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I. Intro and Hypothesis:

Communications design should be studied as a pure science as opposed to an applied science.
Experimentation should be conducted outside the constraints of commodified production, using a
methodology that allows for exploration and the discovery of unexpected adjacencies. Thus, theoretical
research can later inform application. Theoretical research in communications design could lead to
groundbreaking discoveries about meaning and context, methods of production and the
translation of meaning to audiences

II. Science
         A. Methodologies and Practice12
                 1) Applied Science
                 2) Pure Science3
         B. Pure Science as Best Practice3, 4
                 1) Examples and supporting info
         C. Funding and Paradigms4
         D. Outcomes
III. Art
         A. Methodologies and Practice (that relate to design practice)
                 1) Collage
                 2) Surrealism5
                 3) Immaterial art6
         B. Funding and Paradigms for Facilitating Research (research=making)
                 1) Grants7,8
                 2) Residencies9
                 3) Educational
                 4) Self-funded10
                 5) Commissions
         C. Outcomes
IV. Communications Design
         A. Methodologies and Practice11
                 1) Intuition12
                 2) Collaboration
                 3) Research
                 4) Strategy
         B. Funding and Paradigms for Facilitating Research (research=data collection+making)
                 1) Commodified Practice (designer/client)
                 2) Education
                 3) Pro-bono
                 4) Residencies
                 5) Workshops
         C. Outcomes
V. The Future: Starting Point = Methodological Congruencies
        A. Intersections
                 1) Science + Design
                 2) Art + Design
        C. Application and Practice - Creating New Paradigms for Research
                 1) Science + Design
                 2) Art + Design
                 3) Possible Outcomes and Intersections

VI. Existing Models
         Within a (System)
         A. Corporate
         B. Collaborative
         C. Educational/Residency
         D. Government Sponsored

VII. Envisioning the Ideal - Communications Design Labs
         A. Possible Topics of Exploration
                  1) Semiotics
                  2) Substrates
                  3) Interdisciplinary (ex. Bioart)
                  4) Mediums for communication
         B. Benefits
                  1) Increased Creativity/Originality
                  2) Establishing Laws and Theories
                  3) Discovery of Substrates and Mediums
                  4) Increased Community
                  5) Maintaining and Supporting Individual Voices
1
    McComas, Ten Myths About Science (check citation-find original source)
2
    Konstantinos
3
    James K., Feibleman. "Pure Science, Applied Science, Technology, Engineering:
           An Attempt at Definitions." The John Hopkins University Press 2.4 (1961):
           305-317. JSTOR. Web. 17 Feb. 2012.
4
    Lawrence Berkeley National Laboratory ESLI project
          http://www.lbl.gov/Education/ELSI/research-main.html
5
    Metropolitan Museum Surrealism Article
          http://www.metmuseum.org/toah/hd/surr/hd_surr.htm
6
    Lippard, Lucy R. Six years: The Dematerialization of the Art Object from 1966 to 1972;
            a cross-reference book of information on some esthetic boundaries.
            New York: Praeger, 1973. Print.
7
    NEA Visual Arts Grants
          http://www.nea.gov/grants/apply/Visualarts.html
8
    Creative Capital
           http://creative-capital.org/
9
    Impact: Design for Social Change Residency - School of Visual Arts
           http://impact.sva.edu/
10
     Kickstarter Campaigns (ex. KerenMoscovitch)
            http://www.kickstarter.com/
11
     Bowers, John. "Methodologies." Introduction to two-dimensional design:
           understanding form and function. New York: Wiley, 1999. 15-48. Print.
12
     McCoy, Katherine. Education in an Adolescent Profession.
          The Education of a Graphic Designer ed. Steven Heller. p. 3-12
          (check for proper citation of book with editor- anthology)

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Communications Design Should Be Studied as a Pure Science

  • 1. I. Intro and Hypothesis: Communications design should be studied as a pure science as opposed to an applied science. Experimentation should be conducted outside the constraints of commodified production, using a methodology that allows for exploration and the discovery of unexpected adjacencies. Thus, theoretical research can later inform application. Theoretical research in communications design could lead to groundbreaking discoveries about meaning and context, methods of production and the translation of meaning to audiences II. Science A. Methodologies and Practice12 1) Applied Science 2) Pure Science3 B. Pure Science as Best Practice3, 4 1) Examples and supporting info C. Funding and Paradigms4 D. Outcomes III. Art A. Methodologies and Practice (that relate to design practice) 1) Collage 2) Surrealism5 3) Immaterial art6 B. Funding and Paradigms for Facilitating Research (research=making) 1) Grants7,8 2) Residencies9 3) Educational 4) Self-funded10 5) Commissions C. Outcomes IV. Communications Design A. Methodologies and Practice11 1) Intuition12 2) Collaboration 3) Research 4) Strategy B. Funding and Paradigms for Facilitating Research (research=data collection+making) 1) Commodified Practice (designer/client) 2) Education 3) Pro-bono 4) Residencies 5) Workshops C. Outcomes
  • 2. V. The Future: Starting Point = Methodological Congruencies A. Intersections 1) Science + Design 2) Art + Design C. Application and Practice - Creating New Paradigms for Research 1) Science + Design 2) Art + Design 3) Possible Outcomes and Intersections VI. Existing Models Within a (System) A. Corporate B. Collaborative C. Educational/Residency D. Government Sponsored VII. Envisioning the Ideal - Communications Design Labs A. Possible Topics of Exploration 1) Semiotics 2) Substrates 3) Interdisciplinary (ex. Bioart) 4) Mediums for communication B. Benefits 1) Increased Creativity/Originality 2) Establishing Laws and Theories 3) Discovery of Substrates and Mediums 4) Increased Community 5) Maintaining and Supporting Individual Voices
  • 3. 1 McComas, Ten Myths About Science (check citation-find original source) 2 Konstantinos 3 James K., Feibleman. "Pure Science, Applied Science, Technology, Engineering: An Attempt at Definitions." The John Hopkins University Press 2.4 (1961): 305-317. JSTOR. Web. 17 Feb. 2012. 4 Lawrence Berkeley National Laboratory ESLI project http://www.lbl.gov/Education/ELSI/research-main.html 5 Metropolitan Museum Surrealism Article http://www.metmuseum.org/toah/hd/surr/hd_surr.htm 6 Lippard, Lucy R. Six years: The Dematerialization of the Art Object from 1966 to 1972; a cross-reference book of information on some esthetic boundaries. New York: Praeger, 1973. Print. 7 NEA Visual Arts Grants http://www.nea.gov/grants/apply/Visualarts.html 8 Creative Capital http://creative-capital.org/ 9 Impact: Design for Social Change Residency - School of Visual Arts http://impact.sva.edu/ 10 Kickstarter Campaigns (ex. KerenMoscovitch) http://www.kickstarter.com/ 11 Bowers, John. "Methodologies." Introduction to two-dimensional design: understanding form and function. New York: Wiley, 1999. 15-48. Print. 12 McCoy, Katherine. Education in an Adolescent Profession. The Education of a Graphic Designer ed. Steven Heller. p. 3-12 (check for proper citation of book with editor- anthology)