2011

Rose Power

Sunday, 16 October 2011

Project Ideas... A fresh start

I misunderstood the brief when I came up with my 3 initial ideas, so I have scrapped those.


Apparently our project does not need to be ABOUT contemporary technologies, it simply has a be executed through a technological method. I can choose anything I am interested in as long as I use social media to my advantage, in a culturally considered way, to illustrate this idea. This makes things a lot harder!

I have decided to draw on the roots of my current illustration project to produce something harmonious to work on alongside it.
In that project am working around the idea of 'power' to develop a satirical comparison between decadent monarchs of the past and their current day equivalent: celebrity 'royalty'. This will consist of drawings done by hand using a wide range of historical and current resources, along with collages composed using the technology of Photoshop.

How can I adapt the ideas and images in this project? Which contemporary technologies will lend themselves to my aesthetic and how can I  use my chosen technologies to benefit/improve my work (and myself as an illustrator).



This is in the early stages, but it makes sense to create a website to display my work. Successful illustrators use blogs or websites to showcase their work to prospective clients, like an online gallery. Following their example, young illustrators use blogs in a similar way, hoping their work will be discovered or providing an overview of their skills once they have. It can be confusing to know which blog to have, there are so many different ones, Blogspot, Tumblr and Wordpress perhaps being the main 3 contenders.


My new idea is to upload the same work to all 3 and consider which one is the most effective, adopting this as my new blog and using it to apply for internships and jobs. I'm not being lazy and 'regurgitating' work from another module, instead I am using it for a completely different purpose. The images I choose to display are less important than HOW I display them (and why). I hope to use neutral visuals on each blog, not only to make them look as similar as possible, but to suggest that ANY work could be shown here; this is merely an example/experiment.

Saturday, 15 October 2011

Friday, 14 October 2011

Week 3- 'Postmodernism' at the V&A

We visited the Postmodernism: Style & Subversion show this week and were asked to
'Engage in the show and within context of the module ask yourself which work in the show underlines your idea of what is 'technological' (draw, take notes, sneak photos).'


I chose costumes and clips from Blade Runner



These epitomised the technological for me as the film presents a future in which the line between evolution and technology has been blurred to such an extreme that artificial people can disguise themselves among real humans. I agree with Walter Benjamin's observation that "technology is not the mastery of nature but of the relations between nature and man" and apparently so does the Sci-fi genre with its recurring robotic humans. Any dystopian plot requires forethought with regards to human beings and the way we interact with our environment. This is interesting in the context of David Nye's theory that making or using tools is similar to composing a narrative: you need to imagine a sequence of events with multiple outcomes.  




A key scene/costume from the exhibition which illustrates my ideas of the 'technological' are these in which Zhora, a human replicant, flees from her attacker (Blade Runner) in a clear plastic raincoat. She has been created by humans and now she is destroyed by one, crashing through glass windows and falling to the floor among inanimate mannequins, which is what she becomes in death.

Though Blade Runner questions the relationship between humans and technology, for me it defines technology in the simple terms of tools which are invented to solve problems:


Human replicants solve the problem of boredom and difficult labour: they are made to work and entertain.
The Voight-Kamff machine solves the problem of identifying the replicants and
'Spinners' (flying police vehicles) and weapons solve the problem of 'retiring' (killing) them.




I found the exhibition very useful in understanding Postmodernism as a movement in art, fashion and culture. I would now be able to recognise an object as 'postmodern' in a context outside this museum.

David Nye comments on the unstable use of the word technology in recent years; it became complicated in the 90s as it became synonymous with computers, telephones etc. It is easy to make the mistake of saying the 'New Wave' music video section of the exhibition was the most technological, but technology is older than this. Though I chose a film, I recognise that all of the objects in the show, from teapots to chairs can be considered in terms of 'technology'. Ideas such as 'how can I have something to sit on' or 'how can I brew and pour my tea' would have led to earlier cultures creating useful objects like those in the exhibition. Obviously the ones displayed are not the first of their kind to be invented, they are a postmodern version, expanding on the object's original function to add a decorative statement which brings freedom to design and shatters established ideas about style.

What is an Apparatus? - Giorgio Agamben

I read a translation of this essay by D. Kishik and S.Pedatella.


Agamben uses Foucault's concept of 'apparatus' to classify all beings into two groups: living beings and apparatuses in which living beings are incessantly captures.

These two denote an ontology of creatures on one hand, and an oikonomia of apparatuses (which seemt govern creatures) on the other. Between these two classes lies a 3rd: subjects. These result from the relation between living creatures and apparatuses.

Apparatuses are not an accident; they are rooted in humanisation. They are instruments of governance and subjectification. The apparatus therefore produces its own subject. It separates us from our environment. This separation is religion.

Agamben goes on to say we can resist subjectification and therefore apparatuses only through profanation

I think I need to research Foucault's theories to properly understand this essay but it was an interesting and challenging read.

humanisation - the act of making something more human
oikonomia - (oikos = Greek 'home' or hearth, signifies administration/management of the house) 
Fathers of the Church adopted the term into theological discourse to explain the Trinity to 'monarchies' (people who wanted only one god) in a way that would appeal to them.
ontology - a branch of metaphysics that deals with the nature of being/existence 
profanation - blasphemous behaviour, degradation of something worthy of respect, desecration

Thursday, 13 October 2011

Week 2 - Project Introduction/ Ideas

We spent most of today thinking of ideas for our project, discussing them together at the end of the day.

The notes I made were pretty jumbled but here is a summary of my group's thoughts:

  • Social media has powerful effects on society, the environment, the body, and perhaps most importantly, communication.
  • How and what we communicate is being radically reformed by pre-formatted social media tools like Facebook, Twitter, YouTube, and blogs like this one. This means everyone is equipped to create media for consumption. 
  • Visual communicators (such as illustrators) need to critically approach these environments and question social media as a responsible and critical communicator.
We need to think: WHAT will I post? WHY?
What content could we take from these spaces and reconfigure? How many times? What will the future implications be?
"Choice of media/process must be carefully and conceptually considered."




Here are some possibilities I had for my actual project, in light of these ideas:

I could look at the way people no longer use write letters, buy CDs or shop in supermarkets. How photo albums, recipe books, TVs, libraries etc are becoming obsolete.
What is happening to all these endangered technologies? I am imagining a preservation society website (or even graveyard) for them, which could be quite humorous. It would be ironic to create and broadcast this concept online, as the internet is what has destroyed them.

I could investigate if 'social' media is in fact quashing our social abilities and turning us into lonely, awkward beings with no real-world interaction skills.
My starting point and tagline would be 'I love you... Tube', which lends itself to my outcome perhaps being film or animation.

My 3rd idea is to imagine if people in past eras had been able to use the internet, and how it would have affected them. This too, could be quite humorous. This idea comes partly from 'Horrible Histories' which has sketches in which past monarchs using online dating and creating their own software.



I'll think about these ideas in more depth and choose one to research and develop.

Technology Matters - David E. Nye

David E. Nye is Professor of American History at the University of Southern Denmark and the winner of the 2005 Leonardo da Vinci Medal of the Society for the History of Technology.

I read the first chapter of Technology Matters and thought about Nye's ideas. He starts by saying that learning to use tools was a crucial development for homo sapiens; "technologies are not foreign to 'human naure' but inseparable from it". While animals are content with simply living, humanity has fashioned itself with tools for social evolution, not necessity.

Nye explains that technology is not just objects but also the skills needed to use them; daily life requires knowledge of a lot of tools and machines. Tools precede written language and are known through the body (in a sensory way) as much as they are understood through the mind (by visual description). Reading an object requires different skills to using it.

He claims that making/using a tool requires mental projection of a sequence similar to the composition of a narrative; both emerged many millennia ago and both are needed to construct a cultural world. To think of a tool is to imagine change and to explain a tool (and how to use it) requires narrative. Nye asks, what came first, and concludes they must have developed symbiotically. He comments on the adoption of tools from other cultures and the way that some objects belonging to other cultures would have no apparent use for us; we don't know the story behind them.

Nye discusses the technological feat of Stonehenge before leaving behind prehistory to discuss the etymology of the word technology. Aristotle used 'techne' in his Nicomachean Ethics and defined it as "a productive quality exercised in combination with true reason". He related the crafts to the sciences but generally the Greeks considered practical work/ invention far superior to philosophical thought. I have to wonder how far Nye is correct here, as obviously the Greeks were great inventors and skilled builders. The Romans certainly valued such things more highly; their poets praised the construction of roads and villas.

Nye's concise history of technology continues with some Medieval thinkers, applying Arabic thought which presented the crafts as a practical science, to their own iron-smelting and advances in farming. Roger Bacon imagined flying machines and submarines in his Communia Mathematica and came close to reversing the hierarchy of speculative thought over useful craft. Nye tells us that centuries later in the Renaissance, another Bacon (Francis) imagined a perfect society in which groups of scientists advised the king. This inspired the Royal Society (established 1662).

Technology can be harmful as well as constructive, as Nye demonstrates through the example of the atom bomb. We cannot 'unlearn' this harmful technology, only hope to lose or forget the practical skills to make them. He claims technology is misunderstood,  assumed to be applied science. It is rapidly becoming this, but it was not always the case. Thomas Edison is used as an example, as he built his electrical system without mathematical equations; other people worked these out afterwards! 

According to David Nye the term technology is a relatively new one. It first emerged in English in the 17th century and was used in the title of Jacob Bigelow's book Elements of Technology in 1829 but was hardly used until after the first World War. Nye comments on how thoroughly technology is shaped by gender, an idea he claims is ofter overlooked. Historically, women always worked in crafts and trades but were eventually displaced by men. When the word technology acquired its present meaning in the 19th Century it gained male connotations, therefore measuring the marginalization of women alongside the rise of industrialisation. Nye argues that although there were female inventors in the USA they were excluded from universities and could only work in labs, factories and hospitals as assistants. Engineering was defined culturally as purely masculine.

Nye closes this chapter by saying that 'technology' remains a slippery term, having only become a part of everyday English little more than 100 years ago. It was used in an 'unstable' way throughout the 2nd half of the 20th Century, having more than one meaning. He finishes by introducing 'technological determinism' using this clip from Stanley Kubrick's 2001: A Space Odyssey to illustrate that all technology could be determined by the initial use of tools by apes.

David E. Nye, Technology Matters (MIT Press, 2007). p1-31


Week 1 - Mish Mash


No Waste (2003)

Over a three year period, filmmaker and poet Nelson Rossell and designers Ernesto Oroza and Fabian Martinez, of the Laboratorio de Creación Maldeojo, travelled throughout Cuba in search of ingenious objects made from recycled parts. This Paper was printed on coarse recycled paper with a brown cardboard inner cover peeking through the die-cut stencilled book title.



Unfortunately I had to leave early and was unable to complete this introductory workshop, so will need to catch up as soon as possible.

Aristotle and 'techne'

If we look at the etymology of 'technology', its main component is 'techne', defined by Aristotle as 
'a rational faculty exercised in making something'

This module involves questioning the parameters of 'making something', the corresponding things which are made and the context in which they are generated. 
We must also question the relationship between visual communication and the technology around us: 

What are the implications of using specific tools/ processes/ applications?
What are the implications of populating specific (e.g. online) environments that organise us? 
How do these apparatus subject us?
What are we as a collective in a technologically advanced and telecomunicative world?

As visual communicators we use various processes to generate content. The module is to be viewed as an explorative space that encourages us to engage with available technologies, gaining critical competence in doing so.

What is this module about?

"This module expands territories of creative practice in contemporary technologies
It accommodates reflective development in emerging forms and environments for visual communication"

It aims to:
  • SUPPORT critical/creative development of practice (in visual communication) through technologies.
  • ENABLE us to develop a deeper/more informed reading of contemporary communication technologies.
  • FOSTER critical awareness of contexts + applications of visual communication in emerging technologies.
  • SUPPORT cultural/critical awareness of these (emerging technologies) within lens based media, moving image, sound, code and related processes.

I will need to achieve these learning outcomes:
  • Apply conceptual/creative/experimental strategies to develop visual communication using technologies.
  • Develop critical + contextualised practice within contemporary technologies.
  • Apply critical understanding to the development of visual communication in this context.
  • Consider + reflect critically on the application of the process I use.


Basically I need to develop my practice within projects that extend my reading of contemporary technologies. 
From an initial subject I will define + develop my own project, selecting a process (lens based media, moving image, sound, code...) accordingly. I will learn more about these technologies and the space they occupy in visual communication, as well as how to use new equipment.