and time between intention and finalisation is lowered.
Generative Creation techniques are allowing the democratisation of creativity allowing the amount of time it takes between idea and product to be lowered.
Machines allow the hand increased precision and speed making things easier to create although there is an aesthetic cost.

Computer and skill
Technologies reproduction abilities have changed how creativity and originality are viewed.
Combining ideas lacks skill because the process has been automated, requires less work and because of this is not associated with human expression.

More time to be creative
Technology makes it possible for people to put more time into being creative.
Assisted Creation Systems allow people to spend more time being creative, whilst making lowering the price of creativity.
As society becomes more technological it will also become more creative because it reduces time consuming repetitive tasks.

Move from technical skill to way of thinking
The role of the machine has led to creativity being shown through thinking rather than the hand.
Design needs to be redefined as a way of thinking that solves problems creatively, rather than viewing design solely as a technical skill.
Through access to technology the skills of a graphic designer are devalued.

Anyone can use creative techniques
Suggests design has been turned into a design process rather than a way of thinking that anyone else can use. 
Creativity has been turned into a technique so it is 'open' to anyone.

Thinking and concept more important
The thinking and concept of a solution is the foundation and future of design.
Imagination is more important than ever because many left brain jobs are being taken by high technology.



 What effects is democratisation having on design practice?


Redefinition of design practice
The changes in the industry question how design is practiced and by who.
Escalating creativity allows creativity to be highly accessible, therefore redefining skill levels and what design is as a whole.

Anyone can be a designer – learning skill much easier 
Democratisation of technology allows everyone to become a designer.
Technology enables the public to have a go at designing. 
Technology is accelerating the time it takes to learn a skill and democratising creativity.
Originally mastering a creative skill was only available to a few, however with technology creativity is easily accessible.

Rethink on how design should be
Designers do not have ownership over design, it is not a physical thing but a way of thinking.
All aspects of design are changing because of the democratisation of design, including how it is produced, accessed and learned.

Development over time of tools
Tools have been used to increase creative possibilities for thousands of years.
When new technologies are introduced there is initially resistance then accomodation, leading to integration into the design practice.

Collaboration
Social media has allowed users access to different parts of the design process democratising creativity.
Technology has allowed people to connect making it easy to collaborate and meet people.
Creativity is a collaborative process that is helped by technology.




The need for creativity 


Need for creativity in Business
Creativity has become a commodity for businesses and individuals 
Creativity within the design process allows for competitive advantage.
To be successful in business today you have to be an effective idea generator
Within business there is value seen in original thinking however it is seen as difficult to achieve.
Need workers to use new technologies to compete individually.
By making other people better designers businesses and design teams will be more successful.

Need for creativity in the Industry
The creative industries as well as others look for people who are creative
The industry looks for the most productive and creative.
Within work there is more expectation to be creative.

Need for creativity in Country
'immaterial labour' (knowledge, information, imagination, ideas) is needed for capitalism to thrive. Creative thinking is no longer restricted to certain people, companies or disciplines.
Technological and economic successes linked to creativity.
When everyone in a company is better at design thinking then collectively people are more successful.



 Role of Education


Change in education set up for industry
Arts education is being used for capitalist purposes and is being pushed to satisfy industry / job expectations.
Curriculum focus on creating students who can meet needs of modern society and help economic growth.
Curriculum provides tools to solve problems posed by teachers / employers.
Design education provides a skill set aimed at industry with digital technologies important and necessary
Problems are becoming more difficult so students need a broad knowledge and skill set to respond.


Critical thinking
Critical and creative thinking are vital for students to be equipped for a changing industry.
There needs to be a focus on critical and creative thinking in design education now and in the future.
There has been a move to teach creative approaches to solve problems.

Multidisciplinary approach to design 
A multidisciplinary approach is need within design. 
Multidisciplinary education and engagement with other disciplines are needed in a changing profession.



Creativity Research 


The need for Creativity Research
Creativity research aims to help with the creation of tools for a more efficient and successful creative process
Models of creativity have been constructed in order to help with the creation of creative support tools
There has been an increase in interest in the development of technologies to aide the creative process.

Democratisation of Creativity
Creativity has been turned into a technique so it is 'open' to anyone.
Defining creativity objectively is difficult however studying creativity has meant different industries have been able to use creative processes at scale.



Techniques and the design process 

More work = More ideas
There is a correlation between the output of work and the amount of quality work produced.
Creativity is mostly failures so an increase in output, increases the amount of good work
There is a direct link between the amount of initial ideas produced and the quality of the final outcome 
There is a focus on the quality of an idea, rather than the quantity of ideas. 

The unknown
Thinking in the known does not lead to new ideas, however considering the unknown leads to creativity.
Being able to accept uncertainty and openness of design / art and not shutting down ideas because of this uncertainty.

Inspiration from a range of domains  
Synthesizing understanding from different areas allows for increasingly creative work
Combining areas of knowledge leads to innovative work
Ideas are a mix of multiple ideas and are the sum of influences.
The problems domain needs to be researched in order to create concepts

Accepting mistakes
If something happens that wasn't expected don't dismiss it as wrong.
Happy accidents can lead to interesting results but creativity cannot be left to chance and luck is not a strategy.


Define the problem
For creativity to begin there needs to be a purpose e.g. brief . Having this intent means constraints can be established allowing creativity to kick in.
To be creative a problem is needed to for a solution to be found.

OUGD501 - Study Task 6 - Final Outcome and Evaluation Against The Brief

Final Outcome and Evaluation Against the Brief
















 

The branding for Document references common ways of documenting information, through the use of symbols. The three types are write which is represented by a line, define which is shown through a bullet-point and collect / document which is shown through a square (an blank area to place things in). All the symbols are placed within a square which represents a page and references the idea of  all these documentation being put in a workbook / sketchbook. All three elements are combined to create the logo for the workbook. The three brand elements also dictate the types of documentation pages within the book. These are commonly used and understood by the audience making the book easy to use and functional.

The design is suitable for designers as a workbook / sketchbook aesthetic has been created which they are familiar with. The refined design allows maximum space for content to be added to the book making it functional. The use of Microsoft Yi Baiti, a geometric sans serif, reflects the precision and formality of a workbook. The audience is encouraged to write out the topic and exercises on the pages they use. The addition of their handwritten text in these areas contrasts against the typeface and reflects the differences between a workbook and sketchbook.

The design works in conjunction with the design process as the user is able to choose which pages to use to respond to the exercises giving them freedom to use the book to fit their process making it functional and flexible. The content covers key topics within a project allowing for a range of information to be gathered or considered. 

Prompts within the book are open for interpretation and do not suggest how they should be answered, allowing the audience choice as to how they respond. The design elements within the book are deliberately subtle, with the use of grey allowing parts of the design to become part of the the background which will allow the content that is added to be the focus of the workbook.