Difference between revisions of "Digital Craft"

From DigitalCraft_Wiki
Jump to navigation Jump to search
 
(7 intermediate revisions by 3 users not shown)
Line 1: Line 1:
 +
[[File:warranty_void.jpg|right|320px|]]
 
== About Digital Craft ==
 
== About Digital Craft ==
  
Line 5: Line 6:
 
=== skills ===
 
=== skills ===
  
The student is able to appropriate and subvert underlying technologies of any consumer electronics in order to create new works of art and design;
+
* The student is able to appropriate and subvert underlying technologies of any consumer electronics in order to create new works of art and design.
 +
* The student is able to navigate and apply knowledge from online communities related to their specialization (from Instructables, Make Magazine, Hack-a-Day, Arduino, to more specific craft and hacker communities).
 +
* The student is able to use operate the hardware of the digital craft station (laser cutter, cnc, 3d printer, embroidery, ect.).
 +
* The student is able to make simple electronic circuits, use single board micro-controlers (Arduino) and single board computers (Raspberry Pi).
 +
* The student has basic knowledge of C/C++, shell scripting, and javascript.
 +
* The student is able to develop their own signature as part of an autonomous practice, using methodologies developed through their studies and specific to their medium.
 +
* The student is able to document and communicate their research including properly licensed blueprints, source code, assets, ect.
  
  
The student is able to navigate and apply knowledge from online communities related to their specialization (from Instructables, Make Magazine, Hack-a-Day, Arduino, to more specific craft and hacker communities).
+
=== knowledge ===
  
The student is able to use operate the hardware of the digital craft station (laser cutter, cnc, 3d printer, embroidery, ect.).
+
* The relationship between art, design, and craft through the ages
The student is able to make simple electronic circuits, use single board micro-controlers (Arduino) and single board computers (Raspberry Pi).
+
* Craft today from hacking culture to haute couture
The student has basic knowledge of C/C++, shell scripting, and javascript.
+
* Evolutional history of the software and hardware tools covered in the digital craft
 +
* The legal aspect of digital craft (voiding warranties, licenses, patents and copyright)
 +
* The question of autonomy and sustainability in Craft and its potential as a political and critical practice.  
  
  
  
The student is able to develop their own signature as part of an autonomous practice, using methodologies developed through their studies and specific to their medium.
+
=== attitude ===
The student is able to document and communicate their research (including properly licensed blueprints, source code, assets, ect.) in an open and transparent way.
 
  
 +
TODO
  
  
* ability to collect, parse, sort, process data aquired by means of scrapping or by accessing preformatted sets of data.
+
=== Sources and Literature ===
* fluency in the technology of command line, HTML5, CSS3 and Javascript.
 
* ability to design static and dynamic data into visually engaging projects.
 
* ability to recognize patterns and relations in data.
 
* ability to research an issue through the data it generates, and translate it into a critical narrative.
 
* ability to design the implication of your research
 
  
=== knowledge ===
+
'''Digital projects / design'''<br/>
 +
— http://www.creativeapplications.net <br/>
 +
— http://we-make-money-not-art.com<br/>
 +
— http://www.core77.com<br/>
 +
— http://www.fastcodesign.com<br/>
 +
— http://www.wired.com<br/>
 +
— http://www.theverge.com<br/>
 +
— http://www.designboom.com<br/>
 +
— http://www.dezeen.com<br/>
 +
— http://www.domusweb.it<br/>
 +
— http://www.design-interactions.rca.ac.uk<br/>
  
* history of data design (data visualization, information design, etc) and related fields (datajournalism, quantified self, etc).
+
'''Learning about digital tools / electronics'''<br/>
* dark side of data design (privacy, ethics, etc)
+
— http://www.arduino.cc<br/>
* Internet culture, sharing and production of knowledge on the Clearnet and Darknet
+
— http://www.learn.adafruit.com<br/>
* the legal aspect of data design (from licenses to open data)
+
— http://www.learn.sparkfun.com<br/>
* Historical elements of free and open source software culture and the impact of standard copyright and contract laws on networked media
+
— http://itp.nyu.edu/physcomp/<br/>
* social media theory
+
— http://itp.nyu.edu/~dbo3/comperas/<br/>
 +
— http://www.allaboutcircuits.com <br/>
 +
— http://electronicsclub.info <br/>
  
=== attitude ===
+
'''Learning about programming'''<br/>
 
+
— http://www.processing.org<br/>
TODO
+
— http://www.openframeworks.cc<br/>
 +
— http://vimeo.com/channels/introcompmedia/videos<br/>
  
== Keuzemodulen ==
+
'''Shops''' <br/>
 +
(look for european distributors for cheaper shipping!)
 +
— http://www.sparkfun.com<br/>
 +
— http://www.adafruit.com <br/>
 +
— http://www.antratek.nl<br/>
  
=== Quantified Selves ===
+
'''Reading'''<br/>
 +
— Don Norman — The Design of Everyday Things<br/>
 +
— Don Norman — Emotional Design<br/>
 +
— Bill Moggridge — Designing Interactions<br/>
 +
— Clay Shirky — Cognitive Surplus: Creativity and Generosity in a Connected Age<br/>
 +
— Clay Shirky — Here Comes EveryBody<br/>
 +
— Gestalten — A Touch of Code<br/>
  
# general intro on data design with a specific example (quantified self) + assignment to track food habits.
+
'''Reading technical'''<br/>
# look at the data collected and what can you conclude about your other classmates based on the data they collected + assignment keep on collecting data
+
— Dan O’Sullivan — Physical Computing: Sensing and Controlling the Physical World with Computers (very technical and easy to follow)<br/>
# look at the data, look for patterns and or singular properties + assignment draw a conclusion about data and a. either collect more data or b. formulate the pattern into a narrative to be  visualised.
+
— Paul Scherz & Simon Monk — Practical Electronics for Inventors (very thorough, more advanced)<br/>
# Google chart your data + play different types of visualisation
 
# discuss outcomes of trying different visual methods, did you learn something new and did it change your perspective? +
 
# theory: how to go from data to product within the food field (small critical hint towards tracking with albert heijn bonus card, show birgit PZI project) + sketch
 
# feedback on sketches  + final turn of data collected into something that is relevant to your practice, for instance a journalistic report on your food habits, an encyclopedia of week-end snacks, a ready-to-wear collection based on your food trends analysed in your group, etc.
 
# final presentation + guests
 

Latest revision as of 12:03, 7 January 2014

Warranty void.jpg

About Digital Craft

Saturated with ready-made art and design technologies, is there still room to create new tools that can shape new autonomous practices? Such an issue is precisely what drives the work of the tinkerers from the digital craft minor.

skills

  • The student is able to appropriate and subvert underlying technologies of any consumer electronics in order to create new works of art and design.
  • The student is able to navigate and apply knowledge from online communities related to their specialization (from Instructables, Make Magazine, Hack-a-Day, Arduino, to more specific craft and hacker communities).
  • The student is able to use operate the hardware of the digital craft station (laser cutter, cnc, 3d printer, embroidery, ect.).
  • The student is able to make simple electronic circuits, use single board micro-controlers (Arduino) and single board computers (Raspberry Pi).
  • The student has basic knowledge of C/C++, shell scripting, and javascript.
  • The student is able to develop their own signature as part of an autonomous practice, using methodologies developed through their studies and specific to their medium.
  • The student is able to document and communicate their research including properly licensed blueprints, source code, assets, ect.


knowledge

  • The relationship between art, design, and craft through the ages
  • Craft today from hacking culture to haute couture
  • Evolutional history of the software and hardware tools covered in the digital craft
  • The legal aspect of digital craft (voiding warranties, licenses, patents and copyright)
  • The question of autonomy and sustainability in Craft and its potential as a political and critical practice.


attitude

TODO


Sources and Literature

Digital projects / design
http://www.creativeapplications.net
http://we-make-money-not-art.com
http://www.core77.com
http://www.fastcodesign.com
http://www.wired.com
http://www.theverge.com
http://www.designboom.com
http://www.dezeen.com
http://www.domusweb.it
http://www.design-interactions.rca.ac.uk

Learning about digital tools / electronics
http://www.arduino.cc
http://www.learn.adafruit.com
http://www.learn.sparkfun.com
http://itp.nyu.edu/physcomp/
http://itp.nyu.edu/~dbo3/comperas/
http://www.allaboutcircuits.com
http://electronicsclub.info

Learning about programming
http://www.processing.org
http://www.openframeworks.cc
http://vimeo.com/channels/introcompmedia/videos

Shops
(look for european distributors for cheaper shipping!) — http://www.sparkfun.com
http://www.adafruit.com
http://www.antratek.nl

Reading
— Don Norman — The Design of Everyday Things
— Don Norman — Emotional Design
— Bill Moggridge — Designing Interactions
— Clay Shirky — Cognitive Surplus: Creativity and Generosity in a Connected Age
— Clay Shirky — Here Comes EveryBody
— Gestalten — A Touch of Code

Reading technical
— Dan O’Sullivan — Physical Computing: Sensing and Controlling the Physical World with Computers (very technical and easy to follow)
— Paul Scherz & Simon Monk — Practical Electronics for Inventors (very thorough, more advanced)