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Analyses through a critical lense helps to distill fear that one might feel through uncomfortable scenes or topics

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A project on exploring my own fears? horror movies, progression of time, aging, loss, imposter syndrome, creative freedom, documenting my own travel through a magazine or publication, featuring tools along the way that have helped me through

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The Substance is a modern take on the 'body horror' genre that has peaked my interest. Usually I'd try and stay far away from this film, yet I feel it has so much to offer visually, and creatively, as well as linking a lot of it's themes to my own life - notably, an overlying theme of not comparing yourself to others.

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The Substance (2024) ⭐ 7.9 | Drama, Horror

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I wouldn't like my own fear to limit my creativity or my ideas.

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I really, really dislike horror films, though I feel the work of the genre is sometimes the most impressive of the industry. Following my research into the dark arts and outsider movement, I'd like to finally start to explore some of this genre and see what potential they have to offer.

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Asking 'what if?' gives you permission to try

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Learning Team 22/10/24

- the willingness to try and fail

- structure to evolving ideas - to lead into freeform creativity

- communicating unknown ideas through known methods

- we're in journeys not destinations

- could be a collection of responses to different projects that give a growing sense of what I'm interested in.

- create a lot of 'bad' paintings and explore how galleries find them and if or if not they're appreciated

- explore opinions within a more general public's opinion

- has art sold out

- questioning the value and role of art

- communicating ideas to people removed from the industry

- a deeper understanding of my own practice and comfort zone, exploring my own development

- 'define art for me'

- series of interventions

- are we falling into the same traps as previous

- trust your interpretation of journeys is a valid one

- translate possibilities into tangible work

- trust your own development

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A conceptual mockup of how my installations will look when displayed in the atrium or the studio, alongside my questionnaire

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Creating my questionnaire for Outsider Art, trying to focus my questions to the immediate, trying to get a viewer's most primary reaction

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Key ideas -

Interactive furniture or sculpture, emphasizing the use the general public and viewers have on the art that can be created with as much creativity as we can find

Watching Eraserhead and developing a piece based on my opinions of the film, and why or how it doesn't fit into the general constraints of graphic design within the bounds of capitalism - either editorial or film based - interviews etc

Creating an interactive poll, attempting to utilise the public's opinions to draw a line and decide what defines good art and bad art, within the genre

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preparing for Tuesday learning team, with questions, ambitions, and eventual final pieces for each of my chosen briefs

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developing my first chosen brief, delving into research and beyond

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following joker personality, I want to tattoo something that can be seen as fun and a bit satirical

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Snooker -

"preparing for death"

"kill me"

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A wireframe "cage" where objects—representing creative ideas—are trapped inside. The cage represents market constraints, with only small openings for ideas to escape. The project would symbolize the relationship where designers come up with revolutionary ideas, but only those that are marketable can leave the cage and be realized.

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Create a series of pedestals that hold nothing on top. The pedestal, a symbol of capitalist adoration (used to elevate products and brands), is empty—representing the designer’s role in elevating ideas that ultimately serve capital, even if those ideas lack substance.

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I am in no way criticising the use of capitalism within our day to day lives, more attempting to illustrate the way capitalism influences and limits the creative potential of graphic designers and artists around the world

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Most of this project will be attempting to distill my large body of research into a few tangible concepts, that represent the divide and connection between the graphic design industry and the capitalist society that it occupies

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Designers operate in a system where branding, consumerism, and profitability are paramount, limiting their ability to fully express or pursue ethical and societal goals.

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The current state of the graphic design industry reflects a deep entanglement with capitalist structures, where creativity is often subordinated to market demands.

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Graphic Design & Communism: Under communism, design serves the collective rather than the market. It often becomes a state tool for promoting ideology, creating a more utilitarian and unified aesthetic. Creativity may be stifled by the need for uniformity and state messaging, but the emphasis on serving the common good rather than commercial interests provides an alternative framework for design.

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Graphic Design & Capitalism: Graphic design is a key tool for capitalist enterprises, shaping brands, driving consumerism, and creating visually appealing products. Designers, while valuing creativity and self-expression, are often bound by market forces and the demand for profitability. This creates a symbiotic, but at times oxymoronic, relationship as designers navigate commercial pressures.

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'We don't want to ignore real world issues, we just believe they can be better solved with positivity and optimism, over constant negativity'

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I need to remain true to my brand values, and produce an outcome that really reflects these ideals, linking each element back to my core idea

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Keeping it very simple - cohesive branding and focusing on what I'd like my own studio to eventually look like

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Struggled with 1st and 2nd year attempting to fit an aspiration I had in mind, rather than discovering my own identity and developing that

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Very different than my usual work

See more character and emotion than usual

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Studio Moross - Colourful, illustration, fun, abstract

Christopher Doyle Identity Guidelines

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Steve House?

In line with Sagmeister's work, focusing on positivity rather than negativity, to drive positive change from a more happy and excited position, as opposed to a melodramatic, and pessimistic view

Unique studio, not ignoring the issues within the world and the industry, rather highlighting positives and creativity to eventually lead to a more effective outcome

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My ideal studio would work with artists of any genre, and use our resources to produce exciting, provocative work, regardless of monetary gain, without a need to 'fit a mould'

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Though this is a collaboration project, I feel I can more effectively produce a unique outcome on my own

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Joker: You love to play with humour, wit, and lightheartedness in your creative expression.

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My final piece for Project 1, using a mixture of real tattoo stencils, and a digital film I created, with vector illustrations of tattoos I've drawn and made in the past.

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I understand the concept of not listening to myself as much as I feel I need to, and leaning into my own interests, and things I enjoy to produce more heartfelt and effective work

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My summer project Design Is... helped me to feel as creative as I could, and I began to lean more into mixed media and messy illustrations

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I'd like my Project 1 to really emphasise myself as a person, rather than attempting to create work I am impressed by

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Using Steve's method to match some of my interests to method's I'd like to work in

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Beginning more thorough research into my chosen briefs, particularly ideas that inspire me

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In 1974, Italian designer Enzo Mari published the first edition of "Autoprogettazione?" (the title might be roughly translated with "Self-design?"), a manual which included a number of furniture projects that could be realized by anyone through wooden boards and simple tools, basically a hammer and some nails.

The book provides exercises which should be carried out individually in order to understand how good design works, "good design" meaning, according to Mari, a design which responds honestly to human needs. In the words of Mari, these projects do not want to be alternatives to industrial production, but exercises which may help each one understand how industrial products work and help to develop a critical eye towards them.

The technique to be employed in order to build the furniture is elementary, but the reader/user may carry out the projects in different ways, changing some details and shapes while understanding the basic structural component of an object. "Autoprogettazione" is an activity of research made through practice.

Further reading:

Enzo Mari, Autoprogettazione? Corraini Editore (pdf scans)

Mari X IKEA: Autoprogettazione by greg.org (2010)

Sources:
Tecnologia 2

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In 1974, Italian designer Enzo Mari published the first edition of "Autoprogettazione?" (the title might be roughly translated with "Self-design?"), a manual which included a number of furniture projects that could be realized by anyone through wooden boards and simple tools, basically a hammer...

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A project for making easy-to-assemble furniture using standard pre cut rough boards and nails, this elementary technique teaches us to look at present production with a critical eye.Corriani EdizioniHardcover, 64pp160 x 230mm

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I feel my selected sabbatical briefs implore a good variety of projects, some of which I'm really interested in, need more extensive work done to them, and could lead to more critical thinking surrounding the industry as a whole - promoting questioning within the industry and beyond.

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We were all snooker loopy in the 80s, remembers Jamie Jackson

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Jamie Jackson takes a look back to the 1980s when snooker was king and football had to take a back seat

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My 5 chosen Sabbatical projects

to explore the Outsider art movement, and document its artists, critics, and emotions around the subject, in an editorial manner.

to explore the sport of snooker, and develop an advertising campaign to appeal to the growing international audience.

to explore the work of Enzo Mari, and his work on furniture, adopting similar practices to achieve a community-lead outcome.

to explore darker art movements, and why non-traditional pieces don’t recieve recognition within the industry.

to explore the tension between graphic design and capitalism, and how this tensions breeds new designs, and silences others, displayed in a poster for educational institutions - to encourage young people to question their place in the industry.

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Creating 20 Sabbatical projects I would give to my own design studio, to help further extracurricular research and activities

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Collating my final sketchbooks for projects 1, 2 + 3, beginning to create for projects beyond

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Learning Team 15/10/24

- think of the value in the projects we've completed

- look for their potential etc

- what would complement my portfolio

- how do we set up for work we want to do, and are interested in

- ground your opinions otherwise they're just opinions

- do lots of things to externalise your thinking

- do idea projections for upcoming projects - collecting ideas and opinions and the outcomes I'd like from these projects

- universal understanding / belief

- find group opinions + common understanding / common ground

- visualising the tensions

- produces and celebrates outsider art

- provocative

- posters?

- turn it on its head - starting points

- proactively exploring

- 'why is no one talking out this'

- how and why do we place value

- rick ruben

- visually showing mixed opinions

- 20/30 briefs ( sabbatical )

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Learning Team 9/10/24

- explore, ask questions, fail + try again

- what else is it i'm trying to say

- if we don't identify the questions how do we move forward

- easy subject to just tuck away and forget about

- 'design after capitalism'

- parameters enable more informed choices

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Eraserhead (1977) Trailer #1 | Movieclips Classic Trailers

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I'd like to create, or at least work toward creating, work that aims to question the masses, and evoke thoughts and critical thinking within my peers and beyond.

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I feel I am in a unique position within the industry that I currently occupy, and would like to use this position to achieve more honest reflections of the industry we will be eventually inhabiting.

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The current state of the graphic design industry reflects a deep entanglement with capitalist structures, where creativity is often subordinated to market demands.