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| == Template ==
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| ====Subject====
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| Template Culture
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| ====Introduction====
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| A template is the "pattern or gauge for shaping a piece of work", the 'modelvorm' that guarantees two pieces of work (a brick, an image, a letter) are identical, they're created from the same mold. And if they're not completely similar in looks, they are at least based on the same structure or framework.
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| In 2014, the first thing that comes to mind (and appears in a Google search) is the web template, maybe for Wordpress or Blogspot, that arranges elements of a website into a layout. Insert your content and a layout is generated.
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| But the template exists everywhere: IKEA furniture, phone apps that promise to be tools that help you 'design your life', the white walls of a gallery space, etc. I'm especially interested in templates that are prominent in (graphic) design, web, lifestyle and advertisement: from design tools to photo-sharing websites. And from decorative 'sjablonen' to Instagram filters.
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| We're surrounded with templates because:
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| a. They follow the same pattern we're familiar with, we're used to them
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| b. They require little work (or coding knowledge), because of their limitations they make decisions for you
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| c. They are for everyone! Easy to understand, quick to generate
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| d. You can customise them to your liking!
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| ====Tumblr====
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| Popular micro-blogging service Tumblr, is quick and easy to use. Offers its users (free and pay-to-play) themes for the layout of their blogs. Its use is quite varied: from making friends and maintaining personal blogs and fansites to professional design portfolios. There is a lot of repetitive –symbolised by the never-ending scrolling layout– content, partly due to its 'reblogging' feature. Blogs are often dedicated to one topic, phenomena or filetype (see: "selfies at funerals"). Multiple blogs with the same purpose, name, style ("fuckyeah1990s", "fuckyeahdykes", "fuckyeahmiyazaki", etc).
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| Tumblr will be used as a main example. Not only does it use templates, but it has repetitive content, promotes a new visual language and has a "trend-setting" community.
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| ====Key questions====
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| Are templates presets that generate not just similar design, but also similar content?
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| Do they liberate or limit their users?
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| Do these templates signify a graphic design crisis?
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| == Chapters ==
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| ===Template framework===
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| ''Templates and themes in a web environment: what are they, why do they exist, how do they work?''
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| * Customisable! Templates are restricting because they have to be. This is how they limit designers.
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| * Content and form, the interplay, the boundaries.
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| ===Repetitive content===
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| ''A template is easy to use, but its limitations guarantee a similarity in content. We enjoy this, because it requires us to think less.''
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| * Following (imitating) the norm.
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| * Repetition, memes.
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| ===Experience design===
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| * Experience and lifestyle design: promoting yourself, designing your life, painting your existence more beautiful.
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| * Advertisement and promotion, trends, aesthetics.
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| ===Graphic design===
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| ''Not everyone is a (graphic) designer, but everyone can at least have the experience. Thanks to the templates, downloadable designs, mockups and apps, everyone can pretend to be one. Design performing."
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| * Downloadable and open design and its relation to free software.
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| * User and producer future? Designing not the work, but the tools, the templates, "the user-friendly environment".
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| * Mode of production, ownership.
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| ==Conclusion==
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| ==Bibliography==
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| [[User:Marlon/Graduate_Research_Seminar/thesis/reading | Map and reading list]]
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| ;Articles
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| [http://opendesignnow.org/index.php/article/the-generative-bedrock-of-open-design-michel-avital/ The Generative Bedrock of Open Design, Michel Avital]
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| [http://opendesignnow.org/index.php/article/redesigning-design-jos-de-mul/ Redesigning Design, Jos de Mul]
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| [http://constantvzw.org/verlag/spip.php?page=article&id_article=23&mot_filtre=9&id_lang=0 Skeleton, Corset, Skin, Femke Snelting]
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| ;Books
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| Mackenzie, A. (2002), Transductions
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| Bowker, G.C. and Star, S.L. (2001), Sorting Things Out
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| Katherine Hayles, N. Print is Flat, Code Is Deep,
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| Lampand, M. and Star, S. (2008) Standards and Their Stories
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| de Rijk, T. (2010) Norm=Form
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| Andrejevic, M. (2004) Reality TV <br>
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| Galloway, A. (2012) The Interface Effect
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| Manovich, L. (2008) Software Takes Command
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| </font>
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