"Art and design education has broadly settled on two categories of pedagogical frameworks, both evolutions from historical precedents. The first of these categories is driven by the spirit of the 'design collective', and comprises the art school studio or atelier model. This was established by the private Florentine art schools of the renaissance from around the 15th Century (King, 2003), always with a focus on making as well as learning from the group - from both peers and Masters. Later, this model of learning through practice carried over to the art schools of England: in his 1858 inaugural address for the Cambridge School of Art, John Ruskin (Ruskin, 1858) spoke about the relative futility of formal teaching per se and instead the pressing need for students to learn by repeated and applied making. For applied craft and design, this studio approach was the method under the influential Bauhaus School (1919-1933) in Germany (Droste, 2005). The second category derives from the teaching of industrial arts and is typically driven by the far greater student volume processing needs of the institution. This category comprises the 'hot desking' or increasingly the 'no-desking' model, with large taught classes in lecture format, and occasional group tutorials. Such a model is often the norm for universities' academic courses. The model spread to the creative courses that were more typically offered by polytechnics in the UK. The first polytechnic dates back to the early nineteenth century (Fox, 1832-1854), although most were established in the 1960's with a remit of applied education in industry and science for work. In many countries, the term 'technical college' is the same as a polytechnic - in both the UK and Australia, many of these colleges converted into universities in the last 30 years."
(Ashley Hall and Tom Barker, 2010)
Hall, A. and T. Barker (2010). "Design collectives in education: evaluating the atelier format and the use of teaching narrative for collective cultural and creative learning, and the subsequent impact on professional practice". In Alternative Practices in Design: Past Present and Future. H. Edquist and L. Vaughan. Melbourne, Victoria, RMIT University: Design Research Institute.
"This article discusses a particular project that attempted to make art-historical research evocative as well as analytical by employing rich, interactive multi-media. This reliance on evocative material extended techniques practiced by television drama-documentaries and considered their legitimacy and potential within academic art history."
[...what might "evocative research" mean?]
3). Esche-Ramshorn, Christiane and Stanislav Roudavski (2012). "Evocative Research in Art History and Beyond: Imagining Possible Pasts in the Ways to Heaven Project", Digital Creativity, 23, 1, pp. 1-21
"The dark horse of the keyboard, the ampersand exists to join things together, yet remains set apart. Whilst everyone can read and understand the ampersand, or the & symbol, how many of us know where it came from?
Alistair Sooke traces the history of the funny little character that has quietly given joy to so many, from a bored medieval scribe right the way through to a modern day digital font designer. Delighting type designers throughout the centuries as a chance within a font to create a small piece of art, it is a joyful moment in a functional resource. Speaking to Ampersfans Alastair enters into a world of letterpress, punchcutting and typography and discovers how the ampersand can be found at every step of the way, bringing a joyful flick of a tail to the dullest document.
If you thought the ampersand was a bright young thing in the world of type, you couldn't be more wrong; first credited to Marcus Tiro around 63 BC, combing the letters e and t from the Latin word 'et'. Fighting off competition from his nemesis, the 'Tironian Mark', Alastair then tracks the ampersand to 16th Century Paris where it was modelled in the hands of type designer to the King, Claude Garamond, then back across the sea to William Caslon's now famous interpretation, designed with a joyful array of flourishes and swirls. Alastair will discover how the ampersand became a calling card for many typographers, showcasing some of their best and most creative work.
A simple twist of the pen, the ampersand has managed to captivate its audience since print began, in Ampersfan Alistair tries to pin down this slippery character down once and for all."
(BBC Radio 4 Programmes, 2012)
Alistair Sooke (2012). "Ampers-Fan", Producer: : Jo Meek & Gillian Donovan, A Sparklab Production for BBC Radio 4, Last broadcast on Monday, 16:00 on BBC Radio 4.
"Architecture as a material practice is predominately based on an approach to design that is characterised by prioritising the elaboration of form over its subsequent materialisation. Since the Renaissance the increasing division between processes of design and making has led to the age-long development and increasing dependence on representational tools intended for explicit, scalar geometric descriptions that at the same time serve as instructions for the translation from drawing to building. Inevitably, and with few exceptions, even in today's digital practice architects embrace design methods that epitomize the hierarchical separation of form definition and materialisation.
The research of the Institute for Computational Design explores an alternative, morphogenetic approach to design that unfolds morphological complexity and performative capacity from material constituents without differentiating between formation and materialisation processes. This requires an understanding of form, material, structure and environment not as separate aspects, but rather as complex interrelations that are embedded in and explored through integral computational processes.
The notion of material system constitutes one central aspect of this research. Material system does not only refer to the material constituents of a building alone, but rather describes, in a system-theoretical sense, the complex reciprocity between materiality, form, structure and space, the related processes of production and assembly, and the multitude of performative effects that emanate from the interaction with environmental influences and forces. This conceptualization of material systems enables the utilization of computational design processes. The ability of computation to simultaneously do both, stochastically derive and systemically process complex datasets within a defined or evolving constraint space, can be utilized to explore a material system's performative capacity within its materially determined limits. Furthermore, continuously informing the form generation with different modes of computational analysis enables a direct link between the ontogeny, the history of structural changes of an individual, and its interaction with external forces and energy respectively, that is its ecological embedding. This enables to conceive of material systems as the synergetic outcome of calibrating and balancing multiple influencing variables and divergent design criteria, which always already include the interaction with the system-external environment. The resultant environmental modulations can now be understood as highly specific patterns in direct relation to the material interventions from which they originate.
The design of space, structure and climate can be synthesized in one integral design process."
(Achim Menges, Achimmenges.net)
"This short clip for Kanye West's new song 'Power' is more than just a music video, he says: It's a moving painting. He enlisted artist Marco Brambilla to put together an off-the-chain Age of Enlightenment throwdown full of swords and ladies in togas. Renaissance-era rappers better step their game up; it's time to learn what YouTube is!
Besides being artistically innovative, the video is a perfect glimpse of how Kanye sees the world all the time. When he walks into Rite Aid or wherever, you can be sure that in his head he's surrounded by columns and getting air-fived by the very hand of God."
(Emmy Blotnic, 06 August 2010)