User:Ssstephen/projectproposal: Difference between revisions

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===project proposal===
===What do graphic designers do all day and why do they do it and what does graphic design even mean?!????!!1!?===


====What do you want to make?====
====What do you want to make?====


An assessment of what a ⊞er does, through autoethnographic and academic research. This could be expanded to other people or groups that relate to or interact with ⊞ as a category and label. This assessment will take the form of unusual forms of research such as keylogging, performance of personal work habits, and casualinterviews. The research could be represented to interested parties such as graphic designers, architects, musicians or other creative practitioners. [https://hub.xpub.nl/breadcube/~log/trois-reves/ For example this week I made a small booklet intended to start future conversations on this topic and posted it to designers, printers, musicians and an architect.] ''how can i describe these things without pointing to work already done? general question about writing project proposals''
''What do graphic designers do all day and why do they do it and what does graphic design even mean?!????!!1!?'' is an assessment of what the term "graphic design" means to its practitioners today. Through experimental ethnographic research methods and the development of reflexive tools, the project seeks to highlight, stretch, decompartmentalise, undiscipline, annotate, break, cross, laugh at, question, dissolve the boundaries that exist around this apparent category.  


Secondly, a collection of tools that highlight, stretch, decompartmentalise, undiscipline, annotate, break, cross, laugh at, question, dissolve the boundaries that exist around this apparent object. At the moment these seem like two separate things. They also seem to each consist of lots of little things maybe more as vague constellations rather than fixed objects or even categories. This is intentional.
The research focuses on my own practice as well as other people and groups that identify with graphic designer as a label. This assessment makes use of a range of forms of research such as keylogging, performance of personal work habits, and casual interviews. This combination of methods has been chosen in order to uncover less obvious and less discussed aspects of what a designer is and does, ultimately to reveal some of the unacknowledged assumptions of its practitioners.


The main ways these two approaches relate in my head is the second being answers or responses to questions or uncomfortable knots that come up in the first. However as both parts are formed of smaller elements I hope they will respond to and compliment eachother in more squishy friendly combinations that will show up along the way.
The research will be published to interested parties such as graphic designers, architects, musicians or other creative practitioners. As part of the process of decompartmentalising the category of graphic design, I expect and aim for this public to become less well defined. The tools will be released in an iterative cycle throughout the process of the project.


Assessment, autoethnography: I have been documenting my practices on this page. I am experimenting with different ways of doing this, so far all based on text annotations. I plan to expand the methodology further to get a wider view of the practices. It could also be possible to document the practices of others, for example through interviews.
[https://hub.xpub.nl/breadcube/~log/trois-reves/ For example this week I made a small booklet intended to start future conversations on this topic and posted it to designers, printers, musicians and an architect.]


Undisciplined tools: Software and hardware tools that interfere with the boundaries as described above. I want to make small prototypes that make a point. I want to review these prototypes and see what they do. For example at the boundaries between and other disciplines. At the boundaries between work and play. Taking inputs or sending outputs where they are not traditionally connected.
The two approaches of ethnographic research and the development of tools currently relate in that the second answers or responds to questions or uncomfortable knots that come up in the first. The research consists of many elements as vague constellations rather than fixed objects or even categories. This is intentional. As the process continues they will respond to and compliment eachother in more squishy friendly combinations that will show up along the way.
 
More about autoethnography: I have been documenting my own practices as a graphic designer for three months, and will continue to do so. I am experimenting with different ways of doing this, many based on text annotations. I plan to expand the methodology further to get a wider view of the practices. I will document the practices of others, through interviews and using the tools mentioned below.
 
Undisciplined tools: Software and hardware tools that explore the boundaries of "graphic design" as a category. I want to make small prototypes that make a point. I want to review these prototypes and see what they do. For example at the boundaries between graphic design and other disciplines. At the boundaries between work and play. Taking inputs or sending outputs where they are not traditionally connected. These tools malfunction in order to explore what it even means to be working.


====How do you plan to make it?====
====How do you plan to make it?====
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====Why do you want to make it?====
====Why do you want to make it?====


From personal experience and anecdotal evidence from others, as well as an increasing literature on the topic (Ruben Pater, Silvio Lorusso), there are obviously some problems with our understanding of design today. There is a disconnect between the narratives about the practice and the effects it is known to have, on its audiences, practitioners, and society in more general terms. People are reassessing what even is and also what it can be. This shit could be better. Its urgent for the people being exploited by it, to break the inequalities it serves to maintain, to expose what it hides, to improve things that are definitely working but not in a good way. Yes I have skin but it is full of pores, it is surrounded by and surrounding hairs, it is completely empty.
From personal experience and anecdotal evidence from others, as well as an increasing literature on the topic (Ruben Pater, Silvio Lorusso), there are obviously some problems with our understanding of design today. There is a disconnect between the narratives about the practice and the effects it is known to have, on its audiences, practitioners, and society in more general terms. People are reassessing what graphic design even is and also what it can be. This shit could be better. Its urgent for the people being exploited by it, to break the inequalities it serves to maintain, to expose what it hides, to improve things that are definitely working but not in a good way. Yes I have skin but it is full of pores, it is surrounded by and surrounding hairs, it is completely empty.


====Who can help you and how?====
====Who can help you and how?====
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====Relation to previous practice====
====Relation to previous practice====


I have worked and been trained as a ⊞er. I have also worked and been trained as a musician, a theatre maker, a teacher, a web developer. The boundaries have never been clear. I'm not sure will this make them clearer or fuzzier. Hopefully bring the fuzziness into focus, without expecting it to be clear.
I have worked and been trained as a graphic designer. I have also worked and been trained as a musician, a theatre maker, a teacher, a web developer. The boundaries have never been clear. I'm not sure will this make them clearer or fuzzier. Hopefully bring the fuzziness into focus, without expecting it to be clear.


''Needs more previous projects and description of how they relate to this''
''Needs more previous projects and description of how they relate to this''
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====References/bibliography====
====References/bibliography====


Jian's work from last year, as well as Supi, Emma, and Kim.
Anteby, Michel. “The `Moralities’ of Poaching: Manufacturing Personal Artifacts on the Factory Floor.” Ethnography, vol. 4, no. 2, June 2003, pp. 217–39. DOI.org (Crossref), https://doi.org/10.1177/14661381030042004.
 
=====[https://pzwiki.wdka.nl/mediadesign/User:Ssstephen/Reading/Caps_Lock Caps Lock, Ruben Pater]=====
 
This book is about ⊞ from several different contexts. It's chapter headings show that it examines the "⊞er as" (salesperson, worker, amateur, activist, etc). It has given me so far lots to think about in terms of the ⊞er's role in society, particularly through a Marxist lens. Further Reading: 'The Politics of Design: A (Not So) Global Design Manual for Visual Communication
2016'.
=====[https://pzwiki.wdka.nl/mediadesign/User:Ssstephen/Reading/16_case-stories 16 case-stories re-imagining the practice of lay-out, Open Source Publishing]=====
 
This is relevant to the part where I want to examine the eco-system of tools that surround me, and make tools that play with the boundaries and possibilities. It includes some really interesting experiments in the same spirit. I need to read it again because it gave me loads of fun ideas.
 
=====[https://pzwiki.wdka.nl/mediadesign/User:Ssstephen/Reading/Death_of_a_Son Death of a Son, Jon Silkin]=====
 
{{:User:Ssstephen/Reading/Death of a Son}}
 
=====[https://pzwiki.wdka.nl/mediadesign/User:Ssstephen/Reading/The_%22Moralities%22_of_Poaching The "Moralities" of Poaching. Manufacturing personal artefacts on the factory floor, Anteby, M.]=====
 
Case study of the weird boundaries or connections between labour and the rest of existence ("leisure"). Situating labour within bigger social structures. It would be interesting to work through a similar lens.
 
=====[https://pzwiki.wdka.nl/mediadesign/User:Ssstephen/Reading/The_Practice_of_Everyday_Life Notes on: De Certeau, M.(1984) The Practice of Everyday Life, Dave Harris]=====
 
[https://pzwiki.wdka.nl/mediadesign/User:Ssstephen/Reading/The_Practice_of_Everyday_Life_but_the_actual_one And also the original De Certeau piece]. This is about navigating systems, networks and institutions, tactics and counter strategies. It is about disorder and destruction/destructuring.
 
<pre>interrupt the accepted framework and order, which 'leaks... meaning: it is a sieve order' </pre>


=====[https://pzwiki.wdka.nl/mediadesign/User:Ssstephen/Reading/A_Prehistory_of_the_Cloud A Prehistory of the Cloud, Tung-Hui Hu]=====
Berlant, Lauren Gail. On the Inconvenience of Other People. Duke University Press, 2022.


This is relevant because I find the cloud based elements of my practices, in particular design software and communication tools, to be very influential on how the practices are carried out. Also the time-sharing aspects of computer and human networks that the book deals with and our modern view of time, where it comes from and how it affects us.
Certeau, Michel de, et al. The Practice of Everyday Life. 1. paperback pr., 8. [Repr.], Univ. of California Press, 20.


=====[https://pzwiki.wdka.nl/mediadesign/User:Ssstephen/Reading/On_the_Inconvenience_of_Other_People On the Inconvenience of Other People, Lauren Berlant]=====
Hu, Tung-Hui. A Prehistory of the Cloud. 1st ed., The MIT Press, 2015. DOI.org (Crossref), https://doi.org/10.7551/mitpress/9780262029513.001.0001.


I dont have a specific reason why its included it's affected everything to be honest. I guess most relevant here is the idea of 'loosening objects' which is the main point of my work, to loosen ⊞.
Libre Graphics Research Unit. 16 Case-Stories Re-Imagining the Practice of Lay-Out. 2012, https://gitlab.constantvzw.org/lgru/co-position-catalog.


=====[https://pzwiki.wdka.nl/mediadesign/User:Ssstephen/Reading/Deep_Play Deep Play: Notes on the Balinese Cockfight, Clifford Geertz]=====
Pater, Ruben. Caps Lock: How Capitalism Took Hold of Graphic Design and How to Escape from It. Valiz, 2021.


Or the Interpretation of Culture, but I haven't read much of that [https://pzwiki.wdka.nl/mediadesign/User:Ssstephen/Reading/the_interpretation_of_culture except for the title]. I am interested in the method of thick description that Geertz used here, trying to look at events, episodes and practices in a lot of detail to understand why people do things, and how they derive meaning from their actions.
Weiland, Steven, and Clifford Geertz. “The Interpretation of Culture and the Culture of Interpretation.” College English, vol. 44, no. 8, Dec. 1982, p. 784. DOI.org (Crossref), https://doi.org/10.2307/377331.

Revision as of 13:39, 30 November 2023

What do graphic designers do all day and why do they do it and what does graphic design even mean?!????!!1!?

What do you want to make?

What do graphic designers do all day and why do they do it and what does graphic design even mean?!????!!1!? is an assessment of what the term "graphic design" means to its practitioners today. Through experimental ethnographic research methods and the development of reflexive tools, the project seeks to highlight, stretch, decompartmentalise, undiscipline, annotate, break, cross, laugh at, question, dissolve the boundaries that exist around this apparent category.

The research focuses on my own practice as well as other people and groups that identify with graphic designer as a label. This assessment makes use of a range of forms of research such as keylogging, performance of personal work habits, and casual interviews. This combination of methods has been chosen in order to uncover less obvious and less discussed aspects of what a designer is and does, ultimately to reveal some of the unacknowledged assumptions of its practitioners.

The research will be published to interested parties such as graphic designers, architects, musicians or other creative practitioners. As part of the process of decompartmentalising the category of graphic design, I expect and aim for this public to become less well defined. The tools will be released in an iterative cycle throughout the process of the project.

For example this week I made a small booklet intended to start future conversations on this topic and posted it to designers, printers, musicians and an architect.

The two approaches of ethnographic research and the development of tools currently relate in that the second answers or responds to questions or uncomfortable knots that come up in the first. The research consists of many elements as vague constellations rather than fixed objects or even categories. This is intentional. As the process continues they will respond to and compliment eachother in more squishy friendly combinations that will show up along the way.

More about autoethnography: I have been documenting my own practices as a graphic designer for three months, and will continue to do so. I am experimenting with different ways of doing this, many based on text annotations. I plan to expand the methodology further to get a wider view of the practices. I will document the practices of others, through interviews and using the tools mentioned below.

Undisciplined tools: Software and hardware tools that explore the boundaries of "graphic design" as a category. I want to make small prototypes that make a point. I want to review these prototypes and see what they do. For example at the boundaries between graphic design and other disciplines. At the boundaries between work and play. Taking inputs or sending outputs where they are not traditionally connected. These tools malfunction in order to explore what it even means to be working.

How do you plan to make it?

Interviews I will conduct with designers, architects, musicians, etc. in Ireland the Netherlands and wherever else seems relevant. online and offline. I will record the interviews. I will have prompts to open the discussion such as reading material and weird tools to try with them. I will carry out auto-ethnographic research using experimental methods such as mouse tracking and unusual annotation methods. I will share the results of this research as a publication with a small but selected audience of people who are involved in these processes and who would may benefit from it.

Small prototypes of tools which I will test myself as I build them.

What is your timetable?

interfere with boundaries check if someones done it copy them breathe out grad show June
write May assessment
focus based on findings make tools April be undisciplined
struggle prototype March be transdisciplinary
make connections reading make HPGL functions February change direction
play think of more connections January break InDesign talk to designers remember a rehearsal
rest December breathe in review interviews work break tools
November autoethnography expand do interviews write a sentence every minute make jians module contract

Why do you want to make it?

From personal experience and anecdotal evidence from others, as well as an increasing literature on the topic (Ruben Pater, Silvio Lorusso), there are obviously some problems with our understanding of design today. There is a disconnect between the narratives about the practice and the effects it is known to have, on its audiences, practitioners, and society in more general terms. People are reassessing what graphic design even is and also what it can be. This shit could be better. Its urgent for the people being exploited by it, to break the inequalities it serves to maintain, to expose what it hides, to improve things that are definitely working but not in a good way. Yes I have skin but it is full of pores, it is surrounded by and surrounding hairs, it is completely empty.

Who can help you and how?

Marloes, I dont really know how to write a project proposal for example. Joseph and Manetta, with technical aspects of the tools, and technical approaches to documentation maybe. People involved in other practices (disciplines) who could help me explore crossing these boundaries. Writer contacts in Ireland. OSP. Michael. Jian. Frank. Jonathan. xpubs. There are probably more. Maybe I will ask Meghan Clarke I really like her work and it seems relevant.

why are these things relevant?'

Relation to previous practice

I have worked and been trained as a graphic designer. I have also worked and been trained as a musician, a theatre maker, a teacher, a web developer. The boundaries have never been clear. I'm not sure will this make them clearer or fuzzier. Hopefully bring the fuzziness into focus, without expecting it to be clear.

Needs more previous projects and description of how they relate to this

Relation to a larger context

OSP. Ruben Pater. Meghan Clarke. The context of design studios and institutions I was involved with in Ireland. The context of other workers who relate to and struggle under systems and labels like "self-employed", "freelance", "creative". This also makes me a little uncomfortable as most of these workers including me come from an extremely privileged position of literal wealth and other advantages which allow them to operate in these fields. I dont want to suggest their struggles to be worse than or even comparable to those of many others people currently on this planet. But the topic relates to larger societal developments of precarity that are worth examining and challenging, so I will do this from my own practice and experiences within the creative industries.

References/bibliography

Anteby, Michel. “The `Moralities’ of Poaching: Manufacturing Personal Artifacts on the Factory Floor.” Ethnography, vol. 4, no. 2, June 2003, pp. 217–39. DOI.org (Crossref), https://doi.org/10.1177/14661381030042004.

Berlant, Lauren Gail. On the Inconvenience of Other People. Duke University Press, 2022.

Certeau, Michel de, et al. The Practice of Everyday Life. 1. paperback pr., 8. [Repr.], Univ. of California Press, 20.

Hu, Tung-Hui. A Prehistory of the Cloud. 1st ed., The MIT Press, 2015. DOI.org (Crossref), https://doi.org/10.7551/mitpress/9780262029513.001.0001.

Libre Graphics Research Unit. 16 Case-Stories Re-Imagining the Practice of Lay-Out. 2012, https://gitlab.constantvzw.org/lgru/co-position-catalog.

Pater, Ruben. Caps Lock: How Capitalism Took Hold of Graphic Design and How to Escape from It. Valiz, 2021.

Weiland, Steven, and Clifford Geertz. “The Interpretation of Culture and the Culture of Interpretation.” College English, vol. 44, no. 8, Dec. 1982, p. 784. DOI.org (Crossref), https://doi.org/10.2307/377331.