Wednesday 30 November 2016

Lecture 8: What is research?

As a graphic designer, research is one of the most vital steps of the design process as it allows us to create conceptual and interesting designs that we may not have thought of without the influence of deeper research. 

My degree programme is split into three areas, each of which use the research process in a different way to the other. It is important that I understand how the research is informing my work in a different way for each and how it relates to graphic design as a discipline.

Context of Practice - research about the practise and the context in which it exists.
Personal Professional Practice - research into the practise, what your discipline is, how it works in industry.
Studio Practice -research as a practise, idea generation is based on conceptual investigation. 


Evaluation, reflection and critical analysis of research is just as important as the research. This final process allows designers to think about relationships and connections between different ideas and concepts so that it is effectively used and not just gathered.

Experiential learning:
Knowledge
Analysis
Comprehension
Application
Evaluation
Synthesis

Process is more important than outcome?
“When the outcome drives the process we will only ever go to where we’ve already been. If process drives outcome we may not know where we’re going, but we will know we want to be there”
without research, you will only ever do what you can already do and there will be no new ideas and development within the design industry.
We are problem solvers – form of research

“Everyone is a genius at least once a year”
You have to get things wrong to know when you do something right. Your practise would become stagnant if you didn’t. Practise makes perfect!! That’s why is called studio practise.
Don’t be worried about getting it wrong, fail quicker and then you have more time to get it right and practise.

Ideas are the currency of what we do
Ideas drive our projects forward and create opportunities.

“Research is to see what everybody else has seen, and to think what nobody else has thought”
– Albert Szent-Gyorgyi


THE GENERATION AND INVESTIGATION OF IDEAS
Stimulated approach
A conscious or subconscious search for inspiration from an external repertoire: in the surroundings, the media, discussion etc.

Systematic approach
The systematic collection and modification of components, characteristics and means of expression: structuring and restructuring, enlarging and reducing, combining and extracting, replacing, adding, mirroring or reproducing

Intuitive approach
The development of thought process, primarily based on internalised perceptions and knowledge. This type of thought process may occur spontaneously, without being evoked specially.

Research is the process of finding facts. These facts will lead to knowledge. Research is done by using what is already known.

Clever people ask questions… we get the knowledge that we need to help us out. It means you are hungry to find out, not stupid.
What are the right questions to ask? How, why, what if, who?

PRIMARY RESEARCH – developed and collected for a specific end use, data that does not exist yet.
SECONDARY RESEARCH – published or recorded data that already exists but we can then analyse the material and use it to enrich our output.
QUANTATIVE RESEARCH – numerical data or data that can be converted into numbers. The gathering and analysing of measurable data. Research that is objective and relies on statistical analysis, such as surveys.
QUALITATIVE RESEARCH – observation, opinion and interacting with people and finding out what they think. Research is involved in quality and the information gathered is not statistical, but gives an idea about the perceptions or views. Subjective?

What is information?
Information is the result of processing, manipulating an organising data in a way that adds to the knowledge of the person receiving it.

Data that has been processed to add to create meaning and hopefully knowledge for the person who receives it. Information is the output of information systems

Information should be sufficient, competent, relevant, and useful.

Methodology: how do we collect research?

1. Assimilation
-       the accumulation and ordering of general information and information’s specifically related to the problem in hand
2. General study
-       The investigation of the nature of the problem
-       The investigation of possible solutions
3. Development
-       the development and refinement of one or more of the tentative solutions isolated during phase 2
4. Communication
-       the communication of one of more solutions to people either inside or outside the design team

Wednesday 23 November 2016

Lecture 7: Digital culture

"We shape our tools, and then our tools shape us" 
-Marshall McLuhan 1911-1980

We have started to create more and more tools that are helping us with our daily lives, but they are beginning to shape us as humans. It is thought that we are creating a global village, due to connectivity across the globe. McLuhan argued that we need to research more into the media and its historical context so that the relationship between politics, society and culture continues to work. The messages in media and their impact on society need to be used correctly to make positive difference, taking into consideration what would happen when the limits are broken/pushed. 




The new aesthetic

Touchscreen technology has changed the classroom environment and allows everyone to work in a way that best suits them. It enhances the interactive learning environment which enhances the students' engagement as they can learn the same content in the best way that suits them. The digital aesthetic is the unique look that is linked to the digital platform. The numbers are formed on the grid in a neon blue/green colour, making it impossible to be used in traditional printing methods. This has lead to the experimental combination of digital animation with the real world e.g. Paddington Bear. The use of this digital animation in a lot of media related outputs has lead to the argument of nostalgia vs. innovation and how the user often prefers the physical things rather than the digitalised version of something. The fact that traditional methods are more engaging is shown to be evident when looking at clocks. It is thought that we find it easier to manage our timings when using an analogue clock rather than  digital one as we have to cognitively process the passing of time.



New technologies 
I found it interesting to think about how things that we dreamt of using 30 years ago are now part of our everyday lives such as the bluetooth earpiece. The majority of the younger generation now did not experience the digital revolution as they were born into a world of advanced technology. It has been found that a feeling of distantiation has started to occur as people feel an emotional distance from the digital content such as a webpage, compared to something that is physically printed such as a book. I think it is important for those designing all of this technology to step back and think about the negative effects it is having on society by connecting people, but leaving them to feel socially isolated. 


Wednesday 16 November 2016

Lecture 6: Print culture 2


We live in the late age of print now where there has been a noticeable return to handmade and mechanical production. This may be because they are of high quality, but there are more reliable, quicker and easier methods that could be used; so why?

Slow movement
Carl HonorĂ© (2004) believes that our obsession with speed means that we struggle to relax, enjoy the moment, get a decent night’s sleep, relationships suffer etc. So the discovery of the slow philosophy is based upon life being less about speed and more about the investment into a problem, so it can be solved.
The movement emphasises the fact that we need to clear space in our busy schedules for sleep, daydreaming and serendipity because being over worked and tired can have a negative impact on the quality of work that is actually produced.

Slow food movement
The monotony of fast food and the idea of converting back to ‘slow food’ which is locally sourced, small scale, home cooked and generally more environmentally conscious.

Fast fashion
The ‘unbeatable cheap top’ designed to be traded in large volumes as new styles come and go each season. Fast fashion is copied from high end labels and catwalks and exploits consumer demand for novelty. The economies of scale maximise profit and minimise costs and the ideology is that economic growth is the most important goal in the world.

Post-print culture
The infinite sharing of knowledge by going back to the traditional methods is important in making art with more worth. The aura was being trashed by technology, but the art work is made special again when it has an aura, so traditional methods are more admired because of this.


Artist examples relating to the lecture:



Mongrel – hack of the Tate’s website
This hack into the Tate’s website was a clever way to remove the aura of art in galleries portrays, by taking the art out of galleries and allowing us to access the artwork on laptops etc. 

Once it is out of its comfort zone, it can be manipulated and all of the images on the Tate website were replaced with horrible creatures in an attempt to fight back to the elitist structure and reveal the class basis. The Tate family made all of their wealth through sugar and slavery, so these fights back remind us that although these institutions are promoting beauty etc. the money has come from the suffering of others.


JR - Inside out project
The project is called INSIDE OUT and it is a global participatory art project with the potential to change the world. The project sets ups relational and collaborative projects all over the world, getting large amounts of people involved. 
This particular project took 300 faces and pasted them up onto the Ourcq's canal walls. The faces are all of people who have worked within the building at some point, visually telling the story of the evolution of Ourcq's canal and its face.