Mining for Ideas: Collaborative Collages as Spaces of Opportunity

A method founded in play and inspired by design history

Anna Jordan
Assistant Professor
Rochester Institute of Technology

I will present a method that I designed to help students and practicing designers come up with new and surprising ideas. The method, called “Mining for Ideas,” is grounded in collaboration and experimentation. It can be used in a classroom or design studio setting to effectively generate ideas about both form and concept. Designers begin with a collaborative collage game, involving an enormous selection of unconventional tools and materials, leading to spectacular sculptural creations. Each sculptural collage is altered by each designer, leading to truly collaborative pieces. Next, designers photograph the sculptures to create two-dimensional images that are mined for ideas, similar as to how a miner would chip away at earth to reveal valuable gems. Very quickly, designers generate many surprising ideas, each with corresponding examples of concrete design elements such as typography, grid, texture, color, and image. Then, the raw ideas are expanded into applied pieces of graphic design via a flexible morphology that is structured around these concrete design elements. The method is founded in play and inspired by design history precedent including my personal design practice, the Surrealists’ exquisite corpse drawing game, and Skolos-Wedell’s form-to-content method for designing posters. In this presentation, I will illustrate how the method works with several examples from my classroom, explain how the method could be applied to various design problems, and cite student interviews as evidence proving that the process is successful.

This design research is presented at Design Incubation Colloquium 10.3: Tenth Anniversary, St. John’s University (Hybrid) on Friday, June 7, 2024.

Subject, Material, Tool: A Strategy for Harnessing the Visual Communication Possibilities of Physical Materials

A set of limitations designers can play with in order to get the most image-making possibilities out of any given material

Anne Jordan
Assistant Professor
Rochester Institute of Technology

I am a book cover designer. My work consists primarily of typography as image. I aim to find that perfect point of verbal-visual connection, where what the title says and how that typography was made snap into place to reinforce each other. I do this by incorporating image-making techniques that harness the visual communication possibilities of physical materials.

Over the past fifteen years, I have developed a unique process to turn these physical materials into engaging digital images that I call “Subject, Material, Tool.” This process is a structured way to create images in which the materials used to make the images both form and inform the meaning of the typography.

“Subject, Material, Tool” is a set of limitations designers can play with in order to get the most image-making possibilities out of any given material. Essentially, it prompts designers to examine each material through three distinct lenses: as a subject, as a raw material, and as a tool. My presentation will demonstrate exactly how “Subject, Material, Tool” works via a series of applied case studies in book cover design.

I am also a design educator at the graduate level and have used “Subject, Material, Tool” as a creative prompt in the classroom with great success. My students have benefited from learning “Subject, Material, Tool” because it provides them with a concrete strategy for coming up with ideas and creating images, significantly improving their creativity in the image-making process. I will share several examples of student work as evidence of such.

Image-making, the verbal-visual connection, and type as image are topics that have been well researched by colleagues such as Nancy Skolos and Thomas Wedell, Cassie Hester, Annabelle Gould, Renee Seward, Keetra Dean Dixon, and others. This is for good reason, because finding an ideal verbal-visual connection is one of the biggest challenges designers face. “Subject, Material, Tool” fits into this area of research, but is different from existing research. “Subject, Material, Tool” is a new take on the image-making process, offering a unique structure and point of view, therefore adding valuable scholarship to this important area of research.

This presentation will be directed at design educators looking for ideas about teaching process in their classrooms. “Subject, Material, Tool” is specific enough to be helpful, but open enough that it can be broadly used across many areas of art and design.

This design research was presented at Design Incubation Colloquium 9.1: Kent State University on Saturday, October 15, 2022.

Mash Maker: Improvisation for Design Student Studios

A design charrette that explores the collision of time and form through a system of carefully devised prompts.

Ryan Slone
Assistant Professor
University of Arkansas

Bree McMahon
Assistant Professor
University of Arkansas

As design educators, we feel it is imperative to prepare students for the wicked problems of the 21st century. Design Futures, the briefing papers released by AIGA in 2018, anticipates a complex future where design solutions must be increasingly open-ended to accommodate many layers of uncertainty. To model such unpredictable constraints, we developed the Mash Maker project, a design charrette that explores the collision of time and form through a system of carefully devised prompts. The conditions encouraged first-year design students to utilize improvisation methods, iteration, and collaboration while underscoring the value of process over outcome. 

Music provided a logical framework for exploring this relationship, specifically hip-hop, using time-based characteristics to structure sound (Caswell). In many ways, a beat mimics “the grid,” a principle of design. For example, students designed songs in real-time using specific visual and typographic prompts. By designing and listening in tandem, students connected the auditory to the visual in a pro-process experience that often led to uncertain territory. 

The outcomes of this project revealed to students the value of improvisation, conceptual design, and tackling wicked problems. Students learned to avoid fixation, something designers — especially novices — often struggle to overcome (Cross 2010). In learning principles of improvisation, students experienced their potential to “increase creativity by encouraging positive evaluation of deviant ideas” (Kleinmintz, Goldstein, Abecasis, Shamay-Tsoory, 2014). Moreover, in fostering community, they built a studio culture of solidarity, collaboration, and participation.

Sustainable Design Thinking: Changing the Design Process

How sustainable thinking can become the foundation for framing and solving a design problem

Maria Smith Bohannon
Assistant Professor
Oakland University, MI

Today our world faces complex problems, just a few of which include climate change, overpopulation, deforestation, pollution, poverty, water quality, and issues of inequality and food scarcity. The data and the facts are irrefutable and cannot be ignored, but how can designers become the architects of change?

Graphic design education needs to include sustainable design thinking at the forefront of the process, enabling graphic designers to think about and solve for greater impact within their communities.

This presentation focuses on how sustainable thinking can become the foundation for framing and solving a design problem by going beyond development of a logo and identity system to thinking more broadly at the start. Sustainable thinking will be implemented at the beginning of the design process with a goal that it can become routine and foundational for all design process.

Developing a creative brief that includes factoring the impact on people, planet, prosperity and culture will yield a more sustainable design solution—one that clarifies the project goal and fosters creative solutions with a plan for execution. This process will provide steps for identifying, researching and understanding complex problems within local communities, and framing solutions that are more sustainable from research, to the designs of visuals and artifacts.

This research was presented at the Design Incubation Colloquium 7.1: Oakland University, MI on October 17, 2020.

Design, Food and Human Connection

A research project with the intent of understanding the parallels between chefs and designers

Nicholas Rock
Assistant Professor
Boston University

Design is present in visible and invisible ways in contemporary society such that the term “design” has permeated everyday language—resulting in a situation where everyone knows what design is and no one knows what design is. Design is becoming further integrated with business, and socio-economic demands require a constant pursuit of data and technological advances while leaving behind the personal and social side of those same topics. Design is altering our human experience under the illusion of increasing our connectedness.  

We have begun an examination of how design can enable a return to more meaningful connections with people. Since design as a concept is becoming increasingly universal, we are looking at it through the lens of something as culturally ubiquitous as food. How can our relationship with food inform our relationship with design in society? How might we improve our approach to how we both practice and teach design by investigating practitioners of gastronomy and culinary arts? 

Our studio began this research project with the intent of understanding the parallels between chefs and designers—hoping to learn from the creative process of chefs pushing the limits of their profession as a way of advancing our own. Through a series of interviews and collaborative experiences, we have held conversations with designers, architects, chefs, restauranteurs, food historians, and farmers to better understand both a historical and contemporary relationship between food, design, and culture. We encountered a shared philosophy of creating opportunities for human connection. Using this insight, we are forming new design methodologies and altering our approach to design education.  

We need to reinforce our connection to each other as human beings. If we return to this as a core principle in design practice and education, then we can create new opportunities to bring people together instead of driving people apart.

This research was presented at the Design Incubation Colloquium 6.3: Fordham University on May 16, 2020.

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.

Works in Process

Scholarship: Creative Work Award Winner

George Garrastegui
Assistant Professor
New York City College of Technology, CUNY

The Works In Process (WIP) podcast is a series of conversations with creative individuals that explore the evolution and techniques behind their latest projects— highlighting, exploring and possibly demystifying the creative process. This podcast is a way to discover, and really uncover the process that goes behind the work that creatives do. Speaking to designers, artists, writers, and other creatives professional, we discuss their process through candid conversations. It is the way they work and their projects that are the inspiration.

Launched in August 2017, the podcast uses the interviews as an avenue to investigate the rigor, repetition, and muscle memory of various creative fields, not the outcome. The initial purpose of the podcast is to uncover a strategic approach. Using the conversations to highlight the breakthrough moments of each guest. This unmasks the perfection myth that is supported by curatorial online platforms. The illusion of perfection is a disadvantage to the emerging creative professional and it devalues the importance of the concept and focuses only on the execution.

The Works in Process podcast attempts to broaden the scope of what is process and how its embraced. Thus transforming the attention to the evolution of the concept, rather than its stylistic approach. Moving forward, the goal is to break down each episode, and extract similarities. Similarities of technique, mind-state and ways of addressing their projects. This synthesis can become a resource beyond the audio. WIP looks to highlight the creative individuals’ contribution in various forms: from case studies to in-depth articles, to panels discussions and workshops.

As a culture, we choose to like, heart, share, or comment but rarely do we sit back and appreciate the real work—the process. The Works in Process podcast wants to create a shift in the conversation, and change the focus—slowly.

Creativity is never complete, it’s always a process.

Works In Process (WIP) – http://wip.show/

George Garrastegui is a passionate educator, designer, and a creative catalyst. A native New Yorker, who looks to the city’s rich history and culture for inspiration for his work. With an extensive background in publishing and marketing, he has crafted creative solutions for Popular Mechanics, Esquire, Cadillac, and Ford. When not teaching creative strategy at CUNY’s NYC College of Technology, George focuses on projects that initiate and discuss the creative process and has turned that passion into a podcast: Works in Process. He believes that you are not a designer because it’s your job, you are a designer because it’s who you are.

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

Facilitating a Culture that Celebrates Experimentation and Addresses the Fear of Failure through Assessment

Alex Girard
Assistant Professor
Graphic Design
Art Department
Southern Connecticut State University

At Southern Connecticut State University, it has been observed that students pursuing a design degree are entering the program with a background dominated by a philosophy in which success equals providing a pre-defined, correct answer to a problem. This approach does not prepare students for a design process in which experimentation is paramount, as there is no singular correct answer to a given design problem.

The test-taking model of assessment assumes that information is disseminated by the instructor, retained by the student, and then recalled during a test. In this model, correct answers are consistent across submissions; it does not allow for the synthesis of something new, which is key to a successful design solution. Further, students in this process are often creatively crippled by fear of failure, as failure will negatively impact their final grade. Applying this philosophy of a singular correct answer, students are hesitant to embrace a process that encourages the exploration of ideas with multiple solutions.

While parameters guide a design project, end results are not measured against a pre-defined, correct design solution. In theory, each solution has the potential to be vastly different from another, yet still successful. Developing an assessment model that reinforces this process of experimentation with multiple solutions can be challenging for an instructor.

This presentation outlines a response to the perceived disconnect between the academic background of incoming students and the process required to achieve a successful design solution, utilizing an alternative project assessment model at Southern Connecticut State University. While this assessment model was applied in a limited context, positive results were immediately apparent and lasting; most notably, a marked increase in student experimentation with multiple solutions was observed.

This research was presented at the Design Incubation Colloquium 4.0: SUNY New Paltz on September 9, 2017.

Unforeseen Structures: Chaos, Materials, and Emergent Process

Mitch Goldstein
Assistant Professor
School of Design

Rochester Institute of Technology 

My research focuses on the examination of form and methodology using darkroom photography techniques, specifically the photogram. Photograms use no cameras or lenses — instead, objects are placed on or near unexposed photographic paper and briefly exposed to light. This process results in abstract black and white compositions, which emerge unpredictably from the physical materials used in their creation. Control is relinquished, and instead intuition and chance allow form and structure to develop from the process.

This work closely parallels my visual design practice working in publication design, as well as my applied pedagogy teaching art and design students. My talk focuses on three concepts that this research explores: how to work with chaos and unpredictability, the usage and synthesis of materials and methods, and the exploitation of emergent process. My photogram work, my publication design work, and some of my classroom projects will be shown as examples of these ideas and how they manifest across different contexts.

This research was presented at the Design Incubation Colloquium 4.0: SUNY New Paltz on September 9, 2017.

Uncovering Classical Painting Through Design Process and Artifacts

Zachary Winegardner
MFA Candidate
The Ohio State University

This research is being conducted to investigate the question of “how can digital design tools and critical making uncover and inspire the presentation of complex information in classical paintings?” This approach is practice led research, in which a process of making serves as the primary generation of methods of inquiry and new information about the subject matter. This process consists of a series of technical creations culminating in a design research artifact. The artifact itself is a 3D virtual environment that mimics the scene represented in Jacques Louis David’s neoclassical painting, Oath of the Horatii. The artifact is able to both generate new questions and serve as a means to investigate them. One example of this is the posing of proportional human models to match the painting’s posed figures. Curiosities and discrepancies took form during this attempt and warranted further investigation. By using the 3D scene with an overlaying image plane of the painting to compare arm lengths, I was able to evaluate the comparison between the painting’s proportions and correct 3D human proportions to discover that David greatly manipulates his figures.

This study is significant to me because the process of making in a 3D medium generated questions that I would not normally find myself asking, and the further investigation of these questions through making led to new information on a painting that I was already very familiar with. This demonstrates how critical making can lead to new knowledge for design researchers. It is also significant in educational spaces by exemplifying a process in which the method of discovery can influence the presentation of information. The experiential learning occurring in this research will be carried through into the design of the presented artifact, which will aid in the understanding of complex paintings.

This research was presented at the Design Incubation Colloquium 3.3: Kent State University on Saturday, March 11, 2017.