Announcements

Publishing tools for education with the Serpentine Gallery

Course tutor Sophie Demay, with her studio In the shade of a tree, has just launched two projects with the Serpentine Gallery’s education team. Cracks in the Curriculum is…

Course tutor Sophie Demay, with her studio In the shade of a tree, has just launched two projects with the Serpentine Gallery’s education team.

Cracks in the Curriculum is a publishing platform which aims to bring artists and educators together to think about how to address pressing social issues in the classroom.

Special Rights reconsiders early years education and care of children with special education needs. The publication functions as a tool to encourage schools, educators and institutions to create spaces for diversity.

Both resources are free to order through the Serpentine’s team (joannas@serpentinegalleries.org) or to download from their website.

Announcements

The designer as podcaster

In the article ‘The designer as podcaster’ published by Eye Magazine 98, MAGMD graduates Katie Evans and Gabriela Matuszyk interview Jarrett Fuller (Scratching the Surface), and Liza Enebeis…

In the article ‘The designer as podcaster’ published by Eye Magazine 98, MAGMD graduates Katie Evans and Gabriela Matuszyk interview Jarrett Fuller (Scratching the Surface), and Liza Enebeis with Donald Beekman (Type Radio). In comparing the two different podcasting formats and interview styles, the article looks at how design podcasts are bringing critical discourse to people on the move.

Listen to recent conversation with course leader Paul Bailey and Jarrett Fuller discussing models to establish and explore a critical practice in/through design, education and research.

Events

MAGMD Hosts…

On Wednesday 5 June, we hosted a symposium that was convened by the editors of design journal Bricks from the Kiln with MAGMD tutor Bryony Quinn. The symposium…

On Wednesday 5 June, we hosted a symposium that was convened by the editors of design journal Bricks from the Kiln with MAGMD tutor Bryony Quinn. The symposium was the first in what we hope will be a series of events working with guests who present ideas and works that may inform the practices and concerns of the MAGMD course. If you would like to propose an idea for an event, please get in touch.

The BFTK event covered a set of related ideas to do with translation, transmission and transposition within written and design practices, and featured a series of presentations that attended to the practical and the conceptual interpretations of those themes. The response from every speaker was necessarily diverse, from Sophie Collins, poet and translator, who delivered the opening paper building upon the her book Currently & Emotion (a touchstone text for the editors) that deals with the subjectivity of translation, to Florian Roithmayr who delivered a series of translated letters between the scientists and scholars who created a replica of the ceiling of the Altamira caves. Later, James Langdon performed his interpretation of transposition through a series of graphic interventions and causal gestures imbedded within spreads from a set of mountaineering monographs. Other presentations were delivered by Rebecca Collins, J.R. Carpenter, Karen Di Franco and James Bulley.

Events

Can graphic design translate to performance?

MAGMD graduate and guest tutor, Carlos Romo-Melgar, has collaborated with LCC graduate, John Philip Sage, to design the identity of 2019 Degree Shows at LCC. Read recent interview by Lucy Bourton

MAGMD graduate and guest tutor, Carlos Romo-Melgar, has collaborated with LCC graduate, John Philip Sage, to design the identity of 2019 Degree Shows at LCC. Read recent interview by Lucy Bourton

Events

In Search of… (Digital, Virtual And Speculative) Realities

In Search of… (Digital, Virtual And Speculative) Realities Design in Perspective — 14 March 2019 — Curation and words by Martin Stesko and Ferdinand Lu REALITY noun UK…

In Search of… (Digital, Virtual And Speculative) Realities
Design in Perspective

14 March 2019

Curation and words by Martin Stesko and Ferdinand Lu

REALITY
noun UK | riˈæl.ə.ti/ US | riˈæl.ə.t̬i/ 1. The state of things as they actually exist, as opposed to an idealistic or notional idea of them. 2. A thing that exists in fact, having previously only existed in one’s mind. [en.oxforddictionaries.com/definition/reality, Retrieved in May 2019]

As a concept, reality is often perceived as being more “desirable” an outcome than dreams or ideals. Yet, by definition, dreams and ideals grow into expressions reality. One could argue they cannot exist without one another. The relationship between reality and ideals was at the core of our “In Search of …” session, which aimed to investigate how reality as a concept had evolved in a contemporary society laced with virtual reality headsets and digital landscapes.

[Fig] Gonzalo describing the goals of the “Invisible Landscapes” exhibition series.


IN SEARCH OF…
TECHNOLOGICALLY-ENHANCED REALITIES

Our session began at the Royal Academy (RA) where Gonzalo Herrero Delicado introduced us to his work as the curator of Invisible Landscapes – a three-part series of exhibition organised by the RA’s architecture studio. The first two parts focused on Home and Environments with the final part, Imagination, concerning the influence virtual and physical spaces could have on one another. Different facets of reality were challenged by the four projects on display: how augmented reality software could be used to fabricate (rather than visualise) reality (Gilles Retsin Architecture), how ephemeral physical moments could be preserved as eternal digital maps (ScanLAB Projects), what dangers hyperproductivity in a digital-intensive work environment may pose humans in the future (Keiichi Matsuda) and, finally, what virtual spaces might look like should physical objects become embedded within them (Soft Bodies).

During the discussion with Gonzalo, he summarized intentions behind exhibition series as to speculate about the future defined by technology, where material and virtual/digital space merge together and the impact it could have on possible perception of the world in future. It appeared to him that there is a abundant potential of currently available technology to both critically and creatively interact with diminishing boundaries between virtual and physical spaces. Additionally, Gonzalo spoke about challenges posed by curatorial practice to get audience actively interact with exhibition artifacts.

[Fig] Still from Keiichi Matsuda’s merger (2018).

IN SEARCH OF…
DOMESTIC REALITIES

After the Royal Academy, we visited Home Futures at the Design Museum where we met curator Eszter Steierhoffer to discuss the intentions behind the planning of the exhibition. Eszter explained it was impossible to imagine the future without looking at the present – and to focus on the present without looking back into the past. The past discussed within the parameters of Home Futures is one where significant technological revolutions were taking place on a regular basis, resulting in a “20th Century of [individuals] having capability and having no idea what to do with it”. The result is a collection of highly imaginative and speculative artefacts questioning how far our society might evolve should those technological revolutions continue exponentially – yet the present day pales when compared to some future models of yesteryears, with technological integration occurring in less obvious (yet more intrusive) ways than expected : where past futures focused on imagining contemporary societies in highly futuristic landscapes, the present reality demonstrates a less advanced landscaped for a highly transformed society. The exhibition was cleverly categorised into six different ways of living : living with others, living smart, living on the move, living with less, living autonomously, or the idea of the domestic Arcadia. These categories allowed for the distillation of the definition of home into the key aspects individuals might associate with the most significant infrastructure of social reality.

Comparing today’s realities with visions presented in the exhibition, one might ask if we currently live in yesterday’s tomorrow and why it wasn’t realized. What these futuristic imaginings of twentieth century deconstructed and ignored was inherent human nature of home – a site of ritual and belonging, a sensory depository of memories, as Ezster mentioned during discussion. Reflecting on the core theme of our ‘In Search of…’ session, current merging of established concept of physical reality and digital/virtual reality needs to consider inherent human relationship with physical reality in order not to become yet another unrealised techno-utopian imagining of future.

[Fig] Satirical prototypes for headsets with functions similar to modern mobile devices, yet different from current phone designs. (Haus-Rucker-Co, Environment Transformers)


IN SEARCH OF…
OTHER REALITIES

To conclude our session, we studied a selection of objects that would open questions around the theme of reality left unexplored by both exhibitions visited.

— The first object we presented was FF Gaiden: Legacy by Larry Achiampong and David Blandy (2017), which challenged how 3-Dimensional video game maps could be subverted and repurposed to express critical narratives of global political importance.
— The second object we presented was Field Studio‘s portfolio of work, as we were intrigued by how reality-challenging designs and concepts could be harnessed to create concrete, commercial projects which offer real-world design solutions, as opposed to speculative projects.
— The final object we presented was the Janus VR Browser for its experimental way of mapping the world wide web : the browser has the ambition of visualising the web as a physical, 3-Dimensional space that users can walk through and explore as if they were physically experiencing it.

All objects studied aimed to further push the scope and boundaries of what we might expect reality to look like, both from a human perspective and from a designer’s perspective. We hoped that in doing so, the session’s participants would be motivated in challenging their own realities in new and innovative ways.

[Fig] Reviewing the session’s chosen objects


IN SEARCH OF…

SYNTHESIZED REALITIES

Our session’s focus on architecture and its relationship to reality and physical space was born from a desire to strengthen our understanding of what our future might look like. Both exhibitions offered contrasting glimpses of reality : while Invisible Landscapes presented a technologically-oriented vision of the future, using tools and materials currently in existence to rethink the ways in which we interact with environments, Home Futures offered different perspectives on domestic reality through prisms of idealism, practicality, fatalism or speculation. Invisible Landscapes was very much ingrained within the practical plausibility of reality that felt more focused on the idea of the near-future, where Home Futures (though exhibiting some practical projects) also explored the more optimistic or historical views of the home in a less immediate future. Both equally valid perspectives raise new questions, especially with regards to how the tools and methods presented in Invisible Landscapes might be used when applied to ideas of a more distant future (as exhibited in many of the pieces displayed in Home Futures).

Events

In search of… Interactive Storytelling

In search of… Interactive Storytelling Design in Perspective — 1 March 2019 — Curation and words by Laura Dirzyte and Bruna Osthoff Images by Francisca Roseiro, Bruna Osthoff…

In search of… Interactive Storytelling
Design in Perspective

1 March 2019

Curation and words by Laura Dirzyte and Bruna Osthoff
Images by Francisca Roseiro, Bruna Osthoff and Laura Dirzyte


OUTLINE

New possibilities provoked by digital platforms are empowering contemporary design practitioners to move towards creating inclusive narrative experiences. It is an exciting yet unfamiliar territory, thus, in preparation for In Search of… Interactive Storytelling we equipped ourselves with a key question – what methods can be used to encourage audiences to become collaborators rather than just spectators of a story? On 1st of March we embarked on a journey investigating how the use of emerging digital technologies and the element of audience participation can influence the experience of a narrative.


VISUAL EDITIONS
ANNA GERBER & BRITT IVERSEN

[fig] Britt Iversen and Anna Gerber, founders of Visual Editions in conversation with the group

[fig] The physical book format of We Kiss the Screens

We first met Anna Gerber and Britt Iversen, a lively duo from Visual Editions, who challenge the status quo of traditional publishing with Editions at Play. They look at a smartphone as a place and are curious how technology can help to write audiences into the story. Their newest project We Kiss the Screens is an example how a written narrative and interactive screen navigation can be woven together to deliver a multi-layered experience for the audience. The reader is given an opportunity to move between eight perspectives of the same story and design their own reading experience. These mobile books use simple HTML technology as Anna and Britt vouch for rethinking existing technologies through creative means. For them an important aspect of working with digital platform was the fact stories could be accessed by diverse audiences for free. Throughout the conversation the pair also emphasised the importance of collaboration in their practice. They develop each narrative together with writers, designers, illustrators as well as technical staff at Google Creative Labs in Sydney, all of whom have a voice in directing the reading experience. Before we parted our ways Anna and Britt encouraged us to go on board with ideas born out of a prompt “Wouldn’t it be great if…?” and see what adventure they might lead us.


EXPERIENCING INTERACTIVE STORYTELLING

The mission into the field of interactive storytelling continued with a group investigation of four design artefacts. They were carefully selected to instigate a debate on what possible forms ‘interaction’ could take.

We began with Fabulous Wonder.land, a virtual reality music video inspired by the National Theater’s musical wonder.land. Even though it requires a pair of cardboard VR glasses and a mobile app, the experience evokes new relationship between the audience and the performance as well as challenges people’s perception of what art and theatre could be. Despite limited elements of user interaction, VR experience efficiently combined sound and visual to create a sense of immersion. As a result video awakes the desire to interact with presented content.

[fig] The group exploring an interactive graphic novel The Boat

The Boat, an interactive graphic novel, was another example which tried to use sound to communicate the atmosphere of story. The Vietnamese refugee experience was based on the short story by Nam Le and produced by SBS where Matt Huynh’s drawings came to life vividly in a website format. Scrolling through the narrative, the user has a couple options to divert from the main plot, however, these side stories do not affect overall narrative. For this reason group concluded that The Boat is drifting towards an immersive experience rather than interactive one.

[fig] The interactive book Seed is designed to work using the technology available on a smartphone

Seed was a case study of how a website format can be creatively challenged. Written by Joanna Walsh and developed by Visual Editions studio together with Google Creative Labs Sydney, this book uses screen as a sprawling digitally-native canvas to steer individual through their own unique reading of the book. It is likely the book was designed as collection of individual chapters, thus, it allows to grasp content well either way you chose to read it. Group speculated how this book’s concept of non-linear reading could have informed We Kiss The Screens design, Visual Editions’ newest book introduced earlier in the day by Anna and Britt.

[fig] The book Masquerade by Kit Williams was an example of interactive narrative in traditional print medium

The book Masquerade by artist Kit Williams challenged the notion of interaction. It suggests that interactive experience does not have to be understood as the act of reading a narrative. The interactive narrative is built with the actions readers take as they go looking for the hidden golden hare.


MARSHMALLOW LASER FEAST
WE LIVE IN AN OCEAN OF AIR

[fig] People participating in We Live in an Ocean of Air experience

On the 15th of March the group met again at Saatchi gallery to visit the We live in an Ocean of Air virtual reality experience. This exhibition is a multi-sensory immersive installation created by Marshmallow Laser Feast. Advanced VR set with monitors tracking heart-rate, breathing and body movements enable the audience to experience the invisible symbiotic relationship between trees and humans. As people arrive in the exhibition hall, they immediately lower their voices and slow their steps as the huge screens at the back of the dark room capture attention. Audience begins to slowly match their breath to the rhythm of hypnotizing Sequoia tree visuals. Climbing the stairs out of the calming experience of Ocean of Air and into the bright and noisy Saatchi hall is like coming back into reality from a dream. The group discussed how Ocean of Air is mostly immersive but the way people get to modify some graphics with their bodies make it also interactive. Based on our previous experience with wonder.land VR experience, the immersive aspect of Marshmallow Laser Feast piece could be important in encouraging the interaction, creating a connection between these two processes.


INSIGHTS

In our journey through interactive narratives we kept finding references to immersive stories. Sense of immersion is important in bringing audience into a narrative and evoking desire to participate while interactivity is about actually giving audience a choice to affect the story. Furthermore, it was exciting to discover how practitioners today are not only exploring new technologies, like virtual reality, but are also pushing the boundaries of old ones, like smartphone screens and HTML sites. The technological advancements are opening new spaces for creative exploration that enables audience participation. The group observed that there are a lot of new possibilities in this new area and it is open for contribution as well as collaboration. One of the recurring comments was how other senses could be brought into the interactive experience, like touch and smell while use of sound could be pushed even further.

Events

In search of… Revival

In search of… Revival Design in Perspective — 28 February 2019 — Curation and words by Jaime Del Corro Gomez and Naomi Strinati THE WORK OF OK-RM STUDIO…

In search of… Revival
Design in Perspective

28 February 2019

Curation and words by Jaime Del Corro Gomez and Naomi Strinati

THE WORK OF OK-RM STUDIO

   Fig: Rory McGrath, co-founder of OK-RM receives us in his studio in Dalston.

By embarking In search of…Revival for a day, we aim to open conversations on the historically-rooted design principles of several current and past practitioners that draw heavily on the modern era, discovering how and why they design/designed and finally open questions on how we should act towards the discussed parts of this heritage. Thus, the first stop of our journey takes place at OK-RM studio, by asking them to have a conversation with us, we aim to discover a criticality behind the persistent revival of many principles of modernism throughout their practice.

We start by asking them, as a prime example of this inquiry, about their very personal design of the magazine Real Review (RR), published by REAL foundation. The main premise itself behind RR is that ‘to know how to move forward you have to review the past’. Their approach, by reviewing modernism, is essentially aiming towards a totally functional and economic magazine, produced with cheap, thin paper and a layout system that concentrates as much content as it can in the minimum amount of space. This design acts as a response to the robust, glossy, overpriced weekly magazines (i.e. Time, Vogue) that are being mass produced and sold in the market today.

Economy, Rory McGrath claims, is a cornerstone of their practice. Their insistence in choosing classic typefaces over more recent inventions is part of their response, in their words, ‘to a market often oversaturated with unnecessary tools that create a visual culture lacking historical depth’. This statement is left for us to agree or disagree with in our future work paths, but above all to question: why and for what should we create more tools? Will these new tools contribute with more form, or more content? How can an economy of means be a conceptual drive towards a more enriching visual culture?

Fig: Rory McGrath flicks through a copy of Ex Nihilo, an experimental collaboration on alternative narratives, sustainability and how things are made from nothing.


FORENSIC DESIGN CLUB

Fig: Left to right. Cannon magazine, Past Forward and An Ambiguous Case.

Our second stop was to bring and analyze several objects that could expand the concept of the session. For this we created a Forensic Design Club where we gathered together around a collection of selected  books designed/authored/published by contemporary designers. A very interesting example was the revival of the original sketches of Futura from 1924 for the exhibition catalogue of ‘Past Forward’, curated by Vincent Honoré and designed by Åbäke, a typeface as historically irreverent at the time as the pieces curated for the exhibition.

Other books we examined were:
Cannon Magazine I (2009), designed by Phil Baber. A magazine that uses ‘The Shape of Time’ by George Kubler – a book highly influential to conceptual artists since the 60s. i.e. ‘Painting for Kubler’ by J. Baldessari – as a structure for a a collation of writing and design created through a period of six months.
Fit To Be A Styled Typographer (1978), by James Moran. A compilation of the most relevant British typefaces that came out of the British Society of Typographers since its origins until 1978.
An Ambiguous Case — Casco Issues XI (2009), designed by Laurenz Brunner and Julia Born. An experimental publication joining texts by theorists and artists discussing openness and what ‘being open’ actually means.


STEPHEN WILLATS ARCHIVE


Following our search for revival we travelled to the Chelsea College of Arts, to explore the rare collection of Stephen Willats archived works. Willats describes his practice as consciously examining the function and meaning of art in society. His magazine Control contributed to his practice but also to the art world in London and beyond. Informed by marketing theories, Control was part of the artist’s activities in the early to mid-sixties as a conceptual designer. The radical magazine was the reason for our visit. High above the library we climbed and entered into the Special Collections room, our specialist librarian Gustavo pulled out an amazing amount of material including the early issues of Control magazine. From the start design was a concern for Willats, for the first issue he teamed up with graphic designer Dean Bradley, the distinctive logo  they developed was used for the first five issues. This created an unmistakable ‘systems aesthetic’ look. These magazines revealed a functional design revived from the modernist era. The type used, Monotype univers Extra Bold supports his desire to create an unified design. The many intricate diagrams showed his passion for cybernetics. We found these magazines weren’t just about his work but also of other contemporary and experimental practitioners, including artists, architects, fashion designers and graphic designers, including with the radical architect collective Archigram. A common topic we found in the magazines confronted how artists collaborate with larger structures and organisations, we felt through his publications he gave a voice to London based practitioners who at the time could be seen as on the periphery of the art world and society. Willats’ overall plan throughout was to recreate the function of the individual in society. Transforming the reader from a passive consumer of messages into an acutely aware and responsive part of larger complex systems upon they could then apply control. Control remains relevant due to its endurance, it has remained free from advertising and even certain issues could be considered an artwork itself.

INSIGHTS

Revival was proposed for this day openly as a method to explore how research into past practices can provide methodologies to be carried on in today’s context. OK-RM’s practice is characteristic of this method, and as an example they talked to us about a figure who they consider a predecessor to their practice: Pontus Hultén, curator and bookmaker during the 1960s that designed books that, Rory said, “didn’t feel designed”. This very simple statement still informs their practice today, which they embrace as a legacy. Next, as a response to this, we put ourselves in the position of the researcher to investigate Willats’ CONTROL magazines that still raise questions today on the representative responsibility of current magazines. His practice urges us to embrace the role of designers as spokesmen. By standing in the shoulders of giants of our past, we can learn about big issues of today and inform our practice in a relevant way. This day was an invitation for all to take this same exercise to their respective practices.

Events

Bricks from the Kiln #4: On Translation, Transmission and Transposition

Wednesday 5 June 2019, 1.30-6.30pm London College of Communication (Lecture Theatre B Featuring: Sophie Collins, J.R. Carpenter, Karen Di Franco, James Langdon, James Bulley & Rebecca Collins (plus…

Wednesday 5 June 2019, 1.30-6.30pm
London College of Communication (Lecture Theatre B

Featuring: Sophie Collins, J.R. Carpenter, Karen Di Franco, James Langdon, James Bulley & Rebecca Collins (plus more to be announced)

Free and open to the public, RSVP here

*Bricks from the Kiln #4: On Translation, Transmission and Transposition* is a free one-day event/symposium convened by Bricks from the Kiln and hosted by MA Graphic Media Design at London College of Communication. Taking place at LCC on 5 June 2019, from 1.30-6.30pm, the event will feature talks, readings, performances, papers and scores that explore ideas and actions related to the three key themes as they are transposed by humans and/or machines, between text and non-text, within written and visual practices.

The acts of translation, transmission and transposition embody a set of communication problems that present significant debate for artists, designers and writers alike: how is meaning read and/or moved, displaced and/or reproduced via processes such as transmission and transcription. What transformations of meaning take place during these actions? What strategies and ways of knowing remain hidden, pending or unknown? Today, translation is easily converted into metaphor, a state in which it no longer describes a transformative linguistic process between source text and translation, but a general sense of movement or displacement (Sophie Collins, Currently & Emotion: Translations, 2016). The potential of translation in this broader critical and cultural sense connects a number of contemporary concerns around transposing and transmitting written and visual messages across space and time, languages and cultural differences.

These theoretical debates will inform a series of presentations and investigations by writers, poets, translators, archivists, artists and designers and will address a trans-cultural concern of what it means to communicate from/between text and non-text. Confirmed speakers include Sophie Collins (poet, writer and translator), J.R. Carpenter (artist and writer), Karen Di Franco (curator and researcher), James Langdon (designer and writer), James Bulley (artist, composer and curator) and Rebecca Collins (writer and artist), with further contributors and schedule to be announced.

Issue 4 of Bricks from the Kiln is edited by Matthew Stuart and Andrew Walsh-Lister with guest editors Natalie Ferris and Bryony Quinn and published as event and publication. Existing first as a series of presentations taking place across 2019, it will later be transcribed and supplemented as a printed issue, due for release at the end of the year.

www.b-f-t-k.info

Events

Margaret van Eyck — Renaming an Institution, a Case Study

Time: 17.00 Date: Tuesday, 23 April Location: MAGMD Studio D209, LCC RSVP: The lecture is accessible to staff and students at LCC, UAL, but please email (p.bailey@lcc.arts.ac.uk) to…

Time: 17.00
Date: Tuesday, 23 April
Location: MAGMD Studio D209, LCC
RSVP: The lecture is accessible to staff and students at LCC, UAL, but please email (p.bailey@lcc.arts.ac.uk) to confirm attendance.

What does it mean to rename an institution? Some thoughts on the potential of words, on thinking and working together, and on making books.

Hagen Verleger will share insights into ‘Margaret van Eyck,’ a collaborative research/art project at the intersection of institutional critique, feminist intervention, and the politics of (re-)naming, which he initiated during his time as artist-in-residence at Van Eyck, a Dutch post-academic institute for fine art, design, and reflection.

Upon arriving at the program, Hagen changed the academy’s name and the name of its workshops and facilities (‘labs’) by adding a female alternative to each of the all-male namesakes. This spatial design intervention led to an ongoing discussion at the institution and beyond, culminating in the official opening of Margaret van Eyck Academie with a series of presentations, performances, and readings.

Last year, Hagen edited and designed a two-volume publication (published by Peradam Press, NYC) documenting “Margaret van Eyck” and featuring a diverse group of artists, writers, and scholars that reflect on the topics within the project.

Hagen Verleger is an independent graphic designer, editor, researcher, and lecturer based in Berlin. His practice often revolves around editing and publishing, and is informed by a strong interest in the interrelation of fiction and reality. He is currently working towards a doctorate in the field of philosophy, media studies, and design history.

Announcements

Clive Baillie Scholarship

We are very pleased to announce the Clive Baillie Scholarship; worth £5,000 and available to one Home participant enrolled on the MA Graphic Media Design course at London College of…

We are very pleased to announce the Clive Baillie Scholarship; worth £5,000 and available to one Home participant enrolled on the MA Graphic Media Design course at London College of Communication, University of the Arts London.

We are now welcoming applications. Full details of the application and selection process available here.