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Interferences
What would happen if we ask a pianist to improvise by constraining them to use only four keys of the piano? Would that necessarily hinder the expressivity, communication and, ultimately, the aesthetic value of the resulting musical piece? Like in everyday games, the adding of constraints sets the ground rules with which the players can make use of their skills to cope with, cooperate, compete, or interfere with other agents (either human or not). The result of constraints can be destructive or constructive.
In this game-like co-composed piece, Rosa and Teo try to explore new ludic interactions between the human (Rosa) and machine (the Disklavier) performers. In Interferences the Disklavier continuously challenges the performer, sometimes as a playful “tickle”, sometimes as an intentional sabotaging of what the pianist is trying to build. For example, at some point the Disklavier forbids the performer to repeat patterns in their improvisation by keeping the keys pressed, so the performer can’t use those keys for a while. At some other point of the piece, the performer is asked to play a scored arpeggio, but every single key of that arpeggio is pressed, so no sound is coming out of them. Gradually, though, the Disklavier unlocks some keys to concede interspersed and unexpected sounds to the player
Writing Retreats in Social Work: A Disruptive Approach to Facilitating Practice Learning
This case study describes a co-designed writing retreat designed to support students with the synthesis of theory and practice through writing.
It models decentring power by switching from transmission to a dialogic pedagogy.
It offers a six-step model to develop metacognition, critical thinking and analysis as part of assessment practices.
Promoted in the chapter are free writing and peer review to co-create meaning.
We recommend writing retreats to develop writing and written discourse
The Adoption of Digital fashion as an End-product: A Systematic Literature Review of Research Foci and Future Research Agenda
With the advancement of 3D design software, “digital fashion” has evolved from a retail and design tool for physical fashion to a virtual-only end-product sold to consumers in wholly digital form. As many brands are now developing digital fashion end products as a new revenue stream, given its potential to reduce some levels of overconsumption of physical clothing, it warrants academic attention. However, the literature has predominantly defined digital fashion as a tool rather than an end-product, resulting in an incomplete definition of digital fashion. This hinders scholars’ ability to fully comprehend and explore this emerging product category. This article aims to synthesize the current marketing/management literature on digital fashion and investigate the theories, context, characteristics, and methodology of digital fashion as an end-product. This study contributes to the literature by providing a comprehensive industry-accepted definition of digital fashion within a conceptual framework, categorizing six different types of digital fashion end-products, and establishing a future research agenda that will lead to new research streams
Rathna Ramanathan: teaches Typography and Graphic Communication Design
How design students learn sustainably
How do I teach design? Why is listening so important? What can we learn from other disciplines and cultures and from each other?
Answers to these and other questions are offered by Sven Ingmar Thies and his 24 interviewees, who are all united by a single wish: that their students should experiment, experience, and grow as designers. This book allows teachers of graphic design, design theory, game development, industrial design, and behavioral research from China, Germany, Great Britain, Japan, Austria, and the USA to each have their say.
The in-depth conversations are complemented by a comprehensive reflection and sample assignments. This is a book for teachers and students alike that offers insights into the experiences of others, as well as inspiration for teaching, learning, and professional practice.
New teaching methods & practical suggestions
A comparison of the experiences of 24 design teachers from six countries
Fritz Frenkler, Gesche Joost, Rathna Ramanathan, Stefan Sagmeister, Kashiwa Sato, Erik Spiekermann, and others in conversatio
Henry Morris and the First Village Colleges
In 1924, Henry Morris, Chief Education Officer for Cambridgeshire, outlined his vision for the village college, a new institution that was to merge the educational and ordinary life of the countryside. Planned as a senior school, adult education and community centre, the institution was also to play a significant role in rural reconstruction. Completed in 1939, Impington was the fourth village college to be opened in Cambridgeshire, and the most famous, designed by Walter Gropius. But that college was only one part of the story and this chapter contends that Gropius’s project was the culmination of a much longer trajectory of Morris’s ideas about community education and architecture, forged through his life and work. In arguing this position, I highlight how spatial arrangements in the architecture of progressive education were formed, represented and constituted through Morris’s own educational experience and philosophy, the documents he wrote and the materiality and images of the buildings themselves
Climate Studio: local climate action by design
Climate Studio (2022) was a London wide initative to engage in collaborative place-based climate. We employed innovative design approaches to envision net zero futures with 100 local residents, supporting local governments to actively involve a wide range of stakeholders into local policy
Method Illustration
This article outlines a form of practice formed on BA Illustration at Camberwell College of Arts, called method illustration. It alludes to an embodiment of experience and understanding before or during the production of illustration in relation to a topic or theme, challenging the expectation of illustration always ending on an image. It plays on the term method acting, which is built on techniques from the Stanislavski System and contemporized. The article includes examples of students work and how this practice can be applied
Promotional Convergence and Political Economic Critique: Assessing Integrations Across Media and Advertising Industries
This chapter addresses how media, promotion and advertising are interconnected across contemporary communications industries and practices. It outlines key features of media-marketing political economy and presents a framework to examine and evaluate interconnections across different domains of promotional convergence: corporate ownership/relationships; institutional arrangements; markets; operations and practices; values/norms/identities; communication forms and formats; relations with users; governance. The chapter discusses and illustrates media companies’ promotion and cross-promotion, brands’ owned media, branded content and influencer marketing to show how the core triad of marketers, marketing agencies and media remains discernible but has continued to converge, extend and hybridise. Yet, while it is necessary to grasp the dynamics of this wider space of converged promotional practices, the chapter argues it is also vital to recognise the cultural significance of historical and contemporary efforts to separate and demarcate media and advertising, and set limits on marketers’ power and reach. The chapter advances a critical analysis of promotional media that resists merging key differences concerning communications purposes and agency, the place and provenance of communications, governance, expectations and user relations, payment and control, to offer a critical account of power asymmetries in promotional communications
Moncler Genious Strategy: Assessing the risks (and rewards) associated with co-branding
A case study published with Bloomsbury Fashion Business cases