This document discusses rethinking art education to incorporate new technologies and materials. It suggests that due to technological advances, the role of technology in art education has been neglected. It proposes investigating phenomena of current times using new tools and materials in art education. This would require reconsidering the artistic toolset and acknowledging that making can be a complex process. It provides examples of reconsidering the toolset to include tools made from waste and technologies like sensors, cameras and 3D scanning. It also suggests making for and with non-human entities using examples like projects that create for plants or artificial intelligence.
This document discusses rethinking art education pedagogy and the role of making. It proposes that [1] due to technology being neglected, the tools and materials used in art education need reconsideration; [2] making is a problematic and complex process that should acknowledge various stakeholders; and [3] the toolset and who art is made for/with could expand to include non-human entities. Examples provided discuss experimental making with new materials, technologies, and entities beyond humans.
This document discusses the ongoing tension in office design between collaboration and individual focus or concentration. It has become more challenging with modern remote and mobile workforces. The document explores solutions some companies have implemented like Uber's "work caves" that provide solitary spaces without closing doors, and open offices separated from private meeting rooms and intermediate zones created by permeable aluminum louvers. The tension is not new, as a book from 1902 discussed employers seeing offices as machines for control, but modern solutions aim to balance individual and group work needs.
Presentation delivered to Cutural Leadership Interlational (CLI) 2011 programme of the British Council, 26 October in Istanbul. It deals with notions of "openness" in general open hardware & open design in particular. Then it touches upon Creative Research & Users as Designers, a collaborative development method by Waag Society
Beyond Open Access: Creating Culture By, With, and For the PublicMerete Sanderhoff
This document discusses how opening up access to cultural works and allowing public participation can help museums fulfill their mission. It provides examples from the Statens Museum for Kunst in Denmark of how they engaged the public by having artists remix works from their collection and contribute to Wikipedia. The museum found that members of the public were highly engaged and creative when given open access to digitized works. The document advocates for measuring cultural institutions' success by their impact on learning and happiness rather than control over collections.
This document discusses the history and challenges of office design, specifically balancing collaboration and individual focus/concentration. It notes that in the 1960s, some saw traditional desks as stifling creativity. Over the past 40 years, there has been no clear resolution to this tension. Modern offices try to provide spaces to accommodate both individual work and collaboration, through methods like open floor plans with separate meeting rooms, work "caves", and adjustable privacy screens. The goal is to allow employees flexibility in balancing solitary and group work.
Talk given at the SMK/Maersk event Data in Art | Art in Data
with Jonas Heide Smith, Head of Digital, SMK
26 April 2017
Statens Museum for Kunst, Copenhagen
https://www.eventbrite.com/e/data-in-art-art-in-data-tickets-33142653569
Slides from:
Seminar at Trinity College Dublin, Ireland
Department of History of Art and Architecture
BA | Two Subject Moderatorship History of Art (TSM) 2015/2016
HA1006: Introduction to the Practice of Art History I
Introduction to digital art historical resources
This document discusses rethinking art education pedagogy and the role of making. It proposes that [1] due to technology being neglected, the tools and materials used in art education need reconsideration; [2] making is a problematic and complex process that should acknowledge various stakeholders; and [3] the toolset and who art is made for/with could expand to include non-human entities. Examples provided discuss experimental making with new materials, technologies, and entities beyond humans.
This document discusses the ongoing tension in office design between collaboration and individual focus or concentration. It has become more challenging with modern remote and mobile workforces. The document explores solutions some companies have implemented like Uber's "work caves" that provide solitary spaces without closing doors, and open offices separated from private meeting rooms and intermediate zones created by permeable aluminum louvers. The tension is not new, as a book from 1902 discussed employers seeing offices as machines for control, but modern solutions aim to balance individual and group work needs.
Presentation delivered to Cutural Leadership Interlational (CLI) 2011 programme of the British Council, 26 October in Istanbul. It deals with notions of "openness" in general open hardware & open design in particular. Then it touches upon Creative Research & Users as Designers, a collaborative development method by Waag Society
Beyond Open Access: Creating Culture By, With, and For the PublicMerete Sanderhoff
This document discusses how opening up access to cultural works and allowing public participation can help museums fulfill their mission. It provides examples from the Statens Museum for Kunst in Denmark of how they engaged the public by having artists remix works from their collection and contribute to Wikipedia. The museum found that members of the public were highly engaged and creative when given open access to digitized works. The document advocates for measuring cultural institutions' success by their impact on learning and happiness rather than control over collections.
This document discusses the history and challenges of office design, specifically balancing collaboration and individual focus/concentration. It notes that in the 1960s, some saw traditional desks as stifling creativity. Over the past 40 years, there has been no clear resolution to this tension. Modern offices try to provide spaces to accommodate both individual work and collaboration, through methods like open floor plans with separate meeting rooms, work "caves", and adjustable privacy screens. The goal is to allow employees flexibility in balancing solitary and group work.
Talk given at the SMK/Maersk event Data in Art | Art in Data
with Jonas Heide Smith, Head of Digital, SMK
26 April 2017
Statens Museum for Kunst, Copenhagen
https://www.eventbrite.com/e/data-in-art-art-in-data-tickets-33142653569
Slides from:
Seminar at Trinity College Dublin, Ireland
Department of History of Art and Architecture
BA | Two Subject Moderatorship History of Art (TSM) 2015/2016
HA1006: Introduction to the Practice of Art History I
Introduction to digital art historical resources
Inspiration for a Digital Bauhaus -- Digital Bauhaus Summit 2014checkdisout
Almost one hundred years after the birth of the original Bauhaus manifesto, our means for artistic production and collaboration have fundamentally changed. Which developments in the creative sector should we consider for our re-edit of the Bauhaus idea? This lightning talk collects inspiration and provides a perspective for a Digital Bauhaus in the 21st century by showcasing contemporary practices at the intersection of art, technology, culture and business.
Slides from:
Seminar at Trinity College Dublin, Ireland
Department of History of Art and Architecture
BA | Two Subject Moderatorship History of Art (TSM) 2015/2016
HA1006: Introduction to the Practice of Art History I Presenting digitally
Keynote given in slightly varying versions at the following conferences:
1. "Bildung and Building"
Our Museum Summit 2017
Natural History Museum of Denmark
17 May 2017
http://www.sdu.dk/en/om_sdu/institutter_centre/voresmuseum/summit2017
2. "The Museum as Toolbox"
Open Data for Global Sustainability Goals
Universitá Bocconi, Milano
26 May 2017
https://www.unibocconi.eu/wps/wcm/connect/ev/Events/Bocconi+Events/Open+Data+for+Sustainable+Development+Goals
3. "Old Collections as Building Blocks for New Creativity"
We Are Museums
Art Academy of Latvia, Riga
12 June 2017
http://wearemuseums.com/wam17/
This document summarizes a presentation about how opening up museum collections digitally can inspire creativity and new learning. It discusses two case studies: Cool Constructions, a collaboration between citizens and SMK to beautify public spaces; and Wiki Labs, where people collaborate to enrich Wikipedia art entries using SMK images. The presentation argues that today learning happens everywhere, not just in institutions, and that open collections can support "maker culture" where people engage in hands-on creative learning. It describes an event called "Mix it up!" held at SMK to celebrate open collections, featuring a remix exhibition and workshops. Feedback showed the value of open collections in empowering new forms of learning and art, while also surfacing challenges in integrating
Towards an open, participatory cultural heritageKris Kitchen
Towards an open, participatory cultural heritage
Keynote for #teema14
http://www.nba.fi/fi/museoalan_kehittaminen/teemapaivat/puheenvuorot
Museoalan Teemapäivät/Museum Theme Days 2014
11-12 September, Helsinki
Slide 29 Kris Kitchen
Makerspaces, fablabs, hackerspaces, medialabs, and learning labs are collaborative work spaces where people can gather to create, invent, and learn. They provide access to tools, technology, and resources for developing skills and projects. These spaces are located in libraries and other community centers to give the public access to equipment like 3D printers, CNC machines, electronics, and software for digital media creation. They aim to promote learning, sharing, collaboration, and community through hands-on creative activities and projects.
This document provides a list of publications by Monika Auch from 2004 to 2013. It includes article summaries on various topics related to art, design, technology and more. The articles were published in Dutch and other languages. Many include interviews with artists and designers working at the intersection of different disciplines.
The document summarizes highlights from the 10th annual EuroIA conference in Brussels from September 25-27, 2014. It includes summaries of various workshops and presentations on topics related to information architecture, user experience, and interaction design. Attendees had opportunities to participate in workshops led by experts and learn about designing for liminal spaces, service design, expert evaluations, and more. The document shares insights and lessons from the various sessions through pictures and anecdotes from Brussels.
Sharing is Caring. Societal impact of open collections? Merete Sanderhoff
Presentation for the seminar Open Collections, arranged by the Nationalmuseum in Stockholm, on the occasion of the launh of their Public Domain policy, 7 October 2016
Joint 2-3 hour workshop series, Fall 2014 for our UNCG Libraries LSTA grant on makerspace education along with the UNCG Library and Information Studies Department outreach to students and alums. 10/25/14 Wilmington, 11/5/14 Raleigh, 11/6/14 Charlotte, 11/8/14 Asheville
Keynote for #teema14
http://www.nba.fi/fi/museoalan_kehittaminen/teemapaivat/puheenvuorot
Museoalan Teemapäivät/Museum Theme Days 2014
11-12 September, Helsinki
The document summarizes efforts to connect information literacy and maker literacy at Miami University Regionals' library makerspace. Key points include:
- The library worked with faculty to develop class assignments incorporating the makerspace, with some successes and one failure due to lack of faculty follow through.
- Additional outreach included an information literacy menu, one button studio, classes/projects, and community connections like STEM programs.
- Challenges included failed projects/outreach and lack of assessment, but growth is shown in a survey finding most libraries now have or plan makerspaces.
"I think everything is a remix, and I think this is a better way to conceive of creativity." Kirby Ferguson - Filmmaker and remixer
TED Talks - Embrace the remix
This document discusses a library's LSTA grant project to bring maker education to its community. It defines makerspaces as places where communities can work on meaningful projects using tools and expertise, learning skills like STEM. The library will offer workshops in 3D design/printing and circuits, as well as visits to other makerspaces, to teach these maker concepts and skills. It provides resources for makers and information on participating in workshops that introduce skills like 3D design basics.
This document discusses various forms of art including visual arts like painting, sculpture, ceramics, drawing, printmaking and photography. It also discusses time-based arts like film, video art and performance art. The document emphasizes that art allows for creativity, imagination and expression and comes in many forms beyond traditional visual media.
- The document is a talk given by Alexandra Deschamps-Sonsino to the Glasgow School of Art on sustainable electronics.
- It discusses how design can help reduce electronic waste by making products more durable, modular, repairable and able to use recycled materials. Key strategies include design for repair, reducing material use, increasing modularity and avoiding planned obsolescence.
- Examples of "weak signals" pioneering sustainability include repair cafes, tool libraries, university courses on repair and regulations supporting right to repair. The talk promotes an educational approach to design for repairability.
- Artists have long sought innovative ways to convey emotion and stories through their work. Art can have different meanings for different people depending on their perspective.
- Technology has greatly impacted art and culture over the 20th century, with the development of computers, software like Photoshop, and digital photography and enhancements.
- Media art combines art, science, and technology, creating new interactive and immersive experiences for viewers through digital and virtual means. It is transforming how images are represented and experienced.
Inspiration for a Digital Bauhaus -- Digital Bauhaus Summit 2014checkdisout
Almost one hundred years after the birth of the original Bauhaus manifesto, our means for artistic production and collaboration have fundamentally changed. Which developments in the creative sector should we consider for our re-edit of the Bauhaus idea? This lightning talk collects inspiration and provides a perspective for a Digital Bauhaus in the 21st century by showcasing contemporary practices at the intersection of art, technology, culture and business.
Slides from:
Seminar at Trinity College Dublin, Ireland
Department of History of Art and Architecture
BA | Two Subject Moderatorship History of Art (TSM) 2015/2016
HA1006: Introduction to the Practice of Art History I Presenting digitally
Keynote given in slightly varying versions at the following conferences:
1. "Bildung and Building"
Our Museum Summit 2017
Natural History Museum of Denmark
17 May 2017
http://www.sdu.dk/en/om_sdu/institutter_centre/voresmuseum/summit2017
2. "The Museum as Toolbox"
Open Data for Global Sustainability Goals
Universitá Bocconi, Milano
26 May 2017
https://www.unibocconi.eu/wps/wcm/connect/ev/Events/Bocconi+Events/Open+Data+for+Sustainable+Development+Goals
3. "Old Collections as Building Blocks for New Creativity"
We Are Museums
Art Academy of Latvia, Riga
12 June 2017
http://wearemuseums.com/wam17/
This document summarizes a presentation about how opening up museum collections digitally can inspire creativity and new learning. It discusses two case studies: Cool Constructions, a collaboration between citizens and SMK to beautify public spaces; and Wiki Labs, where people collaborate to enrich Wikipedia art entries using SMK images. The presentation argues that today learning happens everywhere, not just in institutions, and that open collections can support "maker culture" where people engage in hands-on creative learning. It describes an event called "Mix it up!" held at SMK to celebrate open collections, featuring a remix exhibition and workshops. Feedback showed the value of open collections in empowering new forms of learning and art, while also surfacing challenges in integrating
Towards an open, participatory cultural heritageKris Kitchen
Towards an open, participatory cultural heritage
Keynote for #teema14
http://www.nba.fi/fi/museoalan_kehittaminen/teemapaivat/puheenvuorot
Museoalan Teemapäivät/Museum Theme Days 2014
11-12 September, Helsinki
Slide 29 Kris Kitchen
Makerspaces, fablabs, hackerspaces, medialabs, and learning labs are collaborative work spaces where people can gather to create, invent, and learn. They provide access to tools, technology, and resources for developing skills and projects. These spaces are located in libraries and other community centers to give the public access to equipment like 3D printers, CNC machines, electronics, and software for digital media creation. They aim to promote learning, sharing, collaboration, and community through hands-on creative activities and projects.
This document provides a list of publications by Monika Auch from 2004 to 2013. It includes article summaries on various topics related to art, design, technology and more. The articles were published in Dutch and other languages. Many include interviews with artists and designers working at the intersection of different disciplines.
The document summarizes highlights from the 10th annual EuroIA conference in Brussels from September 25-27, 2014. It includes summaries of various workshops and presentations on topics related to information architecture, user experience, and interaction design. Attendees had opportunities to participate in workshops led by experts and learn about designing for liminal spaces, service design, expert evaluations, and more. The document shares insights and lessons from the various sessions through pictures and anecdotes from Brussels.
Sharing is Caring. Societal impact of open collections? Merete Sanderhoff
Presentation for the seminar Open Collections, arranged by the Nationalmuseum in Stockholm, on the occasion of the launh of their Public Domain policy, 7 October 2016
Joint 2-3 hour workshop series, Fall 2014 for our UNCG Libraries LSTA grant on makerspace education along with the UNCG Library and Information Studies Department outreach to students and alums. 10/25/14 Wilmington, 11/5/14 Raleigh, 11/6/14 Charlotte, 11/8/14 Asheville
Keynote for #teema14
http://www.nba.fi/fi/museoalan_kehittaminen/teemapaivat/puheenvuorot
Museoalan Teemapäivät/Museum Theme Days 2014
11-12 September, Helsinki
The document summarizes efforts to connect information literacy and maker literacy at Miami University Regionals' library makerspace. Key points include:
- The library worked with faculty to develop class assignments incorporating the makerspace, with some successes and one failure due to lack of faculty follow through.
- Additional outreach included an information literacy menu, one button studio, classes/projects, and community connections like STEM programs.
- Challenges included failed projects/outreach and lack of assessment, but growth is shown in a survey finding most libraries now have or plan makerspaces.
"I think everything is a remix, and I think this is a better way to conceive of creativity." Kirby Ferguson - Filmmaker and remixer
TED Talks - Embrace the remix
This document discusses a library's LSTA grant project to bring maker education to its community. It defines makerspaces as places where communities can work on meaningful projects using tools and expertise, learning skills like STEM. The library will offer workshops in 3D design/printing and circuits, as well as visits to other makerspaces, to teach these maker concepts and skills. It provides resources for makers and information on participating in workshops that introduce skills like 3D design basics.
This document discusses various forms of art including visual arts like painting, sculpture, ceramics, drawing, printmaking and photography. It also discusses time-based arts like film, video art and performance art. The document emphasizes that art allows for creativity, imagination and expression and comes in many forms beyond traditional visual media.
- The document is a talk given by Alexandra Deschamps-Sonsino to the Glasgow School of Art on sustainable electronics.
- It discusses how design can help reduce electronic waste by making products more durable, modular, repairable and able to use recycled materials. Key strategies include design for repair, reducing material use, increasing modularity and avoiding planned obsolescence.
- Examples of "weak signals" pioneering sustainability include repair cafes, tool libraries, university courses on repair and regulations supporting right to repair. The talk promotes an educational approach to design for repairability.
- Artists have long sought innovative ways to convey emotion and stories through their work. Art can have different meanings for different people depending on their perspective.
- Technology has greatly impacted art and culture over the 20th century, with the development of computers, software like Photoshop, and digital photography and enhancements.
- Media art combines art, science, and technology, creating new interactive and immersive experiences for viewers through digital and virtual means. It is transforming how images are represented and experienced.
Reflections on Tate Exchange (11th April 2017)Chris Follows
1) The Digital Maker Collective is a collaboration between University of the Arts London (UAL) and other organizations to explore digital making and technology through events at Tate Exchange from 2017.
2) The events involved over 150 staff and students from UAL and attracted 2,000 public visitors, growing the Collective's confidence through true collaboration.
3) Participants felt it was an intense but useful learning experience that could advance digital learning at UAL and open critical debate within the arts sector and with industry.
4) Next steps discussed include a Digital Makers workshop, unconference, and exploring how the Collective's work fits within UAL's curriculum to improve digital skills through new models
This document provides information about a STEAM exhibition being organized at Westminster Schools. It challenges teachers to create projects that investigate connections between STEAM subjects and demonstrate student knowledge through visual displays. The exhibition will take place in February/March in Broyles Gallery and other venues. Teachers have the fall semester and start of spring to plan projects, which can be individual or collaborative efforts. The document discusses intersections between art and science and provides examples of how art can illustrate scientific concepts. It also provides guidance on what constitutes integrating art into lessons and offers technology resources to support project development.
The document summarizes the Jewellery Design and Silversmithing program at Sint Lucas University of Art and Design in Antwerp, Belgium. The program emphasizes experimentation, topicality in the arts, and allows room for artistic research. Students learn both contemporary jewellery design and small object design, starting with ideas and research. They receive an academic training and link theory with practice through workshops and guest lectures. The program aims to help students develop as artists and designers through an individualized learning process focused on research, craft, and presentation skills.
Set art free and the rest will follow? Facilitation as key to successful user...Merete Sanderhoff
Talk given at 'Community Involvement in Theme Museums'
15th Conference of the Estonian Maritime Museum, Tallinn
2-3 September 2015
http://konverents.meremuuseum.ee/en/#/p/avaleht
it describes the bony anatomy including the femoral head , acetabulum, labrum . also discusses the capsule , ligaments . muscle that act on the hip joint and the range of motion are outlined. factors affecting hip joint stability and weight transmission through the joint are summarized.
This presentation was provided by Steph Pollock of The American Psychological Association’s Journals Program, and Damita Snow, of The American Society of Civil Engineers (ASCE), for the initial session of NISO's 2024 Training Series "DEIA in the Scholarly Landscape." Session One: 'Setting Expectations: a DEIA Primer,' was held June 6, 2024.
How to Make a Field Mandatory in Odoo 17Celine George
In Odoo, making a field required can be done through both Python code and XML views. When you set the required attribute to True in Python code, it makes the field required across all views where it's used. Conversely, when you set the required attribute in XML views, it makes the field required only in the context of that particular view.
This presentation includes basic of PCOS their pathology and treatment and also Ayurveda correlation of PCOS and Ayurvedic line of treatment mentioned in classics.
Reimagining Your Library Space: How to Increase the Vibes in Your Library No ...Diana Rendina
Librarians are leading the way in creating future-ready citizens – now we need to update our spaces to match. In this session, attendees will get inspiration for transforming their library spaces. You’ll learn how to survey students and patrons, create a focus group, and use design thinking to brainstorm ideas for your space. We’ll discuss budget friendly ways to change your space as well as how to find funding. No matter where you’re at, you’ll find ideas for reimagining your space in this session.
ISO/IEC 27001, ISO/IEC 42001, and GDPR: Best Practices for Implementation and...PECB
Denis is a dynamic and results-driven Chief Information Officer (CIO) with a distinguished career spanning information systems analysis and technical project management. With a proven track record of spearheading the design and delivery of cutting-edge Information Management solutions, he has consistently elevated business operations, streamlined reporting functions, and maximized process efficiency.
Certified as an ISO/IEC 27001: Information Security Management Systems (ISMS) Lead Implementer, Data Protection Officer, and Cyber Risks Analyst, Denis brings a heightened focus on data security, privacy, and cyber resilience to every endeavor.
His expertise extends across a diverse spectrum of reporting, database, and web development applications, underpinned by an exceptional grasp of data storage and virtualization technologies. His proficiency in application testing, database administration, and data cleansing ensures seamless execution of complex projects.
What sets Denis apart is his comprehensive understanding of Business and Systems Analysis technologies, honed through involvement in all phases of the Software Development Lifecycle (SDLC). From meticulous requirements gathering to precise analysis, innovative design, rigorous development, thorough testing, and successful implementation, he has consistently delivered exceptional results.
Throughout his career, he has taken on multifaceted roles, from leading technical project management teams to owning solutions that drive operational excellence. His conscientious and proactive approach is unwavering, whether he is working independently or collaboratively within a team. His ability to connect with colleagues on a personal level underscores his commitment to fostering a harmonious and productive workplace environment.
Date: May 29, 2024
Tags: Information Security, ISO/IEC 27001, ISO/IEC 42001, Artificial Intelligence, GDPR
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How to Setup Warehouse & Location in Odoo 17 InventoryCeline George
In this slide, we'll explore how to set up warehouses and locations in Odoo 17 Inventory. This will help us manage our stock effectively, track inventory levels, and streamline warehouse operations.
বাংলাদেশের অর্থনৈতিক সমীক্ষা ২০২৪ [Bangladesh Economic Review 2024 Bangla.pdf] কম্পিউটার , ট্যাব ও স্মার্ট ফোন ভার্সন সহ সম্পূর্ণ বাংলা ই-বুক বা pdf বই " সুচিপত্র ...বুকমার্ক মেনু 🔖 ও হাইপার লিংক মেনু 📝👆 যুক্ত ..
আমাদের সবার জন্য খুব খুব গুরুত্বপূর্ণ একটি বই ..বিসিএস, ব্যাংক, ইউনিভার্সিটি ভর্তি ও যে কোন প্রতিযোগিতা মূলক পরীক্ষার জন্য এর খুব ইম্পরট্যান্ট একটি বিষয় ...তাছাড়া বাংলাদেশের সাম্প্রতিক যে কোন ডাটা বা তথ্য এই বইতে পাবেন ...
তাই একজন নাগরিক হিসাবে এই তথ্য গুলো আপনার জানা প্রয়োজন ...।
বিসিএস ও ব্যাংক এর লিখিত পরীক্ষা ...+এছাড়া মাধ্যমিক ও উচ্চমাধ্যমিকের স্টুডেন্টদের জন্য অনেক কাজে আসবে ...
Strategies for Effective Upskilling is a presentation by Chinwendu Peace in a Your Skill Boost Masterclass organisation by the Excellence Foundation for South Sudan on 08th and 09th June 2024 from 1 PM to 3 PM on each day.
13. (…) For most of the twentieth century, the
primary role of design was to make things look
and work better, to support the functional and
emotional experiences of the consumers,
through well-designed artifacts and places. (…)
Meredith Davis, Teaching Design, 2017, New York, Allworth
Press
14.
15. Due to this, the role of technology
within art education in general has
been neglected for decades.
18. I think today it is time to rethink this
pedagogy in technologies and materials
and, in doing so, to rethink the role of
aesthetic production and making.
23. What materials, tools and
instruments within art education
can we provide, to investigate and
experiment with crucial phenomena
of this time and age?
25. • Making is problematic and complex
• Reconsidering the artistic toolset
• For whom and with?
26. Atelier Luma - https://atelier-luma.org/
EcoLogicStudio -
Photo.Synth.Etica
Algaefabrics by www.tjeerdveenhoven.com
MAKING: PROBLEMATIC AND
COMPLEX
27. Aniela Hoitink - https://neffa.nl/
BluecityLab - Making
Kombucha
MAKING: PROBLEMATIC AND
COMPLEX
28. Joost Vette / Mariet Sauerwein -
TUDelft
MAKING: PROBLEMATIC AND
COMPLEX
29. Acknowledge making is a problematic and complex
CRITICAL ENGINEERING -
https://criticalengineering.org/
MAKING: PROBLEMATIC AND
COMPLEX
30. Anja Groten “Control the Controller” -
www.criticalmaking.nl
MAKING: PROBLEMATIC AND
COMPLEX
31. RECONSIDERING THE ARTISTIC TOOLSET
RECONSIDERING THE ARTISTIC
TOOLSET
Grafiky Lab
Ink made out of
unburned carbon
soot
Atelier NL
How to make
paints or
ceramics
direct from
the land
WdKA students
working in
BluecityLab
Dishes made of
fine-dust by
Annemarie
Piscaer/Iris de
Kievith
32. 3d scanning
fruit waste
Publishing Station
The zine content is exclusively accumulated by
speaking into a microphone. With text to speech
technology the spoken word translates to text.
Simultaneously an algorithm is will run an
automized image search on google, grabbing some
of the words randomly and adding them to the zine.
by Hackers & Designers
plastic waste
sensors
endoscopie camera
coffee waste
felt machine
RECONSIDERING THE ARTISTIC
TOOLSET
36. Acknowledge making is a problematic and complex
https://affinelayer.com/pixsrv/
MAKING FOR - AND WITH OTHER NON-HUMAN
ENTITIES
37. Acknowledge making is a problematic and complex
PHONY - Boris Smeenk & Arthur Boer
MAKING FOR - AND WITH OTHER NON-HUMAN
ENTITIES
38. PHONY - Boris Smeenk & Arthur Boer
MAKING FOR - AND WITH OTHER NON-HUMAN
ENTITIES
39. PHONY - Boris Smeenk & Arthur Boer
MAKING FOR - AND WITH OTHER NON-HUMAN
ENTITIES
40. Acknowledge making is a problematic and complex
a.van.meer@hr.nl
workshop-ok.wdka.nl
Editor's Notes
My name is Aldje van Meer and I work at the Willem de Kooning Academy as innovation manager. Within this function I am among other things responsible for the educational development of the stations.
Stations are workshops with facilities where making, research and education takes place.
As an art educator being responsible for the stations I question myself daily whether we are offering the students the right education, tools, skills and technology - that enables students to deal with reality of today.And today I would like to share my questions and struggle in defining the role of the workshop within art education.
First I would like to talk about the workshop in relation to Bauhaus.
Bauhaus will celebrate its 100 year anniversary and I think has had a great influence on the role of the workshop of today.
Secondly I would like to look into the future and see how current times resonate with the desires and attitude that shaped Bauhaus and how it can inspire us to rethink the role of the workshop of tomorrow.
The Bauhaus responded to the effects of ‘the First Machine Age’ – were the machine took over handcraftship - artist and designers were seeking a new role within the junction of craft and industrial production.
Bauhaus was responding to a world which had a lot of insecurities. World war 1 had just finished, Germany was bankrupt there was great inflation.
In the context of all of this it was clear a new narrative was needed. In all this misery Bauhaus had a rather remarkable positive approach – they developed a utopian vision to make a better world for all, through better designed objects and environments – they wanted to change the world by design –
Today we are experiencing the emergence of ‘the Second Machine Age’, wherein technologies such as artificial intelligence, robotics and biotech are fundamentally changing the way we live. An age in which the boundaries between the physical, digital and biological blur.
Maybe in parallel to Bauhaus you could say we also live in a time of big societal change and transformations.
Along with the impact of technology there is ecological and political crisis and we have migration issues.
These are not just themes to be reflected upon but they redefine the fundamentals of how artists and designers work.
Here, at the Willem de Kooning Academy, as at many other art schools, we are putting a lot of effort in looking for ways to connect these urgent topics to the practice of art and design in the 21st century
In respons to these developments we applied fundamental changes in our curricula in order to make our education more relevant.
I won't go too much into detail, but to give you a general idea:
The main difference is that students start studying within a ‘traditional discipline but not graduate in a particular discipline
Our Students graduate in a practice: In the practice, students work in cross-disciplinary teams - from a specific context or from a specific topical issue -
Examples of these educational programs are: new earth, data design or new frontiers .
(see slide)
Another major change in the innovation of our education - was our re-invention of the workshop. We saw a great divide between new art and design practices and our craft oriented education within the workshop. We believed that “a changing society also calls for new ways of making. New technologies not only alter the way we make things, they also influence the way we think about production.
So we upgraded the workshops – Bauhaus 2.0 - and implemented the stations.
Good things happened!
- Starting a discussion and questioning the technology we teach; by making room for new technologies and by re-inventing old technologies
- Changing the workshop from a place for production and execution; to a place where research can take place
- We were able to create an environment which allows more and intensive collaboration between teachers and technical staff.
But despite successes, I feel we are held back by the past.
The division between the art professor - and the technical staff working in the workshop seems to be more hard-coded in the DNA of the Art School - than we realized beforehand.
Also the hierarchical (hear financial) divide between educational and technical staff hold us back when trying to fully integrate and innovate the education with the workshop.
To gain more insight into where we stand now and to be able to go further it is good to look at history.
I came across the work of Meredith Davis, she states:
For most of the twentieth century, the primary role of design was to make things look and work better, to support the functional and emotional experiences of the consumers, through well-designed artifacts and places.
As Meredith Davis describes, this 20st century – Bauhaus based notion on artefact-oriented view of design is very much applicable within todays workshop.
In practice this means that there is the professor/tutor – teaching in the classroom or studio –and in the workshops, technical staff instruct students in technologies and help them realize their ‘products’. Of course the subjects and classes of professors have changed over time.
Due to mass industrialization and the outsourcing of production, a greater removal from the manufacturing process arose. Postmodern ideas were introduced, which related to this mass industry and consumerism.
Art education developed a more ‘conceptual’, ‘critical’ and theoretical approach relating to design practices.
This led to the shared opinion that the designer/artist is responsible for the concept but not for the execution of the work and that the technology or media that was used was inferior to the overall concept/message. Technology or material knowledge was considered less important and did not have a central role in the creative process; moreover, it was sometimes even seen as limiting the imagination.
Due to this, the role of technology within art education in general has been neglected for decades. The ever-expanding digital networked technologies have not led to major changes, but to more fragmentation and specialization within the field of higher art-design education.
In my opinion you see this very much reflected in the lack of awareness regarding the development of the workshop and the pedagogy around learning technology, materials and skills. In most (Northern Europe) art schools you will find similar workshops mostly related to old media and crafts and equipped to make ‘artefacts’: the wood, metal, ceramics and plastic workshop; graphic and print studios; time-based media; photography and film.
At the turn of the century, slowly digital technologies were introduced; think of computers, editing studios and fabrication technologies like Laser cutters, 3D printers and the like.
In practice, however, the art and design professors, were increasingly distanced from ‘teaching’ in the workshops.
Art and design educators have limited knowledge in this ever-expanding field of complex technologies.
The technical staff and instructors in the workshop have, as in the Bauhaus time, little or no influence on a student’s artistic development. They also have a hard time keeping up with these new technologies and often lack the artistic background and qualities to formulate appropriate pedagogy that critically examines the use of media and material.
I think today it is time to rethink this pedagogy in technologies and materials and, in doing so, to rethink the role of aesthetic production and making.
And to come back to Bauhaus, There are things we can learn from the holistic and open attitude of Bauhauslers and their engagement with experiment.
I think we can learn from the object lessons and material expeditions of Joseph Albers and Lazlo Moholy Nagy. They taught their students to experiment with different materials through their senses.
Pushing students to question and research the materials of that day and age
In a world where we are getting out of touch with the the pyhsical and tangible and have lost control over the virtual its crucial for designers and artist to again engage with the the substantial, real world.
Not only through tools and media which have been ‘supposedly’ artistic like the pencil, the camera or wood but through tools and media which relate to our world and time.
So thinking about this holistic and experimental approach of the Bauhaus I wondered how we would enable students to deal with reality of today.
This led me to embark on a research project which actually questions what the workshop of tomorrow should be like: The title of this research project has the title: the workshop of Other Knowledge.
So my research question is:
What materials, tools and instruments within art education can we provide to investigate and experiment with crucial phenomena of this time and age?
Can we construct and make our own reality rather than becoming a consumer and a slave of reality.
This said: are we still able to construct our reality and what are the skills that we need to know and to be in control of?
In this workshop of Other Knowledge; which should lead to an online and physical learning environment - I would like to question new modes of making and seeing and to break away from the standard. Can we re-imagine and see the world with other tools and instruments. Making the invisible visible.
So to conclude I would like to share some (incomplete) points of departure;
Let’s face it; making is problematic and complex
Secondly the artistic toolset should be reconsidered
And at last reconsider who we make with - and whom for - also within the workshop
I will try to explain in the next slides
Making is problematic because how do we make in world where we run out of resources?
What tools and materials do we have to offer in the workshop. What role can the workshop play in helping students to make more ecological decisions.
What is important ‘matter’ to deal with in the future?
(example - lumalab) Are for example algae our future material?
Or are do we need to grow our material as bio-designers Aniela Hoitink and Emma van der Leest are showing us?
I think we should work more closely with engineers and scientist like Joost Vette and Mariet Sauerwein and the institutions were they come from - together we come up with solutions of using waste material like mussel shelves?
Making is problematic and also complex because we have more and more (digital) technologies at our disposal. Technology can be a tool, a medium, or both. It is important to keep on researching and exploring these technologies. You cannot leave it only up to students. They need guidance in this exploration. Like the critical engineers are saying: The greater the dependence on a technology the greater the need to study and expose its inner workings” https://criticalengineering.org/
While you are making you can question the tools and media you are using. Making has meaning and is not a neutral activity. Technology is not a means to an end. Critical making is for me totally linked to the workshop. We are happy to be able to collaborate with the critical make researchers Anja Groten and Shailoh Philips. I think their research is very important
As I mentioned before – I think we should reconsider our artistic toolset –
Can we leave our traditional toolset behind and think of other ways of looking and researching the world.
Great example are the dishes Annemarie Piscaer and Iris de Keith glaced with fine dust they collected in the city of Rotterdam
Another example - is the zine publication tool - made by Hackers and designers . Its content is exclusively accumulated by speaking into a microphone. With text to speech technology the spoken word translates to text. Simultaneously an algorithm will run an automized image search on google, grabbing some of the words randomly and adding them to the zine.
At its core, the Bauhaus project revolved around “the New Human being”. It was not about learning a profession but about the universal education/formation of the personality.
Making practice has been very much human centred - but can we continue thinking like this?
What can we learn from the discourse centered on the notion of the post-human.
Can we also make for other entities. Can we show solidarity to other entities?
1. Can we use technology – such as VR - to empathize with the other – and with other entities
2. How do we research and communicate - can we listen to the other - how do we talk to the earth, how do we relate to our natural world?
And can we use other entities to help us create? How do we work together with digital entities like ai’s. What happens when new technologies such as AI – enter the workshop?
To conclude and as a last example I would like to mention a great work by Arthur Boer and Boris Smeenk who graduated at the Willem de Kooning Academy last year. There work is called phony - this ordinary looking photo camera - is actually a camera with a build in computer.
When you take a picture an algorithm is identifying a human figure and creates a mask - a second algorithm is replacing the content - based on surrounding information. This is called in-painting.
For me this is a great example of how AI is changing the way we look at the world and that artist and designers can make us aware of these developments. Arthur and Boris made an amazing tool which visualize how AI works but also made a tool which uses AI to makes fascinating artworks.
Hopefully my talk inspired you to think differently about the workshop.
There is not much time left to discuss but I am very curious how research and education is connected within the workshop of your artschool or university.
So please share your thoughts with me!
You can do this via mail and follow ongoing research on my website -