4 resultados para resonance in creative nonfiction
em Royal College of Art Research Repository - Uninet Kingdom
Resumo:
This research aims to make a contribution in the context of design thinking at a global cultural scale and specifically how design methods are a feature of the homogenising and heterogenising forces of globalisation via creative destruction. Since Schumpeter’s description of economic innovation destroying the old and creating the new, a number of other interpretations of creative destruction have developed including those driving cultural evolution. However a design model showing the impact of different types of design method on cultural evolution can develop an understanding on a more systemic level from the medium to longer term impact of new designs that homogenise or increase the differences between various cultures. This research explores the theoretical terrain between creative destruction, design thinking and cybernetics in the context of exchanging cultural influences for collaborative creativity and concludes with an experiment that proposes a feedback loop between ubiquitising and differentiating design methods mediating cultural variety in creative ecosystems.
Resumo:
This research aims to make a contribution in the context of design thinking at a global cultural scale and specifically how design methods are a feature of the homogenising and heterogenising forces of globalisation via creative destruction. Since Schumpeter’s description of economic innovation destroying the old and creating the new, a number of other interpretations of creative destruction have developed including those driving cultural evolution. However a design model showing the impact of different types of design method on cultural evolution can develop an understanding on a more systemic level from the medium to longer term impact of new designs that homogenise or increase the differences between various cultures. This research explores the theoretical terrain between creative destruction, design thinking and cybernetics in the context of exchanging cultural influences for collaborative creativity and concludes with an experiment that proposes a feedback loop between ubiquitising and differentiating design methods mediating cultural variety in creative ecosystems.
Resumo:
Kular’s work centres on design as a means of engaging with social and cultural issues. Commissioned and exhibited by the V&A Museum, this was a mixed-media collection revealing the trajectories of the Lövy-Singh clan, a fictional East London family of mixed descent. It comprised 26 sculptures and two video pieces, developing the previous explorations of the MacGuffin in narrative (Kular REF Output 2). A catalogue with 28 fictional reminiscences, a genealogy and time line positioned the family’s experiences in geographical locations and historical events. Novel use of rapid-prototyping co-opted an industry process to confuse the experience of artefact and artifice. The design explored the historical, literary and cinematic traditions of the family saga and its relationship to memory and artefact. It presented an archive of objects derived from the flawed, biased memory of the (fictional) curator. A coherent story is replaced by one that is multiple and fragmentary. Kular and Toran (RCA) ‘produced’ the family by mixing their own genealogies with those of renowned 20th-century families, both real and fictional, such as the Magnificent Ambersons and the Rothschilds, positioning family members in everyday situations or key historical moments represented by an object and a ‘memory’ triggered by the object. Concept development was undertaken jointly by Kular and Toran. Kular’s archive research emphasised commonwealth immigrant histories and British 20th-century political events. His production contribution was in 3D modelling, rapid prototyping and display, leading production of the two films and development and editing of the narrative texts. The work was accompanied by a catalogue (2011), was reviewed in ICON Magazine (2010), discussed in an article by Hayward, Jones, Toran and Kular in Design and Culture (2013), and featured in The White Review (No. 2). It was re-exhibited in the group show ‘Politique Fiction’ at la Cité du design, Saint-Étienne, France (2013).
Resumo:
‘Scratch’ investigates the use of physical space as a representation of narrative and dramatic structure. An audio-drama, it is a world-first in being location-sensitive without being tied to any particular place (preceding attempts by others have emphasised location-specific aspects of the genre). Developed in collaboration with and part-funded by BBC Radio Drama, it builds on research undertaken for ‘Dragons’ (output 4). It uses pre-recorded audio on GPS-enabled mobile devices allowing sounds to be virtually attached to locations in an outdoor space. As participants move, they encounter scenes forming a coherent drama which behave differently if the same place is visited more than once. This translocational approach opens novel artistic possibilities exploited through team expertise in narrative, sound design and advanced interaction. It is also significant in the economics of broadcast media as a more viable proposition than the many experimental locative experiences which have been site-specific: this was of great interest to the BBC. The public performance selected for BBC FreeThinking, 1-2 September 2008 in Liverpool as part of European Capital of Culture was reported in a co-authored 2009 conference presentation at ISEA, Belfast, 26-29 August 2009 and in a co-authored short chapter in Spierling and Szilas (eds.) Interactive Storytelling, Springer 2008. Boyd Davis directed the project and devised and undertook the evaluation with 40 trial listeners, reporting to BBC executives (http://researchonline.rca.ac.uk/1000/) for whom a second trial was also run in London in 2009. The evaluation used interview, video observation and a questionnaire combining an open question at the beginning with more specific questions later, avoiding channelling respondents' reactions immediately after the experience into issues which might not be uppermost in their minds, while also yielding data capable of rigorous analysis. The evaluation was to provide feedback to the makers of the drama and to guide policy at the BBC. [287] Participants were recruited principally through the publicity for FreeThinking 2008 – mainly via the festival website. The average age of participants was 40. The gender of participants was 20 males, 17 females and 3 null returns. The evaluation strategy was to combine an open question at the beginning with more specific questions later. In this way we avoided channeling respondents' initial opinions immediately after the experience into issues which might not be uppermost in their minds, while also yielding data capable of rigorous analysis. The purpose of the evaluation was to provide guidance for ourselves as the makers of the drama and to guide policy at the BBC on locative and other interactive media. The responses are analysed in the report.