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After
completing my doctoral work in Instructional Technology
I began
teaching digital media in an art department. This move
did not represent a change in focus but a return to
my roots since my undergraduate and master's degrees
are in art. I like teaching in an art department because
I like its studio-based pedagogies. At the same time,
I find that in many circumstances I still have the
perspective of an instructional design researcher.
I¹ve discovered that thinking about the difference
between these two disciplines has been instructive,
especially in terms of the way these two areas link
theory and practice. |

Geometry
of Design: Studies in Proportion and Composition, Kimberly
Elam

Notes
on Graphic Design and Visual Communication, Gregg
Berryman

Drawing
on the Right Side of the Brain, Betty Edwards

Sound
Design,
David Sonnenschein
John
Cage (1912–92), American composer
Indian
rag, an acoustic method of colouring the mind of the
listener with an emotion |
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The art department in which I teach
is loosely divided into art and design areas. One
of the art professors
here described art as the process of "obfuscation." I
like this definition. Modern art emphasized personal,
intuitive self-expression. Contemporary art is still
a form of self-expression but one framed within a critical
and poetic framework. Contemporary art typically raises
more questions than it answers. It doesn't simplify
issues but tends to layer them adding complexity and
therefore, obfuscation.
Our design
areas are different. Graphic design is the largest
of these areas with over 50%
of our department's
students enrolled in this concentration. These students
tend to use the terms "design" and "graphic
design" interchangeably. Here, graphic design
focuses on formal concerns as they relate to professional
practice. Students study color, type and image and
create posters, websites, brochures, packaging and
other commercially-oriented products. One way to
describe this emphasis is to say that graphic designers
create
products that are visually and thematically rich,
yet communicate clearly. To make a crude generalization,
let's say that art is a discipline of opacity while
design is a discipline of transparency.
Now
that I've been in this art department for many years
I see how my background in instructional
technology
has given me a slightly different approach to art
and design. Trained as a social scientist, I feel
that
my job is to produce work that clarifies concerns.
Further, like many instructional design researchers,
I am interested in developing understandings that
tie together theoretical assumptions and practice.
However,
I find that this orientation sometimes fits awkwardly
within a visual art and design program. Like an artist,
I come from a background that encourages the critical
examination of assumptions. However, rather than
create poetic products that obfuscate, I'm trained
to
create products (models, articles, prototypes) that
bring clarity to issues. In this way, I am like a
designer in that my approach assumes a certain transparency
of communication.
The discourse
in art and design most similar to this "ID
approach" is production theory. Production theory
describes writing that helps others bridge theory
and practice. Production theory is different than
criticism
or art history in that it is explicitly targeted
at creating understandings that help us to make things.
Although the term is infrequently used in art and
design,
the practice is widespread in instructional texts.
From graphic design books that emphasize timeless,
universal proportions like the golden section (e.g.,
Elam's Geometry of Design) to those that follow
gestalt theory (e.g., Berryman's Notes on Graphic
Design and Visual Communication) art and design books
typically link practice to principles or theories.
Perhaps the best-known example is Betty Edward's
Drawing on the Right Side of the Brain which uses
brain hemisphere
research to ground an approach to drawing.
One of the most difficult things about
developing production theory is juggling theoretical
rigor and
utility. Drawing on the Right Side of the Brain,
for example, has worked extremely well as a guide
for teaching
life drawing for decades. However, the research upon
which it is based is generally lightly regarded.
In fact, most production theory in the arts seems
to emphasize
practice at the expense of the theory. David Sonnenschein's
Sound Design, for example, pulls together everything
from John Cage's aleatory music, Marpug's theory
of sound and emotional states, to Indian ragas and
music
therapy, This crazy quilt approach may work well
for teaching sound design but doesn't hang together
conceptually.
The
question this raises for the issue at hand
is what is the relationship of production
theory to design
culture? When I was in school I remember reading
frequent arguments in the ID literature over whether
instructional
design models enhance or impede creativity. If we
look at the great number of production theory books
in the
art and design areas--areas usually thought of as
being very creative--the argument becomes clearer.
Production theories whether in the form of texts,
models or charts are everywhere in the arts. The
difference
between art and ID is what these theories are and
how they are used.
Production
theory in ID leans toward establishing cause
and effect relationships. For
example, a certain
theory might tell us that using certain kinds of
animations will cause the reader to learn more or
become engaged
with the material in a certain way. In the arts,
however, the effects of using various theories are
generally
obscured. It is true that in some situations, certain
compositions tend to look "lonelier" or that
round shapes look friendlier or that red/oranges
tend to feel warmer. However there are so many exceptions
to these rules that they are not usually emphasized.
Further, a majority of art and design concepts (positive/negative
space, gestalt theory, color theory, etc.) are not
associated with producing anything beyond aesthetic
effects.
Another
important difference is ID's predisposition
to use theory heuristically. Traditional ID emphasizes
models and theories of instruction. In the arts,
on the other hand, it is much more common to forge
ahead
using theory only when one runs into problems. Schon's
conception of reflection-in-action is a good description
of this approach. It all comes down to whether theory
leads or follows.
Is
ID necessarily less creative than art? No.
Following an ID model isn¹t much different that
drawing from a live model or breaking a figure
down into cones,
cylinders and spheres. The difference lies in what
each area chooses to see. Scientists look through
products to the ideas beneath. For artists,
everything is important
from the thickness of lines in a diagram to the arrangement
of images on a page. I wonder if it is possible--and
desirable--to create production theory in which
designers do both, paying attention to the submerged
ideas as
well as the specific components of a product. |