Friday, 22 June 2012

A Round Journey


My research into the cultural significance of circular forms brought me to Braille. The representation in print (a process which obfuscates its functionality) of this universal code, was my gateway towards my chosen output solution.

Originally I was influenced by the Joe Magee’s 2002, Daily Telegraph images. The use of Braille gave the images a double effect. The graphic form of Braille lettering in its printed form, provided a modernist, high tech, digital age aesthetic. The second layer of meaning required the viewer to identify the code and to then translate the hidden message. Braille is obviously a tactile language designed for the blind, newspaper readers couldn’t be expected to be familiar with its functionality. This is apparent in the time it took for the publication to discover the nature of the coded proclamations.

My original output concept involved the development of a new tactile language derived from roman letter forms. I hoped that this would provide a 3D vehicle that could be integrated into the imagery in order to subvert their visual connotation with a politically charged tactile rhetoric. I felt that this could present a unique point of entry into material that can otherwise appear clichéd. On reflection, I was perhaps guilty of considering the final outcome & trying to bend the ‘problem’ to fit my version of the answer.

The feedback I received at the time suggested that I should treat my output proposal as two separate concepts. It was recommended that I choose to concentrate on either tactile languages (codes) or the subversion of images with politically charged text.
Reflecting on this formative assessment, I resolved to research methods of viewer empowerment. To devise a purposeful ‘made’ project that would allow the user to construct their own meaning from a combination of ambiguous images and signifiers that have been removed from their original context.

I concentrated my secondary research into the fields of coded paradigms and the methodology of visual grammar. I found the theory of semiotics, particularly the David Crow publications, hugely rewarding. The concept of type as images, images as type and the functionality of anchor and relay, gave my output proposal a new impetus.


The biblical story of the Tower of Babel is a powerful metaphor for language, understanding and codes. According to the story, the descendants of Noah spoke a single language – a universal tongue. Going against God’s will, they decided to build a city with a huge tower as a monument of their achievement, to ‘make a name for themselves’. There are obvious parallels with the modern day erection of skyscrapers – monuments to capitalism. The globalization of money and consumerism is today's ‘common currency’ or universal tongue. The Bruegel painting and the image of the Shard have been spliced together in order to construct an ideational metafunction.

The Maritime flag signals have been chosen to translate the proclamations of man. The flag is a device for identity and announcement. The inhabitants of Babel wanted to draw attention to their achievements. Flags are also the basis of the custom built ‘Semaphore’ typeface.

The arrangement of the icons of corporate and political identity is symbolic of the omnipresence of capitalism. These identities are the prosaic wallpaper of everyday life, a type of banal cultural backdrop – similar to the sponsor boards behind any celebrity interviewee or talking head. Each of these symbols has its individual ‘brand values’ that strain the limits of readability, thus becoming ‘hypographemics’ – the ideal vehicle to communicate a ‘confusion of tongues’.

Other devices I have used include the ubiquitous barcode and QR code, which operate as a form of consumer ‘emblemata’. Elsewhere, I have included various iconic signs and pictographic images, as a reference to a universal public information functionality.
For the artifact to operate in an ‘open’ way – free for the viewer to navigate and disseminate their own understanding, I have devised a deliberately polarized layout. No single element takes centre stage. Instead they are distributed, almost as a triptych. Unidirectional transactional vectors link various elements.

Where possible I have avoided too much over-layering of information. Issues of legibility would have removed much of the theoretical intentionality. I am hopeful that the final result, rather like studying a beautiful car crash, presents a blizzard of possible interpretations.

Hauntology



Research Question:
I propose to conduct a visual investigation based on the theoretic principles of Hauntology. Hauntology - the logic of the ghost, is ephemeral and abstract. Spectres are unsettling because they are never fully seen. Culturally accepted notions of a haunting occur when the present is visited by a spirit from the past, usually with a warning about the future. This manifestation of space disrupted by a time that is ‘out-of-joint’ is known as a dyschronia.

Dyschronia is manifest in the persistent traces of that which has never arrived, but which will never go away. [Fisher 2006]

The term ‘ Hauntology’ was introduced by French philosopher Jacques Derrida in his 1993 publication ‘Spectres of Marx’. In it, Derrida postulated that following the demise of ‘real socialisms’ in Europe and the displacement of leftist political formations. The West will continue to be haunted by Marx’s spirit of radical critique as an antidote to the apparent ‘death of ideology’.

“To haunt does not mean to be present, and it is necessary to introduce haunting into the very construction of a concept. Of every concept, beginning with the concepts of being and time. That is what we would be calling here a hauntology” [Derrida]

There is some conjecture that Derrida may have used ‘hauntology’ as a near-homophone to the word ‘ontology’. Ontology is the philosophical study of all phenomena that have existed and will exist, visible and invisible. The binary opposition of the concepts of hauntology and ontology, bears all the hallmarks of Derrida’s earlier    formulation of a type of semiotic analysis, called ‘deconstruction’.

Deconstructionism challenges the spectral space that exists between polar opposites such as; ‘speech/writing’, ‘life/death’, ‘signifier/signified’.  This process of metaphysical re interpretation, involves overturning traditional hierarchies, adjusting their structure and altering their functionality. Deconstruction questions how the external representation of a concept can become part of its internal essence - How the surface can get under the skin.

My research question is: 

How can hauntological concepts be expressed in the specific fields of graphic design?


Aims and Objectives:
Postmodernism as expressed in late capitalist society has instigated a cultural malaise. The sterility of the political landscape represents ‘the end of politics & ideology’. New technologies encourage an unwillingness to commit to the present, fostering a ghostly presence/absence or ‘non time’. The prosaic architectural functionality of airports, retail parks, and other homogeneous buildings, absent of any sense of identity are examples of ‘non-places’. Crucially, postmodernisms appetite for a ceaseless diet of pastiche and revivalism, signifies the ‘loss of loss itself’, nothing dies anymore. This lack of cultural momentum signals, for many, ‘the end of history’, as Hamlet said to Horatio, time itself, is ‘out of joint’.

If history has run out, hauntology only grows more relevant as years go on. Indeed, hauntology may be the closest thing we have to a zeitgeist. [Fisher 2006]

The present can only be viewed through the lens of the past, with occasional glances into the future. Today’s cultural obsession with revivalism (retromania) represents a denial of the future in favor of the comforting reassurance offered by the ‘ghost’ of the past. This intellectual realignment of history is unsatisfactory and untenable. Hauntology proposes a positive alternative to postmodernity's 'nostalgia mode'.

What is nostalgia if not an amnesia of the present (and future)? Amnesia of the present, is the complement to hauntology's nostalgia for the future. [Fisher]

I have a passion for visual innovation and digital experimentation. To have any substance, these examination require the consolidation of solid theoretical rationale. My recently completed Degree – Final Honours Project used Glitch Art to communicate the Derridian theory of deconstruction. I believe hauntology could offer the next logical step in that line of experimental enquiry.

Audience
Although the philosophical background of my subject matter may be considered ‘high brow’ my intention is not present any solution which might be considered elitist. Concepts of spiritualism and the supernatural have a wider cultural appeal. I would hope that any final output that successfully illustrates the sociological relevance of hauntology would have significant resonance.

Context
Hauntology is an aesthetic effect, a way of reading and understanding design. Works which might hauntological frequently incorporate optimistically archaic imagery such as those associated with ‘retrofuturism’ or ‘steampunk’. These are often represented using discordant ‘lo-fi’ effects, surrealism, fragmentation or collage.

Hauntological imagery is generally comprised of two opposing layers. The first layer (‘the past’) might express hope and confidence, but can only be seen through the lens of the second layer (‘the present’) which casts doubt on the ‘truth’ of the first layer by expressing a satirical doubt and disillusionment. This process of obfuscation is a metaphor for memory.

There is a long-standing link between ghosts and modern technology. A plethora of  contemporary horror films have featured the demonic possession of digital or analogue technologies. An examination of ‘ghosts in the machine’, or the echos of JPEG compression artifacts may be appropriate avenues of enquiry.

Other rich fields of hauntological examination are; the enigma of the ‘non place’ and placelessness, memorial and longing, transitional beings, displacement and disappearance, demonic manifestations, auras, elegies of nature, and the translucency of the psyche. At its most basic level, hauntology has associations with faux-vintage photography, a genre of atmospheric, electronic music, movies such as ‘Inception’ or ‘The Shining’ and TV series like ‘Life on Mars’.

Although the philosophical field of hauntology is relatively nascent and doesn’t have a huge epistemology. I believe there may be sufficient research material concerning related fields. Rather than a focused study on dyschronia, I may be able to use hauntology as a lens through which I can analyze graphic design processes that interrogate perceptions of life/death, future/past and presence/absence.

Related fields of study that I intend to study:
• Semiotics
• Psychogeography
• Retro futurism
• Philosophy (esp. post structuralism)
• Sociology
• State Censorship
• Samizdat
• Public information broadcasting
• Moving image and film studies
• X-ray photography
• Glitch art and databending
• Spiritualism and witchcraft


Action Plan
Methodology:
Derrida’s hauntology is defined by its ambiguity; that is, it hovers in the spectral space, the threshold of being and presence, life and death, departure and return. Today, hauntology inspires many fields of investigation, from the visual arts to philosophy through electronic music, politics, fiction and literary criticism. It covers issues of postmodernism, metafiction and retro-futurism, dyscronia, spiritualism and phantoms, displacement and longing. It can even be seen as a way of describing the fluidity of identity among individuals, marking the dynamic and inevitable shades of influence that link one person’s experience to anothers, both in the present and over time.

My task during unit 2 will be to rationalize the potential of these disparate zones to yield opportunities for visual dialogue. I will need to conduct secondary and tertiary research into examples of hauntological design in order to chart its development as a visual language. This will no doubt take the form of a visual audit that identifies examples of design which bear the hallmarks of hauntological rationalization. Once these examples have been typologized it should be possible to analyze and critique their methodologies as well as quantifying their cultural resonance.

If during the course of my research I encounter a practitioner, whose work I find particularly insightful, I may take the opportunity to instigate some form of dialogue in order to enhance my research findings.

Throughout each stage of the research process it will be necessary to conduct continuous visual experimentation in order to test findings and generate ideas for the output stage. Although I’m keen to adopt an output solution which is a departure from traditional print techniques, I need to take an even-handed approach in order to identify the appropriate field of graphic design for each line of enquiry.

Output ideas:
Although, at this point, I wouldn’t like to predict the format of any final outcome. This could take the form of a single project, multiple linked experiments or a thesis. I am confident that the subject matter will allow me to scope to demonstrate all the major learning outcomes: experimentation/ research, subject knowledge / analysis, personal and professional development,  technical competence/ communication and presentation skills.

Potential output ideas:
• Ghosts in the machine - digital compression
• Audiovisual piece based on hauntalogical soundtrack
• Echo’s - ancient radio waves from space
• Hauntalogical typographic study
• X-ray imagery based on Rotentgenizdat / Samizdat
• Presence / absence, etching on acrylic materials

Bibliography
Derrida, J. (1993) Specters of Marx: The State of the Debt, the Work of Mourning & the New International. Paris: Éditions Galilée
Fisher, M. (2006) Hauntology as neurology December 24, 2006. Available online at http://k-punk.abstractdynamics.org/archives/2006_12.html
Harper, A. (2009) Hauntology: The Past Inside The Present Tuesday, 27 October 2009. Available online at http://rougesfoam.blogspot.co.uk/2009/10/hauntology-past-inside-present.html
McNeil, J. (2011) Past and Present in "Strange Simultaneity": Mark Fisher Explains Hauntology at NYU. Available online at: http://rhizome.org/editorial/2011/may/18/hauntology/
Fisher, M. (2006) Hauntology as neurology December 24, 2006. Available online at: http://k-punk.abstractdynamics.org/archives/2006_12.html
casualagent (2011) HAUNTOLOGY – preliminary notes Posted: December 7, 2011. Available online at: http://project47.org/2011/12/07/hauntology-preliminary-notes/
Gallix, A. (2011)  Hauntology: A not-so-new critical manifestation 17 June 2011. Available online at: http://www.guardian.co.uk/books/booksblog/2011/jun/17/hauntology-critical
Hewicker, S. (2010)  Hauntology Exhibition 2010 . Available online at: http://www.bampfa.berkeley.edu/exhibition/hauntology
Gildersleeve, J. (2007) An Unnameable Thing: Spectral Shadows in Elizabeth Bowen’s The Hotel and The Last September, University of Bristol egjeg@bristol.ac.uk
Dunn, M D. (2007) On Emediacy: The Internet as Occult Space / Perceiving the Human in the Electronic Realm mddunn@shaw.ca
Jameson, F. (1991) Postmodernism, or the cultural logic of late capitalism. London: Verso
Lacan, J. (1977) Écrits: A Selection*, transl. by Alan Sheridan, New York: W.W. Norton & Co., 1977, and revised version, 2002, transl. by Bruce Fink
Derrida, J. (1967) Of Grammatology. English translation 1976. Maryland: Johns Hopkins University Press 
Darian Leader: Introducing Lacan: A Graphic Guide 
Slavoj Zizek: Enjoy Your Symptom!: Jacques Lacan in Hollywood and Out 
Slavoj Zizek: Living in the End Times 
Francis Fukuyama: The end of history and the last man 
Simon Reynolds: Retro mania: Pop Culture's Addiction to its Own Past 
Esther Peeren and Maria del Pilar Blanco: Popular Ghosts: The Haunted Spaces of Everyday Culture 
Stuart Sim: Derrida and the End of History (Postmodern Encounters) 
Mark Simon Riley: An Aesthetics of Hauntology 
Thomas Mical: Hauntology, or Spectral Space 
Colin Davis: Hauntology, spectres and phantoms 
Marc Augé: Non-Places: Introduction to an Anthropology of Supermodernity 
David King: The Commissar Vanishes 
Nick Vasey: X-Ray – See Through the World Around you 
Ann Komaromi: The Material Existence of Soviet Samizdat.

Malcolm Gaskill: Hellish Nell: Last of Britain's Witches

Tuesday, 6 March 2012

Deep Freeze


In the Anti Design Festival Manifesto (2010), Neville Brody proposes that design has been in a state of Deep Freeze for the past 25 years. If this correct, what are the likely causes?


September 2010 witnessed an all too easily forgotten eight-day extravaganza of installations, workshops, performances and lectures in various spaces around Shoreditch E2. The Anti Design Festival – note the strategic use of the noun ‘anti’, not the adjective – was launched amid a blizzard of critical commentary by the wannabe enfant terrible of British design Neville Brody. Running alongside the established London Design Festival, this chaotic celebration of failure was a proclamation that design had arrived at the eve of a new dawn.

In the accompanying manifesto, Brody insisted that design had become too comfortable with commerce, that money has usurped creativity. He postulated that we had endured a 25 year ‘cultural deep-freeze’ [17]. There is far too much navel gazing. The design for designers market produces artifacts destined for design museums, with minimal cultural application. “Nothing is new anymore, just new versions of the old”. [2]

The fact that a cultural chill has been upon us for ‘25 years’ is significant. Rewind those 25 years and Brody was the young designer du jour who was breaking all the rules with his exquisite, groundbreaking work for The Face. [15]

The 1980’s heralded the triumph of neoliberalism in the west. The prevailing economic policy insists that services are best provided by the private sector rather than the state. This political doctrine has seen a coercion of the arts to become financially self-sufficient, to operate more like businesses.

The Government decided that art and culture were no longer about the public interest, but instead existed to make money, and that they should pay for themselves. The direct result of this is that only projects and ideas that stood a good chance of turning a profit or putting bums on seats would get produced. [14]

The cultural fall-out has seen a safety-first appetite for revivalism and the procedural narrowing of the creative spectrum. As a consequence, culture appears to have lost its momentum.

From deep individualised complexity to mass generic simplicity. Less is less, and in our trance-like state the options we are presented with are hypnotically familiar, no matter where we are in the world. [14]

Until the mid 80’s, design was essentially virtuous; its role was to efficiently communicate the benefits of a product, service or organisation. The new political landscape encouraged highly competitive markets to employ a range of nascent marketing techniques. Graphic design was seen as a device that could best deliver the consumer imperative of ‘style’. Design was compelled to adopt a deceptive dimension in order to fulfill this service function.

The creative sphere has lost sight of its purpose; the enticements
of money and success have produced a culture of conformity, of second-guessing the market. [15]

Culture has become “mass culture”, eagerly consumed by an increasingly style conscious audience. In many ways Brody and his contemporaries were responsible for the popularization of design. The 1980’s and 90’s have been declared the age of design.  

Design has been hijacked by corporate and institutional forces in order to add spin and gloss to all aspects of communication [14]

Starbucks is more indicative of our era of design than the iMac. The company employs dozens of designers to ensure their stores ‘design language’ remain fresh and distinctive. [12]

25 years of stagnation may be a reference to the creative explosion that occurred at the end of the 1970’s. Punk was the anti-establishment, youth movement that became an empowering cultural phenomenon. Nothing since has had the same wide-ranging impact. The underground is now exposed. Subversion and dissent have become assimilated into the mainstream.

By the 90’s, design had infiltrated every aspect of underground and anti-establishment style. What was once deemed revolutionary was by now standard commercial culture. The radical fringes of design have been assimilated into the mainstream in order to market trainers and soft drinks.

The radicalisation of British design that started with Saville and Brody came to a crescendo with groups like Why Not Associates, Fuel, Cartlidge Levene and Tomato, and represented a wave of graphic expression that can compare favorably with Holland, Switzerland, Japan, Germany and the USA [4]

The digital revolution ushered in a new wave of designers. New technologies encouraged design that was both highly complex and visually inventive. Designers Republic and Attik were prominent in the early 2000s. In recent years, Jonathan Barnbrook has combined politics and commerce in work that is part-protest, part-art.

In a world obsessed with appearance, design and advertising have become the ubiquitous texture of popular culture. Everyone is design-literate, just as everyone is inherently suspicious of its motives.

The gulf between image and reality is an accepted part of political discussion as much as the phenomenon of ‘spin’. Spin is accepted as the normal way to conduct public affairs. Design has become too efficient to be believable. [13]

I suggest that the following factors have had a profound influence on culture during the past 25 years:

Political landscape
25 years ago Britain was enduring Thatcherism at it’s union bashing, yuppie loving, bank de-regulating, ‘lodsa money’ zenith. Tory policies spelt the end of traditional left wing political opposition to neoliberalisation. Creativity is often at its most potent when it has something to rail against. The removal of any seemingly viable alternative to late capitalism has led to a pervading culture of cynicism. By taking an ironic distance form the worst excesses of post Fordism, we are free to consume with impunity.

Privatization strategies have shaped the dominant political paradigm since Thatcher adopted it as official political philosophy. Favoring free markets over government regulation, associating liberty with personal choice of the consumer. [1]

As government set about stripping the state from everyday life, free markets became the incorporeal fabric holding the social system together. Design and advertising became essential business tools. Generating value on the stock exchange is an exercise in branding and PR, marketing future potential. This celebration of success culture inevitably led to market crashes, the ‘dot com’ bubble burst and latter day global financial contagion.

Later, ‘young British artists’ responded to sleaze and general right wingery by self-organisation and tendencies to push the limits of taste. Co-opted, re-branded as part of Cool Britannia [11]

A series of ‘velvet revolutions’ removed communist governments throughout Central and Eastern Europe during the 1980’s. With the symbolic dismantling of the Berlin Wall, western capitalist society could declare victory over socialism in the east. The end of the cold war lifted the imminent threat of nuclear Armageddon. This bland political landscape offers few of the ideological conflicts that have inspired previous generations of politicised artists. Ironically, the bewildering levels of bureaucracy inherent in late-capitalism are reminiscent of Stalinist state control.

Since 1989 and the end of communism, capitalism was hailed as the swaggering master of the universe. Political philosophers declared history has ended. Ideological struggle has run its course. [13]

The collapse of communism spelled the meaningful ‘end of politics’. Popular culture regards politics as corrupt and ‘boring’. Any attempt to debate the need for social change is regarded as vaguely archaic. Political protest is reduced a series of hysterical demands which have no realistic chance of success.
 
Cultural dynamics
By the last half of the 20th century modernism, the last truly revolutionary creative movement had been rendered obsolete by capitalism’s alter ego postmodernism.

Modernism proposed an alternative, oppositional and Utopian culture whose class base was problematic, and whose ‘revolution’ failed. When modernism (like the contemporary socialisms) finally did come to power, it had already outlived itself, what resulted from this postmodern victory was called postmodernism. [8]

Postmodernism is the consumption of sheer commodification. Consumption is the only means of obtaining the resources of life, whether material or cultural. Culture, the ideas, customs and art circulated within a social system, has become just another product.

The lack of any alternatives to this cultural malaise is best illustrated by Jameson and Zizek, who stated, “It is easier to imagine the end of the world than it is to imagine the end of Capitalism”. [5]

Capitalisms rapacious pursuit of profit is at odds with any notion of sustainability. The engines of post-Fordism are fueled by a ceaseless diet of pastiche and revivalism.  In late capitalism, stylistic innovation is no longer practicable. The ceaseless rehashing of obsolete products and styles is another signal that we are experiencing the ‘end of history’.

The cynicism apparent in contemporary youth culture is symptomatic of a belief that change is impossible. Instead of revolutionary demands for change as their French counterparts of May 1968, today’s students only take to the streets in order to try to prevent change.

Youth movements have continued to influence design – most notably the late 1980s and early 1990s acid house. However, every attempt to establish an alternative lifestyle is quickly commodified and sold back to its instigators. ‘Alternative’ and ‘independent’ are no longer gestures of rebellion but are merely styles of popular culture.

“There is no such thing as underground because corporate culture has infiltrated youth culture & utterly co-opted it. Youth has the comfort of material opportunity – but as they hunt for something to believe in, corporate ‘cool hunters’ are lurking in the shadows taking notes” – Rachel Newsome Dazed & Confused [13]

Hip-hop with its uncompromising attitude and obsession with authenticity or ‘real’ has been easily absorbed into the capitalist mainstream. ‘Reality’ originally meant institutionalized racism, harassment by the police and social deprivation but soon became a hedonistic celebration of the trappings of capitalism (bling).

Technology & media
The 1st generation of desktop computers started to arrive in the workplace in the mid 80’s. The proliferation of these devices helped to break the cartel of the creative industries, harnessing the power of the pixel to fuel the dark arts of consumerism. These devices provide a complete set of production tools for the user.

“Offset printing changed what we could achieve on a press, Photoshop reinvented imaging, Fontographer made everybody a type designer, and the PostScript page description language made all of us production experts.” - Erik Spiekermann [16]

The microcomputer was an icon for neoliberalism and the power of free markets. Gorbachev said it was the west’s success in high technology that inspired the Soviet Union to rethink their economic model in the 80’s [3]

Demand for graphic design has increased along with its do-it-yourself capability. The audience has become the author. However, pre-set parameters encoded into software mean that by definition everything digital is designed to look the same.

The ‘information superhighway’ appeared in 1993 and quickly became the self-referencing forum where ideological debates over meaning, pleasure, knowledge & power are played out. The web has liberated mass media. Prior to the Internet, a narrow elite of cultural gatekeepers guarded access to the audience. The price of emancipation is a digital blizzard of mediocrity.

 “Instead of a dictatorship of experts, we’ll have a dictatorship of idiots,” “Many bloggers flaunt their lack of training and formal qualifications as evidence of their calling, their passion,” [6]

The Internet is producing the cult of the amateur, a dumbing down of culture, in which innocence is replacing expertise as the determinant of value. [10]

The World Wide Web has become the connective tissue of society. It is the perfect vehicle for today’s introspective digital narcissism – isolated in the connected world. Andrew Keen sees this as ‘hypervisibility’ – being everywhere and nowhere simultaneously. [9]

The Internet represents perhaps the final step in the process of our rejection of the very notion of culture having any value at all [6]

Conclusion
There are more qualified designers, producing more design, than at any time in history. The power of the tools these designers are using contribute to an increasingly complex and sophisticated visual dialogue. It is difficult to believe therefore, that it is possible for there to have been any quantifiable drop off in the quality of work produced during the past 25 years.

What is apparent is the socio-economic landscape has diminished the cultural impact of graphic design. The all-pervading nature of late capitalism ensures that any radical diversion is tempered by a combination of cynicism and commodification.

Popular culture is not consumption; it is culture – the process of generating & circulating meanings & pleasures within a social system. [7]

Like many of his contemporaries, Brody has succeeded in constantly re-inventing himself, ensuring the ‘brand of Brody’ remains relevant fresh & spiky. In fact, one could easily come to the conclusion that the whole ADF exercise is one of pure self-aggrandisement.

Where the ADF manifesto is more pertinent, is the assertion that we stand on the brink of a new era. The political and cultural sterility of the past 25 years may represent the final twitches of a doomed economic ideology. Whatever ethos finally replaces late capitalism, it will need to harness imagination and creativity in order to negotiate the impending threats to mankind.



Bibliography:
[1] Barber, B.R. (2007) Consumed. 2nd ed. New York: Norton

[2] Brody, N . (2011) Untitled. (Lecture 18 February 2011 as part of the Faculty of Design Lecture Programme at the London College of Communication, curated by Sarah Temple and Joshua Trees) Available at: http://www.youtube.com/watch?v=7LmPKwfHABk&list=PL21AE901DF8436463&index=7&feature=plpp_video

[3] Calabrese, A, Sparks, C. (2004) Toward a political economy of culture. Marylnd: Rowman & Littlefield

[4] Dennis, T. (2010) Iconic eras of UK design. Available online at http://www.computerarts.co.uk/in_depth/features/iconic_eras_of_uk_design

[5] Fisher, M. (2009) Capitalist realism. London: Zero Books

[6] Flintoff, JP (June 3, 2007 ) Thinking is so over, interview with net entrepreneur Andrew Keen. The Sunday Times

[7] Fiske, J. (1989) Understanding popular culture. 2nd ed. London: Routledge

[8] Jameson, F. (1991) Postmodernism, or the cultural logic of late capitalism. London: Verso

[9] Keen, A (2012 ) Digital Vertigo. Available online at http://www.ajkeen.com

[10] Keen, A and Bell, E (2007) Andrew Keen v Emily Bell available online at http://www.guardian.co.uk/commentisfree/2007/aug/10/andrewkeenvemilybell

[11] Merron, A (2010) Speakers Corner. Available online at http://www.ameliasmagazine.com/art/anti-design-festival-as-seen-by-participant-dave-charlesworth/2010/10/12/

[12] Postrel, V. (2003) The substance of style. London: Harper Collins

13] Poynor, R. (2001) Obey the giant. 2nd ed. Basel: Birkhauser

[14] Relph-Knight, L. (2010) Guide to the Anti Design Festival Design Week. 14/09/10 pp15

[15] Sharratt, C. (2010) An anti-design for life. Available online at http://www.creativetimes.co.uk/articles/an-anti-design-for-life

[16] Webster, G. (2010) A decade of graphic design. Available online at http://www.computerarts.co.uk/in_depth/features/a_decade_of_graphic_design

[17] Anti Design Manifesto (online) Available at http://antidesignfestival.wordpress.com

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