The periodic review went very well, with commendations for the quality of our documentation and the enthusiasm of the course team, which was nice. We had a couple of minor technical conditions, which have been swiftly fixed, and only one significant recommendation – to clarify the learning outcomes in relation to the learning agreement. This ties in nicely with the upcoming changes to the academic framework, which will see all courses reduce the number of learning outcomes per module to a maximum of 4, and reduce the number of course learning outcomes to a maximum of 6. It has also provided a window of opportunity to squeeze something into the module learning outcomes to address the issue of tutorial engagement (or the lack of it for some students). In the previous module outcomes, we referred to ‘appropriate academic contexts’. We’ve now narrowed this down to ‘tutorials’ to remove any wriggle room, and to link tutorial engagement directly to assessment. We’ve kept the more generic term in the course outcomes, but inside the actual modules, there’s no confusion about what we mean.
Here are the final learning outcomes for the BA Hons Graphic Arts & Design course at Leeds Metropolitan University:
Course Learning Outcomes
On successful completion the BA Hons Graphic Arts & Design course, a graduate is able to:
1. Integrate practical and theoretical skills in the production and presentation of a consolidated body of work.
2. Negotiate, create and present a coherent, sustainable, individually appropriate and critically informed body of work.
3. Articulate their ideas, intentions and outcomes within appropriate academic and professional contexts.
4. Locate their practice within appropriate social, cultural, historical, professional and technical contexts.
Learning Outcomes – Level Six
On successful completion of Level Six, the student is able to:
1. Integrate practical and theoretical skills in the production and presentation of a consolidated body of practical work and an Extended Learning Agreement.
2. Negotiate, create and present a coherent, sustainable, individually appropriate and critically informed body of practical work and an Extended Learning Agreement.
3. Reflect upon their learning, and articulate their ideas, intentions and outcomes in tutorials and through an Extended Learning Agreement.
4. Locate their practice within appropriate social, cultural, historical, professional and technical contexts, and articulate their understanding of these contexts in tutorials and through an Extended Learning Agreement.
Learning Outcomes – Level Five
On successful completion of Level Five, the student is able to:
1. Integrate practical and theoretical skills in the production and presentation of a consolidated body of practical work and a Learning Agreement.
2. Negotiate, create and present an individually appropriate and critically informed body of practical work and a Learning Agreement.
3. Reflect upon their learning, and articulate their ideas, intentions and outcomes in tutorials and through a Learning Agreement.
4. Locate their practice within appropriate social, cultural, historical, professional and technical contexts, and articulate their understanding of these contexts in tutorials and through a Learning Agreement.
5. Understand the broad range of processes that constitute graphic arts and design.
6. Embrace ambiguity, uncertainty and unfamiliarity in relation to their individual creative practice.
Learning Outcomes – Level Four
On successful completion of Level Four, the student is able to:
1. Integrate practical and theoretical skills in the production of a negotiated practical project and a first Learning Agreement.
2. Develop and apply practical skills in the creation and presentation of a body of self-directed practical work.
3. Work independently and assume responsibility for their own learning.
4. Reflect upon their learning, and articulate their ideas, intentions and outcomes in tutorials and through a first Learning Agreement.
5. Locate their practice within appropriate social, cultural, historical, professional and technical contexts, and articulate an understanding of these contexts in tutorials and through a first Learning Agreement.
6. Undertake a theoretical approach to study.
7. Research and analyse the work of others within a critical account.
8. Produce of a reasoned argument that interrogates and interprets selected examples of visual culture.
9. Resolve collaborative and developmental studio briefs using a range of techniques, processes and materials.
10. Demonstrate awareness of the broad range of approaches that constitute graphic arts and design.
11. Understand the course philosophy.
12. Understand which support services, facilities and learning technologies are available, and be competent in their use.
Tuesday, 5 April 2011
Wednesday, 16 March 2011
Learning outcomes v1.0
OK. On the off-chance that someone is still reading this infrequently updated blog, here is the end point of the quest to re-write the BA Hons Graphic Arts & Design course at Leeds Met. This is the juicy bit from the 200 pages of documentation that we have written over the last few months:
_______________________________________
Background and philosophy
In accordance with the aims of the course, the curriculum strategy provides, through an integrated approach to theory and practice, opportunities for multidisciplinary and specialist activity. Through the study and practice of graphic arts and design, students develop a comprehensive understanding of the wider social, cultural, historical, professional, critical and technical contexts of their work.
The curriculum strategy emphasises the opportunity for students to identify, negotiate and undertake their own particular approach to study within the range of activities, practices and associated techniques and processes which define graphic arts and design.
Central to the curriculum strategy is the Learning Agreement. The Learning Agreement provides a mechanism for students to negotiate and implement their own particular approach to study, and enables them to demonstrate the process and outcomes of critical reflection and theoretical contextualisation, as appropriate to their own work.
The overarching course aims are:
• To provide the opportunity for study to students who wish to acquire and develop the necessary technical and practical skills; knowledge and understanding; attributes, attitudes and approaches; and intellectual and creative abilities to perform successfully as creative professionals in the field of graphic arts and design.
• To provide a pertinent and current curriculum that is appropriate and responsive to the needs and aspirations of all students.
• To enable students to work with visual imagery which is integrated with critical theoretical study and to locate their study and practice within the wider social, cultural, historical, professional, critical and technical contexts of graphic arts and design.
• To encourage and develop a reflective and self-critical approach which enables the student to make and use critical and contextual judgements of their work and that of others.
• To provide a curricular approach and learning strategy which is appropriate and relevant to the needs of a diverse and multidisciplinary constituency.
Learning Outcomes
Learning Outcomes – Level Four
On successful completion of Level Four, the student is able to demonstrate:
1. An initial understanding of the course and its operation.
2. An initial understanding of the technical support facilities and learning technologies available and an initial competence in their use.
3. An understanding of health and safety regulations.
4. An awareness of student support services and how to access them.
5. An initial ability in working to briefs and the meeting of deadlines.
6. An initial capability for personal and collaborative organisation within the studio context.
7. An initial ability in the use of techniques, processes and materials.
8. A developing awareness of the resources available for the research and analysis of other artists and designers, as well as the student’s own work.
9. A developing awareness and understanding of the approaches within the graphic arts and design as they are appropriate to their particular needs and interests.
10. A developing ability for researching and developing solutions.
11. An initial ability to begin to locate aspects of their own work within social, cultural, historical, professional, critical and technical contexts.
12. An initial ability to initiate, negotiate and develop a body of work according to their particular needs and interests within the field of graphic arts and design
13. An initial capacity for self-critical reflection.
Learning Outcomes – Level Five
On successful completion of Level Five, the student is able to demonstrate:
1. A developing ability to contextualise studio practice through an integration of theoretical and practical study.
2. A developing awareness of the resources available for the research and analysis of theoretical concepts as they are related to studio practice within graphic arts and design.
3. A developed understanding of the range of processes that constitute graphic arts and design.
4. A developed capability in the use of individually appropriate processes, techniques and materials.
5. A developing capacity to embrace ambiguity, uncertainty and unfamiliarity in relation to their individual creative practice.
6. A developed ability to identify, initiate, develop, negotiate and present an individually appropriate body of work.
7. A developed ability to articulate their ideas, intentions and outcomes within appropriate academic and professional contexts.
8. A developed ability to locate and situate their practice within appropriate social, cultural, historical, professional, critical and technical contexts through the Learning Agreement.
9. A developed ability to research, analyse and contextualise their practice through the Learning Agreement.
10. A developed capacity for self-critical reflection.
Learning Outcomes – Level Six
On successful completion of Level Six, the student is able to demonstrate:
1. A comprehensive ability to negotiate, develop, consolidate and present a coherent, individually appropriate and critically informed body of work.
2. A comprehensive ability to articulate their ideas, intentions and outcomes within appropriate academic and professional contexts.
3. A comprehensive ability to integrate practical, theoretical and critical skills in the production and presentation of a consolidated body of work, that is representative of an established, sustainable and individually appropriate creative practice.
4. A comprehensive ability to locate and situate their practice within appropriate social, cultural, historical, professional, critical and technical contexts through the Extended Learning Agreement.
5. A comprehensive ability to research, analyse and contextualise their practice through the Extended Learning Agreement.
6. A comprehensive capacity for self-critical reflection.
_______________________________________
So, the learning outcomes have evolved somewhat from my last post. They are essentially a refined version of the ones we had, with the QAA benchmarks used as a reference point, rather than the obvious basis. If it ain't broke, don't try to fix it. We have a very successful course, and our new document now reflects what we actually do. Let's hope the reviewers agree on Friday.
Once all of this is sorted, I'm getting back into the techno-experiments.
_______________________________________
Background and philosophy
In accordance with the aims of the course, the curriculum strategy provides, through an integrated approach to theory and practice, opportunities for multidisciplinary and specialist activity. Through the study and practice of graphic arts and design, students develop a comprehensive understanding of the wider social, cultural, historical, professional, critical and technical contexts of their work.
The curriculum strategy emphasises the opportunity for students to identify, negotiate and undertake their own particular approach to study within the range of activities, practices and associated techniques and processes which define graphic arts and design.
Central to the curriculum strategy is the Learning Agreement. The Learning Agreement provides a mechanism for students to negotiate and implement their own particular approach to study, and enables them to demonstrate the process and outcomes of critical reflection and theoretical contextualisation, as appropriate to their own work.
The overarching course aims are:
• To provide the opportunity for study to students who wish to acquire and develop the necessary technical and practical skills; knowledge and understanding; attributes, attitudes and approaches; and intellectual and creative abilities to perform successfully as creative professionals in the field of graphic arts and design.
• To provide a pertinent and current curriculum that is appropriate and responsive to the needs and aspirations of all students.
• To enable students to work with visual imagery which is integrated with critical theoretical study and to locate their study and practice within the wider social, cultural, historical, professional, critical and technical contexts of graphic arts and design.
• To encourage and develop a reflective and self-critical approach which enables the student to make and use critical and contextual judgements of their work and that of others.
• To provide a curricular approach and learning strategy which is appropriate and relevant to the needs of a diverse and multidisciplinary constituency.
Learning Outcomes
Learning Outcomes – Level Four
On successful completion of Level Four, the student is able to demonstrate:
1. An initial understanding of the course and its operation.
2. An initial understanding of the technical support facilities and learning technologies available and an initial competence in their use.
3. An understanding of health and safety regulations.
4. An awareness of student support services and how to access them.
5. An initial ability in working to briefs and the meeting of deadlines.
6. An initial capability for personal and collaborative organisation within the studio context.
7. An initial ability in the use of techniques, processes and materials.
8. A developing awareness of the resources available for the research and analysis of other artists and designers, as well as the student’s own work.
9. A developing awareness and understanding of the approaches within the graphic arts and design as they are appropriate to their particular needs and interests.
10. A developing ability for researching and developing solutions.
11. An initial ability to begin to locate aspects of their own work within social, cultural, historical, professional, critical and technical contexts.
12. An initial ability to initiate, negotiate and develop a body of work according to their particular needs and interests within the field of graphic arts and design
13. An initial capacity for self-critical reflection.
Learning Outcomes – Level Five
On successful completion of Level Five, the student is able to demonstrate:
1. A developing ability to contextualise studio practice through an integration of theoretical and practical study.
2. A developing awareness of the resources available for the research and analysis of theoretical concepts as they are related to studio practice within graphic arts and design.
3. A developed understanding of the range of processes that constitute graphic arts and design.
4. A developed capability in the use of individually appropriate processes, techniques and materials.
5. A developing capacity to embrace ambiguity, uncertainty and unfamiliarity in relation to their individual creative practice.
6. A developed ability to identify, initiate, develop, negotiate and present an individually appropriate body of work.
7. A developed ability to articulate their ideas, intentions and outcomes within appropriate academic and professional contexts.
8. A developed ability to locate and situate their practice within appropriate social, cultural, historical, professional, critical and technical contexts through the Learning Agreement.
9. A developed ability to research, analyse and contextualise their practice through the Learning Agreement.
10. A developed capacity for self-critical reflection.
Learning Outcomes – Level Six
On successful completion of Level Six, the student is able to demonstrate:
1. A comprehensive ability to negotiate, develop, consolidate and present a coherent, individually appropriate and critically informed body of work.
2. A comprehensive ability to articulate their ideas, intentions and outcomes within appropriate academic and professional contexts.
3. A comprehensive ability to integrate practical, theoretical and critical skills in the production and presentation of a consolidated body of work, that is representative of an established, sustainable and individually appropriate creative practice.
4. A comprehensive ability to locate and situate their practice within appropriate social, cultural, historical, professional, critical and technical contexts through the Extended Learning Agreement.
5. A comprehensive ability to research, analyse and contextualise their practice through the Extended Learning Agreement.
6. A comprehensive capacity for self-critical reflection.
_______________________________________
So, the learning outcomes have evolved somewhat from my last post. They are essentially a refined version of the ones we had, with the QAA benchmarks used as a reference point, rather than the obvious basis. If it ain't broke, don't try to fix it. We have a very successful course, and our new document now reflects what we actually do. Let's hope the reviewers agree on Friday.
Once all of this is sorted, I'm getting back into the techno-experiments.
Saturday, 7 November 2009
Learning outcomes v0.1
This is my first stab at imagining some new course learning outcomes. They are currently very similar to the source outcomes I have stolen from the QAA Art & Design subject benchmark statement document that I mentioned in my last post. I hope to simplify them in due course so that they are a bit more student friendly. I also hope to incorporate the views of the course team and students in the development of them, probably by getting everyone to read these blog posts and comment. I've split them into 4 broad categories, Risk, Production, Reflection and Theory, but this is up for debate along with everything else.
BA(Hons) Graphic Arts & Design
Course learning outcomes, Version 0.1
On completion of the course, you will be able to present a body of work which demonstrates your ability to:
[Risk]
employ both convergent and divergent thinking in the processes of observation, investigation, speculative enquiry, visualisation and making
select, test and make appropriate use of materials, processes and environments
[Production]
generate ideas, concepts, proposals, solutions or arguments
develop ideas through to outcomes
work independently and/or collaboratively in response to set briefs and/or as self-initiated activity
[Reflection]
identify personal strengths and needs, and reflect on personal development.
formulate reasoned responses to the critical judgements of others
[Theory]
source and research relevant material, assimilating and articulating relevant findings
locate your practice within the wider social, cultural, professional and ethical contexts both within and beyond the field of graphic arts and design.
analyse information and experiences, formulate independent judgements, and articulate reasoned arguments through reflection, review and evaluation
BA(Hons) Graphic Arts & Design
Course learning outcomes, Version 0.1
On completion of the course, you will be able to present a body of work which demonstrates your ability to:
[Risk]
employ both convergent and divergent thinking in the processes of observation, investigation, speculative enquiry, visualisation and making
select, test and make appropriate use of materials, processes and environments
[Production]
generate ideas, concepts, proposals, solutions or arguments
develop ideas through to outcomes
work independently and/or collaboratively in response to set briefs and/or as self-initiated activity
[Reflection]
identify personal strengths and needs, and reflect on personal development.
formulate reasoned responses to the critical judgements of others
[Theory]
source and research relevant material, assimilating and articulating relevant findings
locate your practice within the wider social, cultural, professional and ethical contexts both within and beyond the field of graphic arts and design.
analyse information and experiences, formulate independent judgements, and articulate reasoned arguments through reflection, review and evaluation
Friday, 6 November 2009
Your course is about to expire. Please take action now.
Why have I not blogged recently?
I've been busy busy with the reality of teaching and learning in the 21st century; managing the move into our fantastic new art school building, Broadcasting Place, and dealing with the day-to-day hubbub on a massive undergraduate course. I've had things to say about learning and technology, but I've been too busy doing the business to find the time to write about it all.
Also, I don't write things in this blog for you to read, I write mainly to try and pin the things down that I'm intrigued by, but not totally sure about. Today I opened up a massive can of worms when I decided to start planning for the imminent periodic review of the BA(Hons) Graphic Arts & Design course that I'm currently in charge of at Leeds Met.
If you're not familiar with periodic review, it's basically the process by which a course renews its licence. It happens at least once every five years, and as well as giving the institution the chance to do a proper check on the health of the course, it also opens up the possibility to make major changes. It's a chance to refresh and update everything for the better. I've been a bit-part player in previous reviews, but with the departure of nearly all of my senior colleagues in the School, the task seems to have landed on my lap. That's not a bad thing. I like a challenge.
And a challenge it is. A quick peep at the relevant documentation reveals a mountain of paperwork that will need to be produced for the review, and it's not easy stuff. However, as a trained designer, I have a methodology to tackle this mammoth task.
The first stage is to define the brief, which I have made a start on today. These are the things that Leeds Met says I will need to produce:
• Briefing Statement
• Critical Appraisal
• Course Document
• Programme Specification
• Mapping of Subject benchmark statements
• Module Specifications
• Admissions profile
• Staff CVs
• Statement of Resources
Having half-guessed my way through most of these things, I got stuck on the Mapping of Subject benchmark statements. I had a rough idea of what the benchmarks were from the last review, but sensed that this might be the really important bit. Ultimately, the benchmarks define what degree level means in relation to art & design subjects, so it effectively forms the root of the brief. I quickly found the QAA benchmark statement for Art & Design and, surprisingly, found myself enthralled by what I read. This document was obviously written by people that understand the essence of art and design education, and beautifully articulate all of the things that us purists hold dear. For example:
2.2 Learning in art and design develops:
• the capacity to be creative
• an aesthetic sensibility
• intellectual enquiry
• skills in team working
• an appreciation of diversity
• the ability to conduct research in a variety of modes
• the quality of reflecting on one's own learning and development
• the capacity to work independently, determining one's own future learning needs.
And things like this:
"divergent forms of thinking, which involve generating alternatives, and in which the notion of being 'correct' gives way to broader issues of value, are characteristic of the creative process."
Brilliant. The QAA put 'correct' in quotes. Who are we to doubt the QAA in their questioning of the dogma of the measurable.
This is my favourite: 'Students [in art & design] will have the ability to anticipate and accommodate change, and work within contexts of ambiguity, uncertainty and unfamiliarity.' Call me a saddo, but the celebration of ambiguity and uncertainty in the educational process by the ultimate official authority on the subject in the UK fills me with joy. It also gives me a big, big stick with which to beat off institutional doubters when the reviewers try to pick the thing to pieces.
I've just made a start on adapting some of the learning outcomes from this benchmark statement to use in our new course document, but I'm finding it hard to change it to the point where it's not so obviously stolen from QAA. Much more work will be needed over the next few months, but it feels good to get started. I'll keep you posted.
I've been busy busy with the reality of teaching and learning in the 21st century; managing the move into our fantastic new art school building, Broadcasting Place, and dealing with the day-to-day hubbub on a massive undergraduate course. I've had things to say about learning and technology, but I've been too busy doing the business to find the time to write about it all.
Also, I don't write things in this blog for you to read, I write mainly to try and pin the things down that I'm intrigued by, but not totally sure about. Today I opened up a massive can of worms when I decided to start planning for the imminent periodic review of the BA(Hons) Graphic Arts & Design course that I'm currently in charge of at Leeds Met.
If you're not familiar with periodic review, it's basically the process by which a course renews its licence. It happens at least once every five years, and as well as giving the institution the chance to do a proper check on the health of the course, it also opens up the possibility to make major changes. It's a chance to refresh and update everything for the better. I've been a bit-part player in previous reviews, but with the departure of nearly all of my senior colleagues in the School, the task seems to have landed on my lap. That's not a bad thing. I like a challenge.
And a challenge it is. A quick peep at the relevant documentation reveals a mountain of paperwork that will need to be produced for the review, and it's not easy stuff. However, as a trained designer, I have a methodology to tackle this mammoth task.
The first stage is to define the brief, which I have made a start on today. These are the things that Leeds Met says I will need to produce:
• Briefing Statement
• Critical Appraisal
• Course Document
• Programme Specification
• Mapping of Subject benchmark statements
• Module Specifications
• Admissions profile
• Staff CVs
• Statement of Resources
Having half-guessed my way through most of these things, I got stuck on the Mapping of Subject benchmark statements. I had a rough idea of what the benchmarks were from the last review, but sensed that this might be the really important bit. Ultimately, the benchmarks define what degree level means in relation to art & design subjects, so it effectively forms the root of the brief. I quickly found the QAA benchmark statement for Art & Design and, surprisingly, found myself enthralled by what I read. This document was obviously written by people that understand the essence of art and design education, and beautifully articulate all of the things that us purists hold dear. For example:
2.2 Learning in art and design develops:
• the capacity to be creative
• an aesthetic sensibility
• intellectual enquiry
• skills in team working
• an appreciation of diversity
• the ability to conduct research in a variety of modes
• the quality of reflecting on one's own learning and development
• the capacity to work independently, determining one's own future learning needs.
And things like this:
"divergent forms of thinking, which involve generating alternatives, and in which the notion of being 'correct' gives way to broader issues of value, are characteristic of the creative process."
Brilliant. The QAA put 'correct' in quotes. Who are we to doubt the QAA in their questioning of the dogma of the measurable.
This is my favourite: 'Students [in art & design] will have the ability to anticipate and accommodate change, and work within contexts of ambiguity, uncertainty and unfamiliarity.' Call me a saddo, but the celebration of ambiguity and uncertainty in the educational process by the ultimate official authority on the subject in the UK fills me with joy. It also gives me a big, big stick with which to beat off institutional doubters when the reviewers try to pick the thing to pieces.
I've just made a start on adapting some of the learning outcomes from this benchmark statement to use in our new course document, but I'm finding it hard to change it to the point where it's not so obviously stolen from QAA. Much more work will be needed over the next few months, but it feels good to get started. I'll keep you posted.
Wednesday, 9 September 2009
Post-technical drawing
I thought I better do a quick post, seeing as I handed out my blog URL at the EduBloggers F-ALT bash last night, and there is a slim chance that I have new eyeballs to annoy.
Anyhow, back to the old postdigital thing again. I've had a couple of quick chats with Dave-o-White about the slight unease that we both share about the term 'post-digital'. I can't quite put my finger on it (possibly because the concept isn't yet anywhere near fully formed), but postdigital just seems a bit of a distraction, especially when you start discussing it with people for the first time, as Dave and Rich Hall did the other night at an F-ALT debate.
During Dave's excellent presentation at ALT-C this morning about the much more tangible 'Visitors and Residents' concept, he inadvertently tried to explain postdigital by saying "actually, it's more post-technical". This instantly stuck me as a more useful term, as it removes some of the perceived anti-digital vibes. It also draws attention to one of the clearer points in the debate: the desire to focus not on the technical aspect, but on the human aspects. We can reject the technical fetishisation of both the digital and the analogue using the term post-technical, and we use the term to remind us that it is the human triumphs, albeit enabled by technology, that should be promoted.
What do I mean? I'm not entirely sure. Perhaps an example might be useful to tease this out a bit.
'The Manual' that we devised and used in the Open Habitat Second Life pilots is an example of a post-technical approach to learning. 'The Manual' does not attempt to teach any technical skills. Pursuing the tasks in it will inevitably lead to the acquisition of technical skill, but it is the broader and deeper learning that is emphasised, as we think it is more important.
Technical skills are not a bad thing. Technical skills are a very good thing. But over emphasising the technical, especially at the start of a project, sets the wrong tone for learning. By dwelling on the technical, we are saying to the students "You cannot learn the deep stuff, the fun stuff, the creative stuff, the uncertain but important stuff, until you have the technical skills!". Not only does this take all the fun out of learning (well, for me and most of my students anyway), its logic is fundamentally flawed. How much technical stuff is necessary before you can start? Do you need to know, and do you need to have been tested on every feature in Final Cut Pro before you can edit a film? When I used to do software instruction, I used to teach my students one technical skill in FCP - a cut edit - and then I asked them to edit a film for the next hour. And then I didn't do any more FCP classes. Seriously. 99.9 percent of edits in any film are cuts. What is important in editing is timing and sequencing and trial and error. Learning every feature in Final Cut Pro won't help you to become a good editor. As an educator, I shouldn't be promoting the illusion that a comprehensive technical knowledge of software alone will enable them to succeed at HE level. Technical skills are important, but they can be gained as and when needed, at a pace appropriate to the individual learner.
I don't instruct my students in the sharpening of pencils, and I don't prevent them from drawing until they have passed a pencil proficiency test. I ask them to bring me their drawing so that we can talk about their ideas.
Oh, I'm rambling again. If you are new to my blog, I should point out that I use it mainly to tame my badly formed thoughts. Don't take it too seriously. Reading my post back, I think I may have some gaping holes in my arguments. I'll have to plug them later. I'm off the the F-ALT09 party now.
Anyhow, back to the old postdigital thing again. I've had a couple of quick chats with Dave-o-White about the slight unease that we both share about the term 'post-digital'. I can't quite put my finger on it (possibly because the concept isn't yet anywhere near fully formed), but postdigital just seems a bit of a distraction, especially when you start discussing it with people for the first time, as Dave and Rich Hall did the other night at an F-ALT debate.
During Dave's excellent presentation at ALT-C this morning about the much more tangible 'Visitors and Residents' concept, he inadvertently tried to explain postdigital by saying "actually, it's more post-technical". This instantly stuck me as a more useful term, as it removes some of the perceived anti-digital vibes. It also draws attention to one of the clearer points in the debate: the desire to focus not on the technical aspect, but on the human aspects. We can reject the technical fetishisation of both the digital and the analogue using the term post-technical, and we use the term to remind us that it is the human triumphs, albeit enabled by technology, that should be promoted.
What do I mean? I'm not entirely sure. Perhaps an example might be useful to tease this out a bit.
'The Manual' that we devised and used in the Open Habitat Second Life pilots is an example of a post-technical approach to learning. 'The Manual' does not attempt to teach any technical skills. Pursuing the tasks in it will inevitably lead to the acquisition of technical skill, but it is the broader and deeper learning that is emphasised, as we think it is more important.
Technical skills are not a bad thing. Technical skills are a very good thing. But over emphasising the technical, especially at the start of a project, sets the wrong tone for learning. By dwelling on the technical, we are saying to the students "You cannot learn the deep stuff, the fun stuff, the creative stuff, the uncertain but important stuff, until you have the technical skills!". Not only does this take all the fun out of learning (well, for me and most of my students anyway), its logic is fundamentally flawed. How much technical stuff is necessary before you can start? Do you need to know, and do you need to have been tested on every feature in Final Cut Pro before you can edit a film? When I used to do software instruction, I used to teach my students one technical skill in FCP - a cut edit - and then I asked them to edit a film for the next hour. And then I didn't do any more FCP classes. Seriously. 99.9 percent of edits in any film are cuts. What is important in editing is timing and sequencing and trial and error. Learning every feature in Final Cut Pro won't help you to become a good editor. As an educator, I shouldn't be promoting the illusion that a comprehensive technical knowledge of software alone will enable them to succeed at HE level. Technical skills are important, but they can be gained as and when needed, at a pace appropriate to the individual learner.
I don't instruct my students in the sharpening of pencils, and I don't prevent them from drawing until they have passed a pencil proficiency test. I ask them to bring me their drawing so that we can talk about their ideas.
Oh, I'm rambling again. If you are new to my blog, I should point out that I use it mainly to tame my badly formed thoughts. Don't take it too seriously. Reading my post back, I think I may have some gaping holes in my arguments. I'll have to plug them later. I'm off the the F-ALT09 party now.
Wednesday, 1 July 2009
Never believe what artists say, only what they do.
It all started for me with David Hockney. I 'got' art because of him. The reason my alter-ego is called Cubist is because of Hockney. Most importantly, he lives in Bridlington, which is just up the road from where I live in Filey.
Last night's Hockney documentary on BBC1 reminded me why I'm in this game. More than anything, it is Hockney's attitude and approach that I aspire to. The ceaseless dedication to exploration. The blunt, non-nonsense Yorkshireness. The love of drawing. The fact that he does not let anyone or anything get in the way, not even his own previous declarations about what is right and wrong.
Enough of the fan-mail. The reason I'm writing this post is because I viewed last night's programme through the lens of postdigitalism. At one point, Hockney said something like, "This is art for the new post-photographic age", which obviously struck a chord with me. In my postdigital musings, I've referred to the predicted death of painting when photography was invented, and the conflict between these two media forms has been the focus of Hockney's most interesting work. The supposed supremacy of photography as the ultimate form of 'realism' is challenged when Hockney points out photography's limitations. Unlike futurism and, Hockney has argued, cubism and traditional painting, photography removes the time from an artwork. The time it takes to craft the work, the period of time the work represents - all but a hundredth of a second are eradicated from the photograph. Space and time are the same dimension, so traditional photography also removes the space, fixing the viewer to the spot. In real life, we never stop moving - "If your eyes stop moving, you're dead" as Hockney stated in the documentary - but the photograph freezes the world, whereas painting is about the continuum of space-time, with a living human being at its centre.
This recognition of the limitations of photography sometimes sees Hockney reject the photographic process altogether, but at other times it liberates him to use the camera more like a paint brush. The most obvious example of this is a Hockney's photo-collage 'joiner', with multiple perspectives via multiple photographs all collaged into one composition. Time and space return to the artwork, and the photographic medium is commandeered to serve the eye, heart and hand once more.
Might this tension between photography and painting in Hockney's work inform for the postdigital debate? The photograph and the digital have a lot in common. I'm not referring directly to digital photography here, but rather to the way that a snapshot captures and reduces the world to a small abstracted piece. It denies the continuum of life. It is one tiny part of the whole. Similarly, the digital captures and reduces the world into lots of tiny pieces. What is gained from this process of digitisation - the ability to make accurate copies, for example - drowns out the fundamental things that are lost. Identifying something fundamental that education loses in the digital, as Hockney identifies something fundamental that art loses in the photographic, may help us to form a coherent postdigital view. Just as the camera is liberated from the dogma of photography to serve art, so the computer may be liberated from the dogma of the digital to serve education.
Enough of this aspirational theorising. I have a degree course to re-write this year. How exactly will all of this postdigital stuff help me to write a better course? This will be real test. It's time for some convergent thinking.
Imagine (2009) David Hockney - A Bigger Picture. London, BBC1, 30 June.
Last night's Hockney documentary on BBC1 reminded me why I'm in this game. More than anything, it is Hockney's attitude and approach that I aspire to. The ceaseless dedication to exploration. The blunt, non-nonsense Yorkshireness. The love of drawing. The fact that he does not let anyone or anything get in the way, not even his own previous declarations about what is right and wrong.
Enough of the fan-mail. The reason I'm writing this post is because I viewed last night's programme through the lens of postdigitalism. At one point, Hockney said something like, "This is art for the new post-photographic age", which obviously struck a chord with me. In my postdigital musings, I've referred to the predicted death of painting when photography was invented, and the conflict between these two media forms has been the focus of Hockney's most interesting work. The supposed supremacy of photography as the ultimate form of 'realism' is challenged when Hockney points out photography's limitations. Unlike futurism and, Hockney has argued, cubism and traditional painting, photography removes the time from an artwork. The time it takes to craft the work, the period of time the work represents - all but a hundredth of a second are eradicated from the photograph. Space and time are the same dimension, so traditional photography also removes the space, fixing the viewer to the spot. In real life, we never stop moving - "If your eyes stop moving, you're dead" as Hockney stated in the documentary - but the photograph freezes the world, whereas painting is about the continuum of space-time, with a living human being at its centre.
This recognition of the limitations of photography sometimes sees Hockney reject the photographic process altogether, but at other times it liberates him to use the camera more like a paint brush. The most obvious example of this is a Hockney's photo-collage 'joiner', with multiple perspectives via multiple photographs all collaged into one composition. Time and space return to the artwork, and the photographic medium is commandeered to serve the eye, heart and hand once more.
Might this tension between photography and painting in Hockney's work inform for the postdigital debate? The photograph and the digital have a lot in common. I'm not referring directly to digital photography here, but rather to the way that a snapshot captures and reduces the world to a small abstracted piece. It denies the continuum of life. It is one tiny part of the whole. Similarly, the digital captures and reduces the world into lots of tiny pieces. What is gained from this process of digitisation - the ability to make accurate copies, for example - drowns out the fundamental things that are lost. Identifying something fundamental that education loses in the digital, as Hockney identifies something fundamental that art loses in the photographic, may help us to form a coherent postdigital view. Just as the camera is liberated from the dogma of photography to serve art, so the computer may be liberated from the dogma of the digital to serve education.
Enough of this aspirational theorising. I have a degree course to re-write this year. How exactly will all of this postdigital stuff help me to write a better course? This will be real test. It's time for some convergent thinking.
Imagine (2009) David Hockney - A Bigger Picture. London, BBC1, 30 June.
Sunday, 28 June 2009
Google Waves 'hello!' to the postdigital learner
"Where the digital proposes the perfect finite conditions for a perfect existence regardless of matter, (as for example in the human genome project), in the postdigital analogue (as for example in the ironies of genetic and wet biological art) human consciousness is regarded as almost infinitely malleable, able to shape its identity in response to local (and technological) conditions aware all the time of the range of possibilities (digital and analogue) that are not developed." (Punt, 2001)
Excuse me whilst I go off on some uncertain tangents. There is a high probability that I am about to talk poppycock, but as Theodore Roosevelt said, “The only man who never makes a mistake is the man who never does anything.”
A few years ago, I spent a lot of time downloading chunks of DNA from the National Center for Biotechnology Information's Genebank, and wrote some code to visualise them. My basic idea was to read the As, Gs, Ts and Cs, and move a pixel either up, down, left or right, tracing a line. Different DNA chunks drew different squiggles. They looked like they made some sort of sense, which of course they did, and I got particularly obsessed with comparing mitochondria sequences from different organisms. You can see some of this stuff on my old site:
cubistscarborough.com/iantruelove
Along with every other living organism that has ever existed, we are digital to our very core. We are code. Our existence is encoded in a very long sequence of As, Ts, Cs and Gs. We are Data, Not Animals. But, of course, we are animals, not data. We are fuzzy and vague and interesting. We are wet and unimaginably complex. We are a whole, conscious being that exists over time. We are not digital. We are postdigital.
Not really sure where that one is going, but it might give me an excuse to do some more DNA art. Lets move onto some different poppycock.
The original article that the opening quote is taken from also mentions Gene Youngblood, who reminded us 25 years ago that, "the computer translates the continuous phenomena of the world into discrete units." The inescapable reduction of the homogenous whole into separate pieces, through the process of digitisation, might provide a useful metaphor for education. One of the things that struck a chord with me when I watched Liz Coleman's talk last week was her criticism of the fragmentation of education. I have rallied against the tyranny of the module as the dominant unit of learning ever since it was imposed on us. This quantising of education, splitting learning into smaller and smaller units, serves the inspectors, the financiers and the timetable police very well. It does not serve the whole learner – a complex human being – very well at all. The reason I dislike (and refuse to use) VLEs is primarily because they reinforce and often impose this modular approach. Perhaps it is this sort of 'digitisation' of education that postdigitalism might react against. To re-appropriate the words of Peter Weibel as detailed in Punt's article, education should follow the analogical principles of 'similarity, congruency and continuity', and reject the 'discontinuous, non homogenous elements' as characterised by the digital, and played out in the modular system. The 3 year long, holistic view of learning as promoted by Professor Graham Gibbs and others aligns with this newly invented version of postdigitalism. Taking this line of reasoning to its logical conclusion, the postdigital learner is the lifelong learner, the informal and formal learner, the whole human learner. Not a learner who has been captured, cut, and pasted into easily measurable and inspectable chunks, but an integrated learner, inseparable from the world that they are connected to. In this parallel postdigital universe, I'm allowed to get excited about Google Wave, as it may potentially provide an excellent way to support the postdigital learner.
I think I'm rambling a bit now. I'll stop.
Punt, M. (2001) Human Consciousness and the Postdigital Analogue. Leonardo 35 (2), 2002. pp119-120
Labels:
postdigital,
postdigitalism
Saturday, 27 June 2009
Wednesday, 24 June 2009
The blinded leading the blind
I've been pondering over the 'non-digital' to 'digital' to 'postdigital' cycle, and wondering where the creative potential is. I can see how this cycle can provide us with a useful way of analysing and making sense of things, and I'm sure that it will prove to be a very useful tool in the hands of capable researchers. But I want to make things. I want to do things. I want to create something useful. I want to make new art and design. I want to craft something that helps my students to learn.
I can see quite clearly the possibilities in the 'non-digital' to 'digital' bit of the cycle. It's very exciting being able to do things that you couldn't previously do because of a new digital invention. The transition between the 'non-digital' and the 'digital' is loaded with creative potential. I can see new opportunities for art and design, and for learning, when the technolust kicks in. I am guided by the guts of art and education to keep me from being completely blinded by the technolust, but new technology amplifies my ambitions and accelerates my output. But where is the potential when we come out the other side? When digital loses meaning and becomes restrictive, what can be tapped in the transition to the postdigital?
Recognising that something has gone, is going, or needs to go 'postdigital' might act as an alarm. Perhaps the creative potential disappears at this stage of the cycle, and we need to look for some newly digitalised thing to manipulate. Perhaps the postdigital alarm bell rings when we are flogging a dead horse. Time to move on. What's the next Twitter?
Maybe I'm being defeatist. One of the first things that I pondered over when the term was proposed was 'What might postdigital art be?". The term comes from the arts, but the original 'postdigital' only partly aligns with the spirit of the 52group document. In relation to music, and in particular, Kim Cascone's work, it seems to refer mainly to glitch - the deliberate embracing of digital 'mistakes' (I may well be wrong on this – I need to re-read that stuff). But if 52group postdigitalism is about the natural or forced transparency of the digital, where is the potential in that? Is it in the transition? It it in the forcing? Could an artist identify something that is stupidly digital and force it, kicking and screaming, into the postdigital? The artist as provocateur, winding things up. Smashing things down. Sounds very anti-digital to me, and I don't enjoy upsetting people, so I think this way of thinking is a dead end.
If it's not about art, could it be about design? In an earlier blog post, I quoted an essay by Beatrice Ward that explored the importance of transparency in typography. If you're busy noticing the letter-forms instead of being enthralled by the author's wit, then the typesetting is probably bad. You don't notice good typography, it is transparent. Likewise, if you notice an edit when you are watching a film, it's probably a bad edit. Transparent editing – editing you don't notice – is almost always desirable. Design might have a role to play in helping to make the digital disappear when a need for it to do so has been identified. Designers have no fear of their efforts not getting noticed. They might help tease the digital away from the thing that has been enabled by it, and bring some clarity. Perhaps we are talking about re-design – the equivalent taking a page set in 18 point Comic Sans and resetting it so that it no longer makes your eyes bleed. We could look at something that is overtly digital, and 'redesign' it to emphasise the essence of that thing. By deliberately neutralising the overbearing influence of the digital, we might see more clearly what is important, and unlock hidden opportunities.
Russell Davies describes a project by Schulze & Webb & Jones Crew (Point three in the post) as postdigital. Here, he is talking about a project that has moved beyond 'digital infatuation and analogue nostalgia'. I must admit that I'm attracted to this flavour of postdigitalism. This might be where the potential is, and it seems to align with 52group thinking to some extent. So, the postdigital in relation to design, advertising and art could be about making appropriate use of a combination of digital and non-digital processes. Oh, hang on, that sounds very much like normal practice round my neck of the woods. As I detailed in an earlier post, I feel like we have already moved to the postdigital on the course that I teach on. However, we do still spend a lot of time gently steering students away from digital infatuation and analogue nostalgia in their own best interests. We are effectively steering them towards this version of the postdigital. Maybe I will start saying to techno-blinded and techo-blind students, "Let's consider your work in a postdigital context."
Much more thinking required. I'll pin it down eventually.
I can see quite clearly the possibilities in the 'non-digital' to 'digital' bit of the cycle. It's very exciting being able to do things that you couldn't previously do because of a new digital invention. The transition between the 'non-digital' and the 'digital' is loaded with creative potential. I can see new opportunities for art and design, and for learning, when the technolust kicks in. I am guided by the guts of art and education to keep me from being completely blinded by the technolust, but new technology amplifies my ambitions and accelerates my output. But where is the potential when we come out the other side? When digital loses meaning and becomes restrictive, what can be tapped in the transition to the postdigital?
Recognising that something has gone, is going, or needs to go 'postdigital' might act as an alarm. Perhaps the creative potential disappears at this stage of the cycle, and we need to look for some newly digitalised thing to manipulate. Perhaps the postdigital alarm bell rings when we are flogging a dead horse. Time to move on. What's the next Twitter?
Maybe I'm being defeatist. One of the first things that I pondered over when the term was proposed was 'What might postdigital art be?". The term comes from the arts, but the original 'postdigital' only partly aligns with the spirit of the 52group document. In relation to music, and in particular, Kim Cascone's work, it seems to refer mainly to glitch - the deliberate embracing of digital 'mistakes' (I may well be wrong on this – I need to re-read that stuff). But if 52group postdigitalism is about the natural or forced transparency of the digital, where is the potential in that? Is it in the transition? It it in the forcing? Could an artist identify something that is stupidly digital and force it, kicking and screaming, into the postdigital? The artist as provocateur, winding things up. Smashing things down. Sounds very anti-digital to me, and I don't enjoy upsetting people, so I think this way of thinking is a dead end.
If it's not about art, could it be about design? In an earlier blog post, I quoted an essay by Beatrice Ward that explored the importance of transparency in typography. If you're busy noticing the letter-forms instead of being enthralled by the author's wit, then the typesetting is probably bad. You don't notice good typography, it is transparent. Likewise, if you notice an edit when you are watching a film, it's probably a bad edit. Transparent editing – editing you don't notice – is almost always desirable. Design might have a role to play in helping to make the digital disappear when a need for it to do so has been identified. Designers have no fear of their efforts not getting noticed. They might help tease the digital away from the thing that has been enabled by it, and bring some clarity. Perhaps we are talking about re-design – the equivalent taking a page set in 18 point Comic Sans and resetting it so that it no longer makes your eyes bleed. We could look at something that is overtly digital, and 'redesign' it to emphasise the essence of that thing. By deliberately neutralising the overbearing influence of the digital, we might see more clearly what is important, and unlock hidden opportunities.
Russell Davies describes a project by Schulze & Webb & Jones Crew (Point three in the post) as postdigital. Here, he is talking about a project that has moved beyond 'digital infatuation and analogue nostalgia'. I must admit that I'm attracted to this flavour of postdigitalism. This might be where the potential is, and it seems to align with 52group thinking to some extent. So, the postdigital in relation to design, advertising and art could be about making appropriate use of a combination of digital and non-digital processes. Oh, hang on, that sounds very much like normal practice round my neck of the woods. As I detailed in an earlier post, I feel like we have already moved to the postdigital on the course that I teach on. However, we do still spend a lot of time gently steering students away from digital infatuation and analogue nostalgia in their own best interests. We are effectively steering them towards this version of the postdigital. Maybe I will start saying to techno-blinded and techo-blind students, "Let's consider your work in a postdigital context."
Much more thinking required. I'll pin it down eventually.
Labels:
postdigital,
postdigitalism
Tuesday, 23 June 2009
After digital?
Does the term 'postdigital' best represent the spirit of the 52group's draft paper? In its 'ism' form, it most likely means everything that came after digitalism. Alternatively, it could mean a reaction against digitalism. As there isn't really a thing called digitalism to react against, or follow on from, postdigitalism could be seen as a reaction against nothing. However, the term 'digital' is well established, and its use is widespread. 'Digital', 'electronic' and 'e', are used as a prefixes to distinguish something from the preceding, non digital item (digital watch, digital calculator, digital radio, e-commerce, email). When the distinction no longer needs to be made, because the digital version of the item is the norm, then we have moved beyond digital as a useful description. In this way, a calculator is postdigital - the time to call it a digital or electronic calculator has passed - the calculator is 'after-digital'.
What about an interpretation of the term as reactionary? If we feel that the use of the term 'digital' or 'e' is no longer appropriate or limiting, then we can react against its use. When the use of electronic devices is so widespread in learning that it goes without saying, we might react against the term e-learning. The 'e' will have served a useful purpose in promoting the differences from previous modes of learning, but it may have become restrictive in its scope, excluding or devaluing non-digital aspects of learning.
The use of the 'e' or 'digital' prefix is not wrong. It is a necessary and useful way of redefining a previously non-digital item. I should imagine that there are a whole load of things that have not yet 'gone digital', but will need to be labelled as such when they do. When the time comes for e-glasses, digital pants and electronic flat-caps, then it would be handy to emphasise that these items are now different from their analogue counterparts. But when most pants are digital, the term will become quite unnecessary.
It may (technically) be a mistake to add the 'ist' and the 'ism' onto the end of postdigital, but I quite like the fact that isms provoke strong feelings and extreme cynicism, so I think I will keep using these terms. It might draw a few more people into this debate, which will make it more fun.
What about an interpretation of the term as reactionary? If we feel that the use of the term 'digital' or 'e' is no longer appropriate or limiting, then we can react against its use. When the use of electronic devices is so widespread in learning that it goes without saying, we might react against the term e-learning. The 'e' will have served a useful purpose in promoting the differences from previous modes of learning, but it may have become restrictive in its scope, excluding or devaluing non-digital aspects of learning.
The use of the 'e' or 'digital' prefix is not wrong. It is a necessary and useful way of redefining a previously non-digital item. I should imagine that there are a whole load of things that have not yet 'gone digital', but will need to be labelled as such when they do. When the time comes for e-glasses, digital pants and electronic flat-caps, then it would be handy to emphasise that these items are now different from their analogue counterparts. But when most pants are digital, the term will become quite unnecessary.
It may (technically) be a mistake to add the 'ist' and the 'ism' onto the end of postdigital, but I quite like the fact that isms provoke strong feelings and extreme cynicism, so I think I will keep using these terms. It might draw a few more people into this debate, which will make it more fun.
Sunday, 21 June 2009
A postdigital peacetime era
"Modern art exists because of our technology. Whether built from existing inventions, or from brand new technologies such as computers, many modern works of art rely upon technology as a medium. Technology's role in artistic media ranges from disciplines such as architecture to areas where technology is the complete basis for the medium, in fields such as photography and holography. Generally, whenever a new technological medium is introduced, many members of the art community embrace the technology as the best and brightest form possible. Others automatically reject the use of technology, assuming that it will be detrimental to their particular art form. While to a limited extent these statements are both true, most new technologies simply create other viable mediums. Photography did not replace painting, just as holograms and stereoscopic computer images have not replaced sculpture. While not all artwork may contain direct elements of recent technology, almost all has benefited from increases in technology"
(Benthall, 1972).
One of the reasons that I am harping on about postdigitalism is that it embodies something that I have felt for a long time, but could never quite articulate.
When I started my design education in 1986, our college had just taken delivery of a roomful of tiny, cute Apple Macs. At that time, the graphic design industry was still entrenched in a whole range of traditional printing technologies, and over the course of my subsequent studies and early career, I lived through a digital revolution. This often felt like a war between anti and pro digital camps. I was often enlisted to fight for the pro digital cause, but as I learned more about design, I felt increasingly uneasy with this role. Whilst it seemed bleeding obvious to me that it was a waste of time learning copy-fitting when we would never use this dying aspect of typesetting in our future professional lives, I objected equally strongly to the rejection by the digital camp of all that had gone before. I began to fight for both sides, and when I got my first job setting up and looking after a Mac suite on a Graphic Design course, I fought not just for the new technology, but for the old. The authority that my techno-geek status gave me, allowed me to argue for the importance of screen-printing and metal-type. Around this time, many design colleges were chucking their old fashioned kit in the skip, but I knew that this was a grave mistake. Most often, I would talk about how photography did not replace painting, as many had claimed at the time, but that it did change painting. I would argue that the digital should not replace the traditional, but we could free the old processes from the 'proper' ways of using them now that they no longer served the same purpose. As well as extending the canvas by providing new ways of doing and being, the postdigital also extends the canvas by lifting the restrictions on previous practice. In the context of graphic design, digital typesetting means that I don't have to follow the 'rules' of metal typesetting any more, and freed from the fun-killing tedium of 'casting-off' and such like, I can exploit the rich potential of the old. So, postdigitalism both extends and changes the canvas of creative potential.
On the graphic design course that I now lead, at least, the war is over. We no longer fight about the digital in relation to graphic design technology. We live in a postdigital peacetime era. However, the war between the digital fetishists and the digital refuseniks is still raging on the battleground of education. I oppose the war. Please don't shoot me.
Benthall, Jonathan. Science and Technology in Art Today. New York: Praeger Publishers, 1972.
Saturday, 20 June 2009
Techno-lust
"There are a lot of people around now who have thoroughly integrated 'digitalness' into their lives. To the extent that it makes as much sense to define them as digital as it does to define them as air-breathing. ie it's true but not useful or interesting."
Russell Davies, Meet the new schtick
The 52group are not the pioneers of postdigitalism. The current Wikipedia entry points to an early adoption of the term in the field of digital art. There are others that have co-opted the term with good effect. Russell Davies is a really interesting man who, amongst other things, writes for Wired and Campaign. He wrote a post outlining his take on postdigitalism back in January 2009.
There are three key elements that make up his version of the postdigital. The first questions the supremacy of screens - or 'visual display units' as they used to be called in the digital age - and argues for physical displays units (like paper). The second point, which is quoted at the start of this post, pretty much sums up the 52group's position. The third point is interesting because, by the 52group definition, it is a form of digitalism. It talks about embracing the shiny new ways of the digital, and using the essence of these new ways of being, to build physical things. Davies points to an ink printed on paper thing called 'Things our friends have written on the Internet 2008'. In the context of 52group postdigitalism, dwelling on the digital - even to de-digitalise it, or liberated it from the constraints of binary - is a form of techno-lust. It is digital fetishism, even if it is played out in meat-space.
52group postdigitalism it may not be, but the irony of non-digital techno-worship sounds like fun. Remind me to come back to this when I talk about how I've already lived through one transition to postdigitalism in my next post.
Friday, 19 June 2009
Postdigitalism
"Imagine that you have before you a flagon of wine. You may choose your own favourite vintage for this imaginary demonstration, so that it be a deep shimmering crimson in colour. You have two goblets before you. One is of solid gold, wrought in the most exquisite patterns. The other is of crystal-clear glass, thin as a bubble, and as transparent. Pour and drink; and according to your choice of goblet, I shall know whether or not you are a connoisseur of wine. For if you have no feelings about wine one way or the other, you will want the sensation of drinking the stuff out of a vessel that may have cost thousands of pounds; but if you are a member of that vanishing tribe, the amateurs of fine vintages, you will choose the crystal, because everything about it is calculated to reveal rather than hide the beautiful thing which it was meant to contain."
The Crystal Goblet, or Printing Should Be Invisible by Beatrice Warde (1900 -- 1969)
The 'postdigital' is not a new term or concept, but it is a term and a concept that has been forcibly re-appropriated by the 52group, in a draft paper that seeks to refocus our attention, particularly in relation to education. The basic premise is that 'digital' is becoming increasingly meaningless, as technology becomes crystal-clear, thin as a bubble, and transparent. Being fooled into mistaking the 'digital' for a thing in itself, rather than seeing it purely as an enabler (and just one alongside many other non-digital enablers), is a mistake that I make all the time. I have been more guilty than most of gaining more pleasure from the exquisitely patterned golden goblet than from the wine.
However, absorbing and accepting postdigitalism has brought clarity to my thinking, and I have already found myself responding to everyday work related issues from a postdigitalist viewpoint. I have spontaneously and effortlessly argued that 'it's not really about the technology', whereas in the past I might have happily argued that is was. That's not to say that I have suddenly become anti-digital. Far from it. It's just that anti or pro digital is not the issue. 'The canvas of the digital' provides me with an ever changing medium from which I can tap creative potential, but the canvas itself is not the art. More importantly, this digital canvas is not the only one in my studio. From a postdigitalist perspective, to dwell on the canvas misses the point. It is about the idea, the intention, the expression, the interpretation. It is about the conversations and the arguments. It is about the spirit of the artist and the success of the artwork. The skill with which the artist manipulates the paint on the canvas is crucial and should not be undervalued or rejected, just as we should not undervalue or reject the digital, but the art is not created by the canvas or the paint. It is created by the artist.
Labels:
52group,
postdigital,
postdigitalism,
postdigitalist
Wednesday, 10 June 2009
The Urge
There's something in the air. I can feel the urge returning. The creative hunger is making my belly rumble. I know there is a really big thing that, at the moment, I can only call a micro-reflection-conversation-engagement engine. I'm sure there's something even bigger hidden somewhere here in the murk. Where's my torch?
Tuesday, 2 June 2009
Curvy knowledge. Curved like a saddle. Like the shape of the Universe. And it smells of pie.
Forgive me blogosphere, for I have been a-tweeting at my blog's expense. That, and the fact the Open Habitat has finished, I've have 300 students bothering me, I've been planning the move to our new art school building and I've got a bit bored of virtual worlds.
However, my shackles have been shaken by a blog post that I have just read by Dave Cormier about open educational resources, which introduces the term 'curvy knowledge'. Dave's had quite a bit of flack about this term, but I like it, mainly because it sounds friendly and fun. Not like serious old flat knowledge, all precise and logical. Curvy knowledge (I'm largely imagining) is less certain, and has the convenience of not being right or wrong. It's the sort of knowledge that my colleagues and students generate and mediate on our arts courses. Maybe the flat of objectivity is curved by subjectivity. Curved like a saddle, I think. Like the shape of the Universe. Traversing curvy knowledge sometimes means sliding down a slippery slope, sometime climbing up a slippery incline. Sometimes it's grabbing flat knowledge and curving up to make someone else slide down to somewhere they weren't indenting to go, or making them climb up a previously straightforward route. I like curvy knowledge. It smells like a nice pie.
However, my shackles have been shaken by a blog post that I have just read by Dave Cormier about open educational resources, which introduces the term 'curvy knowledge'. Dave's had quite a bit of flack about this term, but I like it, mainly because it sounds friendly and fun. Not like serious old flat knowledge, all precise and logical. Curvy knowledge (I'm largely imagining) is less certain, and has the convenience of not being right or wrong. It's the sort of knowledge that my colleagues and students generate and mediate on our arts courses. Maybe the flat of objectivity is curved by subjectivity. Curved like a saddle, I think. Like the shape of the Universe. Traversing curvy knowledge sometimes means sliding down a slippery slope, sometime climbing up a slippery incline. Sometimes it's grabbing flat knowledge and curving up to make someone else slide down to somewhere they weren't indenting to go, or making them climb up a previously straightforward route. I like curvy knowledge. It smells like a nice pie.
Wednesday, 1 April 2009
Emerged
Emerge, the Open Habitat project and the JISC Users & Innovation strand officially ended yesterday. For evidence of how great these projects have been, look at: http://elgg.jiscemerge.org.uk/ and http://magazine.openhabitat.org/
But this is not the last blog post of the project. I stopped blogging for Open Habitat when I reached my 100th post last month.
This is the first post the new project.
Not sure exactly what the new project is yet. Here are a list of possible ingredients:
OpenSim for all my students.
OpenSim for the ex-Emergers
OpenSim for Leeds Met.
The 2D Virtual Studio Environment
The 3D Virtual Studio Environment
The 2D+3D Virtual Studio Environment
Fractal tree based course management
Digital identity
Art & technology
Non-linear, associational portfolios.
Mobile computing
iPhone & Android
QR Codes
Augmented reality.
Binary course management:
Connectivism & Control.
Formative feedback & stimulation
Subject specialists & coaches
White weeks & Yellow weeks.
Public & private.
Accredited & free.
Staff responsibility & student responsibility
Blended & distance.
Here & there.
But this is not the last blog post of the project. I stopped blogging for Open Habitat when I reached my 100th post last month.
This is the first post the new project.
Not sure exactly what the new project is yet. Here are a list of possible ingredients:
OpenSim for all my students.
OpenSim for the ex-Emergers
OpenSim for Leeds Met.
The 2D Virtual Studio Environment
The 3D Virtual Studio Environment
The 2D+3D Virtual Studio Environment
Fractal tree based course management
Digital identity
Art & technology
Non-linear, associational portfolios.
Mobile computing
iPhone & Android
QR Codes
Augmented reality.
Binary course management:
Connectivism & Control.
Formative feedback & stimulation
Subject specialists & coaches
White weeks & Yellow weeks.
Public & private.
Accredited & free.
Staff responsibility & student responsibility
Blended & distance.
Here & there.
Thursday, 12 February 2009
Horizontal Meme transfer.
Bit of a thought in progress, this post. Also a tribute to Darwin, who was born 200 years ago today.
I read this article about horizontal gene transfer, and it got me thinking about how this might apply to creative thinking and ideas generation. The article reveals that the tree of life isn't really a tree, but a bit of tangled old mess, as genes keep getting transplanted from one species to another by viruses and hybridisation and the like. Apparently, there's a bit of snake DNA in the cow genome. The other really fascinating thing in this article is the section about species with larval stages, like caterpillars/butterflies. Some researchers think that this is the result of the amalgamation of the genomes of two different species into one functioning genome. The idea is that the genomes are expressed sequentially, with one organism's original life-code doing the business first, with a metamorphosis leading to the second species DNA taking over to finish the job off. This seems quite reasonable. If an alien landed on earth and looked at a caterpillar and a butterfly, they would assume they were different species. If you find all of this hard to swallow, read the bit about the starfish.
Anyway, if memes are idea genes, then what if we embrace horizontal transfer, hybridisation and dual genomes to enrich the evolution of strong ideas? If the right two jokes got stuck together, would they become one dominant joke? Would we eventually forget that it ever existed as two separate jokes? If we took other persistent memes and swapped chunks of them, would new, more successful memes emerge? How might this process work in a shorter time frame, like the course of an ideas generation workshop or student project? How might it apply to social software? Can I think of a way of using Twitter to test this hypothesis?
I read this article about horizontal gene transfer, and it got me thinking about how this might apply to creative thinking and ideas generation. The article reveals that the tree of life isn't really a tree, but a bit of tangled old mess, as genes keep getting transplanted from one species to another by viruses and hybridisation and the like. Apparently, there's a bit of snake DNA in the cow genome. The other really fascinating thing in this article is the section about species with larval stages, like caterpillars/butterflies. Some researchers think that this is the result of the amalgamation of the genomes of two different species into one functioning genome. The idea is that the genomes are expressed sequentially, with one organism's original life-code doing the business first, with a metamorphosis leading to the second species DNA taking over to finish the job off. This seems quite reasonable. If an alien landed on earth and looked at a caterpillar and a butterfly, they would assume they were different species. If you find all of this hard to swallow, read the bit about the starfish.
Anyway, if memes are idea genes, then what if we embrace horizontal transfer, hybridisation and dual genomes to enrich the evolution of strong ideas? If the right two jokes got stuck together, would they become one dominant joke? Would we eventually forget that it ever existed as two separate jokes? If we took other persistent memes and swapped chunks of them, would new, more successful memes emerge? How might this process work in a shorter time frame, like the course of an ideas generation workshop or student project? How might it apply to social software? Can I think of a way of using Twitter to test this hypothesis?
Labels:
darwin,
horizontal gene transfer,
memes,
transmeme
Tuesday, 3 February 2009
The Butterfly Effect.
I've blogged about 'abductive reasoning' a couple of times before. This is a sort of action focussed speculative analysis, reasoning what might be, and is a common trait in designers.
After group heckling the atrocious film 'The Butterfly Effect' during the Emerge event in York last week, my mind has been full of time travel ideas, and I started wondering how abductive reasoning might be applied at the end of a research project, in a giant 'What if?' exercise. At the start of Open Habitat, I spent a lot of time applying abductive reasoning to the construction of project scenarios. Now that we have the benefit of experience behind us, what might we have done differently, and how catastrophically good or bad might that have been for the project? If we travel back in time to key points in the Open Habitat project, and imagine that we had made a different choice, where might we be now?
After group heckling the atrocious film 'The Butterfly Effect' during the Emerge event in York last week, my mind has been full of time travel ideas, and I started wondering how abductive reasoning might be applied at the end of a research project, in a giant 'What if?' exercise. At the start of Open Habitat, I spent a lot of time applying abductive reasoning to the construction of project scenarios. Now that we have the benefit of experience behind us, what might we have done differently, and how catastrophically good or bad might that have been for the project? If we travel back in time to key points in the Open Habitat project, and imagine that we had made a different choice, where might we be now?
Labels:
abductive reasoning,
Open Habitat,
openhabitat
Sunday, 1 February 2009
False Dichotomy
I love the potential for serendipitous moment when in public. As an avid fan of public transport I enjoy the excitement, and the dangers, and the opportunities for mental stimulation that mixing with all sort of strangers brings. Some of the best conversations I have ever had have been with nutters who happened to sit next to me on the train. I also recognise the value of closed communities, like a University degree course. When I'm at Uni, I have conversations with people that I automatically have something in common with. I know who they are, and they know who I am.
I love the potential for serendipitous moment when in Second Life. As an avid fan of random double clicking on the mainland map, I enjoy the excitement, and the dangers, and the opportunities for mental stimulation that mixing with all sort of strangers brings. Some of the best conversations I have ever had have been with nutters who happened to stand next to me on a sim. I also recognise the value of closed communities, like a University degree course's private OpenSim grid. If I had a Uni MUVE, I could have conversations with people that I automatically have something in common with. I would also know who they were, and they would know who I am.
It would be pretty sad if my students and I stayed inside Uni all the time, but it would be pretty pointless having a degree course if we spent all our time outside. Private is good. Public is good. Similarly, the public space of Second Life provides amazing opportunities for deep learning through role-play and engagement with worldwide communities, but a private OpenSim grid would give all of our students a safe space to inhabit. Authentic identities would enable a blending of the virtual and the real, and once hooked, the students would possess the necessary skills and confidence to stride out into Second Life as whoever they choose to be.
I love the potential for serendipitous moment when in Second Life. As an avid fan of random double clicking on the mainland map, I enjoy the excitement, and the dangers, and the opportunities for mental stimulation that mixing with all sort of strangers brings. Some of the best conversations I have ever had have been with nutters who happened to stand next to me on a sim. I also recognise the value of closed communities, like a University degree course's private OpenSim grid. If I had a Uni MUVE, I could have conversations with people that I automatically have something in common with. I would also know who they were, and they would know who I am.
It would be pretty sad if my students and I stayed inside Uni all the time, but it would be pretty pointless having a degree course if we spent all our time outside. Private is good. Public is good. Similarly, the public space of Second Life provides amazing opportunities for deep learning through role-play and engagement with worldwide communities, but a private OpenSim grid would give all of our students a safe space to inhabit. Authentic identities would enable a blending of the virtual and the real, and once hooked, the students would possess the necessary skills and confidence to stride out into Second Life as whoever they choose to be.
Labels:
Open Habitat,
openhabitat,
OpenSim,
Second Life
Thursday, 15 January 2009
Primary education
I had an interesting conversation with a colleague about the optimum group size for seminars and tutorials yesterday. My colleague is a long standing and very experienced tutor, and he has often talked to me about his theories about the perfect number of students in a group, based on his observations of past successful and unsuccessful learning situations. His magic number is 7, and the absolute no-no is 8. So close, but in his view, so very different.
An article in last week's New Scientist magazine about the ideal size for a committee caught my eye, as it reported that computer simulations had identified committees with 8 members as the absolutely, definitely worse group size ever. I pointed my colleague to this article, and we started speculating about why this might apply to tutorial groups. One of the characteristics of 8 is that it can be divided up in many ways. If you are a member of a group of 8, we mused, then you may subconsciously think of yourself as in either in one group, in one half of two sub-groups, as one partner in one of 4 pairs, or as an individual. In a group of 7, you are either a member of one group, or an individual. The more times you can evenly divide a group up, we decided, the more difficult it is for the members to cope with the mental multiple membership issue. So, the ultimate group size should always be a prime number. I suggested that we should test this theory out, but my colleague said that we would need to set up deliberately bad group sizes in order to know for sure, and that would be unethical. "Fortunately, we're artists and not scientists, so we can just do what we feel is right." I half-joked.
2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31
An article in last week's New Scientist magazine about the ideal size for a committee caught my eye, as it reported that computer simulations had identified committees with 8 members as the absolutely, definitely worse group size ever. I pointed my colleague to this article, and we started speculating about why this might apply to tutorial groups. One of the characteristics of 8 is that it can be divided up in many ways. If you are a member of a group of 8, we mused, then you may subconsciously think of yourself as in either in one group, in one half of two sub-groups, as one partner in one of 4 pairs, or as an individual. In a group of 7, you are either a member of one group, or an individual. The more times you can evenly divide a group up, we decided, the more difficult it is for the members to cope with the mental multiple membership issue. So, the ultimate group size should always be a prime number. I suggested that we should test this theory out, but my colleague said that we would need to set up deliberately bad group sizes in order to know for sure, and that would be unethical. "Fortunately, we're artists and not scientists, so we can just do what we feel is right." I half-joked.
2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31
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