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PhD

Page history last edited by PBworks 16 years, 6 months ago

An exploration of hybrid art and design practice using computer-based design and fabrication tools.

 

John J. Marshall

 

Submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy

 

The Robert Gordon University

 

October, 2007

 

Keywords

ART, DESIGN, DIGITAL, HYBRID, TECHNOLOGY, TRANSDISCIPLINARY

 

Abstract

The researcher’s previous experience suggested that the use of computer-based design and fabrication tools might enable new models of practice that yield a greater integration between the 3D art and design disciplines.  A critical, contextual review was conducted to assess what kinds of objects are being produced by art and design practitioners; what the significant characteristics of these objects might be; and what technological, theoretical and contextual frameworks support their making.  A survey of international practitioners was undertaken to establish how practitioners use these tools and engage with other art and design disciplines.  From these a formalised system of analysis was developed to derive evaluative criteria for these objects.

 

The researcher developed a curatorial framework for a public exhibition and symposium that explored the direction that art and design practitioners are taking in relation to computer-based tools.  These events allowed the researcher to survey existing works, explore future trends, gather audience and peer responses and engage the broader community of interest around the field of enquiry.  Interviews were conducted with practitioners whose work was included in this exhibition and project stakeholders to reveal patterns and themes relevant to the theoretical framework of this study.

 

A model of the phases that practitioners go through when integrating computer-based tools into their practice was derived from an existing technology adoption model.  Also, a contemporary version of R. Krauss’s ‘Klein Group’ was developed that takes into consideration developments in the field from the use of digital technologies.  This was used to model the context within which the researcher’s practice is located.  The research identifies a form of ‘technology-led-practice’ and an increased capacity for a ‘transdisciplinary discourse’ at the intersection of disciplinary domains.  This study will be of interest to practitioners from across the 3D art and design disciplines that use computer-based tools.

 

Rationale for the research

The rationale for the study emerged from the researcher’s professional practice.  This practice has involved the use of various computer-based tools within a range of contexts.  This previous experience suggested the current research proposition that the use of these technologies might enable new models of practice that yield a greater integration between the 3D art and design disciplines.  The aim of the study is to establish a clearer understanding of the use of computer-based tools in object-making within art and design practice.  The focus of the research is to explore and evaluate work happening across traditional disciplines through the use of common digital technologies and determine if the work being produced in this manner signifies a trend towards a new hybrid model of 3D art and design practice.

 

This research is important at this time because the art and design disciplines are experiencing discontinuities with previous models of academic and professional practice arising out of increasing globalisation and the spread of new information-based economic paradigms.  Computer-based tools are implicated as both cause of and potential solution to these issues.  These changes are themselves responses to greater changes taking place on a worldwide scale. The transition to an information-based economy offers opportunities for art and design practitioners to develop new production paradigms, design vocabularies and methodologies.  However, research and teaching in universities will also need to embrace this development to stay competitive.  The Cox Review of Creativity in Business (Cox, 2005, p.33) recommends that multidisciplinary postgraduate programmes in creativity, technology and business be created within certain universities as centres of excellence.  In his 2006 RSA lecture Stephen Heppell (Heppell, 2006) indicates that education needs to be ‘project-based’ rather than ‘discipline-based’.  However, since universities are structured around disciplines - there are obvious disadvantages for cross-disciplinary research and teaching (Russell, 2000).  For these types of programmes to survive within the disciplinary structure of the university support for boundary-crossing research such as the current study will have to increase. 

 

Since the mid 1990s computer-based technologies have become increasingly affordable to and useable by a mass population (in the industrialised world).  This has resulted in a kind of democratisation of digital technologies and the associated production processes more commonly associated with industrial production (Von Hippel, 2005, p.13).  In recent years the use of digital technologies in art and design disciplines has also increased dramatically.  Until now the discourse surrounding this development has primarily focused on the benefits this has brought for productivity and has only very recently touched upon the possibilities that visual computing bring to the way in which we work (e.g. Callicott, 2001; Lynn & Rashid, 2002; Atkinson, 2003; Hensel, Menges & Weinstock, 2004; and Gershenfeld, 2005).  Artists, designers, engineers, architects and craftspeople are now using a common digital toolset (Callicott, 2001, p.64).  As production methods become more accessible, new creative possibilities arise that would not have been possible formerly.  The present study provides an opportunity to explore and evaluate what new types of computer-aided designed and manufactured objects are being created by art and design practitioners.

 

This research project provided an opportunity to critically examine and map this area of enquiry.  It is anticipated that an increased understanding of this mode of practice will deliver insights into and an appreciation for hybrid art and design practices.  This study will benefit art and design practitioners by exploring and documenting the use of digital technologies by diverse contemporary practitioners from 3D art and design disciplines.

 

The specific research questions addressed are:

 

• Are there new kinds of objects being produced by art and design practitioners using computer-based tools?

• What are the significant characteristics of these objects and are there specific criteria which can be used to identify these new kinds of objects?

• Is there a trend towards a hybrid model of art and design practice emerging out of the use of computer-based tools and if so, what implications this might have for future practice?

 

This research makes a significant contribution to new knowledge through the development of analytical and evaluative criteria, models and critical language for computer-designed and/or fabricated objects.  Further contributions are made by mapping the current usage of computer-based technologies in art and design through case studies, surveys and interviews of contemporary practitioners.  The research explores new methods of working and new production ontology’s and cultural contexts for computer-designed and/or fabricated objects by evaluating a body of work that exploits computer-based technologies.  The research aims to benefit both the wider community of art and design practitioners using computer-based tools and the professional practice of the researcher.

 

Six broad categories of designed object:

 

Designed Object

Description

Augmented

The object has some kind of embedded technology that performs one or more pre-defined tasks.

Autonomous

The object contains some means of independent control (i.e. a robot). This characterisation implies a relationship between two agents: the designer that defines the control system and the autonomous object.

Generative

The object has been designed through the use of algorithms that can evolve structures and objects based on predetermined rules, conditions and variables.

Input-Driven

The object is characterised by the technology used in its creation (e.g. 3D scanning or motion capture).

Otherwise Unobtainable (Harrod, 2002)

The object could not have been made in any other way. The object can be characterised by having formal qualities that are highly unlikely to be achieved without the aid of a computer.

Responsive

The object incorporates technologies such as sensing mechanisms or dynamic media systems and interacts with its audience or user.

 

A model of the phases that practitioners go through when integrating computer-based tools into their practice (after Dwyer, Ringstaff, and Sandholtz, 1990):

 

Entry Phase

Adoption Phase

Adaptation Phase

Appropriation Phase

Invention Phase

> Increasing levels of integration in the use of computer-based tools >

 

• Entry Phase - wherein practitioners are learning the basics of the new technologies.  Methods of working and outputs remain largely derivative of the canon of conventional disciplinary practice, augmented by superficial experimentation with the new tool set. 

• Adoption Phase - the computer technologies are beginning to become integrated with traditional disciplinary practices.  Although the methods of working have changed, the outputs remain as an extension of the practitioner’s discourse. 

• Adaptation Phase - use of computer technologies has become consistent; with productivity and efficiency as the primary contributions made by the use of the technologies.  This phase is analogous to the conventional use of the technologies within an industrial context.

• Appropriation Phase - is an extension of the previous three phases wherein the practitioner displays a developing command and understanding of the technologies to the point where innovative applications and discontinuities with previous models of practice emerge.  At this phase, projects are more likely to engage in a recognisable cross-disciplinary discourse as new situations beyond single disciplinary paradigms are explored.

• Invention Phase - is deemed less an actual phase than a mindset, implying willingness to experiment and change.  As such this correlates to our proposition that a new object grammar and a new hybrid domain has been achieved which remains meaningful and understandable to members of the practitioner’s discourse community but also to practitioners of other discourses.  As such, the resulting artefacts offer counter-propositions and critical technical practice to the main disciplinary discourse through radical innovation of a wholly different order from the Entry Phase.

 

Observed trends towards characteristics of a ‘technology-led practice’:

 

From

To

2D

4D

Aesthetic Contemplation

Interactivity

Analogue

Digital

Artists or Designers

Hybrid Practitioners

Centralised Design

Distributed Design

Communities of Practice

Communities of Interest

Disciplinary Practice

Transdisciplinary Practice

Manufacturing

Making

More Expensive Technology

Less Expensive Technology

Parts

Systems

Productivity

Experimentation

Standardised Production

Personalised Production

 

Three types of research beyond standard disciplinarity (after Gibbons et al, 1994):

 

Multidisciplinarity

Interdisciplinarity

Transdisciplinarity

Characterised by the autonomy of the various disciplines.

Characterised by the explicit formulation of a uniform, discipline-transcending terminology or a common methodology.

Research is based upon a common theoretical understanding.

Does not lead to changes in the existing disciplinary and theoretical structures.

 

Must be accompanied by a mutual interpenetration of disciplinary epistemologies.

Cooperation consists in working on the common theme but under different disciplinary perspectives.

The form scientific cooperation takes consists in working on different themes, but within a common framework that is shared by the disciplines involved.

Cooperation in this case leads to a clustering of disciplinary rooted problem-solving and creates a transdisciplinary homogenised theory or model pool.

 

An updated ‘Klein group’ model used to structure objects

from the field of enquiry (after Krauss, 1979):

 

 

 

Development of a curatorial framework

The researcher developed a curatorial framework for an exhibition (titled 'Perimeters, Boundaries and Borders') exploring hybrid art and design practice using computer-based design and fabrication tools.  The objective for this exhibition was to be the identification of new modes of action and enquiry capable of shaping and qualifying the direction that artists, designers and architects are taking in relation to computer-based technologies.  The exhibition contained a mixture of existing works (selected from an open call process) and new works (from practitioners selected and invited to participate by the curatorial team in relation to curatorial theme/brief).

A public exhibition and symposium

These events also allowed the researcher to survey existing works, explore future trends, gather audience and peer responses and engage the broader community of interest around the field of enquiry.  The exhibition ran from 29th September – 21st October, 2006 in Lancaster.  The exhibition venue (CityLab) is a group of historic buildings in the centre of Lancaster that have been newly redeveloped.  Twenty-two works in total were exhibited.  This included four new commissions and eighteen existing works.  These existing works (from fourteen practitioners) were selected from a pool of forty-six applicants.  Case studies were developed around participants in the exhibition to provide an opportunity to capture qualitative statements via surveys and interviews.  Visitor’s experiences of the exhibition were captured by exit surveys.  Interviews were also conducted with the project partners.  References to the exhibition in print and online were collected and analysed by the researcher.  The symposium brought together artists, designers, architects, craft makers, academics, students and others to talk about the ‘Perimeters, Boundaries and Borders’ exhibition and discuss how computer-based design and fabrication tools have impacted on creative practice and production methods.  The event was held at St. Martin's College in Lancaster on Thursday 28th September, 2006 from 1 – 5pm.

 

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