Tuesday 4 October 2011

emerge 2011: Rob Mowbray interview


Graphic design veteran and recent graduate Rob Mowbray was one of twelve lucky graduates chosen to show his work at Emerge this year. The brains behind the captivating 'Flatland' (an impressive typographic reinterpretation of the novella Flatland by Edwin A. Abbott), Rob talks to us about on the power of creative freedom and his love of "exotic mediums”.

Rob Mowbray is clearly extremely happy to be one of the graduates exhibiting at Emerge 2011. Patiently sitting at a wooden table, making a tally of visitors to the show that day; he talks enthusiastically about his decision to become a graphic design student after two decades in the creative industry.

“After working in the commercial industry for 20 years, including owning my own design company, I wanted to move away from that.” So Rob is cultivating his career in reverse order, surrounded by young graduates, with dreams of heading where Rob has already ventured. “Working as a commercial designer meant constantly thinking about cost and target audience, there was very little freedom. When I started the BA it meant unlearning all of that commercial stuff and having the chance to be creative without restraint."

‘Flatland’ is the piece of work that garnered Rob a place at Emerge this year. Following a brief that asked him to “challenge the standard conventions of a book.” A panic surrounding his ideas for the initial concept was matched by his commitment to the construction of the work: the first chapter required positioning 3,226 geometric characters, which took up an entire week. Thankfully this hard labour paid off, tutors at Croydon College decided that the work was worthy of merit. The college contributed towards production costs of the final piece while Rob spent 9 hours cutting the acrylic and 3 long days assembling the panel, a labour of love.

Drilling, cutting and acrylic, Rob has shunned print in favour of what he describes as “increasingly exotic mediums”. MDF is a particular favourite and this too appears as a backlash against his ‘other’ life as a commercial designer: “During a career spent almost exclusively in a print-based environment…I made the conscious decision during my undergraduate studies, to work in any medium but print.” Rob lists glitch art and data bending as areas of exploration, enjoying the unexpected, random results they produce. “Working with as many methods as possible makes for a far richer design experience.”

Rob lists his Croydon College tutors as huge influences. "They were always pushing and encouraging me to un-learn accepted boundaries and develop new ways of thinking and doing.” Un-learning is a phrase Rob comes back to a lot during our conversation, a bridge between the commercial and academic worlds of design.

For some, the supposed demise of illustration and ‘classic’ design leaves them horror stricken, for Rob alternative mediums are an inevitable part of the evolution of design, “Graphic design, by its very nature is required to constantly evolve and adapt in order to utilise the latest and most efficient modes of delivery.” While more designers may be exploring alternatives to illustration, Rob does not believe it is the end of the art form, “I can detect no discernible slackening in the demand for illustration.”

For Rob, the majority of graphic design is largely an assault on the senses, “the commercial influence of branding and market research techniques seems to remove any spark of originality from most design.” Does he find it difficult to look at work without an analytical eye? Rob has no trouble switching off, “we are only jolted from this trance-like state by startlingly good - or remarkably bad design.” The difference between good and bad design for Rob is the age old notion of graphic design as art with a purpose: “at its best, design communicates useful information with a kind of wit and originality that genuinely lifts the soul. Bad design is a pollutant - adding nothing useful to the human condition.”



By Tanya Szwarnowska – 04.10.2011
http://www.jotta.com/jotta/published/home/article/v2-published/1859/emerge-2011-rob-mowbray-interview

Tuesday 2 August 2011

Emerge - L.D.F. Design Graduate Showcase


Dear Rob

I am pleased to tell you that you have been recommended by Freda Sack of ISTD to be part of emerge this year.

emerge is the graphic design graduate showcase of the London Design Festival, and is going into it's 3rd year this year. emerge gives graphic design graduates a platform for exposure, and this year we are having a both a physical exhibition over the duration of the London Design Festival in September and an accompanying book featuring the best graphic design graduate talent - i.e. YOU!

All recommended graduates will appear in the book and a select few will asked to exhibit work in the physical exhibition.


You have been selected for:

• in exhibition

• in book

The piece of work that has been selected is:
Flatland

Congratulations! You should be very proud of yourself.


WHAT IS IT?

The London Design Festival takes place from 17th–25th September 2011 and emerge will be open from 22nd–25th. Over the course of the week there will be tons of opportunities for you to network with industry professionals, have your portfolio reviewed, get some cracking advice and make friends! We'd recommend that you make the effort to spend as much time as possible at the exhibition and associated events.

WHAT'S HAPPENING
Thursday 22nd September: Set up. Private view for friends & family from 6pm

Friday 23rd September:
Indigo Mile sponsored day: A full day of fun and useful activities, portfolio reviews, talks and seminars, networking opportunities, not to mention the day long DJ and live illustration installation! In the evening, the emerge award & work placement prizes are announced in an exclusive awards ceremony from 7pm. Drinks reception 6:30. Invite only.

Saturday 24th September:
Exhibition open for the day, events tbc.

Sunday 25th September:
Networking coffee morning, exhibition take down from 3pm.

Tuesday 28 June 2011

onedotzero - Tech Spec', Synopsis & Biog

This installation requires the following equipment:
• 7 x PC's able to support Linux Mint (anything from the approved Ubuntu listing @ http://www.ubuntu.com/certification/ , but any Intel cpu based computer less than 6 years old will probably be OK)
• PC's must also have an integrated DVD drive and audio out (headphone) socket
• Local area network ethernet switch and cables to connect the PC's
• 7 x compatible, wall mounted, flat screen monitors - ideally 4:3 aspect ratio (1280 x 1024 pxls)
• 7 x suitable wall brackets for the screens
• 2 pairs of external speakers (or headphones) with inbuilt amplification, plus appropriate DIN audio leads
• Suitable wall space or cabinet - minimum dimensions 150cm x 130cm - My custom-built cabinet measures (190cm x 150cm x 40cm)

The source material will be supplied on 7 DVD's - one for each PC
These disks contain the Linux Mint O/S, & MPlayer movie file, the PC's will boot and run directly from the disk and will not require installation to the PC's hard disk. One of the PC's acts as the master which commands and sync's the movies running on the other 6 machines.

Synopsis
This installation aims to demonstrate the Derridian theory of deconstructionism using corrupted digital imagery. 64 (8²) pairs of opposing concepts move in a figure 8 configuration. Each image appears to pass through a central screen - the deconstructionist reinterpretation of these opposing notions. The installation features 448 individually corrupted digital images. Each loop lasts 8³ – 512 seconds. The accompanying audio is achieved using sonification.

Biography
I have been a commercial graphic designer for over 25 years. I recently returned to academic study in order to indulge my passion for experimental design. My recent areas of interest have been glitch art and databending. This installation represents the final honors project of my degree course. I achieved a first.

Friday 3 June 2011

Digital Deconstructionism


The project aims to demonstrate how corrupted digital imagery can be used to communicate the Derridian theory of deconstructionism.

Jacques Derrida proposed the concept of deconstructionism in his book ‘De la Grammatologie’. In this book Derrida proposed a new form of critical analysis, focused not on the themes and imagery of its subject matter but rather on the language and preconceived notions that inspire their creation. This theory states that every concept has an opposing hypothesis. These oppositions are the consequence of cultural understandings and ideological assumptions. Accepted notions attribute intellectual superiority to one half of these pairings. The secondary concept is regarded as a corruption of the purity of its partner. Deconstructionism targets these counter-balances by illustrating how the devalued, negative notion inhabits the essence of the valued, positive one. The purpose is not to destroy these categories but to dismantle them, adjust their structure and alter their functionality. Deconstructionism questions how the external representation of a concept can become part of its internal essence - How the surface can get under the skin.


Databending is the process of deliberately corrupting digital images. This ‘imperfect’ aesthetic bares many of the hallmarks of deconstructionism. Any digital file is a construct of two opposing factors; the ‘truth’ of the viewable image and the ‘falsehood’ of the hidden digital code. By manipulating the data-stream, the reconfigured code becomes an integral part of the resultant glitched image.


The Möbius loop, is a continuous loop containing a half-twist. The twist in the loop transforms a two sided strip into a surface with a single side. In deconstructionist terms, the Möbius loop represents the reconfiguration of the opposing ideas of ‘front’ and ‘back’. The twisted loop is a re-occurring theme in mathematics and physics. The mathematical symbol for infinity (∞) is named lemniscate, meaning “ribbon”. Typesetters originally used he figure 8 on its side to represent this symbol. For this reason, I have used ‘8’ as the structural basis of this project.


The creative outcome derived from this research is an installation consisting of a loop of images representing 64 (8²) pairs of opposing concepts. These pairings are each represented by a digital image in three configurations; original image, code & corruption. The positive and negative attributes of each pairing is signaled by the white (truth) or black (falsehood) area surrounding each image.
These paired images move in a figure 8 configuration. On their journey they each appear to pass through a central screen featuring a third concept. This central screen represents the tipping-point of each pairing, a point in the loop inhabited by the deconstructionist reinterpretation of these opposing notions. The resultant imagery is a construct of two digital images, combing the codes of two files using a variety of databending techniques, To underline its deconstructionist nature, the area surrounding the image appears grey – a counter-point to the traditional black and white nature of opposition.

The scale of the project is derived from 8³ – 512 seconds. The installation features 448 hand corrupted digital images. The accompanying audio is the result of corrupting the code of each digital image into sound using sonification. The featured bitmap font was designed and built based on a 7 x 5 grid

Thursday 21 April 2011

ISTD - The results are in

ISTD Student Assessment Report 2011

Outcome: Merit


Typographic Interpretation: Excellent interpretation. Very good typographic standards. Great layout and design. Very good typographic detailing.

Research and Development: Some research but insufficient or poor quality. Little evidence of interrogation of brief; considering a range of alternative initial concepts; testing; concept development.

Specifications (Typographic and Production): Good. Clear and detailed typographic and production details. Good level of information.

Strategy: Excellent strategy, Highly creative and appropriate response to the project brief. Very good structure and writing.

Presentation: Good presentation. Coordinated and well produced.

Comment:
While we merit you on your interpretation of the brief, we question your initial research stages. We would have liked to see how you started and the subsequent thought process. Your concept was very good but we would have liked to see your conventional typographic abilities applied to your supporting documents.

Friday 25 March 2011

A Romance of Many Dimensions

I've just had a piece of work (Flatland) entered for this years ISTD 2011 project 05. The brief was to execute a proposal for a reinterpretation of an existing book ‘Flatland by Edwin A. Abbott’ the design should be typographically based but challenge the standard conventions of ‘a book’. at least one chapter is to be produced, with indications of how the rest of the book would appear.

‘Flatland’ was first published in 1884. the story is told pseudonymously by a character (a square) who inhabits a two dimensional world. The book is formed of two parts; the first details the inhabitants, climate, customs, and history of this strange environment. The second part recounts the adventures of the square character as he encounters other worlds of different dimensions.

The environment of Flatland is very prescriptive. as there is no vertical, views of anything are restricted to straight lines. The male inhabitants are all regular sided geometric shapes, with an under class of irregular triangles. There is a strict class system which corresponds to the number of sides a regular shaped character possesses. The ruling classes have many hundreds of sides, rendering them almost circular. Colour has been outlawed but the inhabitants have a luminescence. The population of ‘Flatland’ have developed their senses so that they can identify each other by sound, touch, or sight. Because of their geometric configuration they are able to judge by feeling any angle, the format of their countrymen. Similarly, they are able to judge a shape by looking at the apex of an angle and judging the rate at which the sides fade from view.

For my interpretation, I wanted to devise a language which could be deciphered by an inhabitant of ‘flatland’. Normal typographic conventions are obviously useless, as they are incapable of viewing anything from above. I reasoned that a language formed of the geometric shapes they encounter every day would be an obvious route of investigation. Based on similar principals to morse code, I developed an alphabet based on combinations of five regular shapes. I chose five shapes so that no single character featured more than two shapes which makes the scale less unwieldy. Numbers were to be formed of combinations of irregular triangles (again, any inhabitant of ‘Flatland’ is well versed in judging the formation of these shapes). Punctuation was to be formed of a series of short or long dashes.

We are as much prisoners of our own three dimensional world as ‘Flatlanders’ are of theirs. Therefore I needed to devise a way of rendering this geometric matrix readable in a two dimensional environment. I propose that a single line of text, once translated into this geometric language and cut out of a suitable material, if viewed ‘edge-on’ would be readily identifiable in ‘flatland’.

The size and scale of the piece was dictated by the character count of the first (sample) chapter. I needed the size of the individual characters to be reasonably substantial, with a cap height of 10mm so that they could be easily identified from a distance. As ‘Flatlanders’ would only be able to view single lines, I needed the line length to be reasonably long. I also wanted the overall shape of the piece to conform to the ‘Flatland’ regular geometric aesthetic.

Edge-lit perspex would afford the luminescence I require to approximate the shadow less, colourless ‘flatland’ environment. Therefore my solution consists of a 1200mm x 1200mm neutral coloured panel into which 71 meter long strips of characters has been inserted edge-on. The characters are laser cut from 3mm sheets of clear, cast acrylic. a light source placed behind the panel will cause the edges of the characters to glow.

This installation piece would be viewed in a gallery or similar environment. Subsequent chapters would each have their own separate panel. Viewing the installation requires a certain restriction of the viewers eye line to approximate the two dimensional flatland environment. Therefor a 1200mm high platform is to be placed in front of the piece. The platform is 200mm deep and 200mm wide. A motorised lifting devise is concealed within the platform and controlled by two buttons (up and down) fitted to the front panel. The flatland chapter panel is fitted to this lifting device. Pressing the buttons will move each line of text perfectly in line with the top surface of the platform. To inspect the text, the viewer is required to place their eye level with the edge of the platform. They then move their eye along the front edge of the platform, left to right to read each line, before pressing the ‘up’ button to bring the next line of text into view.

Sunday 6 March 2011

Conclusion

At the outset it was apparent that there was barely any critical commentary on this niche subject matter. There didn’t even appear to be an identifiable name for the genre. The closest approximation is the wholly unsuitable epithet of ‘grunge’. This moniker has too many overtones of the stripped-back, self-pitying, Seattle based, alternative rock genre of the 1980’s and the subsequent disheveled fashion statement. Grunge describes a grimy, polluted aesthetic, which is only true of a narrow spectrum of work that falls under this unfortunate title.

By analysing Carson’s ground-breaking brand of typographic deconstructionism, as evidenced in The End of Print, it was possible to make links to contemporaries who’s graphic output also proposes a subverted or imperfect aesthetic. These practitioners include Neville Brody, Jonathan Barnbrook, and Ian Anderson. Although, aware of these designers, this mode of association was a gratifying discovery.

The promotional proclamations and resultant critical debate surrounding the Anti Design Festival featured many of the tenets of this investigation. The wringing of hands that greeted its inception was certainly more enlightening than the event itself. Visiting the festival was mildly disappointing experience. The chaotic jumble of concepts, redundant office ephemera do-it-yourself displays and faux Situationist diatribe was far too obvious. This type of anti-curating devalues the viewing experience to the point that the only message that can be extracted is ‘anything goes’ – but we already knew that?

The search for more current themes of digital imperfection took this research into unfamiliar territories. This investigation extended from new digital sparseness of an 8 bit pixel aesthetic to Glitch Art. Investigations into digital manipulation and ‘Databending’, have been as initially foreign as they have been technically satisfying.

The process is largely devoid of artistic merit. However, what does have potential creative significance is the application of theoretical reasoning, which can imbue this digital frippery with deeper contextual meaning. Without this intellectual justification, data corruption is merely an exercise in self-parody, an empty vessel, with no greater import than a pair of ripped jeans.

The most intellectually edifying aspect of this investigation has been digesting the Derridean concept of Deconstructionism. This linguistic hypothesis dismantles pre-conceived notions that inspire the visual representation of concepts. This radical approach to creative thinking may provide the philosophical reasoning that can inspire an innovative and challenging final honors project.

“ Deconstruction requires taking the integrated whole apart, or destroying the underlying order that holds a graphic design together”. – Meggs [1]

Is this ‘deliberately damaged’ design aesthetic, an interesting and relevant response to ‘slick graphics’ & the slow strangulation of design by ‘branding’?
Or is it simply the graphic design equivalent of manufacturing distressed jeans?

The subtext of this deliberately provocative proposition hints at notions as disparate as corruption, aesthetics, consumerism, and ethics. This exploration into intentional imperfections in design has led me to reflect on each of them.

Reflections on Imperfection
By its nature human existence is flawed, we inhabit an imperfect world where disappointment and ‘wrong turns’ litter our personal histories. ‘Mistakes maketh the man’. Failure is the necessary by-product of experimentation. Experimental design allows creativity the latitude to evolve. Without experimentation, expected outcomes are limited by existing knowledge. It could be argued that a fractured and malfunctioning aesthetic should be the default language of creativity and that ‘slick’ error free design should be considered an anathema.

By applying Deconstructionist theories to rationalise deliberate flaws in design, you must reassess the linguistic associations of ‘Function & Form’ or ‘Perfect & Imperfect’ in order to dismantle accepted values of clarity and communication. Databending inadvertently employs this very process. Binary coding exists passively behind the scenes of all digital material. The process of creating a ‘glitch’ manifests itself in the disruption of this fragile language. The resultant glitch is a unique entity, distinct from its undamaged format. The binary code has been brought to the surface. In Deconstructionist terms, the internal construct is also external appearance.

st.Allio! - “Glitch Art is a dance on the edge of a failing system”. [2]

Using inappropriate applications to reconfigure digital material has a satisfyingly subversive appeal. It is also removes the ‘self’ from the creative process. This randomness and unpredictability liberates the creator from the responsibilities of aesthetic authorship.

“Irrespective of whether glitch still is, or ever was, cool and interesting, I personally still very much like art with straight lines, blocks of colour and repeating patterns.” - Ant Scott [3]

Reflections on Truth
As previously discussed, ‘to err is to be human’. Design employing elements that allude to fault and error can appear to be more humanistic. This work can legitimately claim to be more ‘honest’ that work that is spotless and error free. However, the very process of deliberately corrupting data in order to achieve this apparent man-made aesthetic is as disingenuous as the pair of distressed jeans.

“A distressed typeface reflects more truly the imperfect language of an imperfect world inhabited by imperfect beings” – Barry Deck [4]

The accidental or forced nature of the ‘glitch’ also raises questions of deceit. Is the planned accident still an accident? When does an error become a mistake?

Reflections on Beauty
Deconstructionism in communication design encourages deviations to modernist design principals and vertical / horizontal grids. The viewer or reader must adopt unfamiliar and disorienting reading patterns in order to navigate the non-linear pathways. Post-modernist theory can be used to justify what to the untutored eye might seem ugly.

Design is only ugly when devoid of aesthetic or conceptual forethought [5]

Commercial graphic design is unable or unwilling to take too many risks with questionable aesthetics. Such highly experimental work usually finds a home in academic or art house settings. Ed Fella was forced to reject professional practice and enrol in the Cranbrook Academy of Art at the age of 48 in order to realise his jarringly disharmonious theories of deconstruction,

Every invention inevitably spawns its nemesis. The computer virus only exists because of the computer. Post-modernism only exists because of the modernism. ‘Deliberately damaged’ design is the obvious counter-point to ‘slick design’, it exists purely as the antidote to bland perfectionism.

Statement of intent:
Pleasingly, there are no definitive answers to any of the questions this investigation may have raised. To date, my experimentations have offered only fleeting glimpses of a distant truth. It is my belief that this research could be the first tentative steps of a more protracted creative examination. This personal journey of discovery has been both technically and theoretically enriching. The research data gathered here, offers significant scope for extended creative synthesis.

In terms of resultant creative outcomes that could lead to a related final honors project, I intend to pursue these investigations in a highly experimental and challenging way. Any attempt to misappropriate corrupted imagery and place it in an approximated commercial environment would be an anathema and a contradiction to many of the principals this document has proposed. Personally, it would also represent a wasted opportunity. Having spent the last 20 years considering the commercial consequences of virtually every design decision I make, this time the gloves are off.

The visual language of data corruption is as startlingly beautiful as it is conceptually derelict. I plan to use these vibrant and often exhilarating patterns of chaos as a vehicle to communicate deconstructivist methodologies. By incorporating layers of theoretical significance to this imagery I hope to realize a series of innovative and ground-breaking concepts. Data corruption affords a glimpse into the point at which the hidden digital infrastructure begins to break down. This event can be imbued with far deeper hypothetical significance. Using Databending techniques I hope to ‘bend’ the relationships of traditionally opposing concepts such as; internal – external, form – meaning, hidden – exposed, reality – representation, mythology – technology, perfect – imperfection. Crossing the streams of understanding and shifting recognised perceptions.

The visualization of this process of dismantlement will form the basis of my final honors project.

References:
[1] Poynor, R (2003) No More Rules: Graphic Design & Postmodernism, London, Laurence King Publishing
[2] Berg. B (2011) Please Do not Adjust Your Magazine. Wired Magazine (UK) 02.11 pp65
Robertson, A (Spring 2010) ‘Famous for Fifteen Megabytes’. Eye 75. VOL 19. pp90
[4] Gerber, A. (2004) All Messed Up, London, Laurence King Publishing
[5] Heller, S (Summer 1993) Cult of the Ugly. Eye 9, [online]Available at:http://www.eyemagazine.com/feature.php?id=40&fid=351 (accessed 11th October 2010)
Lupton , E (1999) Deconstruction and Graphic Design Lupton, E et al, A Writing on Graphic Design. New York. Phaidon Press
Heller, S (Summer 1993) Cult of the Ugly. Eye 9, [online]Available at:http://www.eyemagazine.com/feature.php?id=40&fid=351 (accessed 11th October 2010)

Experiments in Data Corruption - Conclusion

Further explorations into the concept of duality may be possible where a multi-layering of meaning or content has manifested itself in a selection of experiments:
• In the experiment with Audacity (D11), the image file is translated by the audio application. The idea that you are able to experience an audio and visual translation of a single image is thought provoking.
• Duality is also present when specific texts are used to corrupt the digital code of an image (D3), the resultant data file becomes a combination of these twin aspects. The text becomes the source of the corruption giving the resulting image a double meaning.
• Another potential route of future exploration is whether it is possible to construct a single corrupted image by combining the code of separate images. What would the resultant image look like, would its appearance be distinct from standard methods of image manipulation?

Experimentation Logbook References:
[1] [6] Berg. B (2008) Databending and Glitch Art Primer, Part 1: The Wordpad Effect [online]Available at: http://blog.animalswithinanimals.com/2008/08/databending-and-glitch-art-primer-part.html (accessed 15th February 2011)
[2] Hass, C (2008) Fix your Corrupted JPEG Photos! [online] Available at: http://www.impulseadventure.com/photo/fix-corrupt-jpeg-photo.html (accessed 8th November 2010)
[3] Temkin, D (2008) Photoshop Truncating Glitch [online]Available at: http://danieltemkin.com/Tutorials/(accessed 12th January 2011)
[4] Praseodym (2010) Databending Tutorial v0.1 [online]Available at: http://praseodym.deviantart.com/gallery/#/d2t0wt4(accessed 12th January 2011)
[5] Hyo Myoung, K (2010) Digital Concept: Data Corruption [online]Available at: http://www.hyomyoungkim.com/images/digital-concept-data-corruption (accessed 14th January 2011)
[7] Roberts, A (2009) Databending using Audacity[online]Available at: http://www.hellocatfood.com/2009/11/16/databending-using-audacity/(accessed 12thJanuary 2011)
[8] Roberts, A (2009) Bending a Penguin[online]Available at: http://www.hellocatfood.com/2009/09/08/bending-a-penguin/(accessed 12thJanuary 2011)

D12 Vector file manipulation

Vector file corruption with Hex Editor

Find all instances of ‘8’ then delete them.

Pleasingly abstract results
The code manipulation has repositioned random points of the path. Fills remain unchanged
This sample file contained no curved anchor point. What would happen to curves?

Evidense of horizontal & vertical disruption
Image is disrupted and fragmented but still partially recogniseable

Worthy of further experimentation

D11a Databending - Audio Editor

Image file corruption with Audacity 1.3.12

Using audio channels to combine 2 images
Different results using mono (above) and stereo treatments
D11 Databending - Audio Editor
Image file corruption with Audacity 1.3.12

Audacity treats the image file is an audio file, Audacity will display linea waveform and timeline.
Avoid tampering with the ‘head’ by highlighting the waveform from 3 - 5 seconds into the file.
Menu > Effect > Echo. Leave default settings > OK

Interesting levels of corruption
Multiple fragmentatiobn. Evidense of horizontal & vertical disruption
Wild colour shifts and shearing. Addition of some form of digital noise

Using alternative audio effects may produce different results.
Using multiple channels it may be possible to combine images.
The fact that an image becomes an audio file & can be experienced as sound is interesting.

Worthy of further exploration

D10 Databending - Wordpad

Image file corruption with MS Wordpad

Open Wordpad – File > Open > Files of Type,
select “all documents (*.*)”
Select your file.
Wordpad treats the image file as a text file, it will diligently try to reformat your file to fit the screen, changing straight quotes into “smart” or curly quotes, adding line breaks, and stuff like that. This formatting is what actually causes the glitches in your image. After the file has fully loaded, go to the file menu and click “save”.

Generally JPG files are too fragile to withstand this process. TIF and BMP files are more robust. The preferred format is RAW. The RAW file let you choose the number of colour channels. It also allows you to create files with no headers (which are unbreakable). 'Interleaving' affects the way the code is displayed for each channel.

Evidence of horizontal & vertical disruption
Wild colour shifts and shearing

Pleasing results, worthy of further exploration

D9 Databending - MS Word

File corruption with MS Word, ? - slash

Using the search and replace tool replaced
every instance of ? with ‘slash’

Huge levels of banded corruption & wild colour shifts
Original image is completely destroyed
Largely corruption is represented by horizontal banding
Corruption is marginally6 more exaggerated than the equivalent Hex Editor version

D8 Databending - Hex Editor

File corruption with Hex Editor, ? - slash

Using the search and replace tool replaced
every instance of '?' with 'slash'

Huge levels of banded corruption & wild colour shifts
Original image is completely destroyed
Largely corruption is represented by horizontal banding




D7 Databending - Hex Editor

File corruption with Hex Editor, spot corruption

Select chunks of coding at random intervals. Replace select instances of + with ? - a type of ‘spot’ corruption

Huge levels of banded corruption & wild colour shifts
Original image is still partially recogniseable.
Mildly disappointing results. The ‘spot’ corruption I was after hasn’t materialised.

D4 Databending - Hex Editor

File corruption with Hex Editor, 09 byte

Using the search and replace tool replaced every instance of 0A (line feed) and 0B (vertical tab) and 0D (carriage return) with 09

Huge levels of banded corruption & wild colour shifts
Original image is completely distroyed

Worthy of further experimentation.


D3 Databending - Hex Editor


File corruption with Hex Editor, specific text
Select a section of the code towards the centre of the file. Copy a passage of text from any digital source (in this case Wikipedia description of corruption). Paste this text into the byte
coding half way through the scan segment.
A sizeable chunk of text is required

File is obviously incomplete.

The concept of adding specific data, rather than random text may imbue the resultant image with a multi-layered meaning The resulting corrupted image contains a hidden message. The message is the source of the corruption. This multi layering of meaning contains many of the theoretical principals of deconstructivism.

Worthy of further experimentation.

D1 Databending - Hex Editor

File truncation with Hex Editor
File is obviosly incomplete
It is understood that opening the resulting file in a Classic (Mac OS 9) version of Photoshop may result in further corruption. This primitive version of Photoshop apparntly tries to re-draw the missing information.
This process would require the utilisation of redundant software / hardware, adding further contextural meaning.

Worthy of further experimentation.

M5 Image Manipulation with Satromizer

Android Application - Satromizer
Pros: Endless manipulation allows aesthetic authorship.Levels of corruption can be controlled

Cons: Corruption style is quite prescriptive, shearing, colour shifts & lateral banding.
Application works in an portrait format. Size of inport / export images are quite small, making it unsuitable
for most professional work.

This composite image is made up of Satromised image section that have been re-assembled in Photoshop in a exercise to produce professional results with an iphone app

M1 - Optical Disc Manipulation

Marking to the data side of a CDROM
Draw 1 vertical line across disc
19 files remained intact.
6 files were corrupted – file truncated
Evidence of vertical shearing.
Total loss of data, indicative of truncated file
Error code: 36 when copying

Engenders sensations of interruption & loss.
Orgiinal image is still recogniseable

Experiments in Data Corruption

Glitch Art involves the use of accidental data corruption (pure glitch), as well as the simulation of pure glitches by creating scenarios where glitches can occur. This can involve the use of redundant or faulty technologies to create new data or disrupt the output of existing information. The other route is to hack into the raw data code of digital image files and apply treatments that will result in the random corruption of the viewable image.
Data corruption, or Databending is an interesting and relevant area of investigation.

Databending involves the misuse of digital information. The most common types of databending are:
• Reinterpretation: converting a file from one medium to another or from one file format to a dissimilar format.
• Sonification: the reinterpretation of non-audio data into audio data
• Forced error: forcing an application or piece of hardware to fail in the hopes that it will behave unexpectedly or the data will corrupt
• Incorrect editing: editing a file using software/hardware intended for a different form of data; say, editing non-text files in a text editor [1]

I have therefore undertaken a number of experiments to investigate whether I can generate corrupted image files through manual intervention or source code manipulation. This logbook is a record of these investigations, complete with reflections on the resulting outcomes.

Application Creation
Through a series of contacts in the data programming industry, I have enlisted help to investigate the practicalities of creating an application which can automate a process in which the JPEG code is randomly adjusted to produce corrupted, viewable image files.

Because of the way JPEG compression is designed, images are stored in tightly-packed streams of binary bits (not bytes). Each pixel can be represented by as few as 2 bits to as many as 26 bits (dictated by the variable-length Huffman Coding scheme). To make matters worse, in an effort to keep the compression as efficient as possible, there is virtually nothing to indicate where you are in the stream of bits (unless Restart Markers are used). Therefore, as soon as a single bit is encountered wrong, the millions of bits that follow will be decoded incorrectly as well. The manner in which DC and AC coefficients are arranged in MCUs means that this corruption often shows up in shearing, wild color shifts and many other visual phenomena. [2]

This work is ongoing

The remainder of this log records my attempts to achieve corruption by a variety of methods.


Genius Borrows...


The above example of work produced by the Designers Republic (tDR) appeared in Creator Magazine (UK) in 1996. It is entitled ‘Designers Republic versus Norway - Talent Borrows, Genius Steals, Shit Copies’.

tDR formulated a highly complex graphic style. This ‘digital baroque’ is a compendium of damaged graphic mannerisms, a frantic and labyrinthine system of repeated symbols and cryptic slogans detailed to the point of abstraction. [1] Horizontal bands of rules, cluster together and fire apart in a blizzard of graphic noise. Fragmented type and technical data are crushed down to form a dense typographic strata. [2]

The ubiquitous presence of the barcode in the top corner, appears to inform the graphic language of this piece. The myriad of shooting lines and vividly coloured grid sections, move across the page at an exhilerating pace and explode in a plume of graphic excess. This sybolism of a market driven environment offers a subjective documentary on the consumer society. The duality and ambivalence of the consumer / corporation relationship is a re-occurring theme for tDR.

Hugely influential throughout the 1990’s, tDR’s unique, post-modernist treatment of contemporary media culture as a trash aesthetic was delivered with intoxicating intensity. The trademark elements in tDR work and the focus of this investigation, was the deconstructed maelstrom of computer-generated interference. Row upon row of horizontal lines, fractured typography and random snatches of information bombard the senses. This seemingly chaotic fragmentation and hyper-detail is in fact painstakingly arranged to approximate the energising thrill of full sensory immersion in contemporary media culture. The elaborate layout of this graphic overload ensures that there is no single focal point. The viewer is presented with a precise assemblage of disparate elements to be individually deciphered. It is the responsibility of the viewer to rationalise these ingredients and draw their own conclusions about the resultant message.

The multi layered design aesthetic was an epithet for the post-modern cyber world where the keyboard operator could endlessly manipulate the dissolving streams of digital data. This digital stream of human consciousness is difficult to harness. The temptation to tinker is inherently difficult to resist. Before long the process rather than the message become the driving force, this can be exhausting in terms of man-hours.

“ The devil is in the detail, and more is definitely more, but sometimes less is better. The detail has become less an output than part of a thinking process. It depends at which point your thinking engages with the tools and the means of expression and production.” - Ian Anderson [3]

Critics of this methodology find it difficult to resolve the unfocussed and indulgent nature of this work. [4]Purists contend that the task of design is to remove ambiguity and present an uncluttered and simplified solution. What is clearly communicated in this example of tDR work is an exuberance, dynamism and a blast of raw energy. The meticulous attention to detail in the levels of layered deconstruction, reveals a slavish adherence to design principals which were at odds to the majority of their contemporaries. Designers Republic had the courage of their design convictions - to destroy in order to create.

References:
[1] Davies, J (Spring 1995) Go-faster graphics. Eye 16. VOL 4. pp44
[2] [4] Poynor, R (2009) Crit: They sell! We buy! CreativeRreview [online] Available at: http://www.creativereview.co.uk/back-issues/creative-review/2009/april-2009/they-sell-we-buy (accessed 10th January 2011)
[3] Farrelly, L (Spring 2009) Interview with Ian Anderson. Eye 71. VOL18. pp10
Burgoyne, P (2009) The Designers Republic Is Dead; Long Live The Designers Republic. Creative Review Blog [online] Available at: http://www.creativereview.co.uk/cr-blog/2009/january/the-designers-republic-is-dead-long-live-the-designers-republic. (accessed 10th January 2011)
Burgoyne, P (2009) The Designers Republic Remembered Creative Review Blog [online] Available at: http://www.creativereview.co.uk/cr-blog/2009/january/the-designers-republic-remembered (accessed 10th January 2011)

What is Anti Design?

Johnathan Barnbrook produced a short animation entitled ‘What is Anti Design?’ for the inaugural Anti Design Festival - held in Shoreditch, London during September 2010. The animation was accompanied by a series of three, A0 posters. These are entitled: What is Anti Design? - Structure, Order & Chaos. (the ‘Structure’ version is featured above). As the titles suggest, the appearance of the posters becomes progressively corrupted throughout the series.

This unconventional and stripped-down work is in stark contrast to the highly stylized typographic work normally associated with Barnbrook. This material was the stand out pieces in the festival gallery. The typeface and use of glyphs appears to mimic the appearance of some sort of digital source code.

The decision to forgo his trademark use of progressive and carefully considered typography and Post Moderrnist structure, instead opting for something which appears to be auto generated by some mindless data console is inspired. To disregard the popular conceptions of ‘good design’ and step forward into a year zero where data appears to self-generate and ‘run free’ is surely at the core of the Anti Design ethos. As the digital codex breaks down and disintegrates, so a new aesthetic is revealed. This glitch and error strewn matrix of glyphs and random codes, hums and clicks, signals the breakdown of outmoded vehicles of communication.

The Anti Design Festival – note the judicious use of the noun ‘anti’, not the adjective – was the brainchild of Neville Brody — the typographer, graphic designer and wannabe enfant terrible of the British design establishment. [1]

The intention was to embrace failure, mismanage expectations, be imprecise, unpolished and raise questions rather than deliver solutions. Big hitters from the radical fringes of communication arts were enlisted. This eight-day chaotic extravaganza of installations, workshops, exhibitions, performances and lectures, ran alongside the established and more mainstream London Design Festival. [2]

Certainly, the concept of ‘anti-design’, ruffled feathers and some interesting points were raised in the commentary that preceded the event. Brody insists that the design has become too comfortable with commerce, and that money has replaced creativity and inspiration. He further asserts that, design has endured a 25 year ‘cultural deep-freeze’. 25 years ago Britain was enduring Thatcherism at it’s union-bashing, yuppie-loving ‘lodsamoney’ zenith. Brody himself was the young designer breaking all the rules with his groundbreaking work for The Face magazines. You sense that Brody, who would have been 19 in 1976, longs for a cultural explosion on a par with punk. [3]

The work exhibited in the Londonewcastle space in Redchurch Street was certainly ‘low-fi’ and markedly un-commercial. Ranging from the insightful Barbrook pieces to the bewildering banal. Some contributors had surely missed the point – Anti Design to them seems to have assumed some sort of confrontational, protest anything, rallying call.

Like many of his contemporaries, Brody has succeeded in constantly re-inventing himself to ensure his work remains relevant fresh & spiky. In fact, one could easily come to the conclusion that the whole ADF exercise is one of pure self-aggrandisement. Certainly the on air bickering of Neville Brody and his contemporary Ben Evans at the London Design Festival, had all the ‘good cop’, ‘bad cop’ sincerity of Simon Cowel & Louis Walsh bad mouthing each other over the latest no-mark loser on any given episode of their tedious talent vacuum TV soap opera.

The fact that such a large scale, non-profit event received the funding in the first place means that you have to speculate about the commercialisation of an event seemingly determined to eschew any notion of corporate accountability.

References:
[1] Davies, J (2010) Profile: Neville Brody Design Week 09/09/10 pp13
[2] Relph-Knight, L (2010) Guide to the Anti Design Festival Design Week. 14/09/10 pp15
[3] Sharratt, C (2010) An Anti-Design for Life [online] Available at: http://www.creativetimes.co.uk/articles/an-anti-design-for-life (accessed 26th September 2010)
http://www.barnbrook.net
Anti Design Manifesto (online) Available at http://antidesignfestival.wordpress.com (accessed 26th September 2010)




The Godfather of Grunge


Many commentators contend that you can trace the advent of a deconstructive style of typography back to David Carson. The innovative and blisteringly of-the-moment, distressed graphics he produced, has earned him the dubious epithet: ‘godfather of grunge’.
The example chosen here not a typical of the work he is best known for. The stark monochrome is a departure from his usual / unusual use of photography. Even the apparently random letter spacing is positively staid when compared with most of his signature-pieces. In this instance the message is the primary focus.

‘Don’t mistake legibility for communication’ has almost become Carson’s catchphrase. The message that he is always eager to reiterate is that the emotion that good communication design imparts is decisive in the assimilation of the message.
Carson often shows two contrasting images to illustrate this point. These images feature two identically painted, garage doors. The doors are situated adjacent to one another. On the first door, the owner has affixed a series uniform letterforms which read N O (P) A R K I N G. On the second door the exasperated owner has daubed an identical message in the kind of angry brush strokes normally associated with the lexicon of dangerous lunatics. The audience is then invited to choose the garage door they would choose to park in front of.

In commercial design, communication is synonymous with a sterile language based on extensive audience research often catering for the lowest common denominator. However, a message delivered in an orthodox (or boring) way, will often have less impact than a similar message delivered in an unconventional format. The unexpected nature of the design and time spent deciphering the layout, has a more lasting impact.

Carson used imperfect technologies such as fax machines and photocopiers to degrade images and text. This low-fi aesthetic and inclusion of elements that hint at error and discord, is intended to distance the design from anything that may have been too carefully considered. No committee has been responsible for signing this off. The design has an immediacy and honesty that shrugs off any suggestion of being ‘designed’ at all.

It’s not about knowing all the gimmicks and photo tricks. If you haven’t got the eye, no program will give it to you. - David Carson [1]

In early examples of Carson’s work on Ray Gun magazine, it was often difficult to tell the difference between planned design elements and random production mistakes. Photographs were cropped incorrectly obscuring large blocks of text. Typos commonplace. Titles, headings and pull-quotes are occasionally omitted, often rendering the article virtually unreadable. [2] Carson later claimed that these were genuine mistakes. However, by then the monster had been born and a chaotic non-house style established. In one example, an interview with Bryan Ferry Carson deemed so dull that he ran the entire text in Zapf Dingbat glyphs.

Ray Gun was far from being an isolated phenomenon. Neville Brody’s deconstructive style at The Face magazine had been established since the eighties. MTV was at its zenith. Ray Gun dramatised the relationship between print and this burgeoning video portal, transposing the vibrant analogue aesthetic to the static medium of print. The result was a chaotic, abstract style, not always readable, but distinctive in appearance. Carson’s work, and ‘deconstructive’ graphics in general, are trading on the multi-channel, high-bandwidth, mass-media spectacle of print’s endangered status. Refashioning information as an aesthetic event. [3]

References:
[1] Computerarts. Interview with David Carson Available at: www.computerarts.co.uk/in_depth/interviews/david_carson (accessed 12th February 2011) - no dates or author information available
[2] [3] Kirschenbaum. M (1999) The Other End of Print: David Carson, Graphic Design, and the Aesthetics of Media [online]Available at: http://web.mit.edu/comm-forum/papers/kirsch.html (accessed 16th November 2010)
http://www.davidcarsondesign.com/

Introduction

Failure is a natural and necessary by-product of creativity. Classical design principals (adherence to the golden mean and the desire for balance and harmony) dictate that we are conditioned to reject failure, strive to eradicate it from all creative output. The accuracy and clarity of the imparted information is often the sole criteria under which the success or failure of any graphic design solution is judged. However, failures are often the stepping-stones towards enlightenment.

Philosopher of Science Paul Feyerabend states: “The only principal that does not inhibit progress is: anything goes, Deviations and errors are essential preconditions of progress; from sloppiness and chaos arise the theories on which the growth of knowledge and scientific advancement depend”. [1]

Design that embraces failure by seeking to include faults and anomalies is the subject of this investigation. Such ‘faults’ include; corruption, fragmentation, distortion and assorted graphic minutiae, purposefully inserted in order to challenge prevailing aesthetic protocols. What are the motivations, both aesthetic and psychological that inform an imperfect design rationale? Modern design tools provide the designer with a sterile environment, accurate to 0.000mm. The desire to undermine this state-of-the-art conformity by deliberately including elements that hint at hand-made assembly is a fascinating dichotomy.

Desktop publishing technologies have revolutionised the working practices of graphic designers. The digital age has freed designers from many of the drudgeries of production. Modern rendering techniques such as multi-layering, blurring and distortion have been assimilated into the visual language of popular culture. Aesthetics however, have tended to lag behind these advancements in technological sophistication. Established tastes in design tend to adhere to Modernist sensibilities. This clinical, hyper-reality is referred to as ‘slick graphics’.

John Maeda, designer, authour and computer scientist states: “Macintosh-fuelled design tools are explicitly programmed to express a finite set of visual expressive styles, hence implicitly guiding design work performed with these tools along precisely defined stylistic axes” in other words, everything looks the same in digital design [2]

Design that deviates form pre described conventionally tends to be marginalised, existing at the periphery of popular culture. Creative work that features these so called ‘imperfections’ exists chiefly when designer becomes author, beyond the critical glare of mass-market consumerism.
Edward Fella uses imperfect typography, exploring the beauty of irregular spacing, referring to it as ‘anti-mastery’ that challenges the criteria used to judge ‘slick’ design. “ Especially in graphic design, we’re surrounded by really slick design. In order to break out of that, you either have to become the most facile professional of them all or chip away at it somehow” [3]

The commercial graphic design landscape is dominated by the power of ‘the brand’.
Brand image, is a symbolic construct consisting of such abstract notions as thoughts, feelings, perceptions, images, experiences, beliefs, attitudes and any other qualities or characteristics that make the product or service special or unique. The designer is expected to articulate these brand values coherently. The resultant proposals are often subject to extensive market research, this inevitably results in conservative outcomes.

This paradox between creative expression and commercial responsibility forms the premise of this question:
Is this ‘deliberately damaged’ design aesthetic, an interesting and relevant response to ‘slick graphics’ & the slow strangulation of design by ‘branding’?
Or is it simply the graphic design equivalent of manufacturing distressed jeans?

The analogy of the distressed jeans is appropriate for the following reason:
The manufacturer of the jeans has used technologies that apply the distressed effect to the otherwise standard article, in effect damaging the clothing. The jeans are then marketed and sold at the premium price point regardless of these self-inflicted imperfections. The manufacturer and customer are both compliant in this mutually acceptable fraud.

In the Post-modern climate, existing systems are subject to rigorous re-evaluation. The concept of ‘Deconstructionism’ (or Post-structurism), has emerged as an alternative thread running parallel to the central theme of error. This oblique linguistic philosophy appears to give credence to many of the suggestions this investigation has proposed.

“Deconstruction involves the breaking down of an idea, percept, word or value in order to decode its parts in such a way that these act as informers on the thing or on any assumptions or convictions we have regarding it. “ – Chuck Byrne and Matha Witte [4]

When applied to graphic design, Deconstructionism ignores accepted tenets of communication. By accentuating the reorganization of the usual mechanics of representation, a seemingly illogical or disordered process allows new patterns to emerge.

Deconstructionist attitudes lift the veil on digital functionality. The bitmapped landscape is exposed, the internal coding revealed – the function inhabits the form. In the same way it can be argued that the wear patterns prevalent in a pair of distressed jeans betray the garments internal structure.

When researching designers or design movements that employ a subverted or imperfect aesthetic, it has been possible to devise three distinct divisions. These categories serve as fluid signifiers rather than definitive genres:

GRUNGE
This loose grouping of styles have become commonplace in popular culture. The intention is often to approximate a vintage or urban aesthetic. ‘Grunge’ typically uses a blend of vernacular hybrids, low-resolution reproductions and under-inked letterpress fonts.
This ‘grunge’ aesthetic has become highly prescriptive. The inclusion of imperfections is largely derivative. Modern interpretations are a pastiche of concepts devised in the 1980’s. Devoid of aesthetic or conceptual forethought this plagiarised vernacular has become a stylish conceit warranting limited critical analysis.

DECONSTRUCTION
In the mid 1980’s design journalists started referencing ‘Deconstructionism’ as way of categorising graphic design practices that used chopped-up, layered and fragmented forms. By the 1990’s ‘Desconstructionism’ had become a way of describing work that favours complexity over simplicity, often celebrating the excesses of digital production. [5]

The visual language of Deconstructionism typically includes these visual metaphors:
Decomposition: Automated, repetitive transformations resulting in a decayed aesthetic
De-centering: Inclined planes and angles disrupt the concept of vertical and horizontal.
Discontinuity: Destruction of continuity by accident, distortion or multi-layering.
Disjunction: A state of separation and fission caused by limitation or interruption. [6]

Deconstructivism was never a full-blown movement or a coherent, clearly defined ‘ism’, having none of the adherents who described themselves as Deconstructionists. Few of the designers who worked in a ‘deconstructionist’ way made any direct reference to its theoretical sense [7]

This brand of graphic discordance exists at the extremities of design practice. Much of this ground breaking work is at odds with accepted principals that govern the science of communication. These works deconstruct, separate or reveal multi-layered meanings incorporated into their designs. The reconfigured graphic language often prescribes new notions of legibility. As with most experimental art forms the downside of this process can produce results that are merely self-indulgent examples of graphic debauchery.

GLITCH ART
Glitch Art uses accidental digital outcomes to formulate chaotic but beautiful images. ‘Databending’ involves the engineering of scenarios under which these digital ‘errors’ can be generated. There are no accepted criteria upon which to gauge the success or failure of resultant corruption beyond the aesthetic sensibilities of the corruptor. There is no perfection. This ‘imperfect’ reinterpretation of accepted digital protocols bears many of the hallmarks of Deconstructionism. [8]

In digital culture, nothing is ever perfect or finished. Glitch art and design celebrates the imperfections that are an inevitable by-product of our reliance upon computers – the work speaks to an audience that is intimately familiar with malfunctioning Apples and Microsoft error messages. But the glitches of computer error (or misuse) have acquired an aesthetic all their own [9]

This research model has identified 3 significant examples of work produced by practitioners that have been identified as influences in the field of ‘flawed’ design. By critically analysing this work it is possible to examine techniques, reasoning and context. The objective is to make informed judgements on the methodology of deliberate ‘flaws’ in design.

The creative aspect of this journal will be spent experimenting with methods of data corruption using a range of manual intervention or databending techniques. The resulting creative work will hopefully justify this investigation and promote
future exploration.

References:
[1] [4] [7] Poynor, R (2003) No More Rules: Graphic Design & Postmodernism. London. Laurence King Publishing
[2] Shaughnessy, A (Autumn 2003) ‘Laptop Aesthetics’. Eye 49. Vol 13. pp18
[3] [8] Gerber A. (2004) All Messed Up, London, Laurence King Publishing
[5] Lupton , E (1999) ‘Deconstruction and Graphic Design’ in Lupton, E and Miller, A Writing on Graphic Design. New York. Phaidon Press
[6] Dong-Sik Hong (2003) A Study on the Deconstructionist Representation in Graphic Design. Tongmyong University of Information Technology[online]Available at: www.idemployee.id.tue.nl/g.w.m.rauterberg/conferences/CD_doNotOpen/ADC/final_paper/551.pdf (accessed 12th February 2011)
[9] Robertson, A (Spring 2010) ‘Famous for Fifteen Megabytes’. Eye 75. VOL 19. pp90