Material Voice: Communicating with Substrates

Meridyth Espindola
Graduate student
Vermont College of Fine Arts
BFA, University of Massachusetts, Dartmouth

In the context of graphic design, we translate material significance through substrate semiotics. While substrates are necessary for the representation of visual art and design, that’s not all they do. They also send messages through visual and haptic communication. We can prioritize the consideration of substrate communication earlier in our processes by thinking more critically about design platforms and how they impact the overall message.

Approaching design processes through this lens allows us to tap into a deeper level of communication that engages multiple layers of meaning. When we approach communication from the bottom up, we are able to seek out objects and materials with powerful significance rather than relying on applying our own meaning to them. If substrates are always communicating, what opportunities do we have as designers to integrate them into our process from the beginning rather than waiting until the end?

This research was presented at the Design Incubation Colloquium 5.1: DePaul University on October 27, 2018.

How AI is Changing Design

Scott Theisen
Executive Creative Director
Deloitte Digital

Everyday a few more pieces of software and technology are being worked on, distributed and connected using some flavor of AI. What does this mean for how we design artifacts, software and services? What might this mean for us as professionals? How might this start to change our perception of ourselves? This talk will highlight some of the new, fascinating and scary ways AI is already affecting us.

Like Mary Shelley’s Frankenstein, consumer AI technologies have had to deal with unforeseen implications of its creation and deployment, when put in the hands of their millions of users. Design bias and human needs have created issues that reveal the designers immaturity with the medium.

Software manufacturers deploying AI to generate content, mathematically analyze our requests and respond to our input. How is this influencing our ideas, our culture and the choices we make? With computer vision that can process incomprehensible data, rapid iteration that can outperform human limitations… AI is present in our daily lives and shaping the future in which we will live.

This research was presented at the Design Incubation Colloquium 5.1: DePaul University on October 27, 2018.

A Tool for Understanding: Giving Voice to Diverse, Non-traditional and Low-Income Students Through Teaching Letterpress Printing

Vida Sacic
Associate Professor
Northeastern Illinois University

Visual communication skills provide a backbone for participation in a shared cultural exchange. Yet, universities often fail to offer tangible ways to foster long term accessibility and inclusion.

Northeastern Illinois University is among the nation’s leaders at graduating students with the least debt while serving the most diverse group of students in the Midwest.*

In the span of last eight years, we have formed a program in Graphic Design tailored to students who come from racially, ethnically, culturally, and linguistically diverse families and communities of lower socioeconomic status.**

Students often define success as the ability to use design skills to earn a living following graduation. Self-expression builds our students’ confidence and assertiveness as designers. For this reason, storytelling organically became a focus of the program. As it became evident that diverse students achieve most favorable learning outcomes in collaborative spaces where they can interact face-to-face, the heart of our program became our letterpress printing class.

Our growing letterpress type shop houses digital and analog tools. Students are required to collaborate with class members and beyond to complete projects, thereby practicing cultural sensitivity and interpersonal communication skills. The experimental nature of print and mechanics offers students an ability to slow down and consider their work more carefully, while introducing elements of chance and discovery to their process. This arrangement offers a unique environment to raise 21st century citizen designers and a valuable model for integration practices in design education. This model can be replicated in any makerspace environment that uses high tech to no tech tools.

Beneficial outcomes are evident as increasing amounts of our students are finding employment in the field, applying their skills to relevant positions and using their lived experience as a source of knowledge that can serve as an asset in their applied practice and beyond.

* data by U.S. News & World Report, September 2017

** 38% of Northeastern Illinois University students declare themselves as Hispanic/Latino, 31% Caucasian, 11% African American, 9% Asian, with the rest listed as other.
6% are identified as Non-Residents (including undocumented students).
55% of our students are non-traditional students, defined as postsecondary students who are 25 years old and older. They are contrasted with traditional students, aged 18 -22, who enroll immediately after high school, attend full-time, live on campus, and do not have major work or family responsibilities.
data by www.collegefactual.com

This research was presented at the Design Incubation Colloquium 5.1: DePaul University on October 27, 2018.

Evolving Graphic Design from Serving Industry to Fulfilling Fundamental Human Needs

Gareth Fry
Assistant Professor
Utah Valley University

In the same way that discussions about critical issues in our society’s past were once buried and eventually found a foothold in public discourse, graphic design must be shaken from its hypnotic focus on serving industry and refocused on the fulfillment of fundamental human needs. This presentation seeks to initiate a dialog through which designers and educators examine the physical, emotional, and mental impact our work has on others; develop a greater focus on human needs; and share ideas about evolving graphic design education and professional practice.

Graphic design has the potential to achieve highly-positive outcomes, but our field is still largely unaware of the negative effects caused by the tsunami of visual ephemera we create. Research of design psychology and anthropology reveals that the heart of the problem is our natural propensity to view the world in terms of “us” and “them,” and to divide our loyalties accordingly. This characteristic develops from birth and undoubtedly occurs in order to help infants ensure that their basic needs for safety and love are being met. It remains with us into adulthood, and throughout life we reflexively divide people into myriad groups. For designers, our clients are our primary “us,” whereas our audiences are a distant, passive, and easy-to-forget “them.” This is the system we have inherited, and most of us accept and perpetuate it without a second thought.

Previous scholarship that expounds ways to lift graphic design to a higher plane has tended to focus on superficial and transient factors such as industry issues, political agendas, and cultural trends. A far more powerful approach to finding a solution, however, is to re-code our “us” and “them” thinking, build a framework for graphic design that rests on the bedrock of our humanity, and make enlightened changes to our practices and output.

This research was presented at the Design Incubation Colloquium 5.1: DePaul University on October 27, 2018.

90 Years of The Society of Typographic Arts

Sharon Oiga
Associate Professor
University of Illinois at Chicago

Guy Villa Jr
Assistant Professor
Columbia College Chicago

In an event that took place in the 1920s, designers affiliated with the Chicago Chapter of AIGA held an unsanctioned, notoriously wild party on Lake Michigan. When the AIGA Board of Directors in New York learned of the incident, they disavowed the Chicago Chapter on the grounds of lack of control over members. The orphaned designers then gathered to form The Society of Typographic Arts (STA). The salacious start of this professional design organization foreshadowed events to come in their 90-year history, including a temporary switch to the name of American Center for Design as well as an infamous dumpster-diving incident to save archival work. These factual incidents, uncovered in the research of the book created for the 90th anniversary of the STA, will be detailed in the presentation. Viewers will expand their knowledge of design history, hear about STA’s periodically controversial timeline of events, see significant works of design, and learn how designers of this era and region characterized design in the American Midwest.

This research was presented at the Design Incubation Colloquium 5.1: DePaul University on October 27, 2018.

Creativity in Letting Go of Certainties

Dannell MacIlwraith
Assistant Professor
Kutztown University

Admit it; designers are control freaks.

I know that in both my work and my life, I have been a very intentional, controlling person who feels safe within a set of clearly defined parameters. But in order to grow, I have been experimenting with letting myself abandon control and accept uncontrollable components within my designs. The unexpected makes life and design interesting and stimulating. The detachment of control has added new systems to my work, practice, and curriculum. The elements of unpredictability, chance and accident have a long (but under appreciated) tradition in design, threading through the Dada movement and the visual culture of John Cage, Stefan Bucher and Daniel Eatock.

Relinquishing some control has added new techniques to my work, practice, and lifestyle. I employ my newfound methodologies in material explorations, layout techniques, and “blind” elements that create chance outcomes.

Chance methodologies that produce unexpected results can be integrated within both analog and digital techniques. These methodologies have included student projects utilizing india ink with air duster to create abstract shapes. These organic/non-controlled shapes are the first steps to animated illustration. (dannelldesigns.com/ink-2018) Within my own work, I have used the weather as means of ‘choosing’ color for a website. The temperature dictates the color scheme for the site; the warmer the temperature the warmer the colors; the cooler the temperature the cooler the colors. (dannelldesigns.com)

My research is designed for me to accept the imperfections and chaos of life. There will be unexpected elements to work with and through. Is this a relatable subject to society? Designers are problem-solvers and form the elements of their work. The process of being a “chooser” and deciding on fonts, colors, and layout is authoritative. How can we teach our students to not only be ‘choosers’ but to be open to unexpected and uncontrollable outcomes? By letting go of control, we can gain new experiences and happy accidents.

This research was presented at the Design Incubation Colloquium 5.1: DePaul University on October 27, 2018.

Design as Performance

A. Marcel
Graduate student
Vermont College of Fine Arts

“The ideal subject of totalitarian rule is not the convinced Nazi or the convinced Communist, but people for whom the distinction between fact and fiction (i.e., the reality of experience) and the distinction between true and false (i.e., the standards of thought) no longer exist.”

Hannah Arendt

The Origins of Totalitarianism

We currently face a phenomenological question: In a hyperreal, post-truth world, how do we orient toward the real and toward freedom?

This abstract argues that the antidote to disorientation occurs through the embodied praxis of performativity. My research contributes to continued dialogue in media and political theory, as well as performance studies. Performativity is a growing and major new paradigm for the arts in the 21st century. Much like the way conceptual art brought the visual arts out of an object-oriented realm and into a method event based realm in the 1960s, performance has a similar capacity for socio-economic critique via multi-modal, experimental forms of semiotic expression.

This thesis argues that performance orients us toward the real through a creation of the Foucauldian concept of heterotopic space. Performance becomes an index for the real as an index of a 4D world, a spatial dimension we can’t see in a 3D world, but can experience through time-based media or events. Performance thus becomes a method of queering of space and time—and ultimately our relationship to mimesis. This index runs counter to the concept of the single narrative that is the heart of the hyperreal and the simulacra of fascism. The locus for liberatory practice centers in heterotopic spaces and, in turn, the inclusion of multiple narratives—for all of us, as we are always both spectator and participant, audience and actor.

Using fiction as method, I explore this hypothesis through the writing of a play called Hot Dogs 24/7. My theory imagines a tripartite world set within a hypercube, or a tesseract. Hot Dogs 24/7 is a sci-fi retelling of Plato’s Allegory of the Cave. The text is then realized into the visual via video installation. Recursively moving between the micro and the macro, my intention is that my work is doing what I am saying; it is performing. Ultimately, the connection to the physical body, as material and sensory, is the piece driving this all. To conclude, this thesis calls for the formal recognition and exploration of performative design as a subset of graphic design.

This research was presented at the Design Incubation Colloquium 5.1: DePaul University on October 27, 2018.

A Taste of Miami: Mentors, Creative Teams, Award Shows

John Delacruz
Associate Professor of Advertising
School of Journalism and Mass Communications 
San Jose State University

A mentor is a friendly guide who helps a less experienced person by demonstrating positive behaviors. To be effective, a mentor’s role is to be dependable, engaged, authentic, and tuned into the mentee’s needs and limitations. Mentoring is important because students learn from essential knowledge and skills from their mentors whilst also providing an understanding of workplace practices. This is certainly the case in the creative industries.

The creative industries rely on mentorship practices,  they require team-working skills and the ability to learn, support and help others in an increasingly inter-disciplinary environment.  Students at San Jose State University (SJSU) aiming to enter the creative industries have been working on a project with Miami Ad School in San Francisco. Miami Ad School, a portfolio school with campuses worldwide, intensively prepares students to enter the advertising industry as art directors and copywriters. In two years students develop approaches to problem-solving, they develop their craft and become confident communicators of ideas as they learn from experienced creatives at the top of their game. In fact, MAS is guided by an active teaching and learning model where the instructor can be seen as a mentor as much as a teacher.

SJSU students have been included in MAS creative teams on a course that focuses on award show student competition briefs. The aim is to better understand how mentoring can take place within a creative team where, through active learning, undergraduate students can develop new approaches to their own practice as a result of working alongside students immersed in different pedagogies. Will these undergraduates bring a new approach back to their SJSU classes and will their work improve as a result? Expectations and reflections gathered at both the start and end of the exercise will provide valuable insights.

This research was presented at the Design Incubation Colloquium 5.1: DePaul University on October 27, 2018.

Faculty Census 2018: Data on Design Professionals in Academia

Census data from a survey on the professional experiences of design faculty in U.S. colleges and universities.

The Design Incubation Faculty Census

Aaris Sherin, Dan Wong, Josh Korenblat, Aaron Ganci

The Faculty Census gathers information about trends affecting design faculty. Participants included full and part-time faculty at U.S. colleges and universities. All data contributions are anonymous and used exclusively for research purposes.

The following graphics and charts are based on data gathered in the first faculty census. They were developed to help visualize and evaluate different types and patterns of activities engaged in by faculty and administrators and to investigate conditions of their employment. We aim to reveal factors associated with academia which might be used for individual or institutional decision-making. This includes but is not limited to college and university budget planning, legislative agendas, anticipating shifts in student body makeup, etc. Our ultimate goal is to help faculty to understand the landscape of higher education within their discipline and to use data to proactively plan for and/or to react to shifts in thinking about the role of a design educator within the academy.

The Carnegie Classification®

Many of the graphics developed for the 2018 Faculty Census use the Carnegie Classification® as a system for comparison. The Carnegie Classification® has been the leading framework for recognizing and describing institutional diversity in U.S. higher education for the past four and a half decades. The framework is widely used in the study of higher education, both as a way to represent and control for institutional differences, and also in the design of research studies to ensure adequate representation of sampled institutions, students, or faculty. Looking up your own institution can help you understand which classification applies to you personally and may help inform your understanding of the visualizations from the Faculty Census.

Collaboration

We invite faculty, researchers and interested parties to engage with the data collected as part of the Faculty Census 2018 and to use the information gathered here to support their own work and their engagement with institutions in higher education. We encourage and welcome collaboration and are happy to discuss publishing findings and or additional visualizations using this data. If you have questions or would like more information please contact info@designincubation.com

Thank you to all who gave us meaningful feedback during the development of this survey including Michael Gibson, Amy Fidler, Kelly Murdock-Kitt, Carma Gorman, Alex Girard, AIGA DEC, UCDA.

Thank you to all who generously shared their professional experiences in academia.

Note: Please view on tablet or desktop for optimal visualizations. Tabbed navigation across the top reveals more census results.

Lowering Barriers to Access at the North Carolina Museum of Natural Sciences

Teaching Award Winner

Helen Armstrong
Associate Professor
North Carolina State University

Armstrong’s advanced graphic design studio course, GD400, took on an acute problem for the North Carolina Museum of Natural Sciences (NCMNS). One of the museum’s key exhibitions—the Acrocanthosaurus Exhibition—repelled visitors on the autism spectrum. The space was so overwhelming for these visitors that they often could not enter the room. Instead, they sat on benches outside to avoid the sensory overload of the exhibition. The wide reach of this problem was apparent. In addition to the number and diversity of visitors with Autism adversely affected by the Acrocanthosaurus Exhibition space at the NCMNS, the common occurrence of similar spaces—with similar issues— in Natural Science museums across the world compounded the impact of this problem.

In keeping with the technological focus of the course, Armstrong outlined this student design brief: “Working with the NCMNS Office of Accessibility & Inclusion, develop an assistive tool to transform the central exhibition into an Autism-friendly experience. This assistive tool (phone, tablet-based, physical artifact or embedded technology) should customize the exhibition to serve young adults on the Autism spectrum.” The intent here was not to create what could easily be developed by off-the-shelf technology, but rather to design prototypes that challenged what it meant to enter a space of tangible artifacts as a visitor with impairments.

Over the course of the semester, the students consulted with the Autism Society of North Carolina, as well as the NCMNS, to build representative personas of museum visitors on the spectrum. They benchmarked assistive technology, established research guidelines appropriate to their specific personas, generated User Journey Maps to isolate visitor pain points, and sketched out User Experience Storyboards. From this research the students harnessed technologically-driven approaches—bone conduction tech, chatbots, conversational interface, sensor embedded-networked objects, and gesture-driven participatory interfaces—to build hi-fi prototypes and construct scenario videos that redefined the visitor experience. Via a series of studio visits, the museum team provided feedback. At semester end the students presented to stakeholders, making their work freely available for use by NCMNS museum staff and beyond.

NC State Impact
  • Built empathy in students while equipping them with user-centered research methods that enabled them
    to effectively harness technology to lower barriers for individuals with disabilities
  • Created a dialogue between NC State students and local stakeholders engaged in supporting accessibility
  • Established a model for collaborative studio projects that generate new knowledge and then disseminate that knowledge via in-person presentations and online content
  • Introduced students to a variety of technologies useful for prototyping and testing assistive devices
Wider Impact
  • Identified common pain points to be addressed by the NCMNS in future exhibitions.
  • NCMNS has already implemented one of the prototypes: the sensory map and is exploring the implementation of bone conduction technology to create alternative soundscapes.
  • Established best practices for designing inclusive museum spaces across the country.

For complete documentation of the process and outcomes of this project, visit https://goo.gl/MdWwM9

Helen Armstrong views design from across the spectrum of a college professor, a researcher, and an author. She is an associate professor of graphic design at North Carolina State University. From 2013–2015 she served as co-chair of the AIGA Design Educators Community Steering Committee, striving to build communities of students and educators. She is currently on the AIGA National Board of Directors and the Design and Culture editorial board. Armstrong authored Graphic Design Theory: Readings from the Field and co-authored Participate: Designing with User-Generated Content. Her recent book, Digital Design Theory explores the effect of computation upon design methodologies from the 1960s to present. Currently, Armstrong is combining her knowledge of participatory practice with computational thinking to explore the potential of intelligent interfaces to address the needs of individuals with disabilities.

http://www.helenarmstrong.site/

Recipient of recognition in the Design Incubation Communication Design Awards 2018.