Professional Documents
Culture Documents
Andrea Bennett-Design Studies - Theory and Research in Graphic Design-Princeton Architectural Press (2006)
Andrea Bennett-Design Studies - Theory and Research in Graphic Design-Princeton Architectural Press (2006)
studies
design
studies
THEORY AND RESEARCH
IN GRAPHIC DESIGN
A U D R E Y B E N N E T T, E D I T O R
FOREWORD BY STEVEN HELLER
P R I N C E T O N A R C H I T E C T U R A L P R E S S , N E W YO R K
This book is dedicated to Wassily Kandinsky
Published by
Princeton Architectural Press
37 East Seventh Street
New York, New York 10003
No part of this book may be used or reproduced in any manner without written
permission from the publisher, except in the context of reviews.
Special thanks to: Nettie Aljian, Dorothy Ball, Nicola Bednarek, Janet Behning,
Penny (Yuen Pik) Chu, Russell Fernandez, Jan Haux, Clare Jacobson, John King,
Mark Lamster, Nancy Eklund Later, Linda Lee, Katharine Myers, Lauren Nelson,
Jennifer Thompson, Paul Wagner, Joseph Weston, and Deb Wood of Princeton
Architectural Press
Kevin C. Lippert, publisher
L i b r a r y o f Co n g r e s s C ata lo g i n g - i n - P u b l i c at i o n Data
Design studies : theory and research in graphic design / Audrey Bennett, editor ;
foreword by Steven Heller.
p. cm.
Includes bibliographical references and indexes.
ISBN-13: 978-1-56898-597-8 (hardcover : alk. paper)
ISBN-13: 978-1-56898-586-2 (pbk. : alk. paper)
1. Commercial artPhilosophy. 2. Commercial artResearch. I. Bennett, Audrey.
NC997.D449 2006
741.6072dc22
2006000777
TABLE OF CONTENTS
acknowledgments 9
a n n o tat e d b i b l i o g r a p h i e s o f t h e f o r m e r
g r a p h i c d e s i g n e d u c at i o n a s s o c i at i o n
This collection would not have been possible without the support and
generosity of the contributors. I am grateful to the Institute for Information
Design, Lawrence Erlbaum & Associates, How magazine, Meredith Davis,
and the editor of Visible Language, Sharon Poggenpohl, for allowing me
to reprint select articles, bibliographies, and graphics. I am indebted to
the following people who agreed to be readers of the introduction:
Sylvia Harris, information design strategist and former design critic at
Yale University School of Art; Kermit Bailey, associate professor of graphic
design at North Carolina State University; Dr. Alan Nadel, professor,
Department of Language, Literature, and Communication at Rensselaer;
and my husband, Dr. Ron Eglash, associate professor of science and
technology studies, Rensselaer Polytechnic Institute. I am overwhelmed
with appreciation for the generosity of the following people who shared
their time, knowledge, and experiences with me during sabbatical visits
that led to the compilation of this volume: Jorge Frascara, Dr. Elizabeth
B.-N. Sanders, Milton Glaser, Nancy Skolos, and G. K. Van Patter. Janice
Darling and Rensselaer undergraduates Timothy Lee and Jocelyn Pleines
provided valuable assistance. Last, I wish to thank editors Scott Tennent
and Clare Jacobson at Princeton Architectural Press for their support of
this collection and guidance in its development.
foreword
As the most eKective way to guarantee jobs, art and design schools have
traditionally prepared students for the trade. Yet just as traditionally,
debates continually rage between those who teach design for social or
cultural purposes and those who follow accepted formulae to solve
routine problems. Not every designer can be on the cultural cutting
edge, of course, but few want to be considered production slaves either.
Educators charged with training skilled practitioners have therefore
sought out more proactive curricula to help dene the eld as equal
parts craft, art, and business. The term graphic designer, as coined by
W. A. Dwiggins in 1922, was meant to confer a loftier professional
standing than the more common and now archaic commercial artist.
However, in recent years even this job description has been scrutinized
as too mundane, replaced by communications designer, graphic
communicator, media consultant, and lets not forget all the titles
with branding as prex or sugx.
During the 1980s hybrid concepts harvested from literature, sociology,
and even architecture were planted in graphic design classes to raise
levels of design discourse that in turn would enable the professional
practice to grow in stature. With a liberal sprinkling of isms, graphic
design could be discussed as a cultural force, wrote Emigre magazines
10
Rudy VanderLans, equal to and even uttered in the same breath as higher
arts. Theory with a capital T became an integral discipline in graduate
schools, as well as in some progressive undergraduate programs.
Academics argued that graphic design was more than the mere study of
technique and technology, more than form and functionit was an
intellectual pursuit that demanded philosophical uency.
Although practical theories like color, perception, and symbolism
have been taught as far back as the Bauhaus in fundamental coursework,
the invocation of theoretical terms like semiotics and deconstruction in
the 1980s provided greater cachet in academic corridors and extended
into critical thinking outside the academy, too. Although these theories
provided useful foundations on which to build teaching methodologies,
they also triggered ephemeral styles such as so-called deconstructive
typography, which gave credence to the perception that graphic design
was based more on style than substance.
During the late 1990s, in part as a way to counterbalance the perceived
primacy of style, theory branched into a new rigor called authorship.
The designer as author was initially a kind of academic-speak for anyone
who self-generated work that sidestepped the typical client brief. It was
also an umbrella under which designers who experimented outside of
marketplace constraints could explain their motivations as free-thinkers.
But more importantly, authorship was always about designers expanding
their inuence as creators rather than mere packagers of content.
While this practice was not totally newit arguably dates back to the
late-nineteenth-century Arts and Crafts movementdening authorship
as an academic sub-discipline made it more concrete, and therefore
easier to insert into certain formulaic curricula. Rather than only teaching
accepted techniques, teachers used the widespread accessibility of
desktop publishing and font-making computer programs under the rubric
of authorship to encourage expanding the conventional boundaries of
graphic design.
Authorship subsequently turned into three separate though
sometimes intersecting avenues: the academic notion of authoring
original designs and/or design texts with experimental intentions based
on theoretical roots; the literal denition of being an author of words
and images that employ design to frame and/or package ideas and
messages; and nally, entrepreneurship, including the independent
11
development of a wide range of products also using design to frame or
package. All three serve to nudge graphic design away from being a
trade and into the cultural realm, and further provide students with
practical options. But for students to arrive at a place where they can,
in fact, implement these authoring possibilities, they must be taught to
think in ways that transcend the typical problem-solution routine.
The most recent discourse to hit academia centers around the
old/new process of quantiable research, or rationalizing through
data why particular designs are produced and for what purpose. Rather
than simply judging or basing graphic design on aesthetics aloneif it
looks good, it is goodsome students are now required to develop
rationales and justify them through various quantiable means. Certainly
blue-sky experimentation is a necessary component of any solid
education, but without a well-articulated reason for action, even the most
sublime experiments are tissue-thin and just as imsy. Understanding
the who, what, where, when, and of course why of a design cannot be
underestimated. Without a viable matrix of justication or the ability to
argue and question and discover, design is merely an act of faith.
Research is not, however, some pedagogic make-work or
punishment. It is rather a necessary dimension in undergraduate and
graduate programs. Every student who has matriculated through a
primary or secondary school has grappled with research projects, and
design research is no diKerent from other forms of research. In fact, it is
quite elementary: a proposition or theory that requires proof must be
examined from various vantage points to achieve an outcome, and the
outcome governs how a design solution will be executed.
Nonetheless, research in the design discipline has also traditionally
been something of a bugaboo. While appreciating its value in certain
circumstances, designers realize it has proven to be a double-edged
sword. Among marketing experts, for instance, research often means the
diKerence between success and failure, and so the reliance on testing a
products design virtues with focus groups has often become a holy act
that has squelched good work. No wonder the complaints among designers
are common: too much research and testing can spoil the freshness of
design; too many voices heard from results in the lowest common
denominator; too much overanalyzing lessens the intuitive spark. And
while these woes are not altogether spurious, damning all research is
12 DESIGN STUDIES
like rejecting all instinct. The fact is graphic design, indeed all design, is
not produced in a vacuum. If the correct structures are in place, outside
inuences must be considered and also prevail.
Training students to produce eKective research is a positive addition
to their skill-set. How they are taught to research so it enhances their
physical output as it expands their creative freedom is the next big
academic challenge.
HELLER: FOREWORD 13
introduc tion
14
Nancy Skolos, and Chuck Close, conrm the replicability of these
principles to create aesthetics that sell ideas, products, and experiences.2
Yet within the discipline of graphic design these principles are not
regarded as proven theories because graphic design historically lacks
a strong research agenda. On the contrary, graphic designpartly
because of its arts agliationhas developed a reputation as an
intuition-fueled practice, based primarily on talent.3 Practitioners who
do opt to inform their intuition with theory typically look to other
disciplines within the humanities and sciences. Cognitive, semiotic,
rhetorical, cultural, social, and literary theories have long been popular
choices among graphic designers.4
The process of deriving theory through research is common in most
disciplines within the sciences and even in some humanities. One can
follow the development of theories in a discipline by reading its scholarly
writings penned primarily by academics. There is an evolving intellectual
oeuvre from which practitioners can retrieve, evaluate, and use the
theories and methods to guide and inform their work. Within the design
discipline, there are scholarly journals that report research ndings and
theoretical perspectives on graphic design topics. However, because of
its intuitive-based nature, practitioners of graphic design have not
followed the lead of its scholars. Instead what exists is an intellectual
chasm between practice and research with practitioners leading the way.
15
Arts (AIGA), Communication Arts, Print, New York Type Directors Club,
and the former American Center for Design, among others, has long
been the determinant of a graphic designers fame and fortune. As a
result of such highly coveted recognition, the disciplines scope of
knowledge has largely been published in the form of critical writings
analyzing design and how-to books aiming to nurture the professional
graphic designers practical expertise. For instance, in a tongue-in-cheek
yet thoughtful essay, one famous graphic designer, Michael Bierut,
advises the neophytes who would follow in his footsteps on techniques
for winning design competitions.7 Elsewhere, Ross MacDonald and James
Victore oKer modern business tips for use in professional contexts that
involve editors, clients, and others.8 The AIGAs Design Archive showcases
over a thousand design projects that have been juried, all of which
epitomize good visual design.9 Seldom, if at all, is the actual content
written by the graphic designers who produced the aesthetics, in part
because graphic designers typically do not have editorial control of their
work. Authorship stimulates research activity. The graphic designer-as-
author is a new phenomenon, still in its infancy, that has the potential to
debunk the assumption that graphic designers are non-readers and -writers
since authorship requires visual and verbal skills, creative and critical
thinking skills.
In recent years, many graphic designers have begun to evaluate
more rigorously the issues surrounding what they create and the impact
of graphic design artifacts on society at large.10 The 2000 rebirth of the
First Things First Manifesto of 1964, though controversial, marks the
start of this new wave of introspective examination.11 It urges graphic
designers to think more about the broader historical, political, cultural,
and social issues concerning the things they design. The subsequent
publication of books such as Looking Closer 4 in 2002 and Citizen Designer
in 2003 represent an intellectual materialization of the manifestos
tenets.12 They can be considered proof of graphic designers renewed
commitment to social responsibility.
The First Things First Manifesto 2000 was a logical succession
of postmodernist perspectives such as Sheila Levrant de Brettevilles,
which debunked modernisms tenets of universalism.13 Postmodernism
brought about an acknowledgment of individual choice inuenced by
cultural preference, due in large part to a collective awakening of
16 DESIGN STUDIES
multicultural awareness and appreciation (as opposed to assimilation)
brought on in large part by globalization.14 It is in our contemporary
society that a need to understand the audience becomes a major concern
for the designer.15 This need to consider the audience and include them
in the design process, particularly in regard to the design of interactive
media, may be what motivated graphic design practitioners to adopt
research methods instead of relying solely on their intuition.16 While we
think of these innovations in terms of our present moment, it may be the
epistemological equivalent of the eighteenth centurys Enlightenment
Eraa time to overthrow rule by church and king and replace them with
reason and democracy.
B E N N E T T: I N T RO D U C T I O N 17
design inquiry
Collaborative approaches to design research, like those presented in
section two, Design Inquiry, include participatory, contextual, and
other subsets of user-centered design. Each collaborative approach
makes the audience a partner in the design of new knowledge.18
Collaborative design can be understood at several diKerent levels. At
one level, it suggests that the designer is freed from the arbitrary reign
of intuition, and that anythingeven fundamental principlescan be
questioned by working with the audience throughout the design process.
At another, it implies that the absolute authority of the designer can be
questioned by fostering the audiences agency throughout the design
process. A third level might be the designs social context: democratizing
the design process empowers people to protect themselves from
manipulation by media,19 since control of content and its visualization
are shared between the graphic designer and the audience.
One can argue that the discipline of graphic design is also a microcosm
of a society. Its scholars, practitioners, and students contribute to this
micro-societys knowledge of itself and its environment. But, like our own
macro-society, the graphic design discipline must balance its meritocracy
with a democracy that empowers all participants, including the
audienceregardless of ethnicity, culture, or social stratumwith access
to information and agency to contribute to the collective knowledge. In
the absence of democracy, success is based upon the opinions of the
elitethe proverbial old boys network. Collaborative approaches to design
facilitate a democratic design process that values diverse opinions and
fosters audience participation.
In Design Inquiry, contributors report the ndings of collaborative
research projects theyve conducted and outline their daring and
rigorous research methodologies, starting with a discussion about what
may be one of the rst documented examples of empirical inquiry in
graphic design history when, in 1923, Wassily Kandinsky conducted a
research experiment on the relationship of color to form in human
perception. He asked students and teachers at the Bauhaus to color what
he saw as the three basic shapes (triangle, square, and circle) a primary
color (yellow, red, or blue) and to provide an explanation for their choice
of color for each shape. Kandinskys intent with this experiment was to
determine a universal relationship between form and color in the eye of
18 DESIGN STUDIES
the viewer. His ndings contributed to modernism and the ontological
perspective that the interpretation of visual language is universal across
cultures. In 1990 Ellen Lupton and J. Abbott Miller re-conducted Kandinskys
psychological test with designers, educators, and critics. Their essay,
reprinted here, reports their ndings within a contemporary framework.
Zoe Strickler and Patricia Neafsey follow with their report on a user-
centered research project to design an education software program for
an elderly populationan audience often overlooked when it comes to
design research. The data they collected assisted them in designing a
visual interface more user-friendly for their audience. Paul Nini, in his
essay Sharpening Ones Axe, introduces a research methodology for
the design process that is based upon participatory principles of design,
while Matt Cooke, a British designer based in the U.S., outlines his own
structured approach to conducting user-centered research with Design
Methodologies. Australian graphic design researcher Mark Roxburgh, in
his essay The Utility of Design Vision and the Crisis of the Articial,
relays a methodology for visual communication research borrowed from
visual anthropology and visual sociology. Meanwhile, Peter Storkerson
argues that understanding how people think can help designers measure
empirically the eKectiveness of communication designs. In the last chapter
of this section, a multidisciplinary team and I report a graphic design
research project in which we used a participatory approach to design an
HIV/AIDS poster campaign for and with fellow Kenyans. We argue that
the participants would have a better sense of the kind of visual language
needed to eKect behavior change among the intended mass audience
other Kenyans. Overall, the essays in this section conrm that graphic
design research is feasible and necessary.
designing culture
Most designers today acknowledge that individual choice is inuenced
by cultural experience.20 Therefore, when they do not share the same
culture with the audience, they can adopt user-centered methods rather
than relying solely on their intuition. The underlying assumption is that
audience participation in the design process will generate culturally
appropriate aesthetics that resonate with the audience. The third section,
Designing Culture, crosses disciplinary and geographic boundaries
with perspectives and methodologies for cross-cultural communication.
B E N N E T T: I N T RO D U C T I O N 19
In Graphic Design in a Multicultural World, Katherine McCoy
captures the multicultural state of American society around the end of
the twentieth century. She analyzes the historical signicance and future
ramications of a heterogeneous marketthat which graphic designers
face today. In Encoding Advertisements, Matthew Soar uses theoretical
and empirical inquiry to investigate the microculture of designers in
advertising agencies who inuence societys cultural masses on a macro
level, using a cultural studies framework for his analysis. Shelley Evenson
follows with a useful user-centered research methodology she developed,
directed storytelling, that is inuenced by narrative and contextual
inquirymethods used in social science research. Evensons method
helps the designer to understand the audience without having to conduct
costly, long-term ethnographic research. John Jennings, in his essay
Dezyne Klass, comparatively analyzes design and Hip Hop cultures.
He posits that Hip Hop culture can inform the design of visual language
and details how in a pedagogical study. Jenningss discussion of how a
subculture can be co-opted by corporate culture is examined at a further
extreme in Peter Martins A Step Ahead of Praxis. Martin takes us
across the globe to the Middle East to ponder how design can help Qataris
salvage their cultural identity amidst globalization. Turkish design
researcher Seval Dgleroglu
Yavuz, in Mediating Messages, argues
thoughtfully about whether American advertising creates culture or
mirrors it. Finally, in Compartiendo Sueos/Sharing Dreams, Toni
OBryan and I converse about a project in which graphic artists in Cuba
along with graphic designers in the United States participated in a
computer-mediated collaboration to visually interpret the phrase
sharing dreams using their own cultural aesthetics.
human-centered design
The last section of Design Studies grapples with the impact of human
rights, behaviors, experiences, and tendencies on graphic design for the
sake of humanity. Richard Buchanan leads the section with a thoughtful
intellectual reection on human rights and design, inspired by his
observations while visiting Cape Town, South Africa. IDEO designers
Roshi Givechi, Ian Groulx, and Marc Woollard follow with a disclosure of
their multidisciplinary teams and human-centered methods that put the
people they design for rst in the design process. Microsoft designers
20 DESIGN STUDIES
John Pruitt and Jonathan Grudin show how the development of research-
based ctional personas during the design process helps designers to
better understand human behavior, and by extension who they are
designing for. In Educating Design Citizens, Ann Tyler discusses how
her cultural experience as a martial artist inuenced her teaching
philosophy to instill in students social responsibility. Rounding out the
collection, Ann McDonald describes a design class in which students
collaboratively designed an advocacy project protesting the Patriot Act.
Design Studies concludes with a comprehensive list of bibliographic
resources in graphic designrelated topics such as cultural studies,
anthropology, architecture, communication, and social science.
conclusion
Can reasoning and intuition coexist harmoniously within graphic design?
The seed of research has been planted; will it ourish perennially or wilt
when the hype wears oK? We know there exists a growing interest in
the visual in interdisciplinary research, both from classical disciplines
like psychology, anthropology, and education as well as from cultural
studies, rhetoric, technical communication, human-computer interaction,
and science and technology studies. Although graphic designers have an
expertise in visual matters that is useful to interdisciplinary knowledge,
few can participate in interdisciplinary research, in part because of a
language barrier that exists. More would be able to do so if the vernacular
for graphic design broadens to include reasoning skills in addition to
intuitive ones. Graphic designers must learn to speak the language of
research. The objectives of this book then are to instill in graphic
designers a research-oriented practice that can be useful for any project;
to inspire them to adopt a design process that is more inclusive of
audience input and interdisciplinary expertise;21 and to encourage and
enable them to be members of multidisciplinary teams.
Design Studies agrms that graphic designers are producers of
interdisciplinary knowledge and not just visual translators of a clients
knowledge. Its theories and methods span many disciplines from
cognitive to social science, and the contributors are both seasoned and
emerging design scholars and practitioners. As a group they all care
about how culture inuences design decisions in order for the nal
design object or experience to inuence and shape society.
B E N N E T T: I N T RO D U C T I O N 21
notes
1. There are many perspectives on what is proven theory. For instance, according to
the philosopher Karl Popper, no theory can be proven to be true; we can only
become increasingly condent as many experiments fail to falsify the theory. If
theories remain standing in the face of repeated experiments, they become a
law or principle, but even then they are always susceptible to critique. After
centuries of success, for example, Newtons physics fell to Einsteins. One process
of deriving a principle begins with the observation of a phenomenon. A hypothesis
is then oKered to explain the phenomenon. Next, an experiment is applied to test
the hypothesis. If the experiment does not result as predicted, a new hypothesis
is established. If the experiment does result as predicted, the hypothesis becomes
a theory. The theory is disseminated to the discipline via peer-review journals
and other refereed scholarly venues for replication by other researchers and
practitioners. If, when replicated by others, the experiment does not result as
predicted, the theory becomes controversy. However, if the replicated
experiments result as predicted, the theory eventually becomes a law or principle.
2. Marty Neumeier, Secrets of Design: Pagecraft, Critique 8 (Spring 1988): 1829,
and James Souttar, Seven Pillars of Design, Critique 8 (Spring 1988); 4047.
3. Paul Rand, Design, Form, and Chaos (New Haven: Yale University Press, 1993), 47.
4. See, for instance, Philip B. Meggs, Type & Image: The Language of Graphic Design
(New York: John Wiley & Sons, 1992); Ellen Lupton and J. Abbot Miller, Design
Writing Research: Writing on Graphic Design (New York: Princeton Architectural
Press, 1996); Donis A. Dondis, A Primer of Visual Literacy (Cambridge, MA: MIT
Press, 1973); Jorge Frascara, Communication Design: Principles, Methods, and
Practice (New York: Allworth Press, 2004); Matt Soar, Theory Is a Good Idea, in
Michael Bierut, et al., eds., Looking Closer 4: Critical Essays on Graphic Design (New
York: Allworth Press, 2002); and Ian Nobel and Russell Bestley, Visual Research: An
Introduction to Research Methodologies in Graphic Design (Switzerland: Ava
Publishing, 2005).
5. Rand, Design, Form, and Chaos, 45.
6. See William Addison Dwiggins, New Kind of Printing Calls for New Design, in
Michael Bierut, et al., eds., Looking Closer 3: Classic Writings on Graphic Design
(New York: Allworth Press, 1999); Meggs, Type & Image; and Bradbury Thompson,
The Art of Graphic Design, 1st ed. (New Haven: Yale University Press, 1988).
7. Michael Bierut, How to Become Famous, in D. K. Holland, ed., Design Issues: How
Graphic Design Informs Society (New York: Allworth Press, 2001).
8. Ross MacDonald and James Victore, Professional Practice: Modern Business Skills
for the Graphic Artist, in Steven Heller and Marie Finamore, eds., Design Culture:
An Anthology of Writing from the AIGA Journal of Graphic Design (New York:
Allworth Press, 1997).
9. See http://designarchives.aiga.org.
10. See Michael Bierut, et al., eds., Looking Closer: Critical Writings on Graphic Design
(New York: Allworth Press, 1994); Bierut, et al., eds., Looking Closer 2: Critical
22 DESIGN STUDIES
Writings on Graphic Design (New York: Allworth Press, 1997); Bierut, et al., eds.,
Looking Closer 3; and Bierut, et al., eds., Looking Closer 4.
11. Jonathan Barnbrook et al., First Things First Manifesto 2000, AIGA Journal of
Graphic Design 17, no. 2 (1999); Michael Bierut, A Manifesto with Ten Footnotes,
I.D. 47, no. 2 (March/April 2000).
12. Bierut, et al., Looking Closer 4; Steven Heller and Vronique Vienne, eds., Citizen
Designer: Perspectives on Design Responsibility (New York: Allworth Press, 2003).
13. Sheila Levrant de Bretteville, Some Aspects of Design from the Perspective of a
Woman Designer, Icographic 6 (Croydon, England: 1973).
14. See Katherine McCoy, Graphic Design in a Multicultural World, in this collection.
15. Jorge Frascara, A History of Design, a History of Concerns, in Steven Heller and
Georgette Balance, eds., Graphic Design History (New York: Allworth Press, 2001).
16. For a discussion of collaborative designing with the audience, see Paul Nini, A
Manifesto of Inclusivism, in Bierut, et al., eds., Looking Closer 4. For a discussion
of audience research methods, see Todd Cherkasky, et al., eds., Designing Digital
Environments: Bringing in More Voices: Proceedings of the Participatory Design
Conference, November 2000, CUNY (New York: CPSR, 2000), and Stephen A. R.
Scrivener, et al., eds., Collaborative Design: Proceedings of CoDesigning 2000
(London: Springer-Verlag, 2000).
17. Richard Buchanan, Declaration by Design: Rhetoric, Argument and Demonstration
in Design Practice in Victor Marjolin, ed., Design Discourse: History Theory
Criticism (Chicago: University of Chicago Press, 1989), 92.
18. See Scrivener, et al., Collaborative Design; Doug Schuler and Aki Namioka,
Participatory Design: Principles and Practice (Hillsdale, NJ: Lawrence Erlbaum
Associates, 1993); Jorge Frascara, User-Centered Graphic Design: Mass
Communications and Social Change (Bristol: Taylor & Francis, 1997); Hugh Beyer
and Karen Holtzblatt, Contextual Design: Dening Customer-Centered Systems (San
Francisco: Morgan Kaufmann, 1998); Richard Buchanan, Human Dignity and
Human Rights: Thoughts on the Principles of Human-Centered Design, in this
collection; and Brenda Laurel, ed., Design Research: Methods and Perspectives
(Cambridge, MA: MIT Press, 2004).
19. See Noam Chomsky, Necessary Illusions: Thought Control in Democratic Societies
(Toronto: House of Anansi Press, 2003).
20. See Scrivener, et al., eds., Collaborative Design.
21. See Nini, A Manifesto of Inclusion, and in John Clarkson, et al., Inclusive Design:
Design for the Whole Population (London: Springer-Verlag, 2003).
B E N N E T T: I N T RO D U C T I O N 23
Section I
V I S I O N A RY P E R S P E C T I V E S
chapter 1
Graphic Design:
Fine Art or Social Science?
JORGE FRASCARA
26
These aws have led to several distortions, the most signicant
brought about by the praise of modern avant-garde typography. How
long will the praise of El Lissitzky continue? True, he made a strong
impact on a few typographic designers whose work in graphic design
was closely related to the practice of art and looked very similar to their
paintings or those of avant-garde artists of the time. But was Lissitzkys
contribution really positive? His visual language was tremendously
abstract, as inappropriate to mass communication as Kurt Schwitters
graphics for Pelikan ink were inappropriate for the product. Pelikan ink,
used for line drawing and calligraphy, was presented surrounded by
geometric typography, black and red bars, and rectangles. Not only did
that imagery not express the product, but it did not even relate to the
logo or the label.
Lissitzky was interested in improving communication, as his writing
shows. He and other avant garde artists made a major impact on the
visual development of graphic design, but they also raised the importance
of their aesthetic approach to a point where the communication link
with the public they were addressing broke down. They seem not to have
been aware that communication requires the sharing of codes. Although
designers need not rely totally on stereotypes, they cannot disregard the
codes of the public; they should work with the public and improve its
visual and conceptual language as much as possible, without breaking
the communication link.
Lissitzky worked on a wide range of projects, some of them arguably
less ashy and more useful than others, but the Lissitzky worshipped by
many contemporary designers and design historians is the person who
produced the quasi-abstract, constructivist, red and black pieces.
Although the quality of Lissitzkys, Schwitters, and Theo van
Doesburgs designs in their own exhibitions, ideas, and publications can
be praised, the fact that they failed to realize that their visual language
was not appropriate in all possible cases must be acknowledged. The
same is applicable to other artists who did some graphic design. Joan Mir,
for instance, was perfectly skillful in the promotion of his own exhibition,
whereas Josef Albers design for a Lincoln Center Film Festival says a lot
about Albers and little, if anything, about a lm festival.
The excessive importance given to the avant-garde movement in
the context of graphic design history is based on the failure of theory to
27
recognize graphic design as something other than an art form.
Furthermore, as an art form, graphic design is viewed only from an
aesthetic perspective, without enough consideration for communication
and social signicance. Surely aesthetics is important, but is by no means
the sole measure for quality.
Discussion should start with a working denition: graphic design is
the activity that organizes visual communication in society. It is concerned
with the egciency of communication, the technology used for its
implementation, and the social impact it eKectsin other words, its
social responsibility. The need for communicative egciency is a response
to the main reason for the existence of any piece of graphic design:
someone has something to communicate to someone else. This involves,
to a greater or lesser extent, a perceptual and a behavioral concern. The
perceptual concern involves visual detection problems sometimes and
communication problems all the time. Problems of detection and
communication include visibility, legibility, and aesthetics. The behavioral
concern has to do with the way graphic communications aKect the
attitudes and behavior of their audiences. Advertising design is expected
to make people buy products or services; political or ideological
propaganda is expected to aKect peoples beliefs and actions; regulatory
signs on highways are intended to organize the ow of tragc; teaching
aids are supposed to improve learning performance; bank notes are
designed to make forgery digcult and identication of one denomination
from another easy. This is the real measure of the performance of any and
every piece of graphic design and the proof that graphic design cannot
be understood in isolation but only within a communication context.
Social responsibility in graphic design is the concern for the following:
the impact that all visual communication has in the community
and the way in which its content inuences people;
the impact that all visual communication has in the visual
environment;
the need to ensure that communications related to the safety of
the community are properly implemented.
This brief summary shows that the practice of graphic design transcends
the realm of aesthetics. Pursuing the identication of the pioneers of
graphic design in this context and seeing in what way Lissitzky compares
to Edward Johnston or to Jan Tschichold is therefore worthwhile.
Shaping Belief:
The Role of Audience in
Visual Communication
ANN C. T YLER
36
the individual designer and severs the object from its relationship with
the intended audience.2
Another view characterizes the audience as a passive reader in the
communication process. The audience decodes or interprets a visual
statement but is not an active participant in the formation of meaning.
This view is evident in Hanno Ehsess Representing Macbeth: A Case
Study in Visual Rhetoric,3 in which the designer combines a variety of
formal devices to construct diKerent messages, and the audience then
interprets those messages. Ehsess analysis is a grammatical model
because it treats design as the construction of statements or visual
sentences; linguistic and pictorial content are joined like parts of speech
to form the message. Classications of speech, such as antithesis,
metaphor, and metonymy, provide designers with a structure for
generating a range of messages.4 The designer begins with the subject
and then explores concepts or themes by applying the grammatical
model to the subject. In this model, the message is examined in relation
to the original subject and is clear or unclear, successful or unsuccessful.
The audience either understands the message, nds it confusing (the
message is not a true or correct interpretation of the subject), or
nds it unintelligible. The audience is viewed as involved in no deeper
engagement than that of decoding references to the subject. A
grammatical approach thus emphasizes the scientic over the aesthetic
aspects of design. In addition, since the audience brings nothing
particular to the process, it is not particularized in any way; it is both a
nonspecic and a passive audience.
Semiotics, a third and closely related view, recognizes the specicity
of the audience. An audience holds or recognizes certain beliefs and
reads messages based on these beliefs. In Roland Barthess Rhetoric of
the Image, denotation and connotation distinguish the literal and
symbolic messages within visual communication.5 The audience reads
the literal message while also interpreting the signs that express the
iconic message.6 The potential readings of these signs outside the
communication device are multiple, but the interpretations are
particularized within the design through their combination with other
signs and the denoted messages.7 The audience, with its cultural beliefs
and understanding, is also involved in particularizing the symbolic
(connoted) message, thereby becoming an active reader.8
37
Yet another view, to be explored in depth here, is a rhetorical
analysis of design.9 Within a theory of rhetoric, the audience is not
characterized as a reader but as a dynamic participant in argument. In
this rhetorical view, visual communication attempts to persuade a
specic audience through argument, as opposed to making a statement
within a grammatical structure or conveying a message within the
dynamics of semiotics. Designers utilize existing beliefs to induce new
beliefs in the audience. It is the use of existing beliefs, as much as the
attempt to induce new ones, that contributes to maintaining, questioning,
or transforming social values through argument. Designers persuade an
audience by referencing established or accepted values and attributing
those values to the new subject.10 The specic audiences experiences
within society and its understanding of social attitudes are an essential
aspect of argument and necessary to the communication goal.
The selection of examples of design within this essay, though not
comprehensive, shows the use of devices and strategies to construct an
argument, the use of existing beliefs in argument as a strategy to induce
new beliefs, and the role of the audience in accomplishing communication
goals. The formal devices in each example are discussed in terms of
the primary goal of the design: to induce action, to educate, to create
an experience.
to make eye contact with the audience. Standing in such close proximity
to a large animal could be frightening rather than intimate, but any
feeling of confrontation is avoided through the dreamy, soft quality of
the image, the prole position of the mammal (it is not coming directly
toward the viewer), and the friendly expression on its face.
The formal devices suggest the nature of the aquarium experience
by referencing and reinforcing beliefs regarding the relationship between
individuals and naturei.e., nature is friendly toward human beings,
and animals enjoy being the object of our attention. Although the word
aquarium indicates connement, the image denes it as vast, showing
no cage or boundaries.
While the aquarium poster promises the audience an experience
based on an emotional relationship with the subject, the PanAm travel
posters oKer a future experience predicated on distance and observation
(figs. 2 and 3 ). The communication goal is to persuade the audience to
travel to Bali or Japan. The posters argue that the audience will have an
aesthetic experience in these countries. The poster for Bali is a rural scene
of a terraced agricultural area, while that for Japan features a sunset
and two gures in traditional clothing. Like the aquarium advertisement,
both travel posters use monumental imagery, but the large scale used
fig. 4 Caremark, Inc. 1985 Annual Report. Designed by Jim Berte, Robert Miles Runyan
& Assoc.
shaping belief
The goal of visual communication is to persuade an audience to adopt a
new belief. However, this necessitates a reference to existing beliefs
through formal devices. In developing an argument, a designer does not
have a choice of referencing or not referencing beliefs; the choice lies
in what beliefs are referenced. In making this choice, existing beliefs will
be aKected (maintained, rejected, or transformed), and a new belief
will be shaped. The designer, of course, cannot combine just any set of
beliefs with a subject to reach the communication goal. Communication
is directed toward a specic audience and that audience comes to the
argument with particular cultural beliefs and understanding.
The range of argument achieved by varying the combination of
formal devices seems limitless, and experimenting with formal devices
within argument has been a major focus in graphic design. By examining
the shaping of belief and the role of the audience in argument through a
theory of rhetoric, what are some additional directions for investigation
in design? Currently, there are many discussions concerning the
responsibility of the designer in relation to the subject. What of the
designers responsibilities in referencing beliefs? And as an active
From Formalism to
Social Signicance in
Communication Design
JODI FORLIZZI AND CHERIE LEBBON
introduc tion
Historically, graphic and advertising design, elds within communication
design, have oriented around clients and deliverables and have
maintained a focus on translating written or spoken messages into visual
communication. Designers of visual communicationsgraphic design
and the related areas of advertising, including brand and identities,
websites, and posters and photomontageshave largely relied on their
intuition and training to create appropriate visual messages. However,
communication designers have begun to encounter a more digcult task
in negotiating a clients vision and a viewers response to a designed
message. This is partly due to the fact that viewers of advertising messages
diKer from those of past decades. Todays consumers are exceedingly
diverse in age, income, and ability, and have a wider variety of expectations,
inuences, and education. Additionally, they have much greater exposure
to the constant stream of visual stimuli that todays media oKer, and
more diverse experiences responding to a world of designed messages.
For these reasons, relying solely on the designers intuition may no
longer be the most eKective approach for creating communications that
resonate with a particular audience. Instead, designers must create
empathy with the audiences for which they are designing.
51
While product designers traditionally have made greater use of data
about the people for whom their products are designed, communication
designers have more often relied on inference and personal insight
when designing communicative artifacts. The result is that these artifacts
may fail to inspire their proposed audience or, more critically, fail to
change behavior in the way that is intended. Recently, the inclusion of
user-centered, interdisciplinary methodologies in communication design
processes has helped to nd appropriate ways to reach todays viewers.
User-centered methods allow communication designers to create the
opportunity for a shared dialogue with their viewers, and more important,
to create the opportunity for behavioral and social change. When designer
and viewer are actively involved in a shared dialogue, both become
participants in the creation and interpretation of the visual message.
As a result, the designer is empowered, shifting from a decorator of
messages to an agent of inuence on the social implications of delivering
a visual dialogue.
The way in which communication designers are incorporating
research methods in their design processes to create empathy with their
viewers can be studied in the work of two design rmsLondons Wire
Design and the international agency Ogilvy and Mathers Brand
Integration Group (BIG). In reviewing the methods employed by these
rms, a strong case can be made for situating research methodologies
within the eld of communication design.
The Dialogue
To move ahead from their basic assumptions, Corcoran and his staK
began their research with the South London police. They reviewed
statistical data on knife attacks and listened to the assumptions and
beliefs of local police ogcers about what the communications campaign
should do. For example, police had perceived a change in the age and
reasons for young teenagers carrying knives in the street. Since the
death of Taylor, children as young as age nine were carrying knives out
of fear. Police felt strongly about communicating a positive message, as
well as reinforcing the strength of the community, without delivering
threats to youth or making promises to those concerned about safety.
The message would be delivered in public spaces and primary schools,
and serve as a discussion point for parents, grandparents, and teachers.
The message could neither glamorize nor dramatize knife carrying.
Wire Design worked with Cherie Lebbon, a researcher at the
Helen Hamlyn Research Center, to create an eKective research strategy
for developing empathy with the various constituencies of the audience.
Corcoran felt that it would be critical to choose the most appropriate
visual language for understanding a teenagers perspective and
beginning a dialogue.
Corcoran and Lebbon made two visits to a Southwark school. The
goal of the rst visit was to get a sense of what visual languages and
messages might be most appropriate for an audience of thirteen- and
fourteen-year-olds. Wire developed a ctional band, Trainer, and
created twelve CD covers in a variety of visual styles (fig. 1 ). Students
were asked to associate each example with a particular age group.
The second visit took the form of a group interview with the goal of
understanding the students perceptions, attitudes, beliefs, and
language related to knife carrying and safety. Additionally, students
evaluated image boards in light of those conversations (fig. 2 ).
The Dialogue
The mythology stories, along with the time spent researching teens,
served as a direct catalyst for the BIG team. Charles Hall, a senior writer
at BIG, emerged with the question, Whats your anti-drug? (fig. 3 ).
This phrase, which is represented with a handwritten script and graphic
structure that invites completion, served to spark appropriate dialogues
on several levels. First, it motivated those responsible for engaging in
communication: teens, who could identify with and communicate about
what made them feel positive and unique; and parents, who could
engage in dialogue with teens about drug addiction and positive
behaviors. Second, the phrase motivated those responsible for making
the communication: other ONDCP agencies would be able to extend and
co-construct the brand by creating new and evolving artifacts.
As the campaign unfolded, opportunities to gain empathy for the
recipients of the message continued. For example, teens were invited to
a web site, www.whatsyourantidrug.com, to talk about what their
personal connection to the universe was (fig. 4 ). Each message that was
left by a visitor was developed into an excerpt using images, music, and
voiceovers. Some were done by BIG and some by other agencies. Some
were chosen and further developed into television commercials.
conclusion
Wire Design and BIGs stories make clear the benet of situating design
research methodologies within the eld of communication design. In
both cases, designers were empowered to create a common ground for
dialogue, community-building, and behavioral change.
EKective rhetorical communications such as these have great
implications for society. They are vehicles for expression, social agreement,
and social change, allowing communication to move beyond a process of
faster and better information transfer. Instead, communication evolves
as a ritual process where sharing, participation, and community-building
work toward maintaining society and representing and promoting
shared beliefs.13 These implications set forth an exciting new charter for
design research.
64
absorbed copywriter Bill Bernbachs method of replacing mere
illustrated stories with truly visual concepts. Work coming from DDB
was unique because their whole method of creating ads (teaming up
copywriters and designers and allowing their jobs to overlap) was
radically new. Lois went on to design not just advertisements but
magazine covers and whole product lines based on big ideas that were
as visual as they were verbal.2 This approach has since been widely
emulated by creatives both inside and outside advertising agencies, and
is highly conspicuous in design competitions and books and magazine
articles about designers.
Lois has saidrepeatedlyabout research, You cant research a
big idea. The only ideas that truly research well are mediocre ideas. In
research, great ideas are always suspect.3 He is correct that conventional
research has limitations. Big ideas are arrived at through taking creative
risks, while testing, as it is employed by advertising and marketing agencies,
is usually undertaken to minimize risk. Risk takers like Lois created new
forms and surprising, attention-getting work by not following rules,
whereas conventional research is all about following rules and testing
existing forms.
Lois has detailed his many successes in books and articles.
Designing covers for an intelligent magazine like Esquire to compete with
1960s girlie magazines called for big ideas. Naming a breakthrough
product such as Lean Cuisine called for a big idea. Nailing a catchphrase
for MTVs youth audience, I want my MTV! had to be a big idea.
Nevertheless, even Lois, in his book Whats the Big Idea?, acknowledged
that research is an essential discipline of advertising life.4
Lois has repeatedly made good use of research that is provided as
background information, as long as he has been able to use it at his
discretion. He has been quick to cite research when his campaigns can
be statistically shown to create greater sales or greater consumer
awareness. What Lois objects to is subjecting his novel designs to focus
groups and the like to try to predict the publics reaction, which he sees,
probably rightly, as a way for timid clients to kill bold ideas without
taking direct responsibility.5 Such clients rely on a well-known weakness
of audience research, namely that people generally lacking imagination
and taste are asked to pass judgment on work created by people with
considerable imagination and taste.
65
Research subjects may not be able to conceive of being receptive to
a campaign or a particular design, when in fact this is a limitation of their
imagination rather than of the design itself. These individuals might
respond well to such work if it were, in fact, actually distributed through
normal channels rather than presented in a research setting.6 Viewers
normally respond to designs without conscious deliberation. Even the act
of considering a given design is likely to dampen the normal, spontaneous
reactions of non-expert viewers.7 Qualitative research methods have come
a long way since Lois originally voiced his objections, and ethnographic
research techniques allow researchers to nd out how non-experts feel
without putting them on the spot.8 Popular conceptions of audience
research, however, have not caught up. Persistent images of clipboard-
toting dweebs and endless email questionnaires, all demanding simplistic
numerical responses to complex matters of art and human nature, live in
the minds of graphic designers as well as the general public. Focus
groups are, in the popular imagination, misplaced attempts to nd out
how most people would react to a completed design, rather than
places to cull raw material for a designers expressive response. Certainly
young designers should be exposed to the innovative ways design
research is now employed.
But not all design issues are a matter of expression. Product safety
manuals, websites for purchasing airplane tickets, and election ballots
all need to be, primarily, comprehensible. Impulsive responses rely on
expressive approaches, but it is pragmatic design that can help
audiences in weighty matters. Careful deliberation by designers
and user testing can make audience experiences more forgettable
than memorableand, sometimes, blessedly so.
An example of such a pragmatic approach is a current project for
St. Jude Childrens Research Hospital in Memphis, Tennessee. Graphic
designers at the Center for Multimedia Arts (CMA) in the University of
Memphiss FedEx Institute of Technology are part of a team of professionals
working to overhaul and rene the hospitals informed consent
procedures. Currently, when parents are told their child has cancer, they
are immediately given a thirty-page document outlining the hospitals
suggested treatment protocol. At once, they must digest both the
devastating news about their childs health and the complex content of
the document. Doctors go through the document with the parents,
72
chapter 5
Activity Theory:
A Model for Design Research
JUDY DAMMASSO TARBOX
73
Throughout history visuals have been a signicant tool within the
greater society. From the monastic illuminated manuscripts of the
Middle Ages to eighteenth-century utilitarian instruction manuals using
copperplate drawings and woodcuts, visuals have played a key role in the
conveyance of information and ideas. As our culture grew more literate,
text became the media of choice and, for many years, consumed the
visual components. At the turn of the nineteenth century, the invention
of mass media, photography, color lithography, and improvements in
printing both images and photographs exponentially increased visual
documentation and pictorial information. Today, we nd ourselves amidst
a visual culture that has undergone an even more expansive sea change,
as mass media and digital media are changing how we communicate
across cultural boundaries, and a new visual language is developing that
integrates both textual and visual objects. The result is a changing of the
relationship between word and image from a text-dominated equation
to one more equally balanced. Images are no longer just pretty
pictures providing aesthetic appeal and the reagrmation of what was
already known through words. Instead, technological advances and new
communication venues cause a merging of cultures in which visual
contexts are always changing and the components, text and images, take
on new roles. Specically, images are once again important factors in the
conveyance of information and ideas, and it has become essential for
designers to gain awareness of the importance of visual information
within this larger, more global context. In addition, how a piece is
received and understood is impacted by these external forces. Therefore,
it is necessary to approach design from an external perspective that
takes all the competing components into account while not losing the
existing research base. Activity theory can help with this transformation.
TA R B OX : AC T I V I T Y T H E O RY 75
fig. 1 Meta-context as modeled by activity theory represents the meta design
environment: this is the research phase of the process. Activity theory helps set up
the model to organize the process.
upon them. These operations combine to form actions which are not
automatic at rst but can become so as the subject uses them over time.
As this part of the activity is going on, it is also being inuenced by other
parts of the total environment. For example, the goal is mediated by the
division of labor. This is not necessarily a breakdown of people, as in
division of labor within a corporate structure. In a design activity
system, this can be viewed as the types of assessment methods used to
determine if the ultimate goal has been met (has the piece eKectively
conveyed information); or it can also be genre (is the piece supposed to
work in a universal environment versus a more socially constructed
environment); or it can be a breakdown of people that are involved in the
creative process (printers, museum directors, and so on). These are in
turn interacting with the overall communityin this case the specic
audience of the activity (the students using an instructional piece, the
potential audience of the event, the people going to the exhibit).
The community sets rules which mediate the types of operations
and actions the subject uses. Again, in a design environment these can
TA R B OX : AC T I V I T Y T H E O RY 77
theory provides a platform for designers to look at all the components
of a specic situation, and it impacts the way we approach design by
looking carefully and specically at these external factors. Furthermore,
it changes the way we think about designcoming from external elements
and not based solely on internal, cognitive, or intuitive elements.
With the understanding of how activity theory works from the
perspective of the designer as subject, the theory can also be converted
into a specic heuristic to be used in design situations with the piece
itself as the subject. The actual design situation can be plotted as
described abovethe overall context or meta modeland the specic
piece can be designed using the model as well. In this way, it is possible
to nd tensions that arise within the design process as well as between
the context and the piece itself.
TA R B OX : AC T I V I T Y T H E O RY 79
11. Are these adequate for the audience, or are there other rules
one might consider?
12. How does the activity break down? What is the division of labor?
In their article, de Jong and van der Geest mention heuristics taking on a
prescriptive or instructive form.3 Designers have indeed used various
prescriptive, longstanding methods in approaching a piece. Activity
theory, and the model it provides, enhances this process and gives a means
to visualize and organize it in a more instructional way. Furthermore, it
expands the process and helps identify tensions that might exist between
the segments of the audience, subject, or object, thereby enabling us to
make decisions based on the total environment and context of a piece,
and ultimately making it more eKective.
references
Bolter, Jay David. Writing Space: Computers, Hypertext and the Remediation of Print,
2nd ed. Mahwah, NJ: Lawrence Erlbaum Associates, Publishers, 2001.
Clair, Kate. A Typographic Workbook: A Primer to History, Techniques, and Artistry. New
York: John Wiley & Sons, 1999.
Horn, Robert. Visual Language: Global Communication for the 21st Century. Bainbridge
Island, WA: MacroVU, 1998.
Kirkman, John. From Chore to Profession: How Technical Communication in the United
Kingdom has Changed Over the Past Twenty-ve Years. Journal of Technical
Writing and Communication 26, no. 2 (1996): 14761.
Kuutti, Kari. Activity Theory as a Potential Framework for Human-Computer
Interaction Research. In Nardi, Bonnie A., ed., Context and Consciousness: Activity
Theory and Human-Computer Interaction. Cambridge, MA: MIT Press, 2001, 1744.
Mathews, Mitford M. Teaching To Read: Historically Considered. Chicago: University of
Chicago Press, 1966.
McKenzie, Jamie. Learning Digitally. From Now On: The Educational Technology Journal 8,
no. 3 (1998). http://www.fno.org/nov98/digital.html.
Meggs, Phillip B. A History of Graphic Design. New York: Van Nostrand Reinhold
Company, 1983.
Roblyer, Margaret D. Visual Literacy: Seeing a New Rationale. Learning and Leading
with Technology 26, no. 2 (1998): 5154.
Schnackenberg, Heidi L., Kevin Chin, and Roci J. Luppicini. Heuristic and Formative
Evaluation: A Case Study Illustration of a New Technique. Journal of Educational
Computing Research 28, no. 2 (2003): 10325.
SutcliKe, Allistair. On the EKective Use and Reuse of HCI Knowledge. ACM Transactions
on Computer-Human Interaction 7, no. 2 (June 2000): 197221.
Tebeaux, Elizabeth Technical Writing in Seventeenth-Century England: The Flowering of
a Tradition. Journal of Technical Writing and Communication 29, no. 3 (1999): 20953.
Tyner, Kathleen. Literacy in A Digital World. Mahwah, NJ: Lawrence Erlbaum
Associates, 1998.
van der Geest, Thea, and Jan Spyridakis. Developing Heuristics for Web Communication:
An Introduction to This Special Issue. Technical Communication Online 47, no. 3
(2000). http://www.techcomm-online.org/issues/v47n3/full/0407.html.
Warschauer, Mark. Electronic Literacies. Mahwah, NJ: Lawrence Erlbaum Associates, 1999.
TA R B OX : AC T I V I T Y T H E O RY 81
Section II
D E S I G N I N Q U I RY
chapter 6
Profession
Sex
Nationality
1. Fill in these three forms with the colors yellow, red, and blue.
The coloring is to ll the form entirely in each case.
fig. 1
84
In 1923 Wassily Kandinsky circulated a questionnaire at the Bauhaus, asking
respondents to ll in a triangle, square, and circle with the primary colors.
He hoped to discover a universal correspondence between form and
color, embodied in the equation blue=circle, red=square, yellow=triangle.
Kandinsky achieved a remarkable consensus with his questionnaire
in part, perhaps, because others at the school supported his theoretical
ideal. The equation of yellow triangle, red square, and blue circle inspired
numerous projects at the Bauhaus in the early 1920s, including a baby
cradle by Peter Keler and a proposal for a wall mural by Herbert Bayer,
although in later years some members of the Bauhaus dismissed
Kandinskys fascination with these shape and color combinations as
utopian aestheticism.
While few designers today would argue for the universal validity of
such combinations, the attempt to identify the grammar and elements of
a perceptually based language of vision has informed modernist design
education since the 1940s.
In 1990 we recirculated Kandinskys psychological test to
designers, educators, and critics. The replies range from straightforward
attempts to record an intuitive reaction to statements that reject
Kandinskys original project as irrelevant to the aesthetic and social
world of today. Reproduced here are a few of the responses.
85
frances butler
Graphic designer and writer
fig. 2
Delving into the folklore of color and value, I assign colors to the three
shapes in this way:
1. The Triangle = Yellow, because it is the most spiky shape, the least
bulky, the lightest. This shape is the dancer, the sparkler.
2. The Circle = Red, because it is the punctum, the point, the heart of
the matter, and hearts are red. The center, in Western culture, is
the place of vitality, and vitality is bloody.
3. The Square = Blue, or true blue. The stability of the spatialized
consciousness which we have developed since Euclid depends on
the square, in a recessive color, as bets the shape that is the
foundation, the support of all later shapes and ideas.
I do not so much use these shapes as I use the shapes between them,
which are tension-lled and varied, whereas these shapes are quiet and
stable, and therefore inadequate for my communication projects. All of
my projects are designed to exploit the prevailing heteroglossia of
communication today, with overlying fragments of texts from institutional
and personal history forming a layered matrix of partial references and
irony, with the only respite of clarity coming from an occasional eKort to
bare the device supporting the project narrative. In this approach I am
following the notions of Rumelhart and McClelland, described as parallel
cognitive processing, in which all elements of the mind and body
contribute continuously to a cross-grained best-t search which makes
up memory as it goes.
Memories have no locus, and lie within the connections, not in
places, or schemata. Therefore I think that your project to revive this
early-twentieth-centuryor really, late-nineteenth-centuryidea is
an exercise in nostalgic futility. However, these longings are quite
appropriate to our out-of-date culture in which, among other things, the
old men in our government are trying to resume control over the bodies
of young women.
fig. 3
fig. 4
milton glaser
Graphic designer
First published in Lupton and Miller, eds., The ABCs of Triangle, Square, Circle:
The Bauhaus and Design Theory (New York: Princeton Architectural Press, 1991).
introduc tion
The question of whether visual information presented over electronic
media can produce greater gains in learning than printed texts alone is at
the center of much contemporary information design research.
Preventing Drug Interactions in Older Adults was a study to determine
whether an interactive, animated software program designed for the needs
of older adults can increase knowledge gains and subsequent behavioral
changes in a representative population of persons aged sixty and older.
An additional goal of the study was to identify specic visual features of
an interface design that may increase older users comprehension and
enjoyment of its content. The ndings from this qualitative pre-study
informed the design of a software program that was later tested in a
clinical trial and was shown to reduce adverse self-medication behaviors
in older adults.1
89
drugs and alcohol in older adults living independently in their communities.
The software program designed for the study was used by participants
on laptop computers equipped with infrared sensitive touch screens. No
prior experience with or knowledge of computers was required by the users.
study population
The study population for the project was dened as adults at least sixty
years of age by self-report who met criteria developed and validated by
the MacArthur Field Studies of Successful Aging to ensure a base level of
independent physical and cognitive functioning.6 Participants needed to
be living independently in their communities and had to have visual acuity
of at least 20/100 with corrective lenses. In order to qualify for the study,
participants also had to have health conditions that required prescription
drug regimens addressed in the program (that is, they must either use
anticoagulants regularly to reduce stroke risk, or antihypertensives to
control high blood pressure).
S T R I C K L E R A N D N E A F S E Y: V I S UA L D E S I G N O F I N T E R AC T I V E S O F T WA R E 91
to test participants use of completed prototypes, but rather to elicit
dialogue from them about particular visual and stylistic features of
alternative prototypes prior to design of the actual program. Little has
been written to date about older adults aesthetic preferences for visual
presentation of information. This study is a preliminary eKort to address
this gap in the literature.
The focus groups met in a CLIR seminar room to evaluate elements
of the software prototypes.11 For the visual sessions, participants sat in
a semi-circle around a seventeen-inch Macintosh full-screen display as
prototypes were brought up on the screen for discussion. Since the
participants distance from the screen was greater in the sessions than
would be the case in actual use, the screen presentation during these
presentations was larger to compensate.12
S T R I C K L E R A N D N E A F S E Y: V I S UA L D E S I G N O F I N T E R AC T I V E S O F T WA R E 93
fig. 1 Prototype 1
fig. 2 Prototype 2
fig. 3 Prototype 3
Prompting
Comments made in focus group environments have to be evaluated
with regard to the context in which they are made.20 Whether a comment
is oKered spontaneously or has to be prompted by the moderator is
important for understanding its meaning. Comments made without
prompting tend to indicate that a matter is salient (is important to the
participant and comes readily to mind), but also that it is not particularly
S T R I C K L E R A N D N E A F S E Y: V I S UA L D E S I G N O F I N T E R AC T I V E S O F T WA R E 95
sensitive. An issue that must be prompted can either be interpreted as being
less important to the participants (it doesnt occur to them to comment
on it), or it may be a topic that they are uncomfortable discussing in a
group setting.
Findings
Despite the limitations of what can be rmly asserted from focus group
research, the sessions provided insight into a number of matters related
to the participants responses to the computer program. The participants
spoke openly and matter-of-factly about age-related issues such as
diminished eyesight. They clearly communicated their likes and dislikes
for aspects of graphic style, once prompted. They also talked about their
existing beliefs regarding interactions between prescription and OTC
medications and alcohol, which was useful for identifying points where
misconceptions existed.
What follows is a discussion of the design features of the personal
education program (PEP) that evolved in response to the participants
comments and preferences.
Type Size
Type size was a subject that was mentioned by nearly all participants
without prompting. Individuals were very quick to say that type was too
small, or that they had trouble reading it. Participants regarded most of
the initial text settings presented to be too small. This is consistent with
research on eyesight and aging that suggests that older adults need
larger type sizes than younger readers to read text comfortably.22 The
design team was familiar with this literature, but it is signicant that the
bias toward smaller type and generous compositional white space
prevalent in design culture and education manifested itself in our initial
prototypes despite this preparation.23 Participants in both focus groups
(identied as members of either group A or B, and by the number
assigned to them during transcript analysis)24 expressed annoyance that
available space was not used for making type larger.
A.3: Maybe you could enlarge that [text] slightly.
A.4: Large type. Yeah, larger type helps.
A.2: You got a lotta room there.
B.2: Its hard to read.
B.4: The print could be a little bit larger.
B.5: There is plenty of room there.
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detailing do not view type variables with as much interest as communication
designers. However, style is also a matter of taste, and some members
may have felt uncomfortable talking about aesthetics in a group setting,
especially if they felt they knew little about type or graphic style.
While comments about type characteristics were not oKered
spontaneously in most cases, type style did have salience for the
participants. Once opinions were voiced, they were strong. Participants
generally lacked a vocabulary to discuss type features, but their
comments are revealing.
A.1: Oh I like it. Its easy to see. I dont like the curlicue kind
[serif faces]. I like the, uh . . . [participant doesnt have a word
to describe sans serif].
A.2: Block letters.
A.1: Block letters! Yes, I like that much better. Its easy to read.
Thats what were accustomed to readingwe read the
newspaper and you dont have too much curlicues. You have it
much more block letters.
The design teams prediction that older individuals would be more
comfortable with serif type faces than sans-serif faces was not supported.
Since all texts in the PEP were written to be brief and to read like display
type, the participants expressed unanimous25 preference for the use of
all Stone Sans Bold type in the third prototype. This is not surprising, as
Stone Sans was designed, in part, for readable screen display.
The nal design employed 20-point Stone Sans Bold for text type,
and 28-point and 32-point Stone Sans Bold for headings as created for a
640x480-pixel screen display. Some tertiary labels, such as generic
names of pharmaceuticals, were presented in 18-point size, but the
preferred minimum type size for the program was 20 points.
All type had to be bold to be read comfortably by the participants.
This eliminated weight change as a variable, so type size and position in
space became the principal means for text diKerentiation. Body text
was set ush left/ragged right, and set in small blocks of text for rapid
reading. Line lengths were typically two to four words in length. The
longest block of continuous text was ve lines. Texts were written for
this presentation format and were tested to maximize clarity and brevity.
Participants were also sensitive to capitalization. They were
disturbed by headings that were all lowercase or employed only one cap
Contrast
The issue that elicited the greatest number of spontaneous comments
was contrast. All initial prototypes were found to lack sugcient contrast.
This is consistent with studies suggesting that the ability to perceive
light/dark and color contrasts diminishes with age.29
The illustration style of gure 1 caused basic contrast problems
for participants. It denes the contours of the human gure with a
gradation of neutral color to imply volume. Digculty discriminating low-
contrast edges of shapes is a visual decit associated with aging,30 and
several participants found the smooth transitions from gray to white to
be indistinct.
Older viewers needs for strong contrast in imagery also contradicts
an emphasis in conventional color theory education for designers on
reducing contrasts of hue to achieve harmonious color composition.31 As
with the use of small type sizes, this bias toward working with hues
similar in value and/or graying back color contrasts can amount to
illegibility for older audiences.
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The imagery with which we were workingan anatomical gure
displaying internal organsrequired some means of diKerentiating
contiguous shapes. Contrasts of hue alone, as presented in gure 2, were
not sugcient for a number of the participants. One of the more descriptive
speeches regarding gure 2 indicated the seriousness of the contrast
issue for older viewers.
A.1: Yes, it seems too light to me, the pill. I mean, you might
think that was just a distortion on the picture, rather thanif it
didnt have blood pressure pill written under it, Id think it
was something else.
When a comment that an image is too light is made in a vague way, it
is possible to regard it as a matter of taste or degree. However, when
a viewer describes an important component of an image as looking like a
distortion on the picture, quite a bit more is at stake.
Figure 3 was regarded unanimously as the easiest gure to see, but
it too was found to lack sugcient contrast. Figure 3 employs a dark
outline of a consistent weight around the gure and all organs.
Participants regarded the outline as too thin in the rst protoype, and
also insugciently dark against a colored background, but comments
were consistently supportive of the illustrative approach.
A.3: I like this one the best. Its easier to see, but the size of the
type . . . It hits you, and thats what youre interested in.
A.5: The pill stands out there.
A.1: I like the looks of the graphics . . .
Weakened color perception appeared to exacerbate digculty with edge
discrimination as well. Participant #5 in group B had digculty distinguishing
between hues close in value, and on several occasions referred to
elements, particularly colored type, as being shaded, or commenting
it blends.
In gure 3, text was rendered not as black but in two huesa dark
teal and a dark red-brown. Comments from the rst visual session with
group B reveal how subtle color diKerentiations of this sort are perceived,
or not perceived, by older users.
B.4: Well, I think the red emphasizes that its antihypertension.
B.5: I thought that was black, is that red?
B.4: No, brown-red.
B.3: The box is red.
Glare
Despite the participants expressed need for sugcient contrast on the
screen, particularly for texts, we found that the matter is not as simple as
black type on white ground. As soon as participants in both groups saw
gure 3 presented on a warm blue background they expressed a preference
for the colored background because it reduced glare on the screen.
A.1: And you know that if youre going to be in facilities with
lights like these, orescents, it [this screen design] doesnt
show as much glare as either of the others. It tends to be much
better . . . it seems to kinda settle things down as far as the
light reections.
This nding is consistent with literature on older adults high sensitivity
to glare.32 Because the iris and pupil undergo change with age, older
adults experience reduced ability to adjust to intense light sources.
The issue of glare did not come up during discussions of the rst
gures. However, once it was introduced, the blue eld was unanimously
preferred to a white background in unprompted comments. This
suggests that designing eKective screen images for older viewers may
involve nding a balance between the need for strong contrasts in the
imagery and reduced glare on the screen overall.
Light warm blue was selected as the background color for several
reasons. Older adults have the greatest digculty distinguishing hues of
similar value in the shorter (blue and green) wavelengths.33 By using blue
as the background hue, other visual elements such as esh, organs, and
cues could be diKerentiated in the red, pink, orange, and brown range.
The blue background also made the esh colors of the anatomical gure
appear warmer and healthier. Some research has also suggested that
S T R I C K L E R A N D N E A F S E Y: V I S UA L D E S I G N O F I N T E R AC T I V E S O F T WA R E 101
blue is the color most often identied by older adults as their favorite
color.34 Its use as the dominant hue on the screen may, therefore,
enhance the appeal of the program for some viewers.
Participants preferred a plain background of a single hue, light in
value. They regarded all shaded bars, layers, or other devices that
segmented areas of the screen or separated text from image to be
distracting, and as interfering with comprehension of the information.
Figure 3
While gure 2 was generally preferred over gure 1, both groups expressed
a unanimous preference for the graphic style of gure 3. Like gure 2, it was
colorful and at, with principal diKerences being its colored background
(light, warm blue/gray) and dark outlines around the body contour and
organs. Although diagrammatic, gure 3 was also rendered more
descriptively than gure 2 in terms of denition of facial features and organs.
A.1: But this is a nice gure. It looks more like a human, too,
you know.
Figure 3 was criticized for being too light in value, and for lacking
contrasts. However, once the contours were thickened and darkened,
participants in both groups expressed satisfaction with the style solution
and did not want to see the other gures again, even with new variations.
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Representation of the Figure
One of the goals for design was to create an anatomical gure that
was gender- and race-neutral (fig. 4 ). We were only partly successful in
achieving this end.
Comments about racial and gender characteristics of the gures
had to be prompted by the moderator in all cases. Several explanations
for this are possible. First, participants may not have thought about
representation until asked to comment on it, or such features may not
have seemed important to them given the informational purpose of the
program. However, race and gender are relatively sensitive issues in
American culture, and participants may have been reluctant to discuss
their perceptions publicly. Most of the joking in the sessions occurred
during these conversations, and prompted discussions of identity tended
to be cut oK rather quickly by someone raising another, usually more
technical, issue.
Agreement was unanimous in both groups that gure 1 appeared
to be male in its body shape and features, and gure 2 was perceived
unanimously to be female. Figure 3 was discussed in Group A as
appearing more gender neutral.
A.1: It looks like a person. Its a human bodyan it.
A.5: Essentially, a generic person.
Group B, a group of all women, expressed concern that gure 3 appeared
to be a white male, although it did have some features they regarded as
ambiguous.
fig. 4 Screen sample from the nal interface design showing one of six ethnic gures
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completeness of organs in the anatomical figure
Another matter tested was the anatomical completeness of the human
gurewhether participants preferred seeing only the system under
discussion in a particular animation, or whether they wanted to see a more
complete set of organs at all times. We expected participants to prefer a
simplied presentation, but we found just the opposite (figs. 5 and 6 ).
The rst topic discussed was blood pressure, so we presented
gure 1 showing only the circulatory system. Figure 2 displayed some
additional organs, including the brain, stomach, and kidneys. Figure 3
showed kidneys, stomach, and a simplied digestive tract. The matter
did not have to be prompted. Soon after gure 2 was displayed, both
fig. 5 Screen sample from nal interface design showing one of six ethnic gures
fig. 6 Screen sample from nal interface showing zoomed anatomical detail
Information Hierarchy
Standard conventions for information hierarchy and placement of
elements on the page were preferred over the non-standard variations
tested. Participants wanted to begin reading from left to right, and once
they were at the right they wanted to be able to stay there.
A.5: Where they have it [body text on right] here now. You can
just drop down and read it.
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fig. 7 Screen sample from nal interface showing zoomed anatomical detail
They did not want to have to scan the eld for new information and did
not like typographic elements too dispersed on the page (fig. 7 ).
B.5: The type is . . .
B.4: Its like youve got it all over.
Interaction Design
Standard conventions for interaction design were also preferred (fig. 8 ).
Some basic functions were tested by intentionally using non-standard
relationships (for instance, on some prototypes, forward and back positions
were reversed in the menu bar from their relationships on standard
electronic equipment). It was clear that the older adults in the groups
were familiar with the operation of home VCR equipment, and they
expected the interactive program to follow VCR conventions. Several of the
participants had home computers, and a few used the internet regularly.
Those with internet experience expected the program to work like the
internet. Others had little experience with computers and/or interactive
environments, but VCR controls were assumed by the participants to be
natural standards upon which the interface should be based.
Participants strongly preferred prototypes that contained graphical
cues over those that did not. They wanted to see a bright red arrow
appear on the screen every time a new block of text appeared to direct
their attention to it. They tended not to notice changes in the text that
were not cued. Areas of the body that were under discussion in the text
were circled dynamically in bright red. Some of these circles then
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Standard interaction design protocol tends to recommend
positioning menus at the top of a screen. In our laptop touch-screen
environment, we placed the menu at the bottom of the screen so that
users wearing bifocals would be able to focus on these selections more
easily and with less head adjustment. This location is also consistent
with conventions that position next or for more information buttons
at the bottom center or bottom right corners of a screen.35
Sound
A decision was made early on not to use sound in the program, as it
has been reported that older users, unlike younger users, nd computer
programs more digcult to use when exposed to sounds.36
Motion
Design of motion for older adults must be slower and more consecutive
than moving graphics for younger audiences. Whereas younger people
may enjoy the aesthetic experience of seeing multiple events occur
simultaneously on a screen, our participants found simultaneous events
frustrating. This is fully consistent with studies of older adults and
motion phenomena. Perception research consistently demonstrates that
visual tracking skills diminish with age.37
From our sessions we determined that only one important event
involving motion could happen at a time. A detail area could zoom large
while other elements faded (and this particular example of simultaneity
was preferred over two-step zooms), but events involving program
content needed to be sequential. The base transition time for events was
at least three seconds in duration for the viewer, with ve seconds being
standard. Two to three lines of text (six to eight words) required a
minimum of ve seconds of display for comprehension, and texts of up
to six lines required ten seconds. Important texts were generally
displayed for at least ten seconds.
The actual playing time of a computer animation will vary
depending on the speed of the computer on which it is played and other
factors such as available memory. Given this changeable environment,
we tested the animations with focus group participants by looking for a
base number of seconds to be allowed for diKerent kinds of transitions.
Animations produced on diKerent machines could then be slowed down
generalizabilit y
The ndings reported above are specic to the program developed for
this project. However, one of the striking things about the project was
that nearly all of the relevant resources we found noted the small amount
of empirical research available in the area of older adults preferences
and requirements for computer interface design. Because focus group
studies are not generalizable to a larger public (due to their small sample
sizes), the ndings reported here can only be assumed to represent the
contributions of twelve individuals. Nevertheless, we hope that this
report may provide a needed starting point for others intending to design
interactive materials for older adults in the near future, and that it may
stimulate further research into the aesthetic preferences and practical
thresholds required by older adults for visual, online learning materials.
conclusion
People over age sixty are particularly vulnerable to injury from
interactions among prescription and OTC medications and alcohol. This
study is an eKort to create an eKective interactive software intervention
to reduce the risk of certain harmful interactions in a representative
population of independently living seniors.
Findings drawn from the qualitative pre-study, conducted to guide
the design of the software prototype, suggest that particular visual
features of interface design may enhance comprehension, appeal, and
ease of use in such a program for older adults. Specically, interrelated
visual factors such as use of bold typefaces in sizes of 18 points or larger,
strong contrasts for type values, use of bold, descriptive outlines in
illustrations, as well as a simplied and glare-reducing background, may
enhance the appeal of the program for older users and may mean the
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diKerence between legibility and illegibility for some. Animated
components of such a program need to play at slower speeds than might
be preferred by younger people. Strong visual cueing and clear, simple
navigation functions are especially important to this population. In
addition, we learned that older adults will express clear preferences for
particular approaches to illustration style, typography, and representation
of the human gure if presented with alternative prototypes. Some of
the preferences expressed by participants in this study contradict
standards of aesthetics and stylistic orientations commonly taught in
design education programs in the U.S.
It is our hope that the above ndings, and others, may be pursued
and conrmed in subsequent studies to extend the knowledge base
available to designers and software developers regarding design of
interactive educational media for the growing population of older adults
in the U.S. and abroad.
notes
1. Results from the clinical trial were reported in Patricia J. Neafsey, et al., An
Interactive Technology Approach to Educate Older Adults about Drug Interactions
Arising from Over-the-counter Self-medication Practices, Public Health Nursing 19,
no. 4 (2002): 25562.
2. JeK A. Bloom, et al., Potentially Undesirable Prescribing and Drug Use among the
Elderly, Canadian Family Physician 39 (1993): 233745; Joseph T. Hanlon, et al.,
Drug-use Patterns among Black and Nonblack Community Dwelling Elderly, The
Annals of Pharmacotherapy 26 (1992): 69785; Rachel L. Pollow, et al., Drug
Combinations and Potential for Risk of Adverse Drug Reaction among
Community-dwelling Elderly, Nursing Research 43, no. 1 (1994): 4449; Carl
Salzman, Medication Compliance in the Elderly, Journal of Clinical Psychology 56,
supplement 1 (1995): 1822.
3. United States General Accounting Ogce, Prescription Drugs and the Elderly
(GA/HEHS-95-152). (Gaithersburg, MD: U.S. General Accounting Ogce, 1995).
4. The Taskforce for Compliance. Noncompliance with Medications: An Economic
Tragedy with Important Implications for Health Care Reform (Baltimore: The
Taskforce for Compliance, 1994); Jason Lazarou, Bruce H. Pomeranz, and Paul N.
Corey, Incidence of Adverse Drug Reactions in Hospitalized Patients, Journal of
the American Medical Association 279 (1998): 12001205.
5. Lazarou, Pomeranz, and Corey, Incidence of Adverse Drug Reactions in Hospital
Patients.
6. Sharon M. Wallsten, et al., Medication Taking Behaviors in the High- and Low-
functioning Elderly: MacArthur Field Studies of Successful Aging, Annals of
Pharmacotherapy 29 (1995): 35964.
7. Results from the pilot test and a description of the study plan for the clinical trial
are reported in Patricia J. Neafsey, et al., Use of Touchscreen Equipped Computers
to Deliver Health Information about Self-medication to Older Adults, Journal of
Gerontological Nursing 27, no. 11 (2001): 1927; Neafsey, et. al., An Interactive
Technology Approach, 25562.
S T R I C K L E R A N D N E A F S E Y: V I S UA L D E S I G N O F I N T E R AC T I V E S O F T WA R E 113
8. Mark V. Williams, et al., Inadequate Functional Health Literacy among Patients at
Two Public Hospitals, Journal of the American Medical Association 274 (1995): 167782.
9. Robert Laubach and Kay Koschnick, Using Readability Formulas for Easy Adult
Materials (Syracuse: New Readers Press, 1977); Sue Plimpton and Jane H. Root,
Materials Strategies that Work in Low Literacy Health Communication, Public
Health Reports 109 (1994): 8692; Williams, et al., Inadequate Functional Health
Literacy.
10. Method for the language sessions is reported in Neafsey, et al., An Interactive
Technology Approach.
11. The focus group methods of Linda Anderson and colleagues and Richard Krueger
were adapted to a computer product environment. See Linda A. Anderson, et al.,
Using Quantitative and Qualitative Methods to Pretest the Publication Take
Charge of Your Diabetes: A Guide for Care, Diabetes Educator 22, no. 6 (1996):
598604; and Richard A. Krueger, Quality Control in Focus Group Research, in
David. L. Morgan, ed., Successful Focus Groups: Advancing the State of the Art
(Newbury Park, CA: Sage, 1993), 6585.
12. The nal image size for the program was twelve inches on fourteen-inch IBM
Thinkpad laptop computers, with one inch of perimeter space lost to the
touchscreen attachment. Final alterations were made to the software program
based on observations of sixty subjects during the pilot test prior to its use in the
clinical trial.
13. Roger Morrell and Katrina V. Echt, Designing Written Instructions for Older
Adults: Learning to Use Computers, in Arthur D. Fisk and Wendy A. Rogers, eds.,
Handbook of Human Factors and the Older Adult (New York: Academic Press, 1997),
33561; James M. Vanderplas and Jean H. Vanderplas, Some Factors AKecting
Legibility of Printed Materials for Older Adults, Perceptual and Motor Skills 50
(1980): 92332.
14. J. Morgan Morris, User Interface Design for Older Adults, Interacting with
Computers 6, no. 4 (1994): 37393.
15. In Dynamics in Document Design (New York: John Wiley & Sons, 1997), Karen A.
Schriver noted that little work has assessed the design of hardcopy or online
information for this population [older adults], and . . . surprisingly, there are
almost no studies of elderly readers in the document design literature (507).
16. For a discussion of sources of bias in design education, see Dietmar Winkler,
Design Practice and Education: Moving beyond the Bauhaus Model, in Jorge
Frascara, User-centered Design: Mass Communications and Social Change (London:
Taylor & Francis, 1997).
17. David Sless discusses the digculty that people often have articulating their
impressions of the visual features of products. He writes, They make comments
about the improved versions, such as it looks professional, its easy to read, or
its nice to look at which gives a sense of something underlying what is
articulated. Sless, Better Information Presentation: Satisfying Consumers?
Visible Language 30, no. 3 (1996): 259. We hoped to generate a more explicit and
actionable dialogue in our sessions through compare-and-contrast discussion.
18. Ibid., 24667.
S T R I C K L E R A N D N E A F S E Y: V I S UA L D E S I G N O F I N T E R AC T I V E S O F T WA R E 115
produced an orientation among designers to use subtle color contrasts that may
be digcult for older adults to discriminate.
32. Kline and Schieber, Vision and Aging; Kline and Scialfa, Sensory and Perceptual
Functioning.
33. Kline and Scialfa, Sensory and Perceptual Functioning; Morris, User Interface
Design for Older Adults.
34. N. Clayton Silver and Rozana Ferrante, Sex DiKerences in Color Preferences
among an Elderly Sample, Perceptual and Motor Skills 80, no. 1 (1995): 92022.
35. Ray Kristof and Amy Satran, Interactivity by Design: Creating and Communicating
with New Media (Mountain View, CA: Adobe Press, 1995).
36. Jakob Nielsen and Lynn Sheafer, Sound EKects as an Interface Element for Older
Users, Behavioral Information Technology 12 (1993): 20815.
37. Kline and Scialfa, Sensory and Perceptual Functioning; Morris, User Interface
Design for Older Adults.
Mr. Lincolns advice is, of course, very good, and applicable to many
pursuits. Yet many graphic design practitioners and students often
routinely ignore this sentiment and dive directly into form-making
activities when presented with a design problem. In most cases we tend
to rely on intuition and our best guess to construct a solution, without
the benet of the various types of research that might provide a clearer
insight as to how our eKorts might be more eKectively directed. Our
profession might be characterized, if you will, as swinging a dull axe.
However, there are some basic steps that we can take to remedy
this situation. Graphic designers can work with clients, viewers, and
other stakeholders to identify and analyze problems. We can also include
those individuals in the process of generating design concepts, evaluating
prototypes, and experiencing produced solutions. We can use research
techniques that allow us to solicit opinions, observe behavior, or even
allow viewers to participate in developing ideas. In short, we can move
toward a design process that incorporates input from those involved,
and that results in designed communications that more eKectively meet
viewer needs and expectations.
117
Such an approach results from a view of design as a problem-solving
activityas opposed to a view that primarily stresses self-expression.
A number of the research activities employed are viewer-centered,
requiring the direct involvement of members of user or audience groups
for whom the communication is intended. Both quantitative and
qualitative research methods are used, as would be appropriate to the
particular design problem, sometimes combined within a single research
activity. The terms audience and user are used to denote two slightly
diKerent meanings: audiences are generally considered to be larger
groups of viewers, and the research methods discussed in regard to
audience-centered projects are mostly perceptual in nature (such as
measuring impressions of trademark concepts); on the other hand, users
are often considered to be smaller groups of viewers, and the research
methods discussed in regard to user-centered projects are mostly
performance-based (such as measuring a users ability to locate a
destination via viewing existing signage in an environment).
The basic design process can be broken into two distinct phases.
The rst is devoted to the investigation of the design problem and the
creation of strategies to address the specic issues found, while the
second is devoted to developing design concepts and further rened
prototypes and solutions. Concurrent with each stage of development in
the second phase are iterative rounds of user or audience testing, which
allow specic improvements to be made prior to implementation. At this
point it is also possible for the entire process to begin again, as user or
audience testing after introduction of the communication may reveal
possibilities for further generations or editions.
Activities typical to each phase include an audit of competing or
similar design eKorts, and the creation of desirable attributes for the
designed communications (fig. 2 ). A better awareness of the state of the
art is achieved through the rst activity, while the second can supply
agreed-upon criteria for eventual testing in phase two. Users and audience
members can then provide input into the organization of content and
basic visual approach of design concepts, while also providing evaluation
of design prototypes for further renement and development, and
experience using nal communications after their introduction.
Finally, it is also helpful to consider the three main methods for
conducting user or audience research as part of the design process
(fig. 3 ). Survey research can be used to determine impressions concerning
various aspects of designed communications, while behavioral research
can provide insight through the observation of users actions. Participatory
fig. 6 A user research plan for environmental graphics and waynding design
The specic research methods discussed have been explored and written about by
many others, and the past works of fellow design educators have been extensively
drawn upon. As well, the work of researchers in engineering and the social sciences
has been referenced. Two much older (but still very applicable) texts have also been
drawn uponColin Cherrys description of the process of human communication, and
Charles E. Osgoods use of the semantic diKerential as a tool for measuring basic
viewer response to visual communications. The work of all of the authors listed below
is gratefully acknowledged as the foundation for this article.
This writing is also a continuation of the authors past work, including a recent call
for a more inclusive and user-centered approach to graphic design practice, and the
results of a large-scale survey of U.S. graphic design practitioners concerning their
involvement with design research activities. Finally, many thanks to the design students
at the Ohio State University for their hard work, and for the use of the project results
shown and discussed.
130
While reviewing the appropriate literature, I began to realize that
working with design methodologies would mean a change of focus for our
team, from visionary creators to less romantic, but more pragmatic,
planners of systems. In this approach, the greater challenge would lie not
solely in developing the graphic presentation of a product but in devising
an eKective, accountable methodology for its production. Although this
may initially seem anathema to most designers, Jorge Frascara, professor
of visual communication design at the University of Alberta, Canada,
highlights the challenge and importance of such an approach: To design
the research method and to design the design method are tasks of a
higher order than to design the actual communications. Methods create
frames, paradigms within which design decisions take place.1
When confronted with a relatively rigid methodology, many designers
begin to feel uneasy. The thought of strictly following a process goes
against our perception of design as an instinctive, intuitive, and artistic
practice. But the truth is that, however informally, the majority of us
follow a methodology when designing. I wanted to formalize some of our
existing practices by building on existing design methodologies, testing
their eKects on the design process, and developing a structured approach
that could help us to deliver a more eKective piece of design. While
some methodologies are not appropriate for every designer or situation,
I set out to prove that, in the right circumstances, user-centered research
can make designing easier and more eKective.
case study
In the 1990s, it became increasingly apparent to WCRF that an unhealthy
body weight and obesity were becoming a major health concern in the
United Kingdom and the rest of the industrialized world.2 While the link
between body weight and hypertension, cardiovascular disease, diabetes,
and osteoarthritis had been well documented, emerging science began
to conrm the news that body weight can aKect cancer risk too.3
Responding to this increasingly irrefutable evidence, WCRF made a
commitment to producing a public education program highlighting the
dangers of being overweight. Central to the campaign would be a health
promotion leaet that would be distributed to doctors waiting rooms
throughout the U.K. by an organization called Waiting Room Information
Services (WIS), as well as via a host of other available means. As WCRF
131
Head of Education, I was able to use this campaign as a case study to
test the validity of design methodologies, and hopefully to deliver more
eKective, accountable communication materials for the campaign.
I initially developed the design methodology by researching
theorists and practitioners in the eld, including Jorge Frascara, Gui
Bonsiepe, Lucien Roberts, Jan van Toorn, and Dietmar Winkler. From the
pool of existing work, I was able to devise a rst draft of my own
methodology, which was an evolution of the existing theoretical models
and was designed to be updated and modied with use (fig. 1). In order
to test its validity and add to its eKectiveness, I applied it to the project
for the WCRF leaet.
stage 1: definition
The rst stage of the design process, denition, is an outline of the
project in its initial form. At this stage the design team asked a series of
questions to establish the nature of the problem and assess whether
visual communications could make a signicant contribution toward
reducing that problem.
stage 2: divergence
The divergent search is where the majority of the background research
took place. The design team broadened the parameters of the design
problem, giving itself the best chance of nding a suitable solution. At
this stage the team dismantled their initial preconceptions about the way
the nal project might look and assessed the project from every angle.
John Chris Jones, inuential author of Design Methods, states that the
useful eKects of using such methods are, rstly, to oblige designers to look
outside their immediate thoughts for relevant information and, secondly,
to inhibit the tendencies to plump for the rst idea that comes up.5
The divergent search is also the point at which we attempted to get
to know the target audienceto understand their likes and dislikes, to nd
out what motivated and stimulated them. In other words, it is where we
tried to learn some of their values and attempt to learn their language
both verbal and visual. As part of the divergent search, we pursued three
main avenues of research: gathering quantitative data; gathering
qualitative data; and researching the visual tastes of the target audience.
stage 3: transformation
Having completed the divergent search, the design team then had the
raw material that would evolve into a set of proposed visual solutions.
This is the process of transformation and, as Jones says, this is the stage
of fun, high-level creativityeverything that makes designing a delight.7
Nevertheless, this is not an innocent practice. The design team is
trying to eKect a change in human understanding, and the knowledge
gained in the preceding stages gave us a greater chance of achieving this
Measure EKectiveness
Once the project had rolled out full-scale, the design team could then
continue with the process of measuring its eKectiveness by assessing
the products performance against the design objectives set out at the
beginning of the project. This is an ongoing process which enables the team
to recommend further improvements to the leaet, and the process itself.
In perhaps the most important test of the leaets performance, we
used WISs Quarterly Pick Up Reports, which found that 87.5 percent of
the leaets distributed to doctors waiting rooms were picked up, against
an average of just 56 percent. This meant that at least 52,500 people took
the leaet away with them and hopefully read the important messages
contained within.
In the longer term, WCRF will also consider the eKect its campaign
has had on raising awareness of the link between body weight and
cancer risk among the general public. The organization is doing this by
commissioning an annual TNS-Sofres survey of 1,000 U.K. citizens. The
objective will be to nd out how many people associated an unhealthy
body weight and obesity with an increased risk of the cancer and to then
assess whether public opinion has changed over the course of the
campaign. The rst survey results found that, of the U.K. population as a
whole, 43 percent believed that being overweight or obese was linked to
a persons chances of developing cancer, whereas 92 percent knew that
Recommend Improvements
One of the strengths of a methodology that continually proposes tests
and that ensures that eKectiveness is measured is that it continually
feeds back suggestions for improvement. This process ensures that the
methodology itself and the product being oKered evolve throughout
their lifetimes, responding to the needs and desires of their audiences,
becoming more able to deliver the results that the commissioning
organizations need.
WCRFs leaet continues to perform a valued function for the
organization, with large numbers already distributed throughout the
U.K. But its true eKectiveness continues to be measured and will only
truly be known after several more years of use. Nevertheless, it has been
possible to recommend several improvements to the methodology.
conclusion
At the beginning of this project, I set out to prove that design
methodologies can help organizations attempting to tackle social
problems to deliver more accountable, eKective design solutions. I also
aimed to prove that following a structured approach would not stie
creativity or hinder the design process. With some exceptions, I believe
this project achieved these goals on several levels.
147
of everyday experience. This highlights the problem of importing modes
of inquiry from other disciplines without addressing the diKerences
between design practice and the disciplines from which it borrows. For
visual communication, as for design, the problem lies in the diKerence
between the apparently analytical frameworks from which it borrows
and the synthetic framework in which it operates. It is the diKerence
between observing, documenting, and understanding aspects of the world
(typical of social inquiry) and transforming this knowledge into a
meaningful visual communication experience, beyond a presentation of
well-crafted visual data with social commentary.
why look ?
The philosopher John Searle proposes that vision is a critical feature
of human intention, outlining a relationship between how we see the
world, how we perceive the world, and then how we act within and
upon the world.4 Such action, bound up as it is with intention, is the
foundation of design in the broadest sense. If we accept this proposition,
and that the enterprise for design now is to concentrate on the realm
of everyday experience (the world of design use) as the basis for making
design projections, then a considered program of inquiry needs to be
framed around the role of observation. This is critical, as the material
world we inhabit and fashion is ooded with information that exists
primarily in the realm of the visual. As much design practice has been
aimed at intent and outcome, the nature and diversity of our experience
of this visual deluge has been overlooked. It is my view that an
understanding of such everyday experience is potentially one of the
richest sources of information for design action. Photo-observation is
well suited to capturing and eliciting the traces of those experiences for
design use. However, it brings with it historical baggage that presents
certain problems for design. To overcome these problems, an act of
translation is necessary, one that challenges the assumptions contained
within that baggage.
conclusion
The use of photo-observation as a research tool is common in
architectural design.24 Time plus distance are acknowledged limits
architects deal with. The space between the analytic inference of
notes
1. Gunther R. Kress and Theo Van Leeuwen, Reading Images: The Grammar of Visual
Design (London and New York: Routledge, 1996), 23.
2. Andrew Blauvelt and Meredith Davis, Building Bridges: A Research Agenda for
Education and Practice, in Michael Bierut, et al., Looking Closer 2: Critical Writings
on Graphic Design (New York: Allworth Press, 1997), 79; Victor Margolin,
introduction to Margolin, ed., Design Discourse (Chicago: Chicago University Press,
1989), 5.
3. Mark Roxburgh and Craig Bremner, Re-doing Design: Comparing Anecdotes
About Design Research, International Journal of Art & Design Education 20, no. 1
(February 2001), 67.
4. John R. Searle, Intentionality: An Essay in the Philosophy of Mind (Cambridge and
New York: Cambridge University Press, 1983).
5. See Michael S. Ball and Gregory W. H. Smith, Analyzing Visual Data (Newbury Park,
London, and New Delhi: Sage Publications, 1992); Jon Prosser, ed., Image-Based
Research (London and Bristol, PA: Falmer Press, 1988).
6. Douglas Harper, An Argument for Visual Sociology, in Prosser, ed., Image-Based
Research, 25.
7. Marcus Banks, Visual Anthropology: Image, Object and Interpretation, in
Prosser, ed., Image-Based Research, 15.
8. Ball and Smith, Analyzing Visual Data, 5470.
9. Ibid., 5.
10. George E. Marcus and Michael M. J. Fischer, Anthropology as Cultural Critique: An
Experimental Moment in the Human Sciences (Chicago: University of Chicago Press,
1986), 125.
11. Bill Hillier, Space Is the Machine: A Congurational Theory of Architecture
(Cambridge and New York: Cambridge University Press, 1996), 1019.
12. Donald Schon, The Reective Practitioner: How Professionals Think in Action (New
York: Basic Books, 1983).
13. Ibid., 80.
14. See Dana CuK, Architecture: The Story of Practice (Cambridge, MA: MIT Press, 1991);
David Fleming, Design Talk: Constructing the Object in Studio Conversations,
Design Issues 14, no. 2 (Summer 1998); Kathryn Henderson, The Visual Culture of
Engineers, in Swan Lee Star, ed., Cultures of Computing (Oxford: Blackwell, 1995);
158
confuse interrelated but distinct phenomena: identication of what is
there, its meaning or implications, and ones evaluation of it. We see
these three senses in three questions: What did she say? What did it
mean (are its implications)? How do I feel about it? This terminological
confusion also infects our understandings of communications. Do they
coordinate behavior?, etc.1
Second, the receiver creates his or her interpretation. Communication
engages and aKects behavior through the mind, which mediates between
stimulus and response. The mind is a dynamic, self-transforming system;
we learn.2 EKecting the self-transformation of receivers is often the goal
of communication. Third, communicative content is often unstated.
Arriving home at midnight, a teenager exclaims I got a at tire!, answering
the unstated Why are you late? Fourth, the researcher cannot presume
to have an observers objectivity when it comes to interpretation. The
observers interpretation is no more authoritative than the senders or
the receivers. These issues also aKect research methods. For instance,
we cannot take a persons report of what something means literally,
because self-reports involve translations from experience to verbal
account, from the context of the event to the social context of reporting.
The individual and personal nature of interpretation has always
presented deep digculties in understanding communication, leading to
the popular idea that interpretation is idiosyncratic. It is indeed possible
for diKerent people to interpret events or objects diKerently,3 but by
itself this view fails to account for our ability to understand each other
something we often manage to do very well. Communication designers
seek to be understood consistently across varied populations, and they,
too, often succeed.
To further complicate matters, modern communications, from
multimedia to news reports, are often cross-modecombining sensory
forms such as image, motion, and sound with voiceovers or commentaries.
Modern media often recombine individual modes non-redundantlythat
is, with distinctly diKerent contents, requiring receivers to interpret
across them. Sensory and symbolic modes of information are processed
diKerently, complicating the question of how receivers associate them.
The phenomenon of cross-mode communication is not new. Posters and
print advertising have combined visuals and text for centuries. Video
and computer media have increased the ubiquity and complexity of
159
cross-mode communication, increasing the need for knowledge to
develop expertise in designing for it.
If we are to create knowledge for communication design, we need
theories and empirical research. The two work together. Theoretical
investigations examine the concepts governing the investigation and
either explicitly ground them or replace them with concepts that are
grounded, expressible operationally, and testable. Theories present
research outcomes as instances of phenomena dened by theory.
Empirical studies mediate between theories and experience, nding
facts and establishing or disestablishing theories. In research,
knowledge is the joining of facts and theories. The structured thinking
embodied in theory and empirical research is a powerful way to
systematically develop knowledge.
Figure 2: Analogy
Sensory knowledge is also embedded in symbolic expression as physical
analogies or metaphors that are endemic in language and often
consistent across many languages.7 Figure 2 diagrams interpretation of
cross-mode communications using analogy.8 In analogy, two entities are
S TO R K E R S O N : COM MU N I C AT I O N R E S E A R C H 161
fig. 2 Analogy (after Sylvie Molitor, et al.)
S TO R K E R S O N : COM MU N I C AT I O N R E S E A R C H 163
empirical research methods and findings
There are a number of intervening levels in this model between the
communication and its interpretation that need to be connected:
perception, symbol reading, the combining of perceptual and symbolic
modes, judgment or inference, and memory. Initial research was needed
to determine whether the model actually works.
Two experiments comprised the initial investigation. The primary
goal of experiment one was to test the hypotheses that cognition can be
shown as a species-wide faculty underlying and mediating interpretation,
and that interpretation and cognitive function can be measured.
Experiment two investigated the relevance of design factors in presentation
and the measurement of their eKects.
These experiments demonstrated a generally applicable research
protocol that can be used for a variety of studies. By producing
commensurable results across diKerent experiments, this protocol
makes it possible to build a consistent body of design knowledge. Both
experiments presented ndings that are valuable to design, establishing
the validity of the theoretical approach, demonstrating that basic
research can have direct application, and presenting methods that can
be used in a range of basic and applied design research. The research
ndings of these experiments point to variables that designers should
pay attention to regardless of their approaches to design.
S TO R K E R S O N : COM MU N I C AT I O N R E S E A R C H 165
fig. 7 Experiment 1 protocol and data collected
test set-up
Subjects were recruited in a variety of public venues including airports,
lunchrooms, and libraries. The sample of 108 subjects was skewed
toward undergraduate students (64 percent of subjects) and toward
males (70 percent of subjects), but there were enough women and older
non-students for valid between-group comparisons.
The entire experiment required about twenty minutes for each
subject to complete. It was a self-contained application using a laptop
computer with earphones. This eliminated examiner biases and allowed
experiments to be conducted in varied locations.
S TO R K E R S O N : COM MU N I C AT I O N R E S E A R C H 167
results
Background Variables
Background variables consisted of age, sex, education, student status,
and English uency. Except for uency, background variables had little or
no relation to responses. Sex was not related to any response variables.
Age and student status were related to latencies, but those diKerences
mirrored reaction times, which vary with age. There were small
diKerences between groups in the overall tendency to report movies as
integrated or segregated, but these diKerences were not repeated in any
other measures, indicating that they related largely to attitudes about
reporting, rather than to actual processing.
Seven subjects indicated that they were not uent in English. This
number is too small for statistical analyses, but there were anecdotal
indications that uency is critical. Those who were less uent missed not
single words, but entire phrases or the overall sense of spoken texts.
Movie Indices
On the integration question, subjects marked either (1) if video and text
integrated to one movie, or (2) if video and text were segregated as two
separate items. Integration-Segregation Scores varied from 1.05 (movie
almost always integrated) to 1.92 (movie almost always segregated).
The range and distribution of Integration-Segregation Scores
demonstrated that it is possible to design movies with diKering levels of
intelligibility and for diKerent subjects to interpret movies diKerently.
The mean Integration-Segregation Score was 1.47, indicating that the
average movie was integrated about half of the time. The scores were
normally distributed, with a few movies at the extremes and the largest
number nearer the middle.
The four-part analogical categorization of relations between videos
and words was a very good predictor of Integration-Segregation Scores.
The average of Integration-Segregation Scores was 1.30 for category one
(explicit direct analogy), 1.50 for category two (implicit direct analogy),
1.67 for category three (indirect analogy), and 1.78 for category four
(no meaningful analogy). Some scores overlapped across categories,
indicating other factors at work. In particular, verbal interpretation
responses indicated that subjects integrated movies rst as narratives,
S TO R K E R S O N : COM MU N I C AT I O N R E S E A R C H 169
fig. 11 Integration and Condence
review
In the review section, each subject was shown ten movies chosen from
those the subject had integrated (see fig. 9). After each movie, the subject
was asked whether the video and spoken language were directly or
indirectly related. Link Scores were computed for each movie, ranging from
1 for always directly related to 2 for always indirectly related. The mean Link
Score was 1.59. Link Scores closely tracked Integration-Segregation scores,
leaving the strong suspicion that the two variables were actually measuring
the same thing. The directness of linkage may be a precondition of
integration or it may be reported as a result of integration.
S TO R K E R S O N : COM MU N I C AT I O N R E S E A R C H 171
Finally, subjects were asked what the movie was about, or what
enabled you to put [video and text] together. Responses were
interpreted according to protocol analysis9 as records of the level of
thinking that was available to subjects after looking at movies. Protocol
analysis proposes that while we cannot take self-reports literally, accounts
will not reect a higher level or diKerent type of comprehension than
subjects have, so we can use self-reports to assay the type of interpretation.
Subjects were expected to oKer interpretations that gave an overall
concept of the movie or the linking analogies. Instead, subjects responses
almost uniformly provided narrative accounts. For instance, one movie
showed a video of a young man being forced into the back of a police car,
while a woman spoke of his anger. A typical response would be that he
attacked her and she called the police.
findings
Taken together, the ndings regarding Integration Scores, Condence
Scores, and Integration Latencies strongly support the cognitive process
model and rebut popular notions that the subjectivity of interpretation
makes it idiosyncratic, or that visuals and texts can be promiscuously
combined. The ndings show that interpretation is a reasoning process. It
is focused on the external world and seeks to avoid idiosyncratic responses.
The most signicant movies for research were those in the middle
rangeones that some people reported made sense and others reported
did not. Such conicting responses could be explained as reecting
diKerent interpretations, but that explanation would not account for the
increased latencies in keying Integration-Segregation in middle-range
movies. Increased latencies indicated that subjects found these movies
more digcult to interpret. Corroborating this nding, those same movies
had the lowest Condence Scores. Subjects were required to either
segregate or integrate movies; I dont know was not a possible response.
When forced to make a decision, some subjects opted for integration
while others opted for segregation, but underneath that apparent
diKerence was a consensus that these movies were ambiguous.
The consistency of these ndings across age, education, and sex
diKerences reinforces the view that the cognitive processes underlying
interpretation are species-wide rather than socioculturally dened or
idiosyncratic, and that interpretation can be determined by the cognitive
S TO R K E R S O N : COM MU N I C AT I O N R E S E A R C H 173
fig. 14 Experiment 2 integration and review sections
results
As in experiment one, background variables were not signicant. The
replication of the ndings of experiment one and the larger sample size
reinforced the observed consistency. The total Integration-Segregation
rate for synchronized movies in experiment two was 1.51, statistically
identical to the 1.47 observed in experiment one. When the Integration
Scores of movies were compared between experiments, there was an
extremely strong straight-line relation with an R square of .86 (86 percent
of variance explained), indicating that the same movies performed
the same ways in both experiments. Experiment two also established a
U-shaped relationship between Condence and Integration, in which
Condence is highest in cases where videos and words most obviously
could or could not be integrated. Temporal delays did not alter that
relationship. The results in experiment two corresponded closely to
those in experiment one, with an extremely strong R square of .791.
S TO R K E R S O N : COM MU N I C AT I O N R E S E A R C H 175
in the synchronous 0 State, with a score of 1.48. Segregation rose sharply
with even a one-second delay in either video (1.57) or words (1.58).
Highest Segregation was for one-second overlaps.
Figure 16 also shows that delays of text and video were approximately
equally eKective in inhibiting integration. This indicates that
interpretation requires combining both modes, even when one arrives
six seconds or more before the other. The eKect of even a one-second
delay suggests attempts to mentally resynchronize movies by holding
one mode in perceptual memory during the delay. Perceptual memory is
limited to one to two seconds. The slight increase in integration when
there is a gap between modes is not statistically signicant but suggests
that interpretation may improve when modes are presented separately.
findings
Experiment two yielded signicant ndings of interest to communication
designers. It demonstrated the validity of a cognitive model, and its ability
to bring clarity and systematic order to the analysis of interpretation. It
demonstrated the practicality of isolating and measuring presentational
variables, and that its measurements can be translated into design guidelines.
Speaking practically, experiment two shows that even minor temporal
misalignments across modes can substantially inhibit interpretation,
even when there is no one-to-one correspondence of their contents.
Interpretation relies on linking modes together, so neither text nor video
has greater importance for integration. The metrics of the temporal
inhibition of integration correspond to the limits of perceptual memory.
Finally, cognitive digculty in itself can increase memory independent
of integration. It can focus attention, and while an integration may not
be made, lower-level relationships can function mnemonically. Patterns
such as rhymes enable us to remember songs and poems even if we do
not understand them.12 Thus, interpretation need not always be too easy,
and repetitions and patterns designed into the communication can
eKectively promote memory.
The theory and testing presented here open a new, empirically
grounded approach to analyzing and to designing communications, based
on the cognitive processes of receivers. They demonstrate the eKects of
design choices in presentation on reception. Findings can be used
prescriptively, to construct guidelines for competent communication,
which can then be applied across ranges of applications.
Of course, guidelines are only one use for research. Creative
professionals often fear that research will limit their creativity, but
ignorance is not bliss. Research produces knowledge that both promotes
competence and opens creative possibilities through its structured
involvement. Findings are discoveries of unsuspected characteristics or
metrics, which can be used and manipulated to create innovation, with a
wisdom that comes from a grounded, organized understanding.
S TO R K E R S O N : COM MU N I C AT I O N R E S E A R C H 177
notes
Audience as Co-designer:
Participatory Design of
HIV/AIDS Awareness and
Prevention Posters in Kenya
AUDREY BENNET T, RON EGLASH,
MUKKAI KRISHNAMOORTHY, AND MARIE RARIEYA
Give a man a sh, and he eats for a day. Teach a man to sh, and
he eats for a lifetime. african proverb
179
What kind of cultural aesthetics would Kenyans derive if they
designed their own posters? This is the question wethree U.S.
educators and one graduate studentset out to answer in the summer
of 2003, when we conducted a participatory graphic design workshop in
Kenya within a community computing center. In a participatory manner,
a small group of Kenyans designed HIV/AIDS prevention and awareness
posters for their fellow Kenyans using visual language from their own
indigenous iconography, under the supervision of the graduate student,
Marie Rarieya. Simultaneously, by way of a virtual design studio
constructed out of existing communication technologies, the U.S.
educatorssituated in front of computer screens in a classroom at
Rensselaer Polytechnic Instituteindirectly observed and had limited
participation in the Kenyans design process.
research statement
Inherent in the discipline of graphic design is a historically untapped
potential to empower the audience to actively bring about change
through their own eKort and with their own ideas or concepts. In this
unorthodox context, the audience rather than the graphic designer
dictates which ideas reach fruition and potentially in which form(s) they
do so. In recent history, the design discipline in general has realized this
potential with the emergence of participatory designing, user-centered
graphic designing, and other types of experimental CoDesigning
processes.2 Of particular interest are those which involve a multidisciplinary
and multicultural creative team that includes members from the target
audience. The inclusion of multicultural audience input in the decision-
making phase of the design process brings about a signicant demand
for documented research models proven through practical application.
In the past, that demand has been met with theoretical models and
interdisciplinary user-centered research methods that include
questionnaires, surveys, usability tests, and focus groups. Though most
of these methods often yield indispensable information, they tend to
keep the designer (instead of the audience) in control of the concept and
the nal form. We propose the development of a participatory graphic
design process where the audience is the primary designer, with the
interdisciplinary professional design team working in collaboration as
facilitators. In this manner, the professional graphic designer serves as a
B E N N E T T, E G L A S H , K R I S H N A M O O R T H Y, A N D R A R I E Y A : A U D I E N C E A S C O - D E S I G N E R 181
chemical fertilizers would dramatically improve rural African lives.
Instead, these schemes often lead to soil depletion, over-dependence on
insecticides, loss of genetic variation, and other social and ecological
crises. The problems were exacerbated by ignoring the gendered division
of labor in African societies. Starting with the 1970 publication of the
article Womens Role in Economic Development by the economist
Esther Boserup, development organizations began to pay attention to
the critical role of women in traditional African agriculture, and to the
extensive indigenous knowledge in general.5 Rather than a romantic
return to the past, todays researchers in third-world development have
found that hybrid agricultural development, combining indigenous
knowledge with new technologies, oKers a better alternative.6 Inspired
by that success, our hybrid approach to cross-cultural participatory
designing is based on a similar framework, although the diKerences
between our design project and agriculture create diKerent research
requirements. In the case of agriculture, U.S. researchers found that they
needed to establish research centers in the third world; they could not
simply export U.S.-produced seeds into a new context. We similarly used
a eld research site for vis--vis interactions, but our eKorts were
supplemented by the use of communication technologies that oKer
virtual presence in the cross-cultural collaboration.
problem statement
According to communication theorist David Berlos model of
communication, clear transmittance of information occurs when the
encoder shares the same culture as the decoder (fig. 1 ).7 Recent
research conrms this nding. For instance, consider graphic design
historian Philip Meggss conversation with design planner Sylvia Harris
about American students who attempted to communicate to Nepalese
people the harm of ies contaminating their food with bacteria. The
American students presented a poster of a thirty-six-inch-long y that was
ineKective at bringing about behavior change because the Nepalese
people understood the ies in their village to be much smaller than
the ones the American students had created. The American students
failed in the cross-cultural communication eKort because they
assumed they shared the same culture-based visual literacy with the
Nepalese audience.8
field study
With funding from a research seed grant, in the summer of 2003 we set out
to start the participatory process by way of a virtual design studio linked
to an on-site design workshop in Kenya. An important question we sought
to answer was: What kind of cultural aesthetics will our participatory
graphic design process yield? In a participatory manner, using an empirical
B E N N E T T, E G L A S H , K R I S H N A M O O R T H Y, A N D R A R I E Y A : A U D I E N C E A S C O - D E S I G N E R 183
Phase 1: Dene the problem
Step 1: Identify problem Step 2: Generate idea
State problem Derive visual words
Analyze target audience Derive metaphors
Conduct experiment 1: Conduct experiment 2:
Derive hypothesis Derive hypothesis
Choose a method Choose a method
Document results Document results
Reach a conclusion Reach a conclusion
B E N N E T T, E G L A S H , K R I S H N A M O O R T H Y, A N D R A R I E Y A : A U D I E N C E A S C O - D E S I G N E R 185
use their lab books to record and store the data they gather from each
experiment, including the audiences opinions and responses. Thus, it
serves to document the design process from beginning to end.
Reection on and analysis of this data inuence their creative decisions
throughout the process, such as their choice of culturally appropriate
aesthetics and the elimination of their weakest concept. This approach
was conceived with the intent to elicit eKective cross-cultural
communication by facilitating collaboration between the designer and
the audience on the appropriation of graphics conventions or the
invention of experimental ones that contribute more eKective visual
solutions to given sociocultural communication problems, such as
HIV/AIDS. Within a participatory design process, it can also be used by
individual members of the target audiencein consultation with other
members of the audience and interdisciplinary expertsto generate
graphic design objects.
participant biographies
The following are true stories about two of the participants, retold by
Rarieya from transcribed conversations between herself and each
participant during Phase 1, Step 1, to analyze the audience. The names of
the participants have been changed to protect their identity.
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from the nurses; they even shopped for the baby. She learned about an
NGO called Population Service International (PSI), which deals with
health issues. She joined when she heard they were looking for persons
living with HIV willing to go public so that they could be trained how to
create awareness amongst peers. Before going public, she took her
daughter for counseling and then told her of her status and that she
wanted to go public. Her daughter wanted to know when she would
dietomorrow? After discussing this, the daughter was okay, and now
even talks to her friends about it and the way her mother does public
speaking on HIV/AIDS issues. Jane told us her experience with a chief in
the village who wanted to marry her to be his third wife. The rst two
wives had died, and he was sure Jane would be able to look after him. He
did not believe that she had the virus, just because she looked healthy.
Janet Doe
Janet Doe is a widow and a mother of two children, and is also looking
after the four children of her late brother, who died of AIDS. She is a
born-again Christian. She was married in 1984, got pregnant, and gave
birth to a baby boy. From birth, this boy was always sickly. They tested
for various diseases but not for HIV. The boy died at the age of nine, and
Janets husband died one year later. Janet was to be inherited, but she
refused and therefore had to leave her home. She started getting sick
but did not know what was happening. Her friends, church members,
started avoiding her, saying she had HIV/AIDS. Her children also suKered
a lot from discrimination by their peers. Since Janet could not pay for
their school fees, they were repeatedly sent home, and other children
would jeer at them that their mother had AIDS. When the teacher asked
Janets children why they had not paid their fees, the other children in
the classroom would reply in chorus that it is because their mother has
AIDS. This was in 2000. By then she was very sick but still in denial. She
tried to commit suicide with her children but it did not work. They were
taken to a hospital, where she was tested for HIV but not told; instead,
her sisters were told. Her children were discharged from the hospital,
but she remained because by now she was very sick. She had lost a lot of
weight. Her sisters were told that Janet should be counseled, but they
refused. She was discriminated against even in the hospital. She was not
normal anymore: she had become hyperactive, behaving like a mad
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for their HIV awareness and prevention posters. However, since the
audiencefellow Kenyanswould not be told these biographies, Jane
and Janet Doe had to conduct audience-response testing sessions in
order to determine whether or not the visual language of the posters
were communicating clearly and eKectively. During audience response-
testing sessions, other Kenyans responded with the following comments:
Act now, abstain, stay alive does not oKer other options of staying alive, i.e.
keep to one partner. It is not easy to abstain. The text only talks to youth and
singles who can abstain. Red ribbon portrays a nationwide problem. Red
ribbon portrays unity in ght on HIV/AIDS in Kenya (figs. 216 ).
significance
Having the posters or pamphlets designed and produced in Kenya by
Kenyans had two signicant consequences: it fostered more eKective
communication with the intended audience, and more accurately
reected the audiences self-identity. As the Kenyans designed
prevention campaigns for their own peers, they were far more eKective
in knowing the cultural codes, symbolism, narrative strategies, and other
eKective means of visual rhetoric. Consider the use of African proverbs
written in the native tongue with occasional translations and other
phrases written in English, or that the people used in the posters were
from Kenya, rather than models from stock photography.
The AIDS epidemic is often accompanied by new labor congurations,
and adopting this modern identity can lead to higher risk behaviors. As
one Kenyan entrepreneur said, A bull dies with grass in its mouththe
Kenyan equivalent of an American saying, Live fast and die young. But
researchers in AIDS prevention in the U.S. note that youth subculture
identity is always a self-construction, and have found that strategies
which empower youth to link the aspects of self-identity they value with
AIDS prevention are some of the most successful.11
fig. 3 Nairobi Participant 1 (PAXA B): phase 2, step 5; thumbnail sketches of concept 1
on AIDS orphan situation. The image represents a married Kenyan couple.
fig. 4 Nairobi Participant 1 (PAXA B): phase 2, step 5; thumbnail sketch of concept 1
on AIDS orphan situation.
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Left: fig. 5 Nairobi Participant 1 (PAXA B): phase 3, step 6; nal prototype of design
object. The image is of a Kenyan boy (source unknown). The participant alternates
between white-, red-, and blue-colored type. The header is a larger point size than the
rest of the text. The text in the vertical column is all the same point size. Color, point size,
and use of uppercase letters create hierarchy in the composition. Audience response
testing of this prototype revealed the following responses from PAXA Bs peers: picture
is too happy. The image does not depict the hopelessness of the current situation caused by
HIV/AIDS. The font style should be consistent and aligned, notice the capital M in
motherless and the rest are small caps. There is also a typo error in foodlessh which needs
to be corrected. Keep the message but change the picture. This image of a Kenyan child was
a concern for many Kenyans. Consequently, the participant and Rarieya went out on July
28 to visit some households in Kusa who were aKected by the AIDS scourge. Rarieya
assisted by taking some photos to replace the one of this postcard. Other critiques from
ICRAF campus said that the picture and the message do not reect the same message.
Right: fig. 6 Nairobi Participant 1 (PAXA B): phase 3, step 6; nal prototype of design
object revised based upon audience input. The image is of a Kenyan boy taken by Rarieya
and the participant. The participant alternates between yellow-, red-, and blue-colored
type. The background of the text in the vertical column has changed in color from
medium blue to yellow.
fig. 9 Nairobi Participant 2 (PAXA B): phase 3, step 6; nal prototype of design object
for concept 1, Now that you know the facts, what can you do? The left image is an
illustration of Kenya with a red ribbon wrapped around it. In a nal group critique on
July 18, 2003, the Kenyan participant who designed this poster received the following
comments and suggestions for change: Use a diKerent picture with more people talking,
to show that there is a dialogue going on between the people [i.e., Kenyans]. Why should the
names of the town be on the map? Below the text Lets Talk about It, it was suggested
that she insert a quote extracted from the recording that Rarieya had done. Rarieya added
that this poster could be used as a desktop calendar as a way of disseminating the message.
Another comment was that the spaces left on the side should be more uniform. [The face in
the right image has been disguised at the subjects request. It was not censored in the
nal design.]
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fig. 10 Kusa Participant 3: phase 2, step 5; thumbnail sketch of concept 1, All that
glitters is not gold. The image is of people exhibiting risky behavior in an American
bar scene.
figs. 11 and 12 Kusa Participant 3: phase 2, step 5; thumbnail sketches of concept 1, All
that glitters is not gold. The image is of man picking up a woman.
Left: fig. 15 Kusa Participant 3: phase 2, step 5; thumbnail sketches of concept of AIDS
as National Disaster.
Right: fig. 16 Kusa Participant 3: phase 2, step 5; thumbnail sketches of concept of
AIDS as National Disaster.
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conclusion
This project is unique in its emphasis on making the audience the
co-designer in a participatory approach to graphic design. Other
participatory methods use data collection techniques such as observations,
interviews, and surveys to learn about the target audience for the design,
but may not directly engage the audience in the design process. Our
participatory approach involves the audience directly in the decision-
making activities that aKect the nal output, as well as empower the
audience by giving them control over the design propaganda that aKect
their community, lives, and work. This preliminary research envisions the
control of the design process as lying on a spectrum, where at one extreme
the audience is a dependent spectator in the design process, perhaps
consulted to derive audience information, and at the other extreme the
audience is an independent, central, and active design participant in
communication campaigns. In the case of other collaborative graphic
design processes, the audiences role is consultant; in this special case of
participatory design, the audience is the designer. Our participatory
approach increased the participants training and independence. In fact,
some of them can now go on to become local graphic designers.
The project generated a small number of campaign poster
prototypesdesigned by Kenyansthat in the future could be put to use
in Kenya on a large scale coupled with a mechanism to measure the
eKect of the campaign on HIV and AIDS awareness and prevention in
Africa. It will also be useful and necessary to compare the posters produced
with our participatory graphic design process with those produced in
other kinds of participatory and collaborative processes along with the
traditional intuitive approach to design, in order to determine the
eKectiveness of our participatory graphic design approach.
This article describes a research project that was awarded a $50,000 seed grant by
Rensselaer Polytechnic Institutes Ogce of Research.
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Section III
D E S I G N I N G C U LT U R E
chapter 13
Graphic Design in a
Multicultural World
KATHERINE MCCOY
200
and product interaction design. Print communications may soon
represent a lesser proportion of visual communications projects, although,
given the current communications explosion, the actual volume may not
lessen but even increase. It is clear that print communications design
will change, and is already changing. One pronounced trend is toward
specialized audiences, focused messages, and eccentric design languages
tailored to each audiences unique characteristics and culture. The
homogenized corporate audiences that have been the destination of so
much of graphic design may be diminishing.
We seem to be witnessing the end of an era of mass communications:
narrowcasting instead of broadcasting, subcultures instead of mass
culture, and tailored products instead of mass production. Professor
Patrick Whitney of Illinois Institute of Technology calls this demassication
and predicts that this is a dominant cross-category global trend.
For the past 150 years, design has answered the needs of the
Industrial Revolutions age of mass. Communications and manufacturing
have been based on the economies of scale. Mass production is based on
standardizationone product to solve all peoples needs. The Model-T was
available in any color you wanted as long as it was black. The economies
of mass production reduced diversity and individuality but produced lots
of aKordable goodies. Similarly, the golden age of mass communications
gave us three television networks, with the entire U.S. watching the
same show every Sunday night.
This economic and technological scheme produced the mass society
of the twentieth century. Marxists and early modernists envisioned a
broad socialist proletariat, which actually developed in the Eastern Block
countries. In the United States and Western Europe, vast middle classes
shared values, aspirations, and lifestyles, with remarkably little variation
in income, housing, possessions, and clothing styles.
Our modern design professions were born of the Industrial Revolution.
Modernism, especially at the Bauhaus, was a response to the economies of
scale and standardization in the new mass societies. The design philosophy
of form follows function is based on the standardized processes, modular
systems, industrial materials, and machine aesthetic of minimalist form.
Universal design solutions were sought to solve universal needs across
cultures. Reducing design elements down to their basic formsgeometric
shapes and primary colors, for instancewas seen as a method to make one
201
design solution appropriate for all users. Herbert Bayers Universal typeface
reected this ideal in both form and name; more recently Frutigers Univers
strove to give us a universal system of type fonts that would fulll all our
typographic needs. The systematic grids of the Swiss School follow the
same universalist idealism. But now two new forces are breaking up the
mass society and the mass-production economy.
High technology is bringing us computer-aided/computer-controlled
design and manufacturing, and robotics in highly automated factories
are able to tailor products very specically to individual preferences.
Powerful new electronic communications technologies enable complex
channeling in cable television and magazines with an explosion of
special-interest programming and publishing. Advertising and marketing
are ever more precisely targeted to specic consumers. Online home
shopping will magnify this trend immensely.
Highly channeled communications and tailored products answer
the needs of the explosion of subcultures born of the values revolution
of the late 1960s. Ethnic awareness and pride now counter the American
tradition of assimilation. This is a global trend, with news of separatist
movements and splinter groups breaking up the former Eastern Block,
Europe, Africa, and Mexico bombarding us daily. These newly developed
values of multiculturalism and ethnic diversity create a world of
subculturesgroups focused on specialized interests and values.
Thousands of transgeographic communities are linked through
global communications: clusters of individuals otherwise unconnected
focus around religious, moral, and social issues, business concerns,
spectator sports, recreation, and hobbies ranging from stamp collectors,
y shermen, and survivalists to parents of children killed by drunk
drivers, gray panthers, anti-abortion agitators, and rain forest defenders.
Even corporations are decentralizing into entrepreneurial units and
subcultures in the new leaner/meaner downsized corporation. The
economics of production and communication, and the character of culture
and society, now lead to diversication, decentralization, downsizing,
dispersion, and even disunity. The economy of scale in mass production
and mass communications gave us a producer-centered system. Now the
economy of choice in tailored production and communications gives us a
user-centered system with tailored products, tailored communications,
and targeted channels.
202 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
This is nothing less than a revolution, with far-reaching implications
for designers. We must understand each of our audiences. We must
understand their values. We must speak and read their language, even in
the literal sense, such as Spanish or Braille. Specialized audiences often
communicate in vernacular languages or technical jargon. Rhetorical
styles vary radically from low-key to in-your-face, from colloquial to
formal. This is true for visual style languages and symbolic visual codes
as well. If we are to create meaningful and resonant communications,
we must give appropriate new character to a more varied, idiosyncratic,
and even eccentric graphic design expression.
The entire communications equation of sendermessagereceiver
needs to be reconsidered. Our Bauhaus modernist design heritage
focused on scientically and aesthetically clear communication of
the message. And our current design practices so often center on the
needs of the ever-present and omnipotent client. As professional
designers, we have developed an eKective body of theory, method, and
form to deal with both the sender and message. Now we must do the
same for the receiver component of the communications equation.
In thinking about these revolutions, I looked at my own work and found
an evolution away from mass communicationsbased modernism.
I found some serious mistakes in tailoring messages to audiences,
demonstrating that this is not necessarily a simple process. Then I
began to look for work that might be evidence of the impact of these
technological and societal changes on print communications today
in the U.S. I have been looking for work done for clients on a fee basis,
evidence that one can base a design practice on tailored subculture
communications.
One specialized audience has always been other graphic
designersdesign for designers. Paper company promotions and more
recently cutting-edge magazines like Emigre have provided graphic
designers with opportunities for idiosyncratic graphic expressions.
Design communications for other design professionals (architects,
fashion designers, and furniture companies, for instance) and museums
and cultural events have also focused on specialized audiences. But
these are all culturally related subjects and cultured audiences. These
are the traditional audiences for out-of-the mainstream graphic design,
and do not really represent a trend to new subculture communications.
M C C O Y: G R A P H I C D E S I G N I N A M U LT I C U LT U R A L W O R L D 203
A more meaningful trend is the recent increase of design
communications directed to industry employee groups. These
communications frequently encourage unique work-related identities in
their employee communities. Another wide range of targeted graphic
design is the category of talking to techies. Graphic design for digital
enthusiasts includes software companies and magazines like Wired. The
future-orientation and rapid obsolescence rate of high technology tends
to stimulate innovative, provocative, and risky graphic design solutions.
Music and entertainment business people and audiences also
stimulate highly expressive graphic design work. Style is important to
this industry, and musical artists often demand highly stylized graphic
interpretations. Age-oriented communications is a key example of the
newly specialized nature of audiences, including retirees, postwar baby
boomers, Generation X, and the toddler market. Generational diKerences
are being determined by time increments of ten years or less, with
distinctly diKerent values held by each generational entity.
Specialized languages are frequently required by specialized
audiences. The sight-impaired require a Braille alphabet, and recent
immigrant groups are better reached by their rst languages. Other
audiences share a knowledge of unique vernaculars or jargon which
communicate very clearly to their subcultures.
Specialized audiences possess specialized knowledge not shared
by others. EKective communications can often celebrate this by omission
as well as inclusion. Omitting information generally understood by
a subculture but not by others creates a sense of belonging among a
specialized audience. Attitude is essential. Probably more than any other
project, the Burton Snowboard catalogs by Jager DiPaola Kemp Design
of Burlington, New Hampshire, demonstrate masterful design tailored to
a highly specialized audience. Their market is a cross-breed of skiers,
skateboarders, and rollerbladers that fall within a fairly well-dened age
range. This audience speaks a vernacular language in a highly cool rhetorical
style most of us cannot understand. This studios eccentric graphic
solutions cultivate an underground image while delivering a technical
message in an irreverent, intelligent, satirical, and totally appropriate
manner. Audience-tailored design should reect the visual languages of
its audiences, and can be quite unconventional in contrast to the
professional design idioms of the moment. Rather, it reects the nature
204 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
of its audience. It should be noted that most of the current high-quality
graphic work for subcultures seems to be for audiences that value
unconventional visual expressions, but this will not always be the case.
Audience-oriented design considers the viewing and reading
context and environment. Is it private or public, reective or active? Is
there competition from other channels? Consider the audiences values,
belief systems, biases, preconceptions, experiences, mood, and attitude.
Will they be receptive, neutral, or hostile? Lifestyle, personal style, and
communication style vary widely from one audience to the next.
Rhetorical customs and proportional verbal/nonverbal emphasis vary.
Language preferences, formal language uency, vernaculars, and jargon
are central to eKective communication. Literacy levels vary including
reading levels and experience in decoding visual symbols and imagery.
Audience-oriented design requires the designer to establish an empathy
with ones audience, to buy into their frame of reference. This can
happen to such an extent that a designer may choose to specialize in
audience areas natural to ones own interests and values, such as
fashion, music, or sports.
Designers must become the audiences advocate. We cannot count
on univalent and monotone mass communications methods to answer
the needs of many graphic design problems. While we must not neglect
the rst and second components of the sendermessagereceiver
equation, we must respond to the full potential of audience diKerentiation
and diversity to shape and enrich the senders expression and the
messages coding.
M C C O Y: G R A P H I C D E S I G N I N A M U LT I C U LT U R A L W O R L D 205
chapter 14
Encoding Advertisements:
Ideology and Meaning in
Advertising Production
MAT THEW SOAR
Obviously people invent and produce adverts, but apart from the
fact that they are unknown and faceless, the ad in any case does
not claim to speak for them, it is not their speech.
judith williamson
Stripping away the veil of anonymity and mystery would by itself
be of great value in demystifying the images that parade before
our lives and through which we conceptualize the world and our
role within it. s u t j h a l ly
206
through and about objects1 that skillfully, relentlessly, oKers goods and
services as the only solutions to our most deeply felt needs and wants: to
be loved and desired, fullled, comfortable, and happy.
The two quotations above are indicative of two opposing and
apparently incompatible views about how to assess the cultural and
political import of advertising, and it was this paradox that fueled my
own initial contribution to these scholarly debates. I felt that advertising
production and advertising creatives had been routinely overlooked, but
were key to a better understanding of advertisings role in shaping our
culture. Whereas Jhally advocated a line of inquiry that includes the
production of image-based culture, Williamsons inuential argument
is founded on the assertion that this is a futile strategy, that an informed
analysis of the advertising text is the best way to advance our
understanding of one of the most important cultural factors moulding
and reecting our life today.2
Of course, the question of authorship, however broadly dened, is
a familiar enough conundrum in the study of art and literature. In the
context of commercial institutions, however, authorship is often implicitly
treated as a non-issue, given the obvious existence of signicant
organizational and functional constraints. For example, within the
sociology of news, Noam Chomsky argued that you could nd that
ninety-nine percent of the journalists are members of the Socialist
Workers Party . . . and that in itself would prove nothing about the
medias output.3 For Chomsky, the form and content of news is largely
dependent on issues of ownership and control.
The scholarly evidence available suggests that the critical study of
advertising has been overwhelmingly biased in favor of textual approaches.
This bias may simply be a matter of priorities. At the limit, however,
important questions remain unspoken and unanswered. An appreciation
of this commercial culture of production,4 however inconsequential it
may appear to our understanding of ideology, strengthens the
explanatory force of critical cultural inquiry, understood as a holistic
practice involving various points of entry, modes of analysis, and types
of intervention.
Although my focus is on ad creatives and designers, the aim here is
not merely to democratize our research agendas, perhaps adding
commercial cultural production to the existing, prevalent concentration
207
on the text and reception. These particular cultural workers do not
exclusively hold the key to origination or ultimate authorial intention, but
their role in the advertising and design process is of primary importance.
By working against the narrow approach advocated by Williamson, my
goal here is to show the ways in which such workers embody some
remarkable paradoxes, not least of which is their primary attentiveness to
an audience of peers rather than a putative set of consumers at large.
Furthermore, the class position and dynamic of these particular workers
can be understood as characterized by uncertainty and instability, making
the notion that advertising and design are a homogeneous forcea
culture industrythat much harder to justify or accept.5
208 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
cultural receptionin short, decoding. Stuart Halls essay Encoding/
Decoding has been particularly inuential in this respect, yet the rst
half of his couplet, encoding, cannot be said to have helped to foster a
similarly fruitful line of inquiry, let alone a canon.9
An emphasis on issues concerning the text and its reception has led
to the exploration of our amusements, preoccupations, fears, allegiances,
and pleasuresthat is, on meaning-making outside the realm of work.
This has often been a purposeful and indeed fruitful strategy in scholarly
research, but it has also led, perhaps unconsciously, to a cumulative
disregard for that sizeable and formative chunk of time most people
devote to labor. Furthermore, this activity is not necessarily outside the
scope of cultural studies.10
In exploring the four elements of his circuit, Johnson concentrated
on the conception, design, production, marketing, and reception of a
new compact car as his example.11 In that spirit, I propose an adaptation
of the model that may provide a better account of the activities of ad
personnel (particularly copywriters and art directors) and graphic
designers. This will serve to clarify the least explored sections of
Johnsons circuit by drawing specic attention to the subjective aspects
of commercial cultural production. Ultimately, such an argument may
apply to a whole range of workersa provisional list might include
packaging, fashion, industrial, and retail-display designers; style
journalists; photographers; lm and TV directors; screenwriters;
typographers; actors, models, and popular musicians; and computer
animators and webpage designers, to name just a fewcollectively
identied by Pierre Bourdieu as the new cultural intermediaries.12
on semiotics
Auteurism is surely dead, but so are the debates over the death of
the author. In the current climate, few people would doubt the
value of asking: Who is writing? or Who is speaking?
j a m e s n a r e m o r e 13
210 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
beyond dead authors:
advertising as cultural produc tion
One may look at the sociology of news, a more thoroughly studied and
well-established area of research for a useful analogy to the study of
commercial cultural production. Hall, in one of his lesser-known essays,
provided a dissection of the process of news production, with particular
emphasis on the use of images.19 Informed by the work of Barthes and
Louis Althusser, Halls argument stressed both the ideological
underpinnings of this site of cultural production and, via semiotics, the
already-inscribed nature of its output. In this compelling frame, the
process of newsmaking is neither arbitrary nor purely denotative.
Halls work can also be distinguished in other important ways. For
example, he made room for subjective inuencesthe possibility that
the semiformal culture of journalism may have some eKect on news
agendas, or at least on the way in which selected stories are framed.
Hall referred, briey, to the social practices or relations of news
production.20 I adapt this part of his analysis to understand the processes
of advertising and design production. To this end, it is suggested at the
outset that ad agencies and especially creative departments bear
comparison with the archetypal newsroom that appears in Halls essay.
The analogy it oKers is therefore partial but no less informative.
The ritual practices of news production, according to Hall, are
the actual routines by which the labour of signication is ordered and
regulated. These in turn are framed by a routinized and habituated
professional know-how, by which Hall meant certain types of
knowledge . . . which enable the signifying process to take place.21 The
routines of news production are analogous to the ad creatives craft:
their practical ability to produce copy (i.e., text) and layouts (i.e., sketches
of how the ad may look) and to bring together the various service functions
to produce an ad, including the talents of illustrators, photographers,
typographers, and lm crews. These activities are informed by a
professional knowledge, a higher order expertise that manifests itself in
the way in which the various elements are combined. This is not, of
course, merely a function of each ad creatives own whims but a complex
blend of constraints and inuences.22 However, this combination of
practicesin sum, the professional know-how of the ad creatives
overlooks one vital aspect of their work.
It is now thirty years since Daniel Bell set out to explain the cultural
contradictions of capitalism.25 In light of what he saw as the
212 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
characteristically excessive tendencies of mass consumption, Bell argued
that the perpetuation of investment in mass production might ultimately
be insugcient to ensure capitals stability.
Furthermore, Bell identied a social constituency he referred to
as the cultural mass, whose members were mainly to be found in the
knowledge and communications industries [and] who, with their
families, would number several million persons.26 Inner circles within
this group were to be distinguished further by their particularly
heightened cultural attunement. Bells inventory included writers . . .
movie-makers, musicians, and those in higher education, publishing,
magazines, broadcast media, theater, and museums.27 He located the
emergence of this loose agliation in the decline of the avant-garde:
Today modernism is exhausted. There is no tension. The
creative impulses have gone slack. It has become an empty
vessel. The impulse to rebellion has been institutionalized by
the cultural mass and its experimental forms have become
the syntax and semiotics of advertising and haute couture.28
This appropriately named mass (unfairly) enjoys the status of artists
and the trappings of bourgeois society, according to Bell: they have the
luxury of freer lifestyles while holding comfortable jobs; moreover,
they are not the creators of culture but the transmitters; they merely
process and inuence the reception of serious cultural products, and
only then does this group produce the popular materials for the wider
mass-culture audience.29
The relative legitimacy of the cultural mass appears to depend on
how the particular formulation of this shift is conceived. For example, a
more positive conceptualization is to be found in the work of Mike
Featherstone. Reworking and updating Bells assertions in the early
1990s, he characterized the new cultural intermediaries as those in
media, design, fashion, advertising, and para intellectual information
occupations, whose jobs entail performing services and the production,
marketing and dissemination of symbolic goods.30 It is important to
note, however, that whereas for Bell the so-called cultural mass seems
to emerge as an eKect of the corrosive force of modernism, for
Featherstone, the new cultural intermediaries are rather more signicant.31
Jim McGuigan asserts that the intermediaries have emerged from
the radical middle-class youth of the 1960s,32 although for them
214 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
presentation and representation,38 and consumers, that is, class-based
faction and taste culture. More specically, he claims that
the new petite bourgeoisie is predisposed to play a vanguard
role in the struggles over everything concerned with the art of
living, in particular, domestic life and consumption, relations
between the sexes and the generations, the reproduction of
the family and its values.39
This vanguard role is achieved and maintained most forcefully through
the values and attitudes purveyed through advertising and design
images and through which the intermediaries can most clearly be
understood as having an authorial function.
methodology
The empirical research presented here is drawn from a total of nine
interviews. Five were conducted in 1993 in Los Angeles,41 and the others
were conducted in New York and Massachusetts in 1997. These
interviews are contextualized with secondary sources such as excerpts
from other interviews and trade articles, by the likes of Michael
216 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
testing the creativeis vehemently renounced by the participants;
according to Steve, no truly innovative idea can ever be tested if its
truly innovative because people wont know how to react to it.44
According to Rick, the information provided in creative briefs,
including psychographic and demographic proles, appears to be used
only as a touchstone once the process of invention is under way.45
Creatives may also seek out personal views, canvassing public opinion
(in this example, about the particular product category in which the
interviewee works): I like to talk to people at the gas pump, Rick
oKered. You know: Nice truck. Why did you buy it? Ben mentioned
having recently looked at an article in Time magazine; Mary remembered
being inspired by a wall display in a university hallway.
Aside from the more obvious examples of practical research such
as this, there is a further and greatly signicant source. Ricks comment
about the truck continued thus: Its fun: were all consumers, were all
consuming something at any point in life. Here is evidence for the
assertion that creatives draw on their experience as consumers at least
as much as any acumen they accumulate through their lives on the job.
Formal training is neither a necessity nor a norm. As one of Schudsons
participants commented in a comparable study published in 1993, I dont
know anything now, after twelve years in the business, I didnt know
when I began, except some technique.46
Karen Shapiros 1981 ethnographic study of four advertising
agencies includes many references to the functional importance of the
peculiar views and tastes of ad creatives.47 This reliance on anything
they encounterin their personal lives as well as in the work setting48
runs from the obvious, such as casting sessions (e.g., a particular woman
was chosen to appear in a commercial because the men responsible . . .
found her attractive and . . . thought that most people in the audience
would also49), to using the product (e.g., to nd benets that they can
then tell consumers about, based on their own experiences50). In the
words of Mike, ad creatives need to understand their time; what the
things are that are motivating people today, what people respond to today,
what people worry about today, what people think is important today.
Ben commented that advertising picks up on the movies; for Colin, if I
see something interesting, if I see some technique done in a movie, I will
always apply that to an advertisement . . . [from] the regular Hollywood,
218 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
asserted: The creative is the product, and theres nothing in this
business without it. Furthermore, there is little doubt in anyones mind
that a creative ad is a successful ad. The reverse is also true: In response
to a question about good ads and bad ads, they all associated the good
one with creative achievement and the bad one with external interference
or incompetence. When asked, What do you think when you see a good
ad? a typical response (given here by Ben) was Jeez, that was a good
idea; Mary added, I just am awed by the fact that people continually
come up with brilliant, creative ideas. However, when asked, What do
you think when you see a bad ad? the frame of reference changed
noticeably. Ben stated, Boy, howd they ever sell that to a client? and
How could anyone ever have bought this? Marys response was, Oh,
wow, people are spending money on thatI cant believe it.
It appears that, for these creatives, a good ad is in fact a well-
conceived idea for which the creative person can take direct credit. For
Mary a good ad is evidence of a client that allowed a creative to do their
job, as opposed to money well spent or an ad expertly placed in the media
or professionally managed. Furthermore, a bad ad is evidence, a priori,
of a bad client, lousy account handling, or wasted money. Nowhere was
it suggested that a bad ad may be the result of poor creative work.
There is also a major emphasis on creativity as a transcendent,
ethereal process. As Karl said, I just know that the little muse is gonna
show her face, before the deadline. Even Mike, my jaundiced
intervieweea 55-year-old who had relinquished day-to-day creative
work for a role as a creative managersaid, Theres always something
nebulous about really what they do, I suspect they dont understand it
themselves particularly. Ben maintained that there is no one-plus-one-
equals-two, and Mary went to great pains to explain a process
reminiscent of that of a medium at a seance: I believe its a matter of
being open to receiving inspiration . . . . Ive learned to trust that itll
come . . . its just being open to it.51
All the responses underline the need for creatives and creativity,
whether explicitly or by insinuation. More important, this valorization
does not extend to the ultimate audience, the consumer. Rarely, if
ever, is the discourse on good and bad ads located in the realm of
eKectiveness. This may be surprising were it not for the fact that award-
winning work is the single most important asset that a career-minded
220 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
Elizabeth Hirschman also notes, occasionally the same advertisement
may fulll both sets of goals.53 The picture that begins to emerge is of a
microculture within the advertising industry that clearly functions at a
tangent to the supposed mission of the business as a whole.
222 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
promotional activities such as in-store displays involving point-of-sale
designers and retail display designers, sales promotions involving art
directors and copywriters working with a similar number of intermediaries,
and direct marketing involving art directors, copywriters, and even
webpage designers.
In Johnsons formulation, the circuit represented a way of
understanding the production and circulation of subjective forms (see
fig. 1).56 It also concerned, in its latter moment, the realm of public
consumption, and by inference an unspecied consumer. Johnson views
cultural consumption as a production process in which the rst product
becomes a material for fresh labourthat is, from text-as-produced to
text-as-read.57 However, we can also consider a secondary, privatized
loop that falls short of the more usual pattern. This I call the short
circuit, and it is one in which the cultural intermediaries act as producers
and consumers (fig. 2 ). This circuit of meaning is short in two senses:
most obviously it is faster, suggesting that the cultural capital so carried
is channeled back around to the intermediaries en masse long before it
works its way into and through the public domain; furthermore, the
notion of an electrical short circuit provides for the idea that this
attenuated arrangement is perhaps detrimental to the functionality of
Johnsons larger, more conventional circuit.
224 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
conclusions
The study of visual form and language is limited if it does not
consider the forces of cultural production, which involve a set of
social relations between producer and audience.
a n d r e w h o wa r d 59
226 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
acknowledgments
I thank Steve Kline for an earlier opportunity to explore these issues; the organizers of
various conference panels for allowing me to present some of these ideas (Association
for Economic & Social Analysis and Paul du Gay, in particular); Sut Jhally; my anonymous
reviewers; and, nally, Matt McAllister and Sharon Mazzarella for their skilled editing
suggestions.
notes
228 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
37. Jackson Lears, Fables of Abundance: A Cultural History of Advertising in America
(New York: Basic Books, 1994), 262.
38. Bourdieu, Distinction, 366, 359.
39. Ibid., 366; also quoted in Frances Bonner and Paul du Gay, Thirtysomething and
Contemporary Consumer Culture: Distinctiveness and Distinction, in Roger
Burrows and Catherine Marsh, eds., Consumption and Class: Divisions and Change
(London: Macmillan, 1992), 16683.
40. As Marchand noted, Not only were [ad creators] likely to portray the world they
knew, rather than the world experienced by typical citizens . . . they sometimes
allowed their cultural preferences to inuence their depiction of society.
Advertising the American Dream, xvii.
41. I am indebted to Sut Jhally and Steve Kline for the use of this material.
42. Elizabeth Hirschman, Role-based Models of Advertising Creation and Production,
Journal of Advertising 18, no. 4 (1989); Michael Schudson, Advertising, the Uneasy
Persuasion, 2nd ed. (London: Routledge, 1993); Karen Shapiro, The Construction of
Television Commercials: Four Cases of Interorganizational Problem-solving
(doctoral diss., Stanford University, 1981). See also Thomas Frank, The Conquest of
Cool: Business Culture, Counterculture, and the Rise of Hip Consumerism (Chicago:
University of Chicago Press, 1997); Janice Hirota, Making Products Heroes: Work
in Advertising Agencies, in R. Jackall, ed., Propaganda (New York: NYU Press,
1995), 32950; I. Lewis, In the Courts of Power: The Advertising Man, in P. L.
Berger, ed., The Human Shape of Work: Studies in the Sociology of Occupations (New
York: Macmillan, 1964), 11380; Don Slater, Advertising as a Commercial Practice:
Business Strategy and Social Theory (doctoral diss., Cambridge University, 1985);
and Jeremy Tunstall, The Advertising Man in London Advertising Agencies (London:
Chapman & Hall, 1964).
43. E.g., Hirota, Making Products Heroes; Hirschman, Role-based Models of
Advertising Creation and Production; Schudson, Advertising, the Uneasy
Persuasion; Shapiro, The Construction of Television Commercials; Slater,
Advertising as a Commercial Practice; and Slater, Corridors of Power.
44. This sentiment is not uncommon and is faithfully echoed by ad man Robert
Pritikin, in an interview with Michael Schudson, Advertising, the Uneasy Persuasion, 83.
45. See also Shapiro, The Construction of Television Commercials, 370.
46. Schudson, Advertising, the Uneasy Persuasion, 85.
47. Shapiro, The Construction of Television Commercials, 278.
48. Ibid., 277.
49. Ibid., 83.
50. Ibid., 48.
51. This introverted approach is apparently favored by very few creative types, and
Steve referred to it derisively as the Trappist monk theory: See nothing and do
nothing and have it all come from within. He added, Personally Ill think that
most subscribe to my school. I hire that way.
52. Hirschman, Role-based Models of Advertising Creation and Production, 4243.
Italics added.
53. Ibid., 51. This is an eternally contentious point, and one that a recent international
230 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
chapter 15
Directed Storytelling:
Interpreting Experience for Design
SHELLEY EVENSON
231
CliKord Geertz, a noted anthropologist, describes one of the jobs
of the ethnographer as to listen to what, in words, in images, in actions,
[people] say about their lives.2 In narrative inquiry, a method used in
social science research, participants tell stories as a way for researchers
to understand and document participants experiences. The educators
Jean Clandinin and Michael Connelly bring more than twenty years of
eld research in their very practical and methods-rich approach to
narrative inquiry. They, like John Dewey, focus on the experience. They
suggest that to do research into an experience . . . is to experience it.3
For Clandinin and Connelly, people live stories, and in the telling of
these stories, reagrm them, modify them and create new ones.4 To
them, narrative inquiry is both a method and an area of study.
In the last fteen years, designers have learned to borrow methods
from social scientists. Many designers have found that conducting some
form of ethnographic research can reveal patterns in experience that
they can use to choose more appropriate resources for communication
and meaning-making in design. In his article The Changing Role of
Research, the design researcher Christopher Ireland states that if
designers desire to attract and delight customers or audiences for their
work, they need to understand the people for whom they design.5 The
problem is that conducting ethnographic research often takes a lot of
time and money. Adding time to a schedule or extra staK to a project to
gain deeper understanding is not always an option. How then can
designers conduct research to inform design and increase its potential
for meaning-making? What if they do not have the time or budget to
conduct full-blown immersive ethnographic research?
If what Clandinin and Connelly say is truethat to do research into
an experience . . . is to experience itthen some form of narrative
inquiry can be used to help designers understand beyond their own
intuition and increase their potential to design resources for meaning-
making that are useful, usable, and desirable.
232 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
ethnographic research. It is a method that can quickly reveal consistent
patterns in peoples experiences. Knowledge of these patterns can
inuence a designers choices about content, hierarchy, and form, allowing
designs to better resonate with their intended audiences.
Directed storytelling is generally used for conducting research when
the design team really has no other viable option for getting information,
or when a team seeks a starting point for developing a more comprehensive
research plan. The general rule is: if you cannot directly observe
something, use directed storytelling.
234 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
fig. 1 Students cluster ideas into groups and name them
236 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
instructors. The storytelling session quickly revealed from a very small
sample that the product was not meeting either the instructors or the
students needs. Neither students nor instructors had bothered to
explain their frustration before because they thought the product had
been designed with someone else in mind.
In a few short hours directed storytelling enabled the project team
to gather data from four sources: two students and two instructors. Some
of the key themes and patterns from the student research sessions were:
Posting and sharing les is important to both instructors and
students. Instructors should be able to easily submit information
to the application.
There is also a need for simple information dissemination and
communication support. People should be notied when
information is time sensitive.
Currently the interface is unappealing and confusing, and there is
an overwhelming number of unnecessary tools to be learned.
Most users are unaware of all of the applications capabilities. The
application should have a simple interface that gives instructors
and students choice and control over their experience (fig. 5 ).
fig. 5 Phi-hong Has model of the BlackBoard experience based on her teams
directed storytelling sessions.
example 2: gift-giving
In another exercise, I used directed storytelling to help people quickly
understand the impact of an audience-centered approach to design. The
idea was to quickly understand what was diKerent about giving or
receiving gifts, and whether the issues changed if money was no object.
The ideas would then be used to design a website and print materials
that supported the experience of gift-giving. In this case, teams of
storytellers, leaders, and documenters created data in three contexts
a recent gift-giving experience, a gift-receiving experience, and an
imagined scenario in which one had unlimited money for the purpose
of buying a gift. Sessions were held in the U.S. and in Europe.
In this example, the storytelling sessions were limited to twenty
minutes each. Ten teams of three conducted the sessions in Europe; in
the U.S. there were roughly the same number. The participants were
designers, computer programmers, writers, and some executives. In a few
short minutes, the salient features or themes about what was important
in gift-giving quickly surfaced through the exercises. Interestingly, what
was important about gift-giving seemed to have no cultural diKerences.
Some recurring storylines included descriptions of personality,
timeliness, and emotion. The agnity diagram that was built in Europe
was nearly identical to the one that came from the session in the U.S. In
gift-giving, people look for gifts that t the personality of the person
that they are purchasing for. They want the color, material, and style to
t the person. Another important idea is that making the decision is
hard, but once it is done, it provides a good feeling for the giver. Money
only minimally inuenced peoples choices.
With all that information in mind, a team of designers, programmers,
and writers were able to develop a series of concepts for an online gift-
giving store that would be more sensitive to peoples feelings about
gift-giving. While none of the information they learned through the
session was surprising, spending the short amount of time helped them
come to a consensus quickly about what was important.
238 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
when to use direc ted story telling
Directed storytelling is useful for helping teams get to the three to ve
most signicant ideas or themes that are central to an experience. It is
a method that can be used quickly to inform and persuade people about
what is important from a users perspective in a communication,
information, or interaction design challenge. It is important to remember
that the sessions and the data generated are only as good as the
research teams guide preparation and the choice of storytellers. The
people that are selected to tell the stories must have had a compelling
experience that relates to what needs to be designed.
Directed storytelling is a method that is useful for time-bounded
experiences such as the last time you borrowed a book from the library
and not very useful for open-ended long-term experiences like what it
was like to grow apart from your twin sister. It is not a replacement for
extensive immersive or human-centered design research in a particular
context, as in Holtzblatt and Beyers contextual inquiry, but the data
culled from directed storytelling sessions is useful in situations where
time or budget is at a premium. The maps and diagrams that are the
result of using directed storytelling can provide fodder for design teams
to make the case for conducting better and more extensive research at a
later point in time. Directed storytelling is good at getting to the heart
of an experience with little time and investment, and for reinforcing or
validating what the designer may already know.
240 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
chapter 16
241
ritualistically stereotypical, hegemonic view of Hip Hop culture and
made it into another template for mainstream escapism into the realm
of otherness. Today, mainstream Hip Hop echoes the most negative
aspects of modern American culture, depicting hyper-masculine and
patriarchal attitudes, embracing the idea of the commodity-self via the
accumulation of extravagant possessions, and objectifying and degrading
women in the most misogynistic exhibitions possible. Unfortunately,
these media images employ the reication of these aspects through the
stereotypical representation of African Americans. This representation
supports the impression that Hip Hop is an exclusively African American
culture. This could not be further from the truth.
These images cater to what seems to sell. Designers and art
directors in the business of advertising and marketing have used Hip
Hop culture to sell products for multi-million dollar corporations like
McDonalds, Pepsi, and Old Navy. The images that have been
predominantly utilized are merely caricatures of what could be possible
if Hip Hop were seen as a culture and not just another youth trend to be
mined for ideas and oating signiers to be applied to any company that
wants to be considered hip, cool, street, or urban. This sampling
of Hip Hop culture has totally changed its original concept. In its
original, pure form, Hip Hop was a means of empowerment, expression,
and celebration. It was an example of form follows function, for it
became a haven for the denizens of the inner cities to cope with
overwhelming issues they faced on a daily basis. It was designed to be
exible, ever-evolving, and bold, like the culture it was spawned from:
America. The music and culture was about representing a moment in
time and sharing that moment with the community. Hip Hop was about
taking nothing and making something. Its creators used what was
present in their postmodern and seemingly dystopian environment and
created a phenomenon, one that thrives and resonates with fans around
the world. Paradoxically, if corporations had not become involved with
Hip Hop, it would not have become the global juggernaut it is today, and
its power would have remained localized.
My interest and respect for the Hip Hop culture and my equal
attitude in the research of the creation and analysis of images have led
me to develop a course that explores an alternative experimental pedagogy
to teaching image-making and visual literacy. The course is an empirical
242 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
exploration in visual sociology as much as a praxis-based art and
design class. It mixes the culture of Hip Hop with traditional design
topics and practices generally taught in graphic design courses
concerning images.
The original spark for my research in this area began with making
comparisons between the Hip Hop culture and graphic design and
examining aspects of both that seemed to be parallel. Both are mediums
of exchange of information and communication. Both focus on
representation of ideas and the forming of connections between people
and community. Both are also denite subcultures, each operating with its
own agreed practices, standards, style, and language. They both have
social ordering systems, ideologies dealing with the construction of self-
expression, and concerns with the expression of self through bricolage
and fashion. Ironically, even though they are subcultures, Hip Hop and
design have both been overtly commodied into corporate versions and
have helped with the branding of American culture on a global scale.
This is one of the reasons that American culture has lost its uniqueness
to the capitalist drive to make prot. The corporate image machine has
streamlined our culture into a neat package with a slick brand attached
to it. This brand is repeated in every form of mass media ad nauseam.
Our culture has been traded for market shares and ease of reproduction
in other countries around the world. This dilution of culture through the
proliferation of the corporate image has prompted many to question
what it means to be an American if every place in the world has the same
signs, customs, and language. What makes us special?
The design culture and profession rose from the Industrial
Revolution, a time when society was shifting from an agrarian-centered
economy to one focused on industry and the expediency of mass-
produced goods. The profession that would become design had its
origins in the craft of middle-class artisans who practiced printmaking,
engraving, and typesetting. However, design has forgotten its humble
blue-collar beginnings and stares down its nose from towering edices
built on the recycling of culture. This recycling of images and visual
idioms has resulted in a sterile and impersonal view of designs potential.
In some cases the product has overshadowed the process. Only the
style of the status quo persists. Corporate design now caters to statistics
and target audiences, not real people.
244 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
and experiences. That said, both cultures strive to combine what already
exists in a creative expression. They both focus on the development of a
distinctive voice or problem-solving methodology that is unique to the
individual. The focus is not on being new, but on nding you in the
otsam and jetsam of a repetitive and ever self-referential society.
After observing these similarities, I began to focus on how Hip
Hops particular methods of expression and acquisition could be applied
to traditional image-making in visual communication imparted through
design instruction. The result was a course called Image-making
through the Visual Culture of Hip Hop (aka Dezyne Klass), which strives
to reacquire images through decoding their origin and meaning. It also
examines Hip Hop metaphors through critique and visual experimentation,
which are aKorded via the exercises and image-making problems
assigned. The projects deal with a diverse array of topics that include the
transience of space, identity, and meaning, creating visual narratives,
designing anthropomorphic symbols, and social awareness through
visual essay. The course expounds upon the power of the image in Hip
Hop and how it has helped to promote Hip Hops current status as a
global culture. Visual literacy and social commentary on image is a focus
of the course through the application of traditional modes of analysis.
The course acts as a medium through which the culture and history of
Hip Hop and the culture and processes of image-making can be brought
together to study how they inform each other.
The entire course is broken up into seven projects that serve as
chapters in an overarching narrative. The projects take the students
through a guided tour from the beginning of Hip Hop culture to its
eventual incorporation into the mainstream. With each assignment the
identity of the student is altered to address the concerns outlined in the
project parameters. For instance, during one assignment, a student may
be asked to take on the identity of a notorious gragti artist (or tagger),
while in another, the same student is asked to use artistic acumen in the
guise of a social activist. It is my intention to employ methods dealing
with role-playing, experimentation, and alternative personal-narrative
structures, as well as to control the structure to ensure the ltering of
the information so that the class understands the outcomes.
In addition to the visual aspects of the course, there are a series of
readings, documentaries, audio interpretation exercises, and in-class
246 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
exercising of power. In order to understand an object, concept, or group
of individuals, the hegemonic society in which we exist places a name
upon the subject in order to gain control of it: the nomenclature of a
thing denes that thing. However, this practice functions from a very
structuralist standpoint. It makes the assumption that self and
identity are xed and denable quantities. It is a widely held theory
that identity is mutable from one instance to the next. It has been
theorized that the self is only a myth that we tell ourselves in order to
project meaning upon our lives. It is no coincidence that in many
subcultures, the individual takes on a new identity, as can be seen in the
hacker culture, CB radio culture, and of course in Hip Hop. Coincidentally,
these particular subcultures oKer anonymity and a symbolic rebirth
through existing technology. By reacquiring ones identity, power and
control can also be resumed in a very personal manner. The name signies
the person. Identity is transformed into a visual sign that can now be
applied to ones surroundings. A gragti tag, in this sense, is the essence
of the individual who created it. In Hip Hop culture it is considered a
serious oKense to write over another individuals gragti art.
The students in the course are asked to create a new identity for
themselves. This identity is manifested in a symbolic tag which they
may create by either digital or traditional analog means. A tag is an
alter ego or nickname that is manifested as a stylized typographic
element. This typographic symbol is used to claim space by its ornamental
application to surfaces. While in studio or lecture/discussion sessions,
the instructor and the class are only referred to by their chosen tags.
This method encourages expression and interplay between students and
the instructor. The image of the tag that is created is utilized as a visual
element on the remainder of the projects.
248 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
manifested by gragti. It reacquires personal and public spaces by
decorative agrmation. All four of the elements are rooted in the oral
tradition and are ways to exhibit empowerment through mastery. In the
beginning days of Hip Hop culture, battles, or challenges of skill in
the four elements, were focused upon. This was a manner of self-
agrmation and an establishment of hierarchy in a social context. In a
sense, the four elements represent the grammar of the language that
Hip Hop represents. Because of its connection to identity and space, Hip
Hop behaves very much like an extension of the individuals who belong
to the subculture. This project operates upon this postulation.
After lecture and discussion of Hip Hops beginnings and transitions
in our society, the students are asked to do a series of four musically
inspired mark-making exercises in the classroom. Each of the mark-making
images corresponds to the movements of one of the four elements, and
are created in such a manner that they work together as a set. The
mixed-media marks are to be incorporated into a historical narrative that
depicts the history of Hip Hop according to when the individual student
was rst introduced or exposed to the form. This acts as a tool to gauge
the students knowledge of the culture and how they access and
interpret it. It also makes the students think of the nature of history and
how it is far more exible and relative than they might think. The marks
are incorporated into a collage of four parts. The four mark-making
elements are used as an underlying framework for the timeline. The
collage is meant to be a visual chronological system that provides
personal historical insight into the Hip Hop culture. Found images and
textures are then utilized in the collage. There may be human
representations but no complete facial images. The collage may be done
by hand or composed through digital means. This challenges the students
to nd other methods to show emotion and content. The students also
compose haiku poemsreecting the connection between Asian culture
and American urban cultureto embody their feelings on Hip Hop
culture. This poetic form guides the students toward the ltering of
complex ideas into a simplied textual form.
Hip Hop, as a culture, acquires things from popular culture, other
musical genres, and many other sources. It was created in an environment
where the creation of culture was severely limited and improvisation was
imperative. Students are urged to use this ideology to create the images.
250 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
printing or color copying. Each student makes ten copies of the poster
and places them in public spaces that allow them to remain displayed for
an extended period of time. The location of these posters is shared with
the class. Over the course of a month the students take twenty-four
documentary images of the poster in the public spaces. Once the posters
are in place, the instructor arbitrarily divides the class into two groups.
Each group is instructed to covertly tag and write over their classmates
posters over the course of the month. Both groups are led to believe
they are the only ones instructed to do this act. Essentially, the two
groups become tag crews and inadvertently become competitors. This
partially simulates an actual tagging experience and examines the
competitive nature that drives not only Hip Hop culture but also
American culture in general. After the documentation of the sporadic
tagging exercise has occurred, the posters are collected and brought to
the classroom to discuss the results. The commentary centers on the
construct of self and how it relates to public spaces and how the ego
acquires these public spaces and symbolically changes them into
personal spaces. Discussion also probes into the practice of symbolic
representation and how these symbols aKect us on a very personal level.
It is an intriguing experiment that enlightens students to how symbols
like logos can aKect us and how image is used to persuade us to adopt
symbolic references for self-image.
252 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
character in a magazine ad. The result of the project is a parody of the
false juxtaposition process in advertising, exposing the misappropriation
of culture in corporate design that openly mocks subcultures for prot.
The focus of this project examines the constant acquisition of
mainstream culture and stimulates discussion about the co-opting of
culture to sell products. Perceived diKerences are used as social
constructs to market the other to a particular customer. Juxtaposing a
product with a gure that represents otherness is a powerful and
eKective practice. The other ceases to have an identity, but becomes
part of the acquired self-image of the mainstream observer. Hip Hop,
like any other subculture, acquires objects from the mainstream through
bricolage and retasks them with diKerent connotations particular to
subculture members. To confront and use this process, mainstream
commodity culture tries to align itself with this coolness and destroy it
through overexposure. It squeezes the cool out of subjects. This is a
prime example of how both design and Hip Hop cultures are commodied.
Just enough of Hip Hop style is gleaned in order to create a simulation of
a pure Hip Hop cultural expression. This project addresses the morality
and validity of this practice.
conclusion
Dezyne Klass is an empirical study of the nature of the subcultures of Hip
Hop- and design-oriented image-making. It is also a visual sociological
inquiry into the nature of images and how they aKect the individual,
space, and popular culture. The course acts as a catalyst for discussing
the manner in which mainstream culture generates subcultures such as
Hip Hop and design and then reacquires them to further its hegemonic
status. The class challenges popular perceptions of the potential of
images and how they are used in society, and is designed to be a tool to
examine the necessity of cultural studies and research to graphic design
pedagogy and practice. The class explores the role of the designer/
image-maker as a sort of visual DJ. In a sense, designers, like DJs, sample
previously generated information and reformat it into appropriate forms
to move the crowd. Through approaching the remixing of images by
understanding culture and how it aKects society, we can possibly
reappropriate designs power in the dissemination of information and go
beyond the mere mimicry of a style. Part of the charge of being a visual
communicator, in my opinion, is to be responsible for the images we
construct and how they aKect the population. We should fully examine
254 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
diverse subcultures and make a serious eKort to understand them before
we take visual manifestations of those cultures and attach them to
products for clients. The myriad subcultures that exist in the world have
particular meanings and identications for their participants. Perhaps
understanding this will assist in achieving enlightenment in these
matters and help to examine the design profession as a whole in order
to take account of what we are actually saying with images. Design, like
Hip Hop, was meant to bring individuals, ideas, form, and information
into a unied and harmonious composition. However, today design nds
itself intertwined with global corporate interests that sometimes
segregate people more than bring them together. A very popular Hip
Hop expression states It aint where youre from, its where youre at. It
is worthwhile to apply such reection to the profession of design: where
are we now, and where are we going?
notes
256
The intention behind this development is commendable, as Qataris
in general are very ambitious in improving the standards and qualities of
life for their fellow citizens. It is remarkable to consider the praxis of this
situation; so much of Qatars initiative is being realized at an extraordinary
rate. I can attest from my own experience that when I arrived in Qatar in
September 1999, the main city of Doha was a diKerent place. There was
one shopping mall. Only a handful of buildings exceeded ten oors.
Qatari women were not allowed to drive. There were but two universities.
There was no constitution establishing specic rights for each Qatari.
Less than six years later, I nd myself in a country of about 800,000
people, where each person has over half a square meter of retail space.
There are about fty buildings that are higher than ten oors, and many
more on the rise. Women are driving. There are now six universities with
more planned. And there is a constitution that both Qatari men and
women voted to ratify. While these changes have been occurring, Qatar
has kept itself on schedule in preparing to host the 2006 Asian Games,
the second largest athletic event in the world only behind the Summer
Olympics. This small country is proof that nearly any idea can be realized
if a society directs its resources and choices accordingly.
What I nd most fascinating about this amazing little country is how
these ideas for change form. There seems to be a habit of looking abroad,
mainly to Europe and North America, to see what can be added to
Qatar. Examples of this include concepts and practices of luxury, cultural
development, as well as new data resources. In a culture in which the
Western practices of adhering to precise timetables is not a native
custom, for instance, one can visit the City Center Doha shopping mall
and choose from more than ten shops selling Rolexes. Similarly, a new
wireless high-speed internet access service called Hotspot allows mobile
phones and other digital data management tools to connect to the data
resources of the internet. Because Qatar hosts a relationship-based
culture, however, Qataris do not utilize mediated data/information
nearly as much as conversational interaction. Without this established
convention, there is little locally specic content available for the users
to access. Hotspot seems nothing more than the latest technological
capabilities being implemented in Qatar as they are in the West. Elsewhere
in Doha, a museum for Islamic arts is being constructed, designed by the
Chinese architect I. M. Pei and staKed by curators largely imported from
257
Europe. Despite its near-completion, there are no signs of Qatar having
begun to develop its own resources for the cultural and educational
programming this museum will require; instead, this cultural development
seems limited to the nineteenth-century European concept of a museum
being merely a building to store unique and precious objects.
The question of how these ideas of change arise is signicant
because the current course, scope, and speed of change in Qatar raises
many issues for the health of its culture and society. Among all these
changes, we can see a widening generation gap, a dramatic increase in
preventable medical conditions such as diabetes and obesity, the highest
automobile accident fatality rate in the world, an increase in solid waste
and air pollution, and a radical rise of materialistic consumerism. But the
most signicant observation that I have made in Qatar is what I see as a
weakening or deterioration of its culture. Most traditional architecture
has been destroyed, Western dress adorns teenagers and young adults,
cell phones and the internet facilitate social relationships outside the
social norms, and there is a showcasing of things traditional which only
reveals the degree of separation that has occurred between todays
lifestyles and the traditional life of fewer than fty years ago.
The development of Qatar is at a critical point where it must keep
itself one step ahead of the praxis it is now capable of. I am not advocating
a preservation of Qatarthe question of whether this society should
change or not was answered many decades ago soon after the discovery
of oil. The more relevant question is: How can Qatar design its change so
that it still continues being Qatar? If this question is not addressed, it is
probable that the country will soon nd itself living within a strange
tangle of cultural fragments that fails to support communities, families,
and individuals in their eKorts to live together (fig. 1 ).
Because of its small scale, rapid and recent change from a traditional
to a modern society, and its budding design industry, Qatar is a potent
example of what is happening to some extent all over the world as part
of globalization. Design, because of its growing participation in global
markets and networks, is becoming less relevant to culture. As a result of
more powerful technology and systems, design has become an agent of
change that does not simply modify the way our world appears; it can
now transform the way the world is, the way we view the world, and the
way we interact within the world. Today, cultures are becoming more
258 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
fig. 1 A signboard in Qatar provides a cultural mash of McDonalds promoting
Chinese-style food in Arabic.
culture: what is it ?
Culture is a system so complete and detailed that it serves as a
sustaining medium for our everyday lives just as water does for sh. It is
essential, ubiquitous, constant, and invisible. Because of the nature of
culture, we are accustomed to looking through this medium with the
faithful assumption that it is there just as it should be. Without hesitation
we trust our cultures to fully support our gestures and expressions of
individual and social identities. Without consciousness we rely on our
260 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
species and habitat destruction, and overpopulation is merely
symptomatic of a cultural crisis that has permitted humans to pursue
meanings, activities, and purposes that create imbalanced natural
resource requirements and waste production. If we examine traditional
cultures, we nd mechanisms that have evolved to do such things as
control population, sustain food supplies, and utilize local materials to
provide adequate protection against severe climate conditions. A
healthy culture is a particular conguration of signicances, values, and
practices that connect a social group of people to a particular place in a
way where all needs can be met sustainably by the local natural resources.
262 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
fig. 3 The sustainable cultural change supported by a contextual relationship between
design and culture.
a problem
The cultural problem considered here deals with many of the
circumstances of a globalizing world. The evolution of our modern era
has transformed aspects of traditional cultures into dimensions that
demand more abstract, isolated, invisible, and standardized forms. The
resulting scale, scope, structure, and speed of some of the variable
conditions within modern life present a challenge to the stability of any
culture (fig. 4 ). The signicant impact on social living that the modern
era presents is that an increasing number of designs are based upon
opportunity, as opposed to a more direct fulllment of what we need.
fig. 4 Various characteristics found within traditional and modern social living.
fig. 5 The importing of design from another context interrupts the ideal cycle of the
contextual relationship between culture and design.
264 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
fig. 6 The interaction of signicances, values, and pragmatics determines the needs
within any situation. As change is applied to this arrangement the needs will change
accordingly.
266 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
In Qatar there are the obvious examples of imported, highly
designed institutions that are culturally destructive, such as American
fast food franchises. The fact that these food outlets are very popular
among Qataris demonstrates that the purchasing of this food, which pulls
individuals away from eating meals within traditional family groupsnot
to mention that the food itself has little relation to the history or
geography of Qataris a form of imported design being embraced with
little awareness or concern for its destructive cultural impact.
A less obvious example of Qatar importing something without
carefully adapting it to t its cultural context is the university where I
teach. We can only praise Qatars investment to develop its rst design
education program. Their commitment to high quality is apparent in
their seeking an American university degree program. However, the
establishment of this design college in Doha was approached with the
buy-an-American-university-degree-program-bring-it-home-take-it-out-
of-the-box-and-plug-it-in mentality. The main objective was to have
on-site an American design curriculum taught by instructors from this
American university. The result is the teaching of an American design
program based upon Bauhaus and postmodern philosophies within an
Arabic-Islamic culture. This approach produced, among other repercussions,
conditions such as a graphic design program without a specic curricular
initiative dedicated to Arabic calligraphy and typography.
Yet there are even more subtle cultural impacts to having such a
thoroughly American education program in Qatar. One such impact
centers on the idea of individualism. American instructors were quite
literally dropped into this rocky desert context with an American
curriculum and an inherent disposition to approach learning objectives,
methods, and evaluation from an individualistic basis. As a result, many
of the students are developing a more individualistic perspective of
design and even themselves. This inevitably will create changes in how
these students engage design, understand their own context, and even
their identities in a way quite diKerent from their traditional, more
collective Arabic approach.
I am not, and cannot, use this example to direct criticism at what
Qatar and this university have done, because the fact remains that
young and productive Qatari designers educated in Qatar are now
entering a budding design industry in their own country that did not
268 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
culture. The development of a societys ability to dene its own design
problems will empower its members to participate with greater
understanding and accept full responsibility for the performances that
are realized within their cultural context.
For a society to develop these abilities of design problem denition,
it must invest in a design education to establish the basic skills for its
new designers to identify a cultural context and develop performances
that can contribute appropriately to this context. Also needed for this
development is the investment in research that generates cultural
insight as well as pioneering methodologies in observation and analysis
appropriate to the dynamic and complex subjects of modern living.
Design education is a powerful way to inuence designers
capabilities and their role in a society. In developing a young designers
ability to dene design problems, he or she must gain an awareness and
understanding of culture in general, as well as his or her own specic
culture. Unfortunately, many design education programs do not fully
embrace a curricular integration of other disciplines that have great
cultural relevance, such as anthropology. The perspective of the
interdependency of culture and design is commonly held and even
assumed in much discussion of design. Implicit within that is the further
assumption that designers have a developed understanding of what
culture is. Unfortunately, often they do not. As a result of this
underdeveloped understanding of culture applied in design, products
often only manifest cultural expressions that are not relevant enough to
sustain the function of a culture within everyday life. Culture can be
elusive and digcult to perceive. Young designers require guidance and
support to be made aware of culture and to observe it well enough to
generate an accurate understanding that can be applied within their
designs. A curricular initiative to develop design students appreciation
of culture should include some basic ethnographic skills that will enable
them to begin their professional careers with the ability to research,
analyze, and dene a projects context.
Unfortunately, there often is a preoccupation with product form
and style in design school studios. A design education must also develop
ones understanding of design performance. This area of interaction
between a product and its context is frequently overlooked in design
education programs. Understanding that the value of any designed
270 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
denition within the specic context of Qatar. Any such research agenda
and supporting methodologies should be adjusted to t the cultural,
social, and political circumstances within each context.
A societys development of its design problem denition ability
provides a useful approach to the conicts between the modern and
traditional ways of life that can hinder a given cultures path toward its
own appropriately unique actualization. This ability to dene its own
design problems is critical for a culture to maintain ownership over its
design traditions. Otherwise, the design praxis that emerges within a
culture of todays modern and global world may well be unable to
support the ideal cycle of a culture leading design that in turn inuences
that culture; it will be too vulnerable to the invasions and dependency on
foreign ideas that only accidentally may lead to healthful cultural changes.
conclusion
I may have risked providing nothing more than an elaborate tautology by
outlining this theory of how education and research in the area of design
problem denition is becoming critical to helping societies navigate
change within a global world in a way that allows each culture to maintain
ownership of its own design. I take this risk because I believe consideration
of the interrelationship of culture, modern living, and design to be
relevant, even urgent. The modern, global world poses a serious challenge
to culture, a necessary tool for all of us to participate in social living
within a given geographical place. The rising cultural crises around the
world are not only threatening the meaning and happiness of individuals,
families, and communities; they also threaten the global ecological
environment on which life depends. Design in its current model as
commercial enabler cannot be sustained. Something must change.
There is no need for any sort of devolution requiring us to abandon
our technologies and global networks. But design can absorb and
develop greater understanding and abilities in dening paths of change
before it generates products that realize change: to keep a step ahead
of design praxis.
Designers and clients must collaborate in nding what our needs
are and use the capabilities of current technologies and networks to
fulll these needs in ways that do not simply create attractive opportunities
divorced from their cultural context. Designers must gain the ability to
notes
272 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
chapter 18
Mediating Messages:
Cultural Reproduction
through Advertising
SEVAL DLGEROGLU YAVUZ
273
perception of products improves positively, and how sales soar after the
execution of advertising campaigns, despite consumers insistence that
they do not trust advertisements, ignore them, and are therefore are not
inuenced by them.
In their endeavor to sell their products, corporations seek to create
a positive perception in the public. They try to reach audiences through
advertisements that promote products through messages that are
grounded in the sociocultural background of consumers. Drawing on
such sociocultural elements as social representations, cultural models,
shared knowledges, reality, and stereotypes, ads attempt to illustrate
how products are relevant and necessary (see table 1). Advertisements
not only reect on basic physical needs but also evoke strong desire for
products by creating a sense of necessity. This necessity is usually social-
psychological: ads tell consumers how the possession of the products
in question improves the success of ones individual, emotional, social,
and professional life. The use of sociocultural elements taps into human
perception and conduct in sociocultural environments, turning desires
into needs.
Using these elements is vital to advertising because it is through
them that ads nd a common language to communicate with their
designated target audience. The elements exist and circulate in society
through perceptions, actions, and interactions of individuals and groups.
Advertisings communication with the public through the assemblies of
the sociocultural elements becomes a vehicle that constructs and shapes
reality and knowledge. In other words, advertising actively and socially
constructs what we know and regard as real.
Prescribing consumer values and behavior through representations
of products is a tacit process, because the messages of advertisements
are embedded in culture. Articulations of culture in advertisements
ascribe meanings to products, making them socially and psychologically
appealing tools that help create reality. Humans use these social-
psychological tools with embedded meanings in order to make sense of
reality in their interactions with others and their conduct in sociocultural
environments.
Along the lines of the interaction between culture and advertising,
the question whether advertising creates culture and social values or
simply mirrors them is widely debated.3 Both perspectives, actually, are
274 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
table 1: Conceptual terms used in the study
Denition of Terminology
Shared knowledge Shared reality Stereotypes
Common perceptions, A larger system of Socially constructed
assumptions, and beliefs culturally specic standardized patterns
that are shared by the meanings and practices of oversimplied
members of a society. that shape humans opinion and belief.
4
Shared knowledge guides social conduct.
individual cognition.
Cultural models Social representations Repeated assembly
Common sociocultural Collectivity of ideas, Recurrent resources in
knowledges that are visual representations, sociocultural environ-
materialized in humans and images that guide ments. Shared realities,
social conduct. Cultural the understanding values, beliefs and knowl-
models shape shared and communication edges, practices, along
5
reality. of reality. with existing artifacts
and choices are
repeatedly assembled.
Assemblies allow a
continuous ow and
change in culture that
organize the forms of
human sociality.6
valid. Through the descriptions of existing values and their use in the
context of consumerism, advertisements both obtain continuity in
culture by perpetuating those values and maintain a change in society
via the prescriptions of consumerist choices.
Advertisings work is incremental, and is never at odds with the
already existing structure of culture and society. The phenomena of
Hallmark holidays such as Valentines Day or Mothers Day is a good
example of the establishment of consumerism in culture through
advertisings use of existing sentiments and such customs as gift-giving.
Thus, advertising not only mirrors culture through its uses of cultural
values, but also reproduces and reshapes it. The creation and maintenance
of consumer culture is intertwined with other cultural forms such as
YAV U Z : M E D I AT I N G M E S S AG E S 275
popular music, lm, and television, mixing the values of consumerism
with those of popular media.
Advertising, then, is a form and vehicle of structuration that enables
the continuity and transformation of society and culture by helping the
reproduction and shaping of human practices and interaction. According to
the sociologist Anthony Giddens, structuration refers to the process of
interaction between human beings where sociocultural rules and resources
produce and reproduce such social systems as society.7 As a structuration
mode of culture, advertising helps shape sociocultural reality by using and
making meanings. The processes of cultural production and reproduction
are enabled by advertisements repeated use and assembly of such
sociocultural elements as cultural models and social representations as
conventional rules and resources. With its sociocultural inuence,
advertising can be considered a boundary domain between production
and consumption: it helps products enter mainstream culture after
their manufacture. Within this process, advertising relies on culture as a
source of inspiration. The examples below will show how advertisements
use sociocultural elements in attributing meanings to products.
Communication of those elements and meanings through messages in
advertisements and consumers use of these elements and meanings in their
sociocultural environments enable the structuration process of advertising.8
276 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
production and consumption. It is during the course of advertising that
products change dimensions and are made neutral entities, stripped
of the politics that enter into the production process. Advertising
enables the transfer of products into mainstream culture. Production
lives are not revealed unless products functions and reasons for
existence are questionedfor example, when products are recalled for
faulty production, or when their impacts on humans and the
environment are questioned in the public realm.
Advertising is the means through which most products step into
their consumption life. Humans actively use products and their
meanings to operate in sociocultural environments. Products serve as
markers of history, society, culture, and of individual and collective
identities. They have sociological, cultural, and psychological meanings
and functions in addition to economic and utilitarian ones.
YAV U Z : M E D I AT I N G M E S S AG E S 277
the product to be advertised might be), and context-relevant
observation (rsthand experience of target audience behavior) are all
methods of cultural inspiration. In addition, such artifacts of culture as
television, music, the internet, lm, books, and newspapers are
signicant tools that help inspiration, as they all elaborate on culture.
Thus, advertising creativity relies heavily on culture as a source of
inspirationit is situated in and constructed by culture. In order to be
successful, advertisements need to have clear messages that achieve
shared communication so that viewers can read the intended messages
and act upon them in the way advertisers want. In ads, sociocultural
elements are repeatedly assembled and are associated with products.
Ads, therefore, perpetuate those elements, continuously maintaining
culture while also bringing a change. Part of this change comes from
meanings attributed to new products, while another is the reection of
the changing dynamics of culture, trends, and values. Because culture is
not static, a constant observation of change and variety is needed. In
summary, creatives immersion into culture assures the clarity and the
sharedness of their messages.
communication of sociocultural
elements in advertisements
Because space and time are limited in print ads and television
commercials, creatives look for shortcuts in communicating messages.
Within the available space and time, creatives strive to make the most
desired impact on viewers. There are several visual and textual/verbal
methods of representing and communicating cultural models and shared
knowledges to viewers in print and television advertisements. These
methods involve the employment of:
visual and textual/verbal expressions of linguistic metaphors;
visual comparisons;
visual expressions of symbols and widely shared meanings with
symbolic value;
storytelling;
stereotypes.
The use of metaphors in ads helps the attribution of meanings to products
in addition to achieving instant communication through resemblance
(figs. 1 and 2 ). Comparisons both clarify an ads message and strengthen
the meanings that are attached to a product. Symbols and meanings
278 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
that have symbolic value are very eKective in achieving instant
communication because they constitute cultural knowledges that are
shared by the members of a society. Linguistic metaphors, symbols, and
symbolic meanings are shared knowledges, cultural models, and social
representations in themselves that, when attached to products, endow
them with their meanings. Visual and textual/verbal storytelling takes
place when creatives make up events, reference to the happenings in
real life, and show snapshots or reels of these instances. Because they
constitute real-life events or likely situations, it becomes easy for
viewers to understand and relate to the messages in advertisements.
The use of cultural stereotypes in advertisements results not only
from the desire to achieve instant communication but also from the
request of clients. Many tend to prefer stereotypical representations of
people in their culturally accepted social roles; as they invest large sums
of money into advertising, companies do not want to take the risk of
being irrelevant to their target audiences. While creatives believe in the
shock value and attention-getting quality of using non-stereotypical
representations, they are usually inclined toward using stereotypes for
achieving shared communication and relevance.12 Considering the
cultural eKect of advertisements, the downside of using stereotypes is
that they fossilize shared beliefs about people even though they may be
wrong or negative (fig. 3 ).
Cultural transfer occurs through the repeated assemblies of
creatives own experiences, shared knowledges, cultural models, and
social representations in mediating products to target audiences in
advertisements. The process of transfer perpetuates and constructs
realitythe realities that revolve around the meanings of products and
the social representations that were used in association. For example,
what it means socially and psychologically to use a certain brand of car
is a message that is achieved through the process of cultural transfer
in gure 4. The types of cultural models and social representations
employed in ads, obviously, depend on how a creative and his or her
client company want the target audience to perceive the promoted
product. The mediation of products needs to intersect with individuals
and societys physical and psychological expectations in order to create
the desired eKectprovoking a positive thought and desire causing the
buying behavior in consumers.
YAV U Z : M E D I AT I N G M E S S AG E S 279
figs. 1 and 2 Canon EOS-1D advertisement part I. The original ad is in the form of an
eight-page magazine insert. Each panel shown here constituted a separate page.
fig. 3 In order to make its point, this ad locates its message at the juxtaposition of
visual representation and shared knowledges of elderly women. It is attention grabbing
and inuential because it challenges the cultural expectations and stereotypical beliefs
about elderly women.
280 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
To further analyze how stereotypes, storytelling, and symbols in visual
representations are employed, it is useful to look at two advertisements,
by General Electric and Toyota, as examples.
YAV U Z : M E D I AT I N G M E S S AG E S 281
fig. 4 Toyota Camry Solara advertisement
282 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
fig. 5 General Electric advertisement
opposite direction. A male child with his bag and lunchbox is running before
the female. The story of the ad conveys a message of a busy, educated
mother who is portrayed as coming home after work and after running
some household errands that involve picking up dry cleaning and
dropping oK and picking up her children. The headline suggests that she
has forgotten to pick up her other child, Jason. The claim of the ad is that
the Toyota Prius is an environmentally friendly electric/gas car that handles
inegcient driving exemplied through the depiction of a busy mother.
A more detailed reading of the advertisement reveals several
important signs that help the overall syntagm. The womans clothing
signies that she is a professional. From her clothing and the dry cleaning
she carries, we assume that she works outside of the home either part-
time or full-time. Her slim gure implies that she is a health-conscious
person. It is not clear whether she is a single mother or she is married; in
any case, she appears to undertake such conventional female domestic
roles as taking care of kids and running household errands. Her schedule
YAV U Z : M E D I AT I N G M E S S AG E S 283
fig. 6 Toyota Prius advertisement
can get hectic; we know this from her forgetting to pick up her other son.
The choice of a female as opposed to a male as the parent is compatible
with the conventional cultural perspective of females and their social
and domestic roles.
The boy happily runs home not knowing or worrying that his
mother forgot to pick up his brother. The house appears to be a decent
suburban house with well-cared lawn and bushes. The abundance of
greenery and the blue sky are used symbolically and are in harmony with
the advertisers claim that the Prius is an environmentally friendly car. It
suggests that greenery and the blue air can stay as they are when one
drives this car. The signs on the upper right side require more than lay
cultural knowledge to interpret, but judging from the symbolic use of
green color on the car-shaped leaf, the gas and electric symbols on the
upper left corner, and the overall feeling of the ad, it would be safe to
assume that the signs show how exactly the car is environmentally
284 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
friendly. The logo, tagline, and the internet address all embedded on a
picture of a leaf signify how Toyota is committed to the environment.
The copy as a linguistic sign further attempts to persuade viewers
why Toyota Prius is egcient and environmentally friendly. It suggests
that because the car provides a more intelligent way to drive, owners can
concentrate on other things such as not forgetting to pick up their
child. The usage of cultural models and knowledges through the visual
representations of an instance from life assists in viewers understanding
and decoding of this advertisement.
YAV U Z : M E D I AT I N G M E S S AG E S 285
When consumers buy new products, symbolic meanings play
important roles in decision-making, even more so than traditional aspects
such as cost, resources, and utility.14 Consumers use the meanings
embedded in products in creating and surviving social change: by
expressing cultural categories and ideas, cultivating ideas, creating and
sustaining lifestyles, and constructing notions of the self.15 Products
complement individuals through the symbolic meanings that are
constructed through advertising and society. As sociologist Pierre
Bourdieu argues,
choosing according to ones tastes is a matter of identifying
with goods that are objectively attuned to ones position and
which go together because they are situated in roughly
equivalent positions in their respective spaces, be they lms or
plays, cartoons or novels, clothes or furniture; this choice is
assisted by institutions . . . [such as] magazines . . . which are
themselves dened by their position in a eld and which are
chosen on the same principles.16
Meanings, representations, and identities (of humans and institutions),
then, are all intertwined aspects of shared reality that dene ways of
being and behaving.
Material meanings, through the exhibition of products in social
spheres, compose material images and identities of their users.
Individuals regard their own and others possessions as symbols of
identity through the personal integration of the objective and symbolic
aspects of objects. Social psychologist Helga Dittmar argues that to
have is to be; products are a part of their owners extended self that
constitute symbols used in the personal and social aspects of identity.17
Products serve as tools for individual psychological aspects such as
completing the self, lling inadequacies, and reagrming peoples lives.18
They also serve in broader levels to constitute shared realities through
their symbolic meanings and constitute a concrete history of an
individuals past as much as a societys.19
Thus, advertising marks the beginning point of the dissemination of
cultural context. When people decode advertisements and use
advertised products, the dissemination of cultural context and meanings
not only substantiates the cultural models, knowledges, and reality used
in the advertising mediation process but also establishes products in
286 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
fig. 7 eBay advertisement. The normal looking male cast on a childrens tricycle
presumably shows how tattooed, hard-core riders perceive leisure motorcyclists and others.
conclusion
Advertising is a boundary domain that symbolizes the distinction between
the production and consumption lives of products. In advertisement
development processes, politics of production are concealed and
products are attributed new cultural meanings as they are prepared for
mass consumption. Products are given meanings to be used in their
sociocultural lives through the culturally situated creative processes of
the advertising practice. When mediating messages to viewers in
designing ads, creatives use commonly shared cultural models, knowledges,
and reality to achieve communication. These sociocultural elements not
only promote products but also help in the attribution of meanings.
YAV U Z : M E D I AT I N G M E S S AG E S 287
Advertisements represent idealized forms of lifestyles and identities
interwoven with the existing cultural models and social representations,
blurring the line between desire and necessity. The desired object
becomes a social need in adjusting to and operating in a consumerism-
oriented culture. It is in the interaction between the individual with
others and material artifacts that these representations, knowledges,
and realities, as well as stereotypes come to exist. Participation into
sociocultural life requires the use of the sociocultural elements. People
use the cultural messages and meanings in advertisements to construct
and make sense of culture, society, and others. Sociocultural lives of
products are important tools that help people operate in sociocultural
environments. Products become extensions of self, making visible
identities through the meanings they hold.
It is important to note that advertisings inuence is indirect or
implicit because the representations of products are shaped through
existing cultural elements, exhibition of lifestyles, identities, and
associations of meanings with products. Through this approach,
advertisements not only become relevant to consumers and are easily
apprehended, but they also dene and create individual and
sociocultural identities, contributing to individuals and societys self-
perception. They describe and prescribe ways of seeing, being, and
behaving. Therefore advertising enables the function of individuals in
sociocultural environments, dening the nature of culture and society
along the way.
When advertisements are circulated in society and consumed by
viewers, their representations of cultural models contribute to the
reproduction of cultural reality and society at large. As a form of
structuration, advertising enables the continuity and transformation of
society and culture because it helps shape human cognition, conduct,
and interaction. It maintains and transforms sociocultural reality by
using and making meanings.
288 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
notes
1. Jon Steel, Truth, Lies and Advertising: The Art of Account Planning (New York: John
Wiley & Sons, 1998), xxi.
2. Ibid., ixx.
3. Jib Fowles, Advertising and Popular Culture (Thousand Oaks, CA: Sage Publications,
1996), 15761; Alice Courtney and Thomas Whipple, Sex Stereotyping in Advertising
(Lexington, MA: Lexington Books, 1983). See also Stewart Ewen, All Consuming
Images: The Politics of Style in Contemporary Culture (New York: Basic Books, 1988);
Bruce W. Brown, Images of Family Life in Magazine Advertising, 19201978 (New
York: Praeger, 1981).
4. Term coined by Linnda R. Caporael, The Evolution of Truly Social Cognition: The
Core Conguration Model, Personality and Social Psychology Review 1, no. 4 (1997):
27698.
5. Bradd Shore, Culture in Mind: Cognition, Culture, and the Problem of Meaning (New
York: Oxford University Press, 1996).
6. Caporael, The Evolution of Truly Social Cognition.
7. Anthony Giddens, The Constitution of Society: Outline of the Theory of Structuration
(Berkeley: University of California Press, 1984), and Anthony Giddens, New Rules
of Sociological Method: A Positive Critique of Interpretative Sociologies (New York:
Basic Books, 1976).
8. Data used in this paper come from a doctoral dissertation research conducted
between 2000 and 2003. The original research involved investigations of
advertisement development processes and the perceptions of cultural messages
and representations in advertisements. The research process involved interviews
with creative directors and consumers, the goal of which was to understand the
ways in which culture enters into the advertising process and is used to make
meanings in addition to revealing how representations of sociocultural elements
are perceived by consumers and are used in their daily lives.
9. The production lives of products are beyond the scope of this paper and therefore
will not be analyzed. For the social aspects of design processes and politics of
technology, see Wiebe E. Bijker, Of Bicycles, Bakelites, and Bulbs: Toward a Theory of
Sociotechnical Change (Cambridge, MA: MIT Press, 1995), and Langdon Winner, The
Whale and the Reactor: A Search for Limits in an Age of High Technology (Chicago:
University of Chicago Press, 1986), respectively.
10. Jean Baudrillard, The System of Objects (London: Verso, 1996), 175.
11. Personal communication with a creative person who wanted to remain
anonymous. Interviewed for my dissertation research project, conducted between
2000 and 2003.
12. One tactical downside of using non-stereotypical representations in
advertisements is that they attract the attention to themselves, keeping focus oK
the real message. They tend to hinder the communication of the intended
meaning of an ad. This was a shared concern in the creatives interviewed for the
original research. As much as they disliked the negative cultural eKect of using
stereotypes and did not want to use them, creatives pointed to this negative side.
YAV U Z : M E D I AT I N G M E S S AG E S 289
When the goal of advertising is to convey a clear message with the least amount
of noise and ambiguity and to prevent the intended meaning from becoming lost
among alternative meanings, the use of stereotypes prevails.
13. My use of the term identity encompasses both the individual and social aspects.
While I believe that individuals have certain micro-qualities that are peculiar to
them, this micro-self is always situated in historical, social, and cultural junctures
and therefore cannot be detached from the larger social or macro-dimensions.
Furthermore, identity is not completely stabilized at the micro and macro levels
and can be diversied in group-based contexts. Group-based identity is also what
denes individuals.
14. Helga Dittmar, The Social Psychology of Material Possessions: To Have Is to Be (Hemel
Hempstead: Wheatsheaf, 1992).
15. Grant McCracken, Culture and Consumption: New Approaches to the Symbolic
Character of Consumer Goods and Activities (Bloomington: Indiana University
Press, 1988), xi.
16. Pierre Bourdieu, Distinction: A Social Critique of the Judgment of Taste (Cambridge,
MA: Harvard University Press, 1984), 232.
17. Dittmar, The Social Psychology of Material Possessions, 95.
18. Ibid., 101, 110.
19. N. Laura Kamptner, Personal Possessions and Their Meaning in Old Age, in
Shirlynn Spacapan and Stuart Oskamp, eds., The Social Psychology of Aging
(Newbury Park, CA: Sage Publications, 1989).
290 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
chapter 19
Compartiendo Sueos/
Sharing Dreams: An Interview
with Toni OBryan
AUDREY BENNET T
291
figs. 1 and 2 Kristin Rogers Browns (left) and Mara Rogals (right) interpretations of
sharing dreams as part of the AIGAs Center for Cross-Cultural Designs group
exhibition titled Compartiendo Sueos/Sharing Dreams co-organized by Toni OBryan,
Victor Casaus, and Hector Villaverde in 2004
292 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
each other in person, connect, and share their ideas, inspirations, and
inuences in greater depth.
figs. 3 and 4 Andrea Dezss (left) and Oscar Fernndezs (right) interpretations of
sharing dreams
B E N N E T T: C O M PA R T I E N D O S U E O S / S H A R I N G D R E A M S 293
fig. 5 Eduardo Molts interpretation of sharing dreams
294 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
figs. 6 and 7 Fabin Muozs (left) and Jos Gmez Frequets (right) interpretations
of sharing dreams
and the various ways each designer was approaching the task of visualizing
sharing dreams. Email allowed everyone to keep in touch and stay up
to date on the projects progress, sharing developing designs, ideas,
questions, and answers, all the while getting to know each other and
sharing dreams of a future of mutual friendship and understanding.
B E N N E T T: C O M PA R T I E N D O S U E O S / S H A R I N G D R E A M S 295
figs. 8 and 9 Hector Villaverdes (left) and Pedro Juan Abreus (right) interpretations
of sharing dreams
296 D E S I G N S T U D I E S : D E S I G N I N G C U LT U R E
Designers in this project pulled context from personal inspiration, as
they were encouraged to both embrace their cultural aesthetics and look
beyond the stereotypical. Thats just what they did. No restrictions were
allowed on the interpretations of the words dreams and sharing. Nor
were any placed on what needed to be included in the commentary. In
each poster, you may have noted that each and every designer illustrated
a unique interpretation of sharing dreams. Each designer shared freely
what dreams meant to them. Whether waking or sleeping dreams,
cultural inuences were woven into the work visibly and subconsciously.
This project is important, as it is the rst time these two groups of
designers so close but so distant have been able to connect and create
positive inuential works together. Through the process of sharing,
participation and community-building seeks to set an example of how
the risks and dreams of designers can create a positive impact on the
future. Designers are powerful communicators. At this time of globalization
and rapid advances in technology, designers have a large responsibility
to look outside of their own backyards and truly research how to
conscientiously and respectfully communicate with other cultures. As
there is a demand for cross-cultural design expertise within globalization,
there is also an opportunity to break down barriers, reach out to other
designers, and create together communicative projects that inspire
positive social change.
notes
B E N N E T T: C O M PA R T I E N D O S U E O S / S H A R I N G D R E A M S 297
Section IV
HUMAN-CENTERED DESIGN
chapter 20
300
edge of our eld, and some were further ahead than we were prepared
to admit. For example, I believe we all recognized his signicant
transformation of the old design theme of form and function into the
new theme of form and content. This is one of the distinguishing marks
of new design thinking: not a rejection of function, but a recognition that
unless designers grasp the signicant content of the products they
create, their work will come to little consequence or may even lead to
harm in our complex world.
I was particularly surprised, however, by Dr. Asmals account of
the creationand here he deliberately and signicantly used the word
designof the South African Constitution. He explained that after
deliberation the drafters decided not to model the document on the
familiar example of the United States Constitution, with an appended
Bill of Rights, but rather to give central importance from the beginning
to the concept of human dignity and human rights. Though he did not
elaborate on the broader philosophical and historical basis for this decision,
it is not digcult to nd. Richard McKeon, co-chair of the international
committee of distinguished philosophers that conducted a preparatory
study for the Universal Declaration of Human Rights in the 1940s,
explains that the historical development and expression of our collective
understanding of human rights have moved through three periods: civil
and political rights were the focus of attention in the eighteenth century;
economic and social rights were the focus in the nineteenth century;
and cultural rightsformally discovered in the preparatory work for the
Universal Declarationbecame the focus in the twentieth century.2
The U.S. Constitution begins with a statement of political rights, and the
appended Bill of Rights is a statement of civil rights protected from
government interference. The document was properly suited to the
historical development of human rights in the late eighteenth century,
and in subsequent evolution the United States has gradually elaborated
its understanding of economic and social rights as well as cultural rights.
The South African Constitution begins with a statement of cultural rights,
suited to the current historical period in the development of human
rights. It seeks to integrate civil and political rights, as well as economic
and social rights, in a new framework of cultural values and rights,
placing central emphasis on human dignity. The result for South Africa is
a strong document, suited to a new beginning in new circumstances. The
301
opening article of the Constitution, quoted by Dr. Asmal, reminded me
of the Preamble of the Universal Declaration of Human Rights, which
announces recognition of the inherent dignity and of the equal and
inalienable rights of all members of the human family.
Dr. Asmals account was both historically important and a
conscientious reminder of the cultural context of the conference. However,
the next step in his argument brought the room to complete silence.
He made the connection between practice and ultimate purpose that is
so often missing in our discussions of design, whether in South Africa,
the U.S., or elsewhere in the world. Design, he argued, nds its purpose
and true beginnings in the values and constitutional life of a country
and its people. Stated as a principle that embraces all countries in the
emerging world culture of our planet, design is fundamentally grounded
in human dignity and human rights.
I sensed in the audience an intuitive understanding of the correctness
of this view, though the idea itself probably came as a surprise, because
we often think about the principles of design in a diKerent way. We tend
to discuss the principles of form and composition, of aesthetics, of
usability, of market economics and business operations, or the mechanical
and technological principles that underpin products. In short, we are
better able to discuss the principles of the various methods that are
employed in design thinking than the rst principles of design, those on
which our work is ultimately grounded and justied. The evidence of this
is the great digculty we have in discussing the ethical and political
implications of design and the consequent digculty we have in conducting
worthwhile discussions with students who raise serious questions about
the ultimate purpose and value of our various professions.
The implications of the idea that design is grounded in human dignity
and human rights are enormous, and they deserve careful exploration.
I believe they will help us to better understand aspects of design that
are otherwise obscured in the ood of poor or mediocre products that
we nd everywhere in the world. We should consider what we mean by
human dignity and how all of the products that we make either succeed
or fail to support and advance human dignity. And we should think
carefully about the nature of human rightsthe spectrum of civil and
political, economic and social, and cultural rightsand how these rights
are directly aKected by our work. The issues surrounding human dignity
notes
306
fig. 1 The IDEO process
307
graphic designer as user advocate (the observation)
While human-centered research inspires our design, exposure to people
were designing for also allows us to tell stories to our clients with more
legitimacy. By learning what matters to people, we can help our clients
embrace the practical needs of their potential audience and convey the
emotional drivers that trigger them to respond to their world. The
clients interest in having us represent the voice of the user gives us the
authority to steer decisions that ultimately shape the nal design. (During
this process, graphic design can also aid in prioritizing discoveries and
making the rough content approachable, understandable, and memorable
to the client.) By designing for peoples expressed or latent needs, we
assist our clients in serving their customer more successfully.
G I V E C H I , G R O U L X , A N D W O O L L A R D : I M PA C T 309
upon the same set of insights. The visual representations of the thinking
keeps people on the same page, and consequently enables our client to
interact with us through content itself. Not only does the graphic design
skill enable us to best couch our research and ideas in compelling ways,
the stories themselves work as communication tools to foster the
relationships we aim to build with our clients.
To that end, authenticity is key. Nothing strengthens a design
argument more than the ability to connect a solution to its source of
inspiration, particularly when a given concept is based on rsthand
research with real people doing real things in real spaces. As such,
leveraging relevant research artifacts as a means to reect the
inspiration and reasoning becomes invaluable.
As research grounds our design, graphic design in turn legitimizes
concepts for our clients. Detailed visualization enables clients to better
envision potential opportunities. If were designing a product, delivering
a prototype with tailored packaging and a cohesive brand vision better
completes an overall design strategy. In environmental graphics, graphic
design helps make spaces look legitimate. The visual details, often aimed
at highlighting human behavior within context, enable clients to more
easily interpret our concepts and envision alternate opportunities. If
were designing a space, we visually represent the setting in which
people interact, delineating the roles, tools, and services that may be in
place. If were providing recommendations on business strategy, we use
visual frameworks and diagrams to simplify and codify the information
to create a more understandable and memorable representation. We all
know that visual communication provides alternatives for expressing
information. Yet graphic design helps frame the evolution of the research
and design more creatively and cohesively, making it easier to follow the
design argument throughout the design process.
The graphic designers problem-solving instincts and agnity for
making information approachable clearly complement the teams design
eKort. The need to package our research and recommendations into
evocative stories sparks a greater need for strong visual communication.
However, our hands-on research approachour ability to witness and
interpret latent human needsremains a powerful way to ground and
diKerentiate design solutions, and becomes especially valuable to the
graphic designers ability to contribute as a whole.
311
focused on design. He notes that designers often have a vague or
contradictory sense of their intended users and may base scenarios on
people similar to themselves. His goal-directed design provides focus
through the creation of ctional Personas whose goals form the basis for
scenario creation. Coopers early Personas were rough sketches, but over
time his method evolved to include interviews or ethnography to create
more detailed characters.3 His approach was elaborated upon in tutorials
by Kim Goodwin of Cooper Design, and in numerous workshops,
newsletters, online resources, and research papers.4
Prior to Coopers Personas method, others promoted some use of
abstract representations of users to guide design, such as user proles
and scenarios derived from contextual inquiry or user classes eshed out
into user archetypes and used as a basis for scenario construction.5
Coopers process of creating Personas, giving them goals, and building
scenarios around them proved to be particularly eKective.
In ve years of use, we and our colleagues have extended Coopers
technique to make Personas a powerful complement to other usability
methods. However, our use of Personas diverges in several ways.
Cooper emphasizes an initial investigation phase and downplays
ongoing data collection and usability engineering, which he said seems
like sandpaper . . . .Very expensive and time-consuming, it wasnt solving
the fundamental problem.6 In contrast, we believe that basing Personas
on real data is well worth the eKort in terms of establishing credibility
and achieving successful outcomes. Designers who claim to have an
innate ability to make intuitive leaps that no methodology can replace,
or who argue that We always design before putting up buildings,7
understate the value of appropriate user involvement throughout the
design and development process.
Personas used alone can aid design, but they can be more powerful
if used to complement, not replace, a full range of quantitative and
qualitative methods. They can amplify the eKectiveness of other methods.
Personas might help a designer focus. However, their greatest value
is in providing a shared basis for communication. Cooper emphasizes
communicating the design and its rationale among designers and their
clients, stating that Its easy to explain and justify design decisions
when theyre based on Persona goals.8 We have extended this, using
Personas to communicate a broader range of information to more
fig. 2 Two general posters: one comparing characteristic across Personas; the other
presenting real quotes from users that t the prole of one of our Personas
users who are similar to that Persona. Figure 3 shows two posters from a
series that provides information specically about how customers think
about security and privacy. The rst again provides real quotes from
users who t our various Persona proles. The second poster shows how
a real hacker targeted people who resemble one of our Personas.
We instruct our team in Persona use and provide tools to help.
Cooper describes Persona use as a discussion tool, noting that They
give discussions of skill levels a refreshing breath of realism, and that
Personas end feature debates.14 This is valuable, but we have generated
additional activities and incorporated them into specic development
processes. We created spreadsheet tools and document templates for
clearer and consistent Persona utilization. As an example of how Personas
can become explicitly involved in the design and development process,
gure 4 shows an abstract version of a feature-Persona weighted priority
matrix that can help prioritize features for a product development cycle.
In the example, the scoring in the feature rows is as follows:
-1the Persona is confused, annoyed, or in some way harmed by
the feature;
0the Persona doesnt care about the feature one way or the other;
quality assurance test team has used Personas to organize bug bashes
and select/rene scenarios for their quality assurance testing (fig. 6 ).
For the Windows Personas, we undertook a large eKort to reconcile
two sets of target audiences (one in the form of Personas and one in the
form of customer segments) when a team working on a related product
was directed to be better together with our product. These examples
show that once Persona use takes hold, inuences can spread beyond
the immediate team. In the next section we discuss some of the resulting
benetsand risks.
results
Benets of Personas
It is clear to us that Personas can create a strong focus on users and work
contexts through the ctionalized settings. Though we have not tried to
formally measure their impact, the subjective view of our Personas and the
surrounding eKort by the development team has been favorable. A wide
range of team members (from executives to designers and developers)
know about and discuss our product in terms of the Personas. Weve seen
Personas go from scattered use in early projects to widespread adoption
and understanding in recent product cycles. Our Personas are seen
everywhere and used broadlyin feature specs, vision documents,
storyboards, demo-ware, design discussions, bug bashes, and even used
Risks of Personas
Getting the right Persona or set of Personas is a challenge. Cooper
argues that designing for any one external person is better than trying to
design vaguely for everyone or specically for oneself.17 This may be true,
and it does feel as though settling on a small set of Personas provides
some insurance, but it also seems clear that Personas should be developed
discussion
How Personas Work
At rst encounter, Personas may seem too arty for a science-and-
engineering-based enterprise. It may seem more logical to focus directly
on scenarios, which after all describe the actual work processes one aims
to support. Cooper oKered no explanation as to why it is better to
develop Personas before scenarios.
Theory of Mind
For twenty-ve years, psychologists have been exploring theory of
mind, our ability to predict other peoples behaviors by understanding
their mental states. The concept was introduced in studies of
We thank Gayna Williams, Shari Schneider, Mark Patterson, Chris Nodder, Holly
Jamesen, Tamara Adlin, Larry Parsons, Steve Poltrock, Jeanette Blomberg, and members
of the Microsoft Personas and Qual groups.
notes
Our method is described in-depth in John Pruitt and Tamara Adlin, The Persona Lifecycle:
Keeping People in Mind throughout Product Design (San Francisco: Morgan Kaufmann,
in press).
1. Alan Cooper, The Inmates Are Running the Asylum: Why High Tech Products Drive Us
Crazy and How to Restore the Sanity (Indianapolis: Sams Publishing, 1999).
2. GeoKrey A. Moore, Crossing the Chasm (New York: Harper Collins, 1991).
3. Kim Goodwin, Personas and Goal-Directed Design: An Interview with Kim
Goodwin, interview by Matthew Klee, January 2001,
http://www.uie.com/articles/Goodwin_interview/.
4. Kim Goodwin, Goal-directed Methods for Great Design, tutorial presented at
CHI2002: Conference on Human Factors in Computing Systems, Minneapolis,
Minnesota, April 2002), http://www.acm.org/sigchi/chi2002/tut-sun.html#9. See
also, for example, John S. Pruitt, Holly Jamesen, and Tamara Adlin, Creating and
Using Personas: A Practitioners Workshop (workshop paper presented at 2002
Conference of the Usability Professionals Association, Orlando, Florida, July
2002), http://www.upassoc.org/conferences_and_events/upa_conference/2002/
program/workshops/wkshop_personas.php.
5. See JoAnn Hackos and Janice Redish, User and Task Analysis for Interface Design
(New York: John Wiley & Sons, 1998); Marie F. Tahir, Whos on the Other Side of
Your Software: Creating User Proles through Contextual Inquiry (paper
presented at 1997 Conference of the Usability Professionals Association,
Monterey, California, 1997); and Norunn Mikkelson and Wai On Lee,
Incorporating User Archetypes into Scenario-based Design (paper presented at
2000 Conference of the Usability Professionals Association, Asheville, North
Carolina, August 2000).
6. Cooper, The Inmates Are Running the Asylum, 20710.
7. Goodwin, Goal-directed Methods for Great Design.
8. Goodwin, Personas and Goal-directed Design.
9. Mikkelson and Lee, Incorporating User Archetypes into Scenario-based Design.
10. Moore, Crossing the Chasm.
11. sa Blomquist and Mattias Arvola, Personas in Action: Ethnography in an
Interaction Design Team (paper presented at 2002 NordiCHI Conference, Aarhus,
Denmark, October 2002).
12. John S. Pruitt, Holly Jamesen, and Tamara Adlin, Personas, User Archetypes, and
Other User Representations in Software Design, workshop paper presented at
333
came out at the height of the feminist movement and the early stages
of lesbian and gay liberation. In short, I was given a sense of history and
individual life lled with optimism and change through action within a
context of resistance.
My professional practice took the route from corporate design to
design for non-prots working for change in the realms of the political,
the social, the arts, and education. I began teaching after making these
changes in my practice.
This personal background has formed and inuenced my theoretical
development and my teaching. I attempted to show my students
possibilities by providing a range of subject matter in assignments.
Through this approach, I hoped that they were thinking about the world
and would realize, by seeing diKerent choices, that these choices had
consequences. I hoped they would be prepared to make their individual
choices in an informed manner.
I continued to emphasize the designer/client linkfocusing on the
content, the subject. This project emphasis provided exposure but it did
not provide students with the skills to see, let alone evaluate, their own
place in the world and the eKect our individual choices may have upon
the larger community. I think this focus on the subject is still a
holdover from being educated in a modernist design period, where the
goal of communication was objectivity,2 as well as my relationship to
professional practice, which locates the content within the sphere of the
client. My teaching developed, but remained within this construct.
My theoretical vision of design, though, had shifted from semiotic
analysis or linguistic structures that dene the audience as an interpreter,
to rhetoric, with its emphasis on argument that denes the audience in a
dynamic and participatory relationship within the communication
process. Communication, including visual communication, incorporates
existing beliefs of the viewer in order to make a clear and persuasive
argument. Through this necessary reliance on existing beliefs, design
contributes to maintaining, questioning, or transforming social values.
The audiences experiences within society and their understanding of (if
not adherence to) social attitudes are an essential aspect of argument.
This model addresses both the underlying belief systems relied
upon and communicated through design and the social and political
import of design in transforming and maintaining belief systems.3 The
redefining skills
I have been a martial artist for thirteen years. I practice an art based not
on sport but on a traditional philosophy dened as a mind, body, spirit
practice.4 It is a path to nonviolence. My teachers provide a broad range
of skills needed for nonviolent conict resolution, ranging from physical
techniques to skills involving analytical and critical thinking, language,
and voice. My teachers emphasize that these tools are accessible to and
can be taught to everyone.5
To a non-practitioner, martial arts may appear as a discipline involving
only physical skills, but it is much more than that. Martial practice links the
individual to community, requires a dedication to responsible action, and
cultivates self-discipline and generosity. The practice encompasses large
issues in the world.
In my desire to make the broad leaps and connections from skills
to the importance of design practice for my own students, I began to
see that my martial practice could provide a valuable model. This larger
denition of skills, as well as the thinking and writing I have done in
conjunction with the physical practice, has helped me redene the core
design course I teach.
an expanded vision
What we, as teachers and practitioners, ask students to think about in
the classroom is a statement we make dening what is important for
them to learn. Our assignments also communicate to students what we
T Y L E R : E D U C AT I N G D E S I G N C I T I Z E N S 335
believe a designers responsibility to be. It is a reection of how we see
our own responsibility in the world as practitioners, and we pass on that
vision of responsibility to our students. Equally signicant is what we
dont pass on. While we must take responsibility for what we make visible
to our students, we must also take responsibility for the things we leave
invisible. Invisibility is as much a part of communication, as much a part
of our society and history, as is visibility. We are actively communicating
that the things we do not make visible are either unimportant or not a
part of design practice or its concernsand therefore not necessary for
designers to consider in relation to their practice.
Design project assignments are vehicles for students to develop
visual communication skills, but how teachers dene skills can fall
along a wide spectrum, the narrowest being technical skills, followed by
formal skills grounded in aesthetics such as composition, color, and
typography. Further along this spectrum, we develop a students ability
to utilize these technical skills and formal elements to communicate
content and, nally, encourage an understanding of the communication
process, which involves the viewer or audience.
But where and how in this dynamic do we bring in an evaluation of
the content itself? Specic subject matter chosen by the faculty member
within assignments certainly communicates values. Previously, I created
the range of subject matter in my assignments to require a diKerent
technical skill development in each; to address diKerent formal issues;
and to necessitate consideration of diKerent audiences. I believed I was
asking students to think about a variety of issues and also was giving
them an idea about the diKerent areas of design practiceexposing
them to diKerent professional possibilities so that they might discover
where they want to direct their professional lives.
Within my teaching, I felt that the range of subject matter I asked
students to approach would also expose them to the impact of their
choices as designers. But presenting a variety of content does not teach
the skills to analyze that content within a much larger social framework.
Neither does it help the individual student see her/his connection to the
larger society and its history. In other words, I came to believe that the
skill spectrum I had dened was still too narrow, and I set about to
rethink and overhaul my course.
T Y L E R : E D U C AT I N G D E S I G N C I T I Z E N S 337
sec tion 1
The Mind: Memory and History
Mind is dened as memory and history in order to bring out both the
motivation for our actions (our individual history) and our connection to
society and community (our collective history). Memory and history
provide a context for our personal beliefs, and the spectrum of beliefs
around us draws connections between personal and social history.
The readings in this section include a theoretical reading on
historiography (how history has been viewed and recorded in diKerent
periods);7 an essay on monuments and countermonuments (the visual
representation of historical events and various arguments about
memorializing);8 an essay on the visual alteration of history under Stalin
from David Kings The Commissar Vanishes;9 and an excerpt from the
feminist critical thinker Susan Sontags Regarding the Pain of Others, on
the ethics and the impact of viewing media images of other peoples pain
(an aspect of recording events).10 In addition to these readings, which
deal with the larger world, students also read a personal essay by the
essayist Bernard Cooper, in which he describes a brief encounter as a
child which, while insignicant to an outsider, was an extremely
important event because it altered his vision of the world.11
Students are then required to represent three diKerent events.
They may appear as obviously signicant or, to the outsider, seem small;
they can be humorous or seriousbut each event must be a part of the
students memory (placed there by direct or indirect experience) and
so is meaningful in some way within her/his own development. One
event is autobiographical (direct experience); another is within the
students own lifetime but of a larger social context (indirect experience);
and the third is also a larger social event, but taking place before she/he
was born (also indirect experience).12 All three events must be described
through the students own writing in a single page of text for each.
The events involving indirect experience require research which they
interpret and summarize in their own words. The events do not have
to be related.
During the rst part of the project, students create three visual
pieces, one for each event. There are no formal restrictions in terms of
format. They are encouraged to think very broadly and develop formats
specic to each event.
T Y L E R : E D U C AT I N G D E S I G N C I T I Z E N S 339
How can the language used to describe one event impact another by its
direct juxtaposition or by adopting the voice used in one event to describe
the others?
The combinations raise complicated questions and require students
to engage in critical thinking; to connect distant points in time; to
connect the personal and the historical; and to generate ideas through
diKerent methods. The variety and quantity of subject matter automatically
creates a stimulating environment for discussion, while the readings give
the students a common grounding. The sharing of the personal events
contributes to a sense of community in the classroom and an important
awareness of the diverse lives in that community (figs. 13 ).
fig. 1 I Wonder How It Would Feel to Be in an Explosion?, Dimitry Tetin, 2005. The book,
bound on both sides and opening in the middle, juxtaposes two stories: rst love and
the explosion of the Challenger spacecraft. The image is the students closed eye
represented through a halftone pattern that begins small and then expands and explodes
in joy on one side. On the other side the pattern starts with the literal explosion, passes
through grief, and coalesces into memory. The combination of stories brings out the
unexpected similarities and the randomness of lifes intense moments.
sec tion 2
The Body: Action
The body is a link between mind and spiritthrough the body, through
action, we manifest ourselves in the world. Our actions, aKected by the
intersection of our individual and collective histories, move us toward
our goals (our hopes and dreams)the desired result of our action.
Action can produce change or reinforce the status quoeither way
it is still action. Looking at actions and their results is part of seeing the
potential and real eKect we have on the world. Students research what
individuals and organizations have done to change the world, and they
also consider what they themselves will do in the world. The readings in
this section support this process of examination.
The rst reading is a philosophical piece by Alisdair MacIntyre on
what makes a practice.13 In describing practicesomething one does
over an extended period of timeMacIntyre discusses what he refers to
as external goods and internal goods. The external goods are elements
that could be achieved through other means and are not specic to that
practice alone, such as income or awards, and characteristically they
are such that the more someone has of them, the less there is for other
people.14 Internal goods, on the other hand, are those things that are
T Y L E R : E D U C AT I N G D E S I G N C I T I Z E N S 341
fig. 3 D-Day, Russell Eadie, 2005. D-Day is a book combining Eadies personal event,
a childhood experience that helped him realize the possibilities for himself in the world,
with D-Day, the event before his lifetime. His personal event utilized a coloring book
form that became lled in. The book that emerged begins with a soldiers romanticized
heroic vision of war and leads to the reality of violence and death.
T Y L E R : E D U C AT I N G D E S I G N C I T I Z E N S 343
without fully understanding their subject matter. For metaphor or
analogy to succeed, analysis and critical understanding are unavoidable.
I have found that students mainly choose changes they dene as
positive, and so the overall eKect provides an optimism regarding our
ability to have a positive impact in the world whether as individuals or as
groups of individuals acting together. The changes dened as negative
by students provide cautionary tales dening a need for action to build a
just society and the importance of considering the impact of all of our
actions, such as one students use of Richard Specks high-prole killings
of many nurses as the catalyst in raising awareness of the womens self-
defense movement and the importance of ghting back.
Because each student is researching diKerent individuals and
diKerent organizations both past and present, we all are exposed to a
breadth of information regarding human action. Often there are
personal connections to the individuals or organizations chosen. One
student focused on a scientist who developed the technology used to
repair her fathers heart. Another linked the two posters by selecting the
Indian activist Arundhati Roy and the organization Friends of Tilonia
(which the student supported and worked with in various capacities),
aiding women in a small Indian village to become more economically
self-sugcient. Several students in diKerent semesters produced posters
on the Army of God, a right-wing, Christian paramilitary group in the
United States. And the student who focused on the issue of borders in
the rst section continued that theme by selecting the organization
Doctors without Borders (fig. 5 ).
Through the readings, discussions, and examination of what other
people do in their lives, we all engage in self-reection. This section
points us to the obvious question: What are each of us doing as citizens
and what will we choose to do in the world? The readings provide
analytical skills for considering our own choices of action. Design is
placed in the context of a practice and the question of external and
internal goods. What will we get out of design and what will we contribute
through design? (figs. 49 )
fig. 5 Jonas Bostrom, poster, 2004. fig. 6 Elle Luna, poster, 2005. Luna
Bostroms events contained the common focused on an authors vision of change by
theme of borders within immigration and representing the ctional character Howard
emigration, whether desired or forced. Rourk in Ayn Rands The Fountainhead.
The organization he chose, Doctors The architectural plan becomes Rourk
without Borders, continues this theme. himself, and while specically referring to
The image of the large hand becomes architecture, it also symbolizes Rourks ego,
continent, aid, and individual. The crossed the future, and the construction of beliefs
ngers represent hopethe desire to within literature.
create change.
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fig. 7 Emily Boyd, poster, 2005. Nobel Prize recipient Wangari Maathais work
combating deforestation in Kenya is represented by a tree growing out of a heart. The
heart, made of earth, stone, and river represents the country as well as the major
individual effort required to implement such an extensive project.
fig. 8 Dimitry Tetin, poster, 2005. This posters event is the assassination by Gavrilo
Princip of Archduke Ferdinand. The tubercular image of Serbia has dual meanings: all
the assassins were poor men suffering from tuberculosis (at that time a death sentence);
the image also functions as a metaphor for Serbias occupation by a foreign power.
sec tion 3
Spirit: Hopes and Dreams
Hopes and dreams represent our goals. They are where we want our
actions to lead. In Section 3, hopes and dreams are examined from two
perspectives: the material and the immaterial.
The readings address the links and the contradictions of these
desires in American society. Warren Susmans The Peoples Fair:
Cultural Contradictions of a Consumer Society describes the attempt to
link ideals and consumption in the 1939/40 New York Worlds Fair; an
excerpt from William Leachs Land of Desire describes the desire for goods
encouraged and created through advertising with the simultaneous
expansion of the credit system in the United States; students then read
T Y L E R : E D U C AT I N G D E S I G N C I T I Z E N S 347
Dr. Martin Luther King, Jr.s I Have a Dream speech, which expresses
desire for the immaterialdesire for fairness and equality.18 Kings
speech creates an interesting combination with the other texts as he
uses the language of the material (credit, debit, checks, debts owed) to
convey his message. Combined with these readings is an excerpt from
The Business of Holidays on Martin Luther King, Jr. Day.19 The reading
illuminates the purpose of the language in Kings speech as well as
ironically linking American ideals back to our consumer culture. Also
included in this group of texts is an excerpt from Victor Margolins The
Struggle for Utopia.20 Margolins book provides an example linking a
political ideal and the formal elements of visual expression, in this case
constructivism. The book also chronicles the failure of that utopian ideal
and the eKects on and choices by the two artists Alexander Rodchenko
and El Lissitzky.
Two of the readings, the excerpt from Land of Desire and I Have a
Dream, constitute the texts students must use within the project. The
common language and disparate dreams of the two texts provides the
basis for the project. The material and the immaterial are concerns we all
must address our entire lives, and students are themselves about to
make professional choices based on need and values.
The parameters of this project restrict the student to designing
a book using only typography, abstract shape, and color, thus requiring a
close examination of language. In the preliminary stages students must
experiment with a variety of possible multiple-page designs: presenting
the essays consecutively; presenting them simultaneously; foregrounding
Leachs text over Kings; and foregrounding Kings over Leachs. Students
are to focus on conveying the language similarities and the conceptual
diKerences. The potential relationships of the two texts begins to force
larger questions: How do we balance the material and the immaterial?
How do we deal with the inherent tensions between them when both are a
part of life?
If we foreground the material and reduce the emphasis on the
immaterial, then we point to a society where the energy of the people is
poured into the pursuit of consumer goods while losing focus on the ideals
that are its foundation. If we foreground the immaterial, our vast material
culture stands as an uncomfortable backdrop to our professed dreams.
At this point in the course, because of all that has been required
earlier, students grasp quite well the digcult task before them. How can
the abstraction of grid, space, color, and typography communicate these
complex ideas? How can the emphasis on form and language illuminate
the inherent tensions and the inescapable links of the two texts?
By ending with these limitations, students not only solve a digcult
communication problem but also overtly engage in the use of abstract
forms to communicate belief systems. They come to understand through
their own work that these abstract tools, these formal skills are not
without meaning. Design can no longer be seen as simply a process of
aestheticizing information. Understanding the signicant role played by
design in conveying belief systems is a part of understanding the larger
implications of our practice and enables students to make informed
choices (figs. 10 and 11 ).
T Y L E R : E D U C AT I N G D E S I G N C I T I Z E N S 349
fig. 11 Elle Luna, 2005. This book incorporates texts from Land of Desire and Kings
I Have a Dream speech. One essay is seen completely on the front page of a thick,
false book while the other essay is on the back page. The book only opens by
removing the center section. This interior book opens up and unfolds to map the
connections and disconnections between the essays.
T Y L E R : E D U C AT I N G D E S I G N C I T I Z E N S 351
notes
T Y L E R : E D U C AT I N G D E S I G N C I T I Z E N S 353
chapter 24
354
in the conception and execution of large-scale interactive projects. In
many professional settings, and increasingly in educational settings,
the thoughtful individual is being replaced by a team or group steeped
in knowledge about, or perhaps in collaboration with, the end users of
the designed system or artifact.
The AIGA Experience Design Community, formed in 2000, dened
their mission as building an interdisciplinary community of professionals
who design for a world in which experiences are increasingly digital and
connected.3 But it has evolved to address a broader denition of design,
focused on relationships and experience rather than an explicitly digital
focus.4 Meredith Davis, in a curricular statement for AIGA experience
design, claried this position by questioning design educations emphasis
on objects and designers and calling for an emphasis on audiences and
their experiences.5
In many university curriculums, graphic design education is a
maximized undergraduate course of study, attempting to meet the
needs of a professional practice and establish a research and cultural
discourse. In a 2004 article, Steven Heller called for a ve-year graphic
design program in response to an overburdened curriculum short on
typography, requisite technologies, and liberal arts.6 Given these pressures,
it has been digcult to determine whether or how undergraduate graphic
design curriculum should change to incorporate the expanded
boundaries suggested by experience design. Many programs have added
time-based design and interactive or web design classes within graphic
design programs, but these classes often do not adequately address the
collaborative, boundary-crossing nature of experience design.
This case study reviews the premise, process, and results of a
co-taught, two-term undergraduate course at Northeastern University
in 2003/2004structured with emphasis on research, interdisciplinary
collaboration, socially focused content, and the realization of a fully
functional interactive screen-based projectto determine the risks and
benets of this type of class within graphic design curricula.
trace
Graphic design students role in this class were most closely aligned with
conclusions by Max Bruinsma in his article Design Interactive Education.
Bruinsma explores the graphic designers role as a dichotomy between
355
conceptual and formal design, noting that in multimedia the emphasis is
shifting from visualizing toward conceptualizing:
This implies in eKect a division into two aspects of graphic
designers activities: on the one hand there are specialists,
the conceivers and (technical) realizers of presentations, the
imagers; on the other hand there are the generalists, the
conceivers and managers of conceptual consistency. . . .
Their main asset is the argumented vision, not so much
the visualisation. They formulate the concepts and map the
contexts.7
The class was structured as a collaboration between twelve
undergraduate students and two faculty members. Each of the students
were dual majors in multimedia studies, with primary majors in music
technology, animation, and graphic design; some students also had
programming and photography minors. The course was structured for
student collaboration and realization of a fully functional interactive
screen-based project. Extensive research and scriptwriting engaged the
group in a collective project, inspired by their concerns with the hastily
passed Patriot Act. They created an interactive narrative to compel their
peers to examine their opinions and feelings about surveillance,
individual freedom, trust, and media reliability.
The resulting project, titled Trace, is an immersive visual and sonic
environment, operating in the overlap between narrative, interactivity,
and gaming. Trace is set in a ctional city on election day, where a
proposition to expand a surveillance program is put to a vote.
Information is relayed through newspaper articles, radio reports, and
video triggered by artifacts in the various streets and buildings of the
city. The user, taking the role of a citizen (who is surveilled throughout
the day), is asked to uncover information about various city residents
experiences and then vote for or against the referendum to expand the
surveillance program statewide.
The students participated in a collectivity that went beyond
visualization to a less immediately apparent realization of potential
relationships and systems. Their focus on critical questioning, the ability
to make structure visible, and implementation of visual and behavioral
hierarchies were indispensable skills in the successful realization of such
an ambitious student project.
process
Students worked in constantly reforming teams with cycles of
collaboration and independent development. When lacking needed
disciplines as a part of a student team, we attempted to draw those
resources from within students who had interest or abilities. The obvious
division between sound and visual strengths of students based on their
majors was crossed numerous times. There was a concerted eKort to
recognize individual limitations, being aware not to categorize students
by disciplinary labels. We evolved protocols for working together,
maintaining attention to individuals, to the process, to the overall
project outcome, and to larger educational goals. Keeping these goals in
mind helped resolve conicting personalities and ideas. All members of
the class learned to trust others.
We approached each class juncture as an opportunity to revisit
assumptions and look forward, only looking back to learn from any
missteps. Students learned the resilience needed to stay involved, so
that even when their individual ideas were discarded by the group, they
were able to remain invested in the collective goal. They gained a
realization that design is an interactive, nonlinear process, and that their
ideas were more readily considered by the group if they were specic
and clearly presented. Collective decisions seemed eKortless at critical
times because most agreed that one of the directions put forth more
clearly answered the criteria required, and enough of the students could
visualize the next steps of the chosen direction.
Communication was an important part of the process. In order to
facilitate the kind of open dialogue needed, we helped students realize
that they could be excellent critics of each others work even if the work
being critiqued was outside their strength as makers. Indeed, sometimes
conclusions
In Trace, graphic design became almost invisible in many traditional
ways, as experiential and sound devices were used for primary
dissemination of information instead of textual methods. The graphic
designers in the class gained in conceptual and collaborative skills by
stepping outside their eld. The trade-oK or risk was a lack of greater
depth in their primary eld, especially information design classes they
had to forego in order to become part of the collective.
Traditional graphic design artifacts found within the Trace interface
include: SafetyNet corporate identity, bus shelter posters, tracking screens,
website, and individual data les; instant messaging screens; newspaper
articles; objects, billboards, and other signage in the environment; and type
in the motion video portraits. On a meta level, the Trace interface included a
voter registration form (equivalent to software initialization form), an
online voting form, surveillance tracking (individual player location tracking
and elapsed time spent playing the game), and a 3D map locator.
Epigraph: Max Bruinsma Design Interactive Education, in Steven Heller, ed., The
Education of a Graphic Designer (New York: Allworth Press, 1998), 62.
1. See Sharon Helmer Poggenpohl, ed., Visible Language 38, no. 2, Special Issue,
Collaboration, User Studies, Design Methods, Design Research.
2. Jessica Helfand, What is Graphic Design?, http://www.aiga.org/content.cfm/
whatisgraphicdesign (last accessed July 20, 2005).
3. AIGA experience design mission statement, http://www.aiga.org/
content.cfm?contentalias=whyjoin (last accessed July 20, 2005).
4. AIGA what is experience design, http://www.aiga.org/
content.cfm?contentalias=what_is_aiga.ed (last accessed July 20, 2005).
5. Meredith Davis, A Curriculum Statement: Designing Experiences, Not Objects,
in LOOP: AIGA Journal of Interaction Design Education 1 (November 2000).
http://loop1.aiga.org/content.cfm?Alias=curriculum0001 (last accessed July 20, 2005).
6. Steven Heller, What This Country Needs Is a Good Five-Year Design Program,
Voice: AIGA Journal of Design and Design Education (April 7, 2004),
http://www.journal.aiga.org/content.cfm?contentalias=_getfullarticle&aid=345114
(last accessed 20 July 2005).
7. Bruinsma, Design Interactive Education, 60.
8. Steven J. Teper, The Creative Campus: Whos No. 1, The Chronicle of Higher
Education (October 1, 2004). http://chronicle.com/weekly/v51/i06/06b00601.htm
(last accessed July 20, 2005).
9. R. Brian Stone, Blurring Boundaries: Interactive Multimedia and Interdisciplinary
Convergence, in AIGA Design Education (November 14, 2004).
http://designforum.aiga.org/content.cfm?ContentAlias=%5Fgetfullarticle&aid=
%23%2F%5E%23%24%0A (last accessed July 20, 2005).
10. Randall Hoyt, email to AIGA Design Education listserve, March 22, 2005,
http://www.groups.yahoo.com/group/aiga_education/message/894; and Jan
Conradi, email to AIGA Design Education listserve, March 23, 2005,
http://www.groups.yahoo.com/group/aiga_education/message/895 (last accessed
July 20, 2005).
11. Meredith Davis, email to AIGA Design Education listserve, March 27, 2005,
http://www.groups.yahoo.com/group/aiga_education/message/899 (last accessed
July 20, 2005).
12. Steven Heller, ed., Teaching Graphic Design: Course OKerings and Class Projects from
The Leading Undergraduate and Graduate Programs (New York: Allworth Press, 2003).
13. David R. Russell, The Writing-across-the-Curriculum Movement, in Writing in the
Academic Disciplines, 18701990 (Carbondale and Edwardsville: Southern Illinois
University Press, 1991), 271.
14. John Seely Brown, Allan Collins, and Paul Duguid, Situated Cognition and the
Culture of Learning, Educational Researcher 18, no. 1 (Jan.Feb., 1989): 3242; the
Cognition And Technology Group at Vanderbilt, Anchored Instruction and Its
Relationship to Situated Cognition, Educational Researcher 19, no. 6 (Aug.Sept.,
1990): 210.
Introduction
MEREDITH DAVIS
This collection of design research bibliographies, originally published in 1997, are a part
of the oeuvre of the former Graphic Design Education Association and the American
Center for Design. Made possible by a grant from the National Endowment for the Arts,
these bibliographies include books from the design elds and from other disciplines
that shape thinking in design practice and education. The intent in dening an ambitious
reading program is to signal the relevance of such information to an evolving profession
and to support emerging design research. In compiling the bibliographies, I went to
individuals who represent professional design ogces and schools that are recognized
for their strength in the respective topics of the bibliographies. All bibliographers
have professional careers and/or teach at the graduate level. Rather than collect a
variety of opinions regarding relevant books on each issue, we used the bibliographies
as a way of dening individual viewpoints on the topics. For education readers, therefore,
the relationship between a schools reputation for teaching a particular perspective on
design and the resources it recommends to its graduate students is apparent. Likewise,
the references that shape thinking in a well-respected professional ogce are also
understood. It is my hope that these publications will inspire designers to explore new
perspectives on their profession and will encourage graduate students to move beyond
the well-worn design case studies that comprise so much of the literature in our eld.
372
Cultural Studies Bibliography
ANDREW BLAUVELT
This bibliography brings together books that speak to the multidisciplinary nature of
contemporary cultural studies. It is designed to introduce readers to a range of diverse
topics that are considered relevant to the cultural study of graphic design and to
provide a range of methodological approaches and theoretical strategies. Entries are
organized under six categories: art history, theory, and criticism; consumption studies;
identity politics and cultural representation; media studies and technology; philosophy
and history; and semiotics and literary criticism. Texts were selected from outside the
design disciplines to broaden and inform the scope of ideas.
Berger, Maurice. How Art Becomes History. New York: Icon Editions, Harper
Collins, 1992.
Berger examines American art and culture in postNew Deal society, from the work of
the Farm Security Administration photographers in the 1930s to the work on race by
contemporary artist Adrian Piper. Berger provides an analysis of social-political events
through representations drawn from art practice and popular culture.
373
Bolton, Richard, ed. The Contest of Meaning: Critical Histories of Photography.
Cambridge, MA: MIT Press, 1989.
This collection of important essays on photographic theory, history, and practice by,
among others, Douglas Crimp, Benjamin Buchloh, Catherine Lord, Alan Sekula, and
Rosalind Krauss are grouped into four sections dealing with the aesthetic practice of
photography, the construction of sexual diKerence, promotion of nationalism and class
distinctions, and the politics of photographic truth.
Burgin, Victor. The End of Art Theory: Criticism and Postmodernity. Atlantic
Highlands, NJ: Humanities Press International, 1986.
A collection of essays by the noted theorist and artist which attempts to place visual art
in the sphere of cultural theory and activity rather than traditional art history by
rejecting the major themes and tenets of modernist art criticism.
Cooke, Lynne, and Peter Wollen, eds. Visual Display: Culture Beyond Appearances.
Seattle: Bay Press, 1995.
The tenth installment from the Dia Center for the Arts Discussions in Contemporary
Culture includes thirteen wide-ranging essays on topics of visual culture. The premise
of the collection is to reexamine the role of visual display on the part of cultural producers.
Included among the essays are Susan Buck-Morsss Envisioning Capital, which looks at
the role of information display in political economy; Scott Bukatmans essay on special
eKects and the sublime, The Articial Innite; Ann Reynoldss Visual Stories, which
considers the dioramas of the natural history museum; and Edward Balls too brief
introduction to the performative dimension of ethnicity, Constructing Ethnicity.
Crimp, Douglas. On the Museums Ruins. Cambridge, MA, and London: MIT
Press, 1993.
As the title suggests, Crimp examines the role of the museum, viewer, curator, and
artist in the wake of postmodernism with chapters devoted to The Art of Exhibition
and The Postmodern Museum. Special attention is paid to the role of photography in
many essays, with text supplemented by photographs by artist Louise Lawler, who
documents the works of art in private collections, public holdings, museum archives,
and art auctions.
Fernie, Eric, ed. Art History and Its Methods: A Critical Anthology. London:
Phaidon, 1995.
A comprehensive collection of major essays by many of art historys leading
practitioners. Each essay is accompanied by an introduction, and a useful glossary of art
historical concepts is included. The essays span the art of antiquity to contemporary
practice and include pieces by William Morris, Heinrich Wlhin, Roger Fry, Alfred H.
Barr, Nikolaus Pevsner, T. J. Clark, and Griselda Pollock.
Foster, Hal, ed. The Anti-Aesthetic: Essays on Postmodern Culture. Seattle: Bay
Press, 1983.
An important collection of essays by Jrgen Habermas, Kenneth Frampton, Rosalind
Krauss, Douglas Crimp, Craig Owens, Gregory Ulmer, Fredric Jameson, Jean Baudrillard,
and Edward Said. The range of topics covered by the essayists outline the major tenets
of postmodernism across many disciplines.
. The Return of the Real. Cambridge, MA, and London: MIT Press, 1996.
Foster ponders the role of the avant-garde at the end of the century by asking, in the
lead essay, Whos Afraid of the Neo-Avant-Garde? and, in the concluding chapter,
What Ever Happened to Postmodernism? In between, Foster looks critically at 1960s
minimalism, the text-based art of the 1970s, and the simulation-art of the 1980s, as well
as what he describes as a return to real bodies and social sites with the practices of
The Artist as Ethnographer in 1990s.
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Jencks, Charles, ed. The Post-Modern Reader. London: Academy Editions, 1992.
This collection of many inuential essays by one of the founding theorists of
postmodernism in architecture examines postmodernism across various disciplines
including art, architecture, literature, and lm, with sections devoted to the new
political geography, feminism, and the divisions and distinctions between science and
religion and late modernism and postmodernism.
Krauss, Rosalind. The Originality of the Avant-Garde and Other Modernist Myths.
Cambridge, MA: MIT Press, 1985.
This collection of ten essays by the prominent art historian traces the development of
using semiotic and poststructuralist techniques to view a work of art, thereby
undermining many of the assumptions surrounding conventional art history. The essays
oKer a critique of modernism through a reassessment of the role of the authenticity
and originality surrounding the avant-garde. Of particular interest to designers is the
essay on the grid as a symbol of modernism.
Nelson, Robert S., and Richard ShiK, eds. Critical Terms for Art History. Chicago
and London: University of Chicago Press, 1996.
Twenty-two wide-ranging concepts are elucidated by diKerent scholars using examples
from art history to make their arguments. Among the concepts are those entering the
recent debates in art historical practice, such as Representation, Simulacrum, Word
and Image, Meaning/Interpretation, Originality, Appropriation, Avant-Garde,
Fetish, Gaze, Commodity, and Postmodernism/Postcolonialism.
Owens, Craig. Beyond Recognition: Representation, Power and Culture. Ed. Scott
Bryson, Barbara Kruger, Lynne Tillman, and Jane Weinstock. Berkeley:
University of California Press, 1992.
A collection of excellent essays by Owens, a noted art critic, divided into four sections:
Toward a Theory of Postmodernism, Sexuality and Power, Culture, and Pedagogy.
Owens oKers a complex analysis of leading contemporary art practitioners, drawing
heavily on aspects of critical and social theory. Also included are extensive
bibliographies on art criticism, political economy, and AIDS.
Rees, A. L., and Frances Borzello, eds. The New Art History. Atlantic Highlands,
NJ: Humanities Press International, 1988.
An encapsulation of the major inroads made into the discipline of art history in the last
few decades by feminist, Marxist, structuralist, post-structuralist and psychoanalytic
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WolK, Janet. Aesthetics and the Sociology of Art. Ann Arbor: University of
Michigan Press, 1993.
Addressing the limitations of aesthetics (essentialism) and sociology (reductionism) in
the analysis of art practice, WolK argues for the best of both worlds. By drawing upon
theorists such as Kant, Althusser, Marcuse, and Bourdieu, WolK expounds on the
diKerences between aesthetic philosophy and sociology, and the role of the aesthetic
and the political in art before proposing a sociological aesthetics.
. The Social Production of Art. New York: New York University Press, 1993.
WolK grapples with the role of readers/viewers, the nature of authorship and creativity,
the ideological dimension of art, aesthetic autonomy, and the cultural politics of art.
Among the chapters are Interpretation as Re-creation and The Death of the Author,
which provide a useful mapping of the debates on the role of authorship and readership
in contemporary cultural production.
Bataille, Georges. The Accursed Share, Volume I. New York: Zone Books, 1988.
Batailles concept of the accursed share, the expenditure of excess energy in any
system, is shown in examples ranging from Aztec sacrice and Northwest Indian
potlatch to Tibetan monastic culture. Batailles theory of general economy challenges
conventional models of scarcity and utility.
. The System of Objects. Trans. James Benedict. London and New York:
Verso, 1996.
The System of Objects is Baudrillards rst book, originally published in Paris in 1968. As a
cultural critique of the commodity in consumer society, Baudrillard considers a variety
of topics and subjects from a base in both linguistics and Marxism. From home
furnishing and interior design and the psychology of collecting to gadgets and robots
and the implications of consumer credit and advertising, Baudrillard outlines his
classication of objects as a-functional, non-functional, and metafunctional.
Douglas, Mary, and Baron Isherwood. The World of Goods. London: Allen Lane, 1979.
Mary Douglas, a noted cultural anthropologist, and Baron Isherwood attempt an
anthropology of consumption, with a critique of the role of individualism in economic
theory. Douglass central thesis is the understanding that economic goods are part of a
larger cultural system in which they carry meaning and have specic social functions.
Easthope, Anthony, and Kate McGown, eds. A Critical and Cultural Theory
Reader. Toronto: University of Toronto Press, 1992.
A collection of essays, by the likes of Barthes, Saussure, Lacan, Kristeva, Derrida, and
Cixous, are grouped in sections such as ideology, subjectivity, semiology, and gender.
These texts are made more accessible by introductions, biographies, and summaries by
the editors.
Forty, Adrian. Objects of Desire: Design and Society Since 1750. London: Thames
and Hudson, 1986.
Forty analyzes consumer culture since the beginnings of industrialized production,
examining the cultural context of industrial products and arguing that the cultural
values of society are expressed through the designed object.
Grossberg, Lawrence, Cary Nelson, and Paula Treichler, eds. Cultural Studies.
London and New York: Routledge, 1992.
This extensive collection of forty essays is organized into sixteen subject categories,
including the history of cultural studies and issues of gender, sexuality, nationality,
ethnicity, race, colonialism, pedagogy, popular culture, and cultural institutions.
Essayists include CliKord, West, Mercer, Bhabha, Grioux, Crimp, Hall, hooks, and Gilroy,
among others. This collection represents a diverse range of topics in contemporary
cultural studies.
Hebdige, Dick. Hiding in the Light. London and New York: Routledge, 1988.
In a collection of essays that grapple with images and objects from popular culture, from
Italian motor scooters to a Talking Heads video, Hebdige attempts to understand both the
creation and consumption of things. Included in the book is Hebdiges critique of the
emergent British style culture showcased in the 1980s lifestyle magazines The Face and i-D.
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. Subculture: The Meaning of Style. London and New York: Routledge, 1979.
A fundamental text for understanding style as a form of communication and social
practice. Using the youth subcultural movements in BritainMods, Teds, and Punksas
a case study, Hebdige articulates the signifying practice of style through an analysis
combining semiotics and sociology.
Urry, John. Consuming Places. London and New York: Routledge, 1995.
With a concern for local culture and the diKerentiation of places in global culture, Urry
considers the role of time and space in the consumption of places and the
construction of nature and culture. In particular, he emphasizes the role of the tourist
and the promotion of tourism by the state in his sociological account.
Veblen, Thorstein. The Theory of the Leisure Class. New York and London:
Penguin Books, 1994.
First published in 1899, Veblens text is considered a primary analysis of material culture
in n de sicle America. Veblen introduces the concepts of conspicuous consumption,
vicarious consumption, leisure time, and waste in a prose style akin to social satire.
Abelove, Henry, Michele Aina Barale, and David M. Halperin, eds. The Lesbian
and Gay Studies Reader. London and New York: Routledge, 1993.
A comprehensive collection of forty-three essays by leading scholars in the areas of
literature, gender studies, and cultural studies that provides a mapping of the diverse
terrain of lesbian and gay studies in the academy. Among the contributors: Judith
Butler, Teresa de Lauretis, John DEmilio, Stuart Hall, Gloria T. Hull, Audre Lorde, Kobena
Mercer, Eve Kosofsky Sedgwick, and Simon Watney.
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Berger, Maurice, Brian Wallis, and Simon Watson, eds. Construction Masculinity.
London and New York: Routeldge, 1995.
This collection of twenty-ve essays attempts a redenition of masculinity and its
relationship to science, law, media, and identity politics. Divided among ve sections,
these essays ponder What is Masculinity?, Masculinity and Representation, How
Science Denes Men, Masculinity and the Rule of Law, and Male Subjectivity and
Responsibility. A guiding theoretical principle informing the discussion is that gender
transcends mere static, social construction and is instead actively performed.
Bhabha, Homi K. The Location of Culture. London and New York: Routledge, 1994.
This collection of essays continues the work of an intellectual project that seeks to
relocate Western modernity from a post-colonial perspective. Referencing a wide range
of literary works and historical events, Bhabha produces a theory for cultural hybridity
and a politics of diKerence that transcends the oppositions of East and West, and by doing
so rethinks questions of agency, identity, place, and national agliation in the process.
Butler, Judith. Gender Trouble: Feminism and the Subversion of the Identity. New
York: Routledge, 1990.
Butlers important text covers the complex terrain of the problems associated with
discussions of gender, sex, and desire, particularly within feminist writing and theory.
Central to Butlers arguments is the notion that the identity politics of feminism is by
nature fragmentary and exclusionary, and that a radical rethinking of representational
politics is necessary.
CliKord, James, and George E. Marcus, eds. Writing Culture: The Poetics and
Politics of Ethnography. Berkeley, Los Angeles, and London: University of
California Press, 1986.
The editors have assembled a series of essays that attempt to provide an overview to
the literary turn in anthropologythat is, an understanding of ethnographic research
as a writing practice whose texts are understood as texts and not merely as transparent
descriptions of lived experience. Among the oKerings are: James CliKords On
Ethnographic Allegory, George Marcuss Contemporary Problems of Ethnography in
the Modern World System, and Paul Rabinows Representations Are Social Facts.
Colomina, Beatriz, ed. Sexuality and Space. New York: Princeton Architectural
Press, 1992.
This set of essays by an interdisciplinary group of authors explores the concept of
sexuality through both an analysis of physical space and the representation of space in
Dent, Gina, ed. Black Popular Culture: A Project by Michele Wallace. Seattle: Bay
Press, 1992.
This book is a documentation of a conference sponsored by the Dia Center for the Arts
focusing on the world of black cultural production and popular culture. Twenty-seven
essayists contribute to the books ve sections: Popular Culture: Theory and Criticism;
Gender, Sexuality, and Black Images in Popular Culture; The Urban Context; The
Production of Black Popular Culture; and Do the Right Thing: Postnationalism and
Essentialism. Among the contributors are Jacqueline Bobo, Angela Y. Davis, Henry
Louis Gates, Jr., Paul Gilroy, Stuart Hlla, bell hooks, and Cornel West.
Fabian, Johannes, Time and the Other: How Anthropology Makes Its Object. New
York: Columbia University Press, 1983.
Fabian oKers a historical examination and epistemological critique of how time is used
in anthropology to articulate positions of us and them, observer and observed, self
and other. Central to his project is the temporal condition of coevalness, in which
diKerent peoples and cultures occupy the same period of time. Written as a critique of
anthropology, Fabians inuential text has implications for historians, philosophers, and
literary critics.
Ferguson, Russell, Martha Gever, Trinh T. Minh-ha, and Cornel West, eds. Out There:
Marginalization and Contemporary Cultures. Cambridge, MA: MIT Press, 1990.
A major collection of essays on the subject of social marginalization of cultural groups,
with discussion of issues of gender, race, sexual orientation, and class. Among the
essayists are Cornel West, Homi K. Bhabha, Simon Watney, James CliKord, Douglas
Crimp, bell hooks, Hlne Cixous, Gayatri Chakravorty Spivak, and Edward Said.
Gates, Jr., Henry Louis, ed. Race, Writing, and DiKerence. Chicago and London:
University of Chicago Press, 1986.
These twenty essays consider the constructedness of race in works of literature, literary
theory, and criticism. Some essays explore more general issues of race and diKerence,
while others are specic readings of texts that explore cultural codes of domination.
Ginsberg, Elain K., ed. Passing and the Fictions of Identity. Durham, NC: Duke
University Press, 1996.
In the wake of arguments regarding the cultural construction of identity, this collection
of essays attempts to problematize the notion of xed boundaries and categories by
exploring the concept of passing. From colonial times to the Civil War to the present
day, these essays provide specic instancessome actual, some ctionalof the ways
in which passing in racial, sexual, and national terms may help challenge the rigidity of
thought about identity politics.
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hooks, bell [Gloria Watkins]. Black Looks: Race and Representation. Boston: South
End Press, 1992.
A collection of twelve essays that examine the representation of black men and women
in forms of popular culture including advertising, music, television, and lm. Included
are the essays Eating the Other, which considers white societys desire for cultural
otherness, and Whiteness in the Black Imagination, which oKers an insightful
perspective on how whiteness is viewed in black culture.
. Feminist Theory from Margin to Center. Boston: South End Press, 1984.
hooks spatializes the concepts of social and cultural marginalization, emphasizing the
importance of understanding marginalized space not as a reservation but rather as a
site for resistance.
. Talking Back: Thinking Feminist, Thinking Black. Boston: South End Press,
1989.
Drawing upon her personal experiences, hooks considers the consequences of silence
and her own eKorts to speak out and talk back. Central to her analysis is the growing
importance of the interlocking relationships between class, race, and sex in the
construction of female identities.
. Yearning: Race, Gender, and Cultural Politics. Boston: South End Press, 1990.
hooks addresses the politics of race and gender in the terrain of cultural politics
through these twenty-three short essays, cutting across a variety of practices
literature, lm, ethnography, art, poetry. Among the essays: The Politics of Radical
Black Subjectivity, Postmodern Blackness, An Aesthetic of Blackness: Strange and
Oppositional, Culture to Culture: Ethnography and Cultural Studies as Critical
Intervention, and Choosing the Margin as a Space of Radical Openness.
Hull, Gloria T., Patricia Bell Scott, and Barbara Smith, eds. All the Women Are
White, All the Blacks Are Men, but Some of Us Are Brave: Black Womens Studies.
New York: Feminist Press at CUNY, 1982.
This collection of essays seeks to dene the territory of African American womens
studies, addressing the systematic exclusion of women of color from the social and
cultural discourse implied in the title.
Irigaray, Luce. Speculum of the Other Woman. Ithaca, NY: Cornell University
Press, 1985.
Speculum of the Other Woman, by one of the major gures of feminism, serves as an
indictment of the exclusion of women from critical discourse. Irigaray traces this anti-
feminine bias through the major works of Western culture.
Kristeva, Julia. Strangers to Ourselves. New York: Columbia University Press, 1991.
Kristeva explores the concept of estrangement, including the roles of foreigner, alien,
Lash, Scott, and Jonathan Friedman, eds. Modernity and Identity. Oxford and
Cambridge, MA: Basil Blackwell Publishers, 1992.
A collection of essays by such theorists as Marshall Berman, Martin Jay, George Marcus,
and Richard Rorty which explore the redenition of subjectivity in the debate between
modernism and postmodernism.
Mercer, Kobena. Welcome to the Jungle: New Positions in Black Cultural Studies.
London and New York: Routledge, 1994.
This collection of the British cultural theorists writings on black popular culture and
identity politics includes Black Hair/Style Politics, Monster Metaphors: Notes on
Michael Jacksons Thriller, and Reading Racial Fetishism: The Photographs of Robert
Mapplethorpe.
Moi, Toril. Sexual/Textual Politics: Feminist Literary Theory. London and New
York: Methuen, 1991.
Moi introduces and contextualizes the work of Kristeva, Cixous, and Irigaray as a base
from which to explore the conuence of critical theory and political realities from
feminist paradigms.
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Morely, David, and Kevin Robins. Spaces of Identity: Global Media, Electronic
Landscapes and Cultural Boundaries. London and New York: Routledge, 1995.
Morley and Robinss spatialization of identity and culture examines the
transformation of identity from older forms tied to conventional geography to newer
forms occasioned by a postmodern geography of communications technologies.
Rose, Jacqueline. Sexuality in the Field of Vision. London and New York: Verso, 1986.
These ten essays by Rose examine the importance of sexual diKerence and the
construction of the imaginary within the various representations of feminism.
Sedgwick, Eve Kosofsky. Epistemology of the Closet. Berkeley and Los Angeles:
University of California Press, 1990.
Sedgwick deconstructs the psychic space of the closet while arguing that modern life
cannot be considered critically without understanding how culture is structured by the
binary of homosexual/heterosexual. Through attentive readings of the novels Billy Budd
and The Portrait of Dorian Gray, in addition to other literary works, Sedgwick provides a
deft analysis of one of the most digcult aspects of gay and lesbian life.
Taussig, Michael. Mimesis and Alterity: A Particular History of the Senses. London
and New York: Routledge, 1993.
At the heart of Taussigs study is the relationship between likeness (mimesis) and
diKerence (alterity), self and other, as it is performed at diKerent times and places. An
eclectic history of Euro-American colonialism, Mimesis and Alterity discusses myths of
rst contact, Latin American ethnography, the camera and photography as mimetically
capacious machines that form part of a history of mimesis, and the relationship
between the primitive and the modern.
Ugwu, Catherine, ed. Lets Get It On: The Politics of Black Performance. Seattle:
Bay Press, 1995.
Produced in conjunction with the Institute of Contemporary Arts in London, Lets Get It
On discusses the work of performance artists on both sides of the Atlantic. The essays
consider the historical role of black expressive culture, the performance of identity in
masquerade and carnival, as well as the role of spectacle and spectatorship. Among the
essays are bell hookss Performance Practice as a Site of Opposition, Paul Gilroys
. . . to be real: The Dissident Forms of Black Expressive Culture, and Coco Fuscos
Performance and the Power of the Popular.
Warhol, Robyn R., and Diane Price Herndl, eds. Feminisms: An Anthology of
Literary Theory and Criticism. New Brunswick, NJ: Rutgers University Press, 1991.
This extensive collection gathers fty-eight essays from the mid-1970s to 1990, covering
the diverse spectrum of feminist theory and writing. The essays are divided into
thirteen sections that examine the intersections of feminism and questions of class,
race, sexual orientation, and nationality.
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Ang, Ien. Living Room Wars: Rethinking Media Audiences for a Postmodern World.
London and New York: Routledge, 1996.
Given the interest in issues of media consumption, Angs text provides a theoretical
overview from which to begin the process. Ang argues that we must rst rethink the
very notion of audience as an institutional construct. These nine essays provide an
attentive, critical assessment of studies on television audiences, romance novel
readers, and empirical audience research, as well as the eKects of global and
transnational media systems on the production of local meaning.
Balsamo, Anne. Technologies of the Gendered Body. Durham, NC: Duke University
Press, 1996.
Balsamo gives a gendered reading of contemporary technoscience developments in which
the body remains central to discussions of race and gender. Among the topics: cyborgs,
feminist bodybuilding, cosmetic surgery, medical imaging technologies, and reproductive
technologies. Balsamo argues for feminist cultural studies of science and technology.
Bender, Gretchen, and Timothy Druckrey, eds. Cultures on the Brink: Ideologies of
Technologies. Seattle: Bay Press, 1994.
As implied by the subtitle, this collection of essays challenges the popularly held
conception that technology is naturally progressive, with an emphasis on how diKerent
technologies are structured and encompass not a single ideology but many. Stanley
Aronowitz, Elain Scarry, Margaret Morse, Laurie Anderson, Avital Ronnell, Andrew Ross,
and others consider a host of topics, from smart technologies and Rodney King to
airport security checks, the Human Genome Project, and the future of work.
Bolter, Jay David. Writing Space: The Computer, Hypertext, and the History of
Writing. Hillsdale, NJ: Lawrence Erlbaum Associates, 1991.
Bolter examines the new interactive role of the reader and writer in the hypertext
authoring format of computer technology, dividing his study into both visual and
conceptual writing spaces, with a chapter devoted to the intersection of critical
theory and the hypertext format.
Brook, James, and Iain A. Boal, eds. Resisting the Virtual Life. San Francisco: City
Lights, 1994.
An antidote to the never-ending onslaught of technological hype, these twenty
scholars, writers, and activists challenge the received wisdom of how technology will
better our lives. This collection looks critically at the role of information access and
interpretation, the rewiring of the human body, the degradation of work, and the
restructuring of modern life.
Debray, Rgis. Media Manifestos. London and New York: Verso, 1996.
Debray inaugurates a new discipline of mediology to address the limitations of previous
enterprises such as semiotics and communication theory while acknowledging the
materiality of transmission technologies in contemporary life. Mediology, as the author
writes, seeks to mediate between the aesthetic and the technological, recognizing that
sociological analysis forgoes the object but a technological analysis foregrounds the
object while forgetting the subjects and social milieu.
Febvre, Lucien, and Henri-Jean Martin. The Coming of the Book. London and New
York: Verso, 1997.
A classic study of the Annales school of historical thought in France, Febvre and Martin
trace the development of the book as a material and cultural object. Surveying the
impact of printing on society and thought from 1450 to 1800, the authors cover both
technical developments and social forces in their analysis of an emerging print culture.
Gray, Chris Hables, ed. The Cyborg Handbook. London and New York: Routledge,
1995.
What is a cyborg? The answer is given in over ve hundred pageseverything you ever
wanted to know about cyborgs and some things you didnt. Historical materials,
scientic documents, military programs, science ction texts, technoscience theory, as
well as several appendices on cyborg culture provide an exhaustive account.
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Haraway, Donna J. Modest_Witness@Second_Millennium.FemaleMan
_Meets_OncoMouse. London and New York: Routledge, 1997.
Haraway extends her cultural analysis of technoscience into the growing social
landscape of genetically engineered life, cyborgs, reproductive technologies, and virtual
realities. This eclectic book is structured within tripartite divisions of syntax, semantics,
and pragmatics, giving us an introduction to the grammar of feminism and
technoscience, introducing a narrative linked through three characters, Modest
Witness, FemaleMan, and OncoMouse, before ending with a series of meditations
on gene mapping, virtual speculums, invisible fetuses, and other things.
Kern, Stephen. The Culture of Time and Space: 18801918. Cambridge, MA:
Harvard University Press, 1983.
Kern discusses the sweeping changes that took place at the turn of the century and how
they aKected personal social understandings of time and space. Kern cites Marcel
Proust, James Joyce, H. G. Wells, Gertrude Stein, Sigmund Freud, Albert Einstein, Pablo
Picasso, and Filippo Tommaso Marinetti, among others, in his attempt to connect the
various disciplines of art and science to the social history of the period.
McLuhan, Marshall, and Quentin Fiore, The Medium Is the Massage. New York:
Bantam Books, 1967.
This text continues to explore the increasing social interdependence and its impact on
personal life ushered in with the new electronic technology. The title turns the phrase
from McLuhans earlier work Understanding Media. Quentin Fiore, a graphic designer, is
credited as co-author for this very visual and graphic rendition of McLuhans text.
Ong, Walter, Orality and Literacy: The Technologizing of the Word. London and
New York: Methuen, 1982.
Ongs text explores the profound shift in social thought and experience surrounding
the transition from oral to literate culture. Ong focuses on speech, writing, and print,
but also explores the impact of electronic technology on human consciousness.
Moser, Mary Anne, and Douglas Macleod, eds. Immersed in Technology: Art and
Virtual Environments. Cambridge, MA, and London: MIT Press, 1996.
This collection of essays and artists projects addresses the need to critically appraise
the evolving eld of immersive technologies and virtual environments. From various
disciplinary perspectives, the writers and artists ponder the consequences of race and
identity in cyberspace, materiality and the body, and aspects of narrative and landscape.
Among the oKerings are essays by N. Katherin Kayles, Cameron Bailey, Allucquere
Rosanne Stone, Avital Ronell, and Margaret Morse.
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Schneider, Cynthia, and Brian Wallis, eds. Global Television. Cambridge, MA, and
London: MIT Press, 1988.
Twenty-four essays discuss the role of television in relationship to nationalism,
technological expansion, information ow, and issues of representation and the politics
of resistance. Contributors include Ien Ang, Jay Chiat, Jonathan Crary, Maud Lavin, Carol
Squiers, Paul Virilio, and Michelle Wallace.
StaKord, Barbara Maria. Body Criticism: Imaging the Unseen in Enlightenment Art
and Medicine. Cambridge, MA: MIT Press, 1991.
StaKords history of the human body focuses on the paradigmatic shifts occurring in the
eighteenth century with the development of new methods of exploring the hidden
aspects of the body. Chapters are devoted to these new methods for seeing and include:
Dissecting, Abstracting, Conceiving, Marking, Magnifying, and Sensing.
Stone, Allucquere Rosanne. The War of Desire and Technology at the Close of the
Mechanical Age. Cambridge, MA, and London: MIT Press, 1995.
In a unique prose style, Stone provides a thoughtful meditation on the ways in which
computer-mediated technologies are challenging conventional notions of identity.
Stone makes her arguments with a provocative range of subjects, from phone sex lines
and user domains to a virtual, cross-dressing psychiatrist and the vampire Lestat.
Through specic cases, Stone demonstrates the mutability of identity.
Virilio, Paul. The Art of the Motor. Bloomington and Indianapolis: Indiana
University Press, 1995.
Virilio continues his studies in dromology by addressing how transmission technologies
have collapsed both the extension of space and the duration of time as information
becomes speed. Virilios philosophy of technology gives us the concept of an art of the
motor which drives the constant change of appearances and the continued mutilation
of reality.
Webster, Frank. Theories of the Information Society. London and New York:
Routledge, 1995.
In this sociological investigation into the impact of information technologies on society.
Webster introduces and carefully critiques the theoretical positions on information put
forth by Daniel Bells post-industrial society, Anthony Giddenss thoughts on surveillance
and the expansion of powers of the nation-state, Herbert Schillers arguments on corporate
capital expansion, Jrgen Habermass concerns about the dissolution of the public sphere,
Jean Baudrillards theory of simulation, and Manuel Castells informational cities.
Adams, Hazard, and Leroy Searle, eds. Critical Theory Since 1965. Tallahassee:
University of Florida Press, 1986.
An excellent selection of important essays from the late twentieth century including
Chomsky, Searle, Derrida, Foucault, Cixous, and more. Included is an extensive appendix
with fundamental texts from earlier in the century.
Baudrillard, Jean. For a Critique of the Political Economy of the Sign. Trans. Charles
Levin. St. Louis: Telos Press, 1981.
Baudrillard extends the Marxist analysis of the use and exchange value of commodities
with the addition of the concept of sign value. Of particular importance to design is the
essay Design and Environment, which analyzes the functionalist design philosophy at
the Bauhaus in relation to political economy.
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. Simulations. Trans. Paul Foss and Paul Patton, New York: Semiotext(e) 1983.
Baudrillard introduces his concepts of hyperreality and the simulacrum of
contemporary (late-capitalist) culture with a discussion of panopticism and spectacle.
Debord, Guy. The Society of the Spectacle. Trans. Fredy Perlman and John Supak.
Detroit: Black and Red, 1983.
. Comments on the Society of the Spectacle. Trans. Malcolm Imrie. London
and New York: Verso, 1990.
Comments on the Society of the Spectacle updates Debords seminal work, originally
published in 1967, with discussion on the events of the 1980s. A principal member of the
Situationist group, Debords text discusses the formation of the modern spectacle as a
product of an industrialized society.
Deleuze, Gilles. The Deleuze Reader. Ed. Constantin V. Boundas. New York:
Columbia University Press, 1993.
A collection of many important texts by one of the leading gures in contemporary
critical theory. Among the essays are Rhizome versus Trees, A Theory of the Other,
Psychoanalysis and Desire, Cinema and Space: The Frame, Cinema and Time,
Painting and Sensation, and On the Line. Together the essays cover the many facets
of Deleuzes criticism including lm, theater, literature, music, painting, and philosophy.
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. Discipline and Punish: The Birth of the Prison. Trans. Alan Sheridan. New
York: Vintage Books, 1979.
Foucaults examination of the history of the social modes of disciplining and punishing
bodies. Of particular interest is the role of spectacle involved in the changing forms of
punishment and incarceration with an important and oft-quoted chapter devoted to
panopticism.
Marcus, Greil. Lipstick Traces: A Secret History of the 20th Century. Cambridge,
MA: Harvard University Press, 1989.
Marcus uses the Sex Pistols as a point of departure to explore the role of cultural
subversion of the counter-culture through the Middle Ages to the present.
Norris, Christopher. Deconstruction: Theory and Practice. Revised ed. London and
New York: Routledge, revised edition, 1991.
Originally published in 1982 and revised in 1986, the 1991 version contains an expanded
bibliography on Derrida and deconstruction as well as a response to critics of
deconstruction. This text is a clear and concise summary of the major themes of
deconstruction found in Derridas writing and philosophy.
B L A U V E LT: C U LT U R A L S T U D I E S B I B L I O G R A P H Y 397
Orr, Leonard. A Dictionary of Critical Theory. New York: Greenwood Press, 1991.
Orrs dictionary is an extensively researched compendium of terms fathered from a
variety of texts under the rubric of critical theory. Entries include the bibliographic
citations on which the denitions are based. Included are terms from both European
and Asian languages.
Veesar, Aram H., ed. The New Historicism. London and New York: Routledge, 1989.
Veesar collects essays written by some of the major gures associated with New
Historicism, including Stephen Greenblatt, Lous Montrose, Vincent Pecora, and Frank
Lentricchia. This grouping of essays attempts an uneasy denition of New Historicism;
its originating theories and inuences, some practical applications, as well as a critique
of its limitations.
Barthes, Roland. Image/Music/Text. Trans. Stephen Heath. New York: Hill and
Wang, 1977.
A seminal collection of essays by the French literary critic. Particularly relevant to
graphic design are the essays about photography and text, including The Photographic
Message, Rhetoric of the Image, Death of the Author, and From Work to Text.
Calinescu, Matei. Five Faces of Modernity. Durham, NC: Duke University Press, 1987.
What are the ve faces of modernity? Calinescu gives the answer in his ve chapters
on modernism, the avant-garde, and the concepts of decadence, kitsch, and
postmodernism. Drawing primarily from literature, Calinescu provides an excellent
mapping of modernity. The chapters devoted to the avant-garde and kitsch are
especially informative.
Iser, Wolfgang. The Act of Reading: A Theory of Aesthetic Response. Baltimore and
London: Johns Hopkins University press, 1978.
Iser puts forth his theory of the interaction between readers and literary texts. He discusses
the concept of reception theory and traditional arguments against such perspectives,
as well as acts of interpretation and the asymmetry between readers and texts.
Lentricchia, Frank, and Tomas McLaughlin, eds. Critical Terms for Literary Study.
Chicago: University of Chicago Press 1990.
This introduction to the major themes and terms encountered in literary criticism
includes examinations by twenty-three scholars of terms such as representation,
interpretation, intention, rhetoric, culture, canon, gender, race, ethnicity, and ideology,
providing denitions and citing specic examples from literature.
Morgan, John, and Peter Welton. See What I Mean: An Introduction to Visual
Communication. London: Edward Arnold, 1986.
An accessible and introductory text on the basics of communication, See What I Mean
includes sections devoted to connotation and denotation, cultural codes and conventions,
metaphor and metonymy, and symbolic and iconic imagery. Special emphasis is placed
on design as a communicative process and tool for the generation of specic meaning.
B L A U V E LT: C U LT U R A L S T U D I E S B I B L I O G R A P H Y 399
Peirce, Charles Sanders. Peirce on Signs. Ed. James Hooper. Chapel Hill, NC:
University of North Carolina, 1991.
This is a collection of seminal writings by logician Charles Sanders Peirce and his
formulation of a general theory of signs, better known as semiotics. Peirce proposes a
triadic relation between objects, signs, and interpretants, and also gives us the
fundamental categories of icon, index, and symbol. The writings also include Peirces
thoughts on pragmatism, logic, and theology.
Williams, Raymond. Marxism and Literature. Oxford and New York: Oxford
University Press, 1977.
In this inuential book, Williams outlines his case for a cultural materialism informing
our understanding not only of literature but also of the signicance of Marxism
on the analysis of literary production. Williams denes key concepts such as culture,
literature, and ideology before moving on to base and superstructure,
hegemony, and dominant, residual, and emergent forms, as well as issues of writing,
creativity, genre, and authorship.
This bibliography contains an eclectic array of topics that fall under the broad categories
of human cognition and emotion. The references on cognition are more extensive
than the references on emotion, in part due to the cognitive revolution begun with the
1956 publication of A Study of Thinking by Jerome S. Bruner, Jacqueline J. Goodnow, and
George A. Austin. During the past forty years the study of cognition has grown dramatically,
while only a few researchers have shown interest in the subject of emotion. The
bibliography presents academic references from psychology and anthropology, as well
as books that specically refer to design practice and education. Collectively they reect
the increasing interdisciplinarity of both design and cognitive science. There has been
no attempt to demarcate the relevance of references to individual design disciplines;
people are people, whether using a product, engaging in communication, or experiencing
an environment.
Adams, Marilyn J. Beginning to Read: Thinking and Learning about Print. Urbana-
Champaign: The Reading Research and Education Center, 1990.
Adams has brought together a vast body of research on the reading process into a
concise statement about how children acquire reading skills. She also draws implications
from the research and states clearly how these skills should be taught in the classroom.
This is one of the few truly enjoyable books written about the process of reading.
401
Adams, Parveen, ed. Language in Thinking: Selected Readings. Harmondsworth,
England: Penguin, 1972.
An excellent selection of articles on the ways in which language relates to thinking and
how language can aKect the manner in which we perceive and act in the world. Parveen
contrasts diKerent theoretical perspectives on these issues and provides experimental
work related to each as well. The contributors, among others, include Piaget, Whorf,
Vygotsky, Lenneberg, and Chomsky.
Brodie, Richard. Virus of the Mind: The New Science of the Meme. Seattle: Integral
Press, 1996.
This is a very good introduction to the study of the meme (the basic unit of cultural
transmission, or imitation), and the eld of memetics (the study of the workings of
memes: how they interact, replicate, and evolve.) It is well written and easy to
understand, with many good applications and examples.
Bruner, Jerome S., Jacqueline Goodnow, and George Austin. A Study of Thinking.
New York: John Wiley, 1956.
This book may possibly be the earliest challenge to the behaviorist tradition. The authors
investigated classication and categorization, but instead of treating their experimental
subjects like laboratory animals, the authors treated them as active, constructive
problem-solvers and found they were using a variety of strategies to solve problems.
Cialdini, Robert B. Inuence: The Psychology of Persuasion. Revised ed. New York:
William Morrow and Company, 1993.
First published in 1984, this new edition includes contributions from readers of the
rst edition. Cialdini explores the persuasion process at work in todays marketplace.
His evidence comes from a provocative mixture of experimental studies and participant
observation. The book is organized around six basic principles of human behavior:
consistency, reciprocation, social proof, authority, liking, and scarcity.
Corballis, Michael C., and Ivan L. Beale. The Psychology of Left and Right.
Hillsdale, NJ: Lawrence Erlbaum Associates, 1976.
The authors set out to investigate what it means to tell left from right, starting with the
psychological literature, and found themselves exploring philosophy, anthropology,
biochemistry, and theoretical physics as well. This fascinating book does not require a
background in psychology to enjoy it.
. Flow: The Psychology of Optimal Experience. New York: Harper & Row, 1990.
In Flow, Csikszentmihalyi reports on over twenty-ve years of psychological research on
happiness. He identies a phenomenon which he calls owa state of consciousness
that people report when they are engaged in fun, challenging, and often creative
activities. He describes individuals who lead relatively happy and meaningful lives by
having harnessed the power of ow experiences.
Damasio, Antonio R. Descartes Error: Emotion, Reason, and the Human Brain.
New York: Avon Books, 1994.
Damasio describes a connecting trail . . . from reason to feelings to body. Starting from
evidence based on neurological patients aKected by brain damage, Damasio shows how
emotions and feelings are critical to rational thinking. He also argues that the essence
of a feeling is a direct perception of the state of the body. A fascinating book, accessible
to a general audience.
De Bono, Edward. The Mechanism of Mind. New York: Simon & Schuster, 1969.
De Bono introduced a theory in the late 1960s of how the mind handles information;
the theory was not acknowledged by other psychologists until at least twenty years
later. In the meantime, De Bono put his ideas about lateral thinking to use by writing
and teaching on the topic at a global scale.
De Hirsch, Katrina. Language and the Developing Child. Baltimore: The Orton
Dyslexia Society, 1984.
This is a collection of writings on child language development from one of the pioneers
in the eld of learning disabilities. It is written not only for clinicians, but for parents
and teachers, as well. Among the issues addressed are dyslexia, autism, and stuttering.
Edwards, Betty. Drawing on the Right Side of the Brain. New York: G. P. Putnams
Sons, 1989.
Edwards applies current ndings and theories in brain research, particularly recent
discoveries about the right hemisphere, to the teaching of drawing skills. The notes and
quotes in the side bars are especially good.
Elliot, Alison J. Child Language. New York: Cambridge University Press, 1981.
Elliot looks at the linguistic development of the child within the context of the childs
general development. She reviews the research of Noam Chomsky, Roger Brown, and
Jean Piaget, among others.
Frith, Uta, ed. Cognitive Processes in Spelling. New York: Academic Press, 1980.
This book attempts to answer questions such as: How is spelling knowledge acquired?
How is it used? Why do some people lose it or never acquire it at all? The authors
explore the spelling process in children, normal adults, adult illiterates, and in children
with special problems such as dyslexia.
Fromkin, Victoria A., ed. Errors in Linguistic Performance: Slips of the Tongue, Ear,
Pen and Hand. New York: Academic Press, 1980.
Fromkin has put together the works of linguists, psychologists, neurologists, and
aphasiologists on the topic of deviant linguistic performance data. She also brings in
Freuds hypotheses concerning the possible causes underlying slips. This is one of the
earliest cross-disciplinary looks at slips.
Gardner, Howard. Frames of Mind: The Theory of Multiple Intelligences. New York:
Basic Books, 1983.
In a bold move away from the then-acceptable views of human intelligence, Gardner
proposed that there are multiple varieties of intelligence including linguistic, logical-
mathematical, spatial, musical, bodily kinesthetic, interpersonal, and intrapersonal. His
fellow psychologists largely ignored his work, but the community of professional
educators, parents, and the business community did not.
. Multiple Intelligences: The Theory in Practice. New York: Basic Books, 1993.
Ten years after the publication of Frames of Mind, Gardner brings together both
previously published and original essays to provide a picture of what has been learned
about the educational applications of the Multiple Intelligences Theory, from both
research and in-school experiences.
Garvey, Catherine. Childrens Talk. Cambridge, MA: Harvard University Press, 1984.
Garvey looks at the importance of talk to the childs overall cognitive and social
development. She shows, through example, that talk is an integral part of the childs life
and that it reveals their thinking and social interactions. This book is written for
parents, educators, child-care professionals, and students.
Gazzaniga, Michael S. The Social Brain: Discovering the Networks of the Mind.
New York: Basic Books, 1985.
Gazzaniga broke from the traditional scientic style in this chronological narrative of
his discoveries during his twenty-ve years of brain research. He proposes a modular
view of the brain function, a social brain made up of a confederation of mental systems
within each part of us.
Gentner, Dedre, and Albert L. Stevens, eds. Mental Models. Hillsdale, NJ:
Lawrence Erlbaum Associates, 1983.
Two books titled Mental Models were published in 1983 (see also Johnson-Laird). This
volume oKers attempts to capture naturalistic domain knowledge from a wide variety
of domains, including physical systems, mechanical systems, interactive devices, and
navigation.
Goleman, Daniel. Emotional Intelligence. New York: Bantam Doubleday Dell, 1995.
Goleman introduces the concept of EQ (emotional intelligence) in order to compare
Grandin, Temple. Thinking in Pictures and Other Reports from My Life with
Autism. New York: Doubleday, 1995.
This is a fascinating view of the world from a visual thinker who has pictures for thoughts.
Grandin is an assistant professor of animal sciences at Colorado State University. She is
autistic, yet has been able to describe in writing how her visual mind works and how
she was able to make the connection between her impairment and animal temperament,
resulting in her remarkable ability to design humane livestock-handling facilities.
Hampden-Turner, Charles. Maps of the Mind: Charts and Concepts of the Mind
and Its Labyrinths. New York: Macmillan, 1981.
The author has collected, described, and drawn in maplike form the most important
concepts put forth about the human mind by the worlds greatest thinkers, writers,
scientists, artists, and philosophers. This book is remarkable in its breadth of scope and
clarity of explanation. Each of the sixty maps is supported by bibliographic
information as a starting point for further discovery.
Holland, Dorothy, and Naomi Quinn, eds. Cultural Models in Language and
Thought. New York: Cambridge University Press, 1987.
This volume brings together contributors from anthropology, linguistics, and psychology
to discuss the role that cultural knowledgethat is, shared presuppositions about the
worldplays in human understanding.
Hutchins, Edwin. Cognition in the Wild. Cambridge, MA: MIT Press, 1994.
Hutchins demonstrates how anthropological methods combined with cognitive theory
can give rise to a new perspective on cognitive science. He uses his background as both
a sailor and an anthropologist to provide an approach to studying activities in their
naturally occurring contexts, i.e., in the wild.
JackendoK, Ray. Semantics and Cognition. Cambridge, MA: MIT Press, 1983.
JackendoK explores the role of semantics, or the meaning of things, as a bridge
between the theory of language and theories of other cognitive capacities such as
motor control and visual perception.
Jonassen, David H., ed. The Technology of Text: Principles for Structuring,
Designing, and Displaying Text, vols. I and II. Englewood CliKs, NJ: Educational
Technology Publications, 1982.
This book focuses on principles (supported by years of research in psychology, reading,
instructional design, and typography) for organizing, designing, and displaying text. The
authors of the various chapters were, at the time of publication, active in the eld of
designing textual materials.
Kelly, Kevin. Out of Control: The New Biology of Machines, Social Systems and the
Economic World. New York: Addison-Wesley, 1994.
This book describes the new age we are entering in which, in Kellys words, the realm
of the born (all that is nature) and the world of the made (all that is humanly
constructed) are becoming one. The implications for humanity are profound. According
to the author, his friends claim that the twenty-eight-page annotated bibliography is the
best part of the bookbut I certainly would not skip the rest.
LakoK, George. Women, Fire and Dangerous Things: What Categories Reveal about
the Mind. Chicago: University of Chicago Press, 1995.
The title of this book was inspired by an aboriginal language of Australia, which has a
category, balan, that actually includes women, re, and dangerous things, for as LakoK
declares there is nothing more basic than categorization to our thought, perception,
action and speech. The book is divided into two parts: the rst covers the theoretical
groundwork, and the second presents three case studies to exemplify the issues addressed.
LakoK, George, and Mark Johnson. Metaphors We Live By. Chicago: University of
Chicago Press, 1980.
LakoK and Johnson demonstrate that metaphor is not merely a poetical or rhetorical
phenomenon, but that it permeates virtually every aspect of human thought, including
how we perceive, think, and act. A classic.
Laurel, Brenda, ed. The Art of Human-Computer Interface Design. New York:
Addison-Wesley, 1990.
This is a large collection of ideas and opinions from leading thinkers in the computer
industry on the eld of human-computer interaction. It is a good example of applied
cognitive science. The contributors include, among others, Donald Norman, Ted Nelson,
Alan Kay, Nicholas Negroponte, and Timothy Leary.
Lee, Ian. The Third World War: Apostrophe Theory. New York: A&W Visual
Library, 1978.
This is an unusual and provocative look at the pun. Lee communicates his ideas in
simultaneous visual and verbal modes.
Lynch, Kevin. The Image of the City. Cambridge, MA: MIT Press, 1960.
This is the seminal work in the eld of cognitive mapping. Lynch introduces the
construct of a public image of a city which is the overlap of many individual images,
oKering ve types of elements that people use to describe their cognitive images of the
built environment: paths, edges, districts, nodes, and landmarksconcepts relevant also
to the design of user environments, such as user-interfaces.
Miller, George, Eugene Galanter, and Karl Pribram. Plans and the Structure of
Behavior. New York: Holt, Rinehart and Winston, 1960.
The book that revealed the inadequacies of behaviorism, Plans is often credited with
beginning the cognitive revolution in psychology. The authors proposed a cybernetic
approach to behavior and, for the rst time, described human beings in terms of plans,
images, and goals.
Minsky, Marvin. The Society of Mind. New York: Simon & Schuster, 1987.
Minksy explores the idea of mind as society. He describes the mind as an emergent
system of agents, each of whom has a very limited point of view. Complexity of
behavior, emotion, and thought are shown to emerge from the interplay of the
interactions and opposing views of these agents. Minsky provides an interesting if not
esoteric glossary, as well.
Paivio, Allan, and Ian Begg. Psychology of Language. Englewood CliKs, NJ:
Prentice-Hall, 1981.
A graduate-level textbook for courses in psychology and/or psycholinguistics, the book
takes a historical and interdisciplinary approach to the study of language. The authors refer
to psycholinguistic theories as fads that come and go over time, choosing to emphasize
the enduring contributions from the eld to serve as guides for students to follow.
Reynolds, Allan G., and Paul W. Flagg. Cognitive Psychology. Cambridge, MA:
Winthrop Publishers, 1977.
This is an undergraduate textbook that presupposes no previous sophistication in
psychology and is, thus, an excellent starting point for someone wishing to see the eld
from the vantage point of the late 1970s.
RogoK, Barbara, and Jean Lave, eds. Everyday Cognition: Its Development in
Social Context. Cambridge, MA: Harvard University Press, 1984.
The contributorsleading scholars in developmental psychology, cognitive science, and
anthropologyexamine the ways in which thinking occurs not only in the laboratory but
also in the real world of home, school, and the workplace. This contextual perspective
to development challenges the xed states of Jean Piaget.
RushkoK, Douglas. Media Virus: Hidden Agendas in Popular Culture. New York:
Ballantine Books, 1996.
RushkoK examines the eKects that popular media have on us and the ways in which we
use media to inuence and manipulate.
. Playing the Future: How Kids Culture Can Teach Us to Thrive in an Age of
Chaos. New York: Harper Collins, 1996.
A fascinating perspective on youth culture from a member sitting on the edge. RushkoK
describes the lifestyles and thinking processes of todays children and teenagersor, as
he calls them screenagersand explains how they have not only adapted to, but
learned to thrive in the context of information explosion and media manipulation.
Solso, Robert L. Cognitive Psychology. Revised ed. Boston: Allyn & Bacon, 1995.
This is an updated version of the classic 1988 undergraduate textbook, now including
expanded coverage of physiologically related topics as well as an introduction to
connectionism and parallel distributed processing.
Turkle, Sherry. The Second Self: Computers and the Human Spirit. New York:
Simon & Schuster, 1984.
Turkle explores the identity-transforming relationship between people and computers
that was taking place in the 1980s, before the pervasive impact of the internet. She
introduces the distinction between hard and soft styles of mastery over the computer.
Varela, Francisco J., Evan Thompson, and Eleanor Rosch. The Embodied Mind:
Cognitive Science and Human Experience. Cambridge, MA: MIT Press, 1991.
The authors argue that it is only by having a sense of common ground between mind in
science and mind in experience that our understanding of cognition can become more
complete. They do so by blending insights from cognitive neuroscience with the
Buddhist theory of the mind.
Wanner, Eric, and Lila R. Gleitman, eds. Language Acquisition: The State of the
Art. Cambridge: Cambridge University Press, 1982.
This is a comprehensive overview of the eld of language development in the early
1980s, demonstrating the wide and often conicting range of theoretical perspectives
on this topic. The editors do a good job of identifying the emerging trends, both
theoretical and methodological.
West, Thomas G. In the Minds Eye: Visual Thinkers, Gifted People with Learning
Digculties, Computer Images, and the Ironies of Creativity. BuKalo, NY:
Prometheus Books, 1991.
West reports on the curious links between creative ability, visual thinking, and academic
learning digculties, proling eleven famous people who exhibited these connected
traits, including Einstein, Churchill, and Yeats. He describes opportunities for such
visual thinkers with the advent of the emerging computer visualization technologies.
The emerging eld of design planning integrates approaches from business strategy, social
science, research, and design prototyping. This bibliography represents theories from
these areas, emphasizing approaches required for breakthrough strategies and innovation.
top ten
415
Hamel, Gary, and C. K. Prahalad. Competing for the Future: Breakthrough
Strategies for Seizing Control of Your Industry and Creating the Markets for
Tomorrow. Boston: Harvard Business School Press, 1994.
In one of the most inuential books on strategic planning in the last ten years, Hamel and
Prahalad outline the need for more ambitious strategies in a time of increased change and
competition. As the most design-friendly strategy book around, it outlines a more proactive
approach to planning where you imagine the future and invent your way into it.
Kelley, Tom. The Art of Innovation: Lessons in Creativity from IDEO, America's
Leading Design Firm. New York: Doubleday, 2001.
Written from inside the world's largest design rm, Kelley neatly summarizes the
approach IDEO takes to develop breakthrough products. It captures the underlying
methods, but a book can't fully capture the do-it, try-it, prototyping approach and
diverse personalities at the heart of the IDEO experience.
Mintzberg, Henry. The Rise and Fall of Strategic Planning. New York: The Free
Press, 1994.
In this dense but thought-provoking review of the state of strategic planning, Mintzberg
highlights the diKerence between traditional numerical planning skills required in the
analysis of strategies and new types of synthetic skills required in the shaping of
emergent strategies and catalyzing on organization to take charge.
Olins, Wally. Corporate Identity: Making Business Strategy Visible through Design.
Boston: Harvard Business School Press, 1989.
Olins presents a good introduction to corporate identity that highlights one of the key
issues many designers face: do great identities explain what a company is historically
known for, or do they explain what they should be creating in the future, and thus be
more aspirational and strategic in nature? Recent introductions like the British Airways
identity suggest the latter as a far better approach, not fully explored in this book.
Rothschild, Michael. Bionomics: Economy as Ecosystem. New York: John Macrae, 1992.
This lengthy tome was one of the rst to dene and promote the connection between
ecological theory and emerging economic behavior in new types of market andhe
hopesa massively deregulated, freer government. Rothschild practices what he preaches
as the head of the Bionomics Institute, an organization with planned obsolescence.
strategy basics
Collins, James C., and Jerry I. Porras. Built to Last: Successful Habits of Visionary
Companies. New York: Harper Business, 1994.
Based on extensive research done at Stanford, this book surprisingly highlights that
leaders are not one of the variables of longstanding companies, but rather persistence,
cultlike behavior, and big hairy audacious goals are. An interesting read to nd out
why some companies continue to stand out from the packalthough they remind us
that those companies were not always that way.
Gibson, Rowan, ed. Rethinking the Future. Sonoma, CA: Nicholas Brealay
Publishing, 1997.
A title with grandiose aspirations, this book captures the views of a gaggle of gurus. A
collection of summarized articles are followed by interviews with the authors ranging
from Michael Porter and John Kotter to Gary Hamel and Steven Covey. A good pointer
to more substantive work beyond, but lacking much of that detail here, it suKers most
by oKering few connections between the work.
Micklethwait, John, and Adrian Wooldridge. The Witch Doctors: Making Sense of
Management Gurus. New York: Times Books, Random House, 1996.
Important parallel reading to Rethinking the Future, two Economist contributors wrote
this book to highlight some of the quirks and shortfalls of aimlessly following the latest
business trends and buzzwords. Recommended reading for any management consultant
or planner who wants to have longer-term impact, though the book does not go far
enough in oKering possible solutions.
Peters, Tom and Robert Waterman, Jr. In Search of Excellence: Lessons from
Americas Best-Run Companies. New York: Warner Books, 1983.
Excellent companies . . . not! While many of the companies outlined have faltered since
the book was originally published, including HP, Delta Airlines, and McDonalds, this book
remains the most insightful Peters has written. His many more recent works have bridged
the diKerent aspects of design but tend to be vastly more supercial and whimsical.
Slywotzky, Adrian J. Value Migration: How to Think Several Moves Ahead of the
Competition. Boston: Harvard Business School Press, 1996.
With traditional markets and channels breaking down, Slywotzky outlines new ways of
thinking about value that go way beyond traditional value chain analyses. The case
studies and analyses are a stimulating starter on the way to somewhere interesting in
the creation of new types of business models.
Treacy, Michael, and Fred Wiersema. The Discipline of Market Leaders: Choose
Your Customers, Narrow Your Focus, Dominate Your Market. Reading, MA:
Addison Wesley, 1995.
Treacy and Wiersema took some of their own advice too much to heart by buying
truckloads of their book and loading the best-seller list. Nevertheless, there are some
core insights in the book about diKerent ways to focus a company that remain useful.
organizing innovation
Drucker, Peter F. Innovation and Entrepreneurship. New York: Harper Business, 1985.
The Yoda of management gurus, Drucker discusses how to foster innovation in large and
emerging companies. His list of four basic entrepreneurial strategies is even more
Seely Brown, John, ed. Seeing DiKerently: Insights on Innovation. Boston: Harvard
Business School Press, 1997.
If you dont want to pay the hefty subscription to the Harvard Business Review, this book
is the next best thing. This useful compendium brings together some of the most
thought-provoking and important articles recently published in the journal that outline
innovative approaches to business, technology, and economics.
Thomas, Robert J. New Product Success Stories: Lessons from Leading Innovators.
New York: John Wiley and Sons, 1994.
A wonderful if sometimes supercial collection of case studies that prove how
diKerentand seemingly randomthe evolution of successful products is. Few robust
guidelines highlight any of the deep organizational structures and methods used to
foster them, but this book is a good starting place to understand the challenges of new
product development.
Von Hippel, Erik. The Sources of Innovation. New York: Oxford University Press,
1988.
Von Hippel outlines the distributed innovation process and points out the seemingly
obvious fact that innovation occurs at the point of greatest benetoften the end or
lead users rather than the engineers or marketers who dreamt up the technology or
service in the rst place. A slightly technical book, it should oKer guidance to planners
about the origins of new ideas.
Blaich, Robert and Janet. Product Design and Corporate Strategy: Managing the
Connection for Competitive Advantage. New York: McGraw-Hill, 1993.
Robert Blaich, who introduced modern design management into Philips, details
approaches used there and in Herman Miller to link design processes with the rest of
the organization, and outlines general principles applicable elsewhere. While both main
examples remain design-friendly organizations, Philips has fared less well recently, as
often supercially applied design has done little to help the company substantively.
Farish, Mike. Strategies for World Class Products. Brookeld, VT: Gower
Publishing, 1995.
More organizational than Clive Rassams Design and Corporate Success, this book seems
to cover much of the same ground but is very technical and engineering-oriented,
lacking any insight about users and where new products come from or, more worryingly,
about diKerent ways to tailor them for diKerent cultures around the world. Useful
context and background, nonetheless.
Lorenz, Christopher. The Design Dimension: Product Strategy and the Challenge of
Global Marketing. New York: Basil Blackwell, 1986.
In one of the classics of design strategy, Lorenz introduces some of the ways design can
work with marketing, but as a result this book lacks any real depth in how to truly
understand users and break out of the pack. It is, however, useful reading to understand
the way most people still think about design strategy.
Rassam, Clive. Design and Corporate Success. Brookeld, VT: Gower Publishing,
1995.
Primarily covering product design and its role in successful companies (and countries),
this book is short and to the point. It introduces what design is, what it does, and how
to use it, without going into any real depth or detail. Part of a British Design Council
collection of books, most of the examples are British and European.
Thackara, John, ed. European Design Prize Winners! How Todays Successful
Companies Innovate by Design. Amsterdam: BIS Uitgeverij, 1997.
Design prizes are typically a terrible way of picking widespread innovations, but the
Netherlands Design Institute does a thorough and readable job of pacing recent, small-
scale design successes in cultural and technical contexts, highlighting some of the main
issues and theories shaping the eld of design today.
Walsh, Vivien, Robin Roy, Margaret Bruce, and Stephen Potter. Winning by
Design: Technology, Product Design and International Competitiveness.
Cambridge, MA: Blackwell Business, 1992.
Being both British and academic, this book is comprehensive and thoughtful but
ultimately a dull plea for the power of design in successful companies and economies,
supported by a multitude of charts and numbers.
Adler, Paul S., and Terry A. Winograd. Usability: Turning Technologies into Tools.
New York: Oxford University Press, 1992.
With complex systems increasingly causing real danger to people, this sometimes dense
collection of case studies details ways that design theorists and practitioners approach
making products usable, including a Xerox case study that builds on Lucy Suchmans work.
Leavitt, Theodore. The Marketing Imagination. New York: The Free Press, 1983.
In this book from one of the grand pooh-bahs of marketing and a Harvard professor to
boot, Leavitt basically asks for a balance between innovation and imitation. Designers
tend to love the former, marketers ock to the latter, so both should end up happy.
Unfortunately, few designers or marketers understand this balance, and fewer still
recognize the increased need for innovation when markets are as ill-dened as they
have become since Leavitt wrote this book. Includes the classic Harvard Business Review
article Marketing Myopia.
McKenna, Regis. Relationship Marketing: Successful Strategies for the Age of the
Consumer. New York: Addison-Wesley, 1991.
The marketing guru who helped nurture the Apple Macintosh, Regis McKenna has
spent much of his life applying tried and tested marketing techniques to entirely new
markets. While the irony of this seems lost in most books, at least in the area of
individual marketing, McKenna appears here ahead of his time, but Don Peppers and
Martha Rogers seem to have stolen much of his wind with a more focused approach in
their The One to One Future.
Menzel, Peter, and Charles C. Mann. Material World: A Global Family Portrait.
San Francisco: Sierra Club Books, 1994.
An extensively researched and fantastically photographed book that literally turns
statistically average family homes from around the world onto the street and shows just
how much junk the American family has. Read this if you ever have a sense that families
around the world might be alike.
Moore, GeoKrey. Crossing the Chasm. New York: Harper Business, 1995.
. Into the Tornado. New York: HarperCollins, 1995.
These books explode the traditional technology adoption model to propose that a huge
gap exists between the niche technology users of the early market and the initial users
of the later, mass market. Moore outlines ways to cross this gap in the rst book and
details the tornado of that transformation in the second. Generally useful reading from
the heart of Silicon Valley that should lead to focused initial uses for any planned
technology and far more widely applicable uses later.
Murphy, Robert Francis. The Dialectics of Social Life: Alarms and Excursions in
Anthropological Theory. New York: Basic Books, 1971.
An irreverent, fun-to-read book that criticizes the tendency of anthropological and
other social science theories to model and organize the uidity of social life into rigidly
bounded categories. One of the few academic texts that uses the F word.
Norman, Donald A. The Psychology of Everyday Things. New York: Basic Books, 1988.
. Things That Make Us Smart: Defending Human Attributes in the Age of the
Machine. Reading, MA: Addison-Wesley, 1993.
A plea for a common-sense approach to the design of everyday items, these two books
set respective challenges for developers to make things rst simple and clear, then
allow people to modify open systems themselves. Judging by the growing weight of
user manuals the world over, most engineers still havent followed Normans advice.
Peppers, Don, and Martha Rogers, PhD. The One to One Future: Building
Relationships One Customer at a Time. New York: Currency Doubleday, 1993.
. Enterprise One to One: Tools for Competing in the Information Age. New
York: Currency Doubleday, 1997.
With the onset of extensive information technology, Peppers and Rogers highlight the
need for successful new products and services to be tailored to individual users. While the
implications of the approach raise many privacy issues, and careless application of the
technology too often leads to automation and voicemail hell, many of the examples in
these books show the power of intelligently and thoughtfully applied information systems.
Wiklund, Michael E., ed. Usability in Practice: How Companies Develop User-
Friendly Products. Cambridge, MA: AP Professional, 1994.
Another collection of case studies about usability, this book focuses primarily on
computer systems and a cognitive psychology approach to debugging them.
technology evolution
Casey, Steven. Set Phasers on Stun and Other Tales of Design, Technology and
Human Error. Santa Barbara: Aegean Publishing, 1993.
A collection of case studies that read like the typical disaster movie script, with multiple
innocuous actions cascading into widespread catastrophe. Casey highlights how bad
design can embed human error deep in complex systems. A good complement to
Donald Normans work, this is what happens if you truly screw up.
Corn, Joseph J., and Brian Horrigan. Yesterdays Tomorrows. Baltimore: Johns
Hopkins University Press, 1996.
Referring to the assumption that nothing is truly new, the authors outline that created
futures tell you more about present beliefs and assumptions than they do about what
will happen next. Taken another way, however, with the right methods, it should be
possible to research patterns of everyday life today to understand what is most likely to
widely proliferate in the future. As Yogi Berra might say, prediction is hard, especially
when it is about the future.
Ferguson, Charles H., and Charles B. Morris. Computer Wars: The Fall of IBM and
the Future of Global Technology. New York: Times Books, 1994.
Despite the recent resurgence of IBM, this book outlines some prescient approaches to
nding and fostering technology architectures that have long-lasting value. Ferguson
should know, having sold his subsequent company, Vermeer, to Microsoft in 1996 for a
tidy $120 million.
MacKenzie, Donald, and Judy Wajcman. The Social Shaping of Technology: How
the Refrigerator Got its Hum. Milton Keynes, England: Open University Press, 1985.
This fascinating but hard-to-nd book describes some of the strange origins of
otherwise taken-for-granted aspects of new technology. It illustrates the need for
unique social hooks to get new technologies to take root in the culture.
Petroski, Henry. The Evolution of Everyday Things. New York: Vintage Books, 1992.
Author of other books on the role of failure in engineering design, Petroski details some
of the early iterations and dead-ends in the evolution of some of the common,
seemingly dull items that most people take for granted. The book oKers insight into the
long time it takes for winners to take nal shape.
Tenner, Edward. Why Things Bite Back: Technology and the Revenge of Unintended
Consequences. New York: Alfred Knopf, 1996.
As technology is applied in more and more places, it makes peoples lives easier but
also makes them more complacent. Tenner uses an intriguing collection of case studies
to point out that technology doesnt make problems go away, it merely shifts them
somewhere else. Current design systems often fail to account for this in advance. The
book ultimately reinforces that the more we shape technology, the more technology
shapes us.
Winner, Langdon. The Whale and the Reactor: A Search for Limits in an Age of
High-Technology. Chicago: University of Chicago Press, 1986.
In this collection of essays, Winner outlines some of the societal and political
consequences of technology development that emerge from enduring but largely
unintended consequences of design decisions. Winner is one of the founding members
of the Science and Technology Studies program at Rensselaer Polytechnic Institute.
Domer, Peter. Design Since 1945. New York: Thames and Hudson, 1993.
In the split between design as science and design as art, this book clearly falls closer to
the latter, but presents a readable introduction to many elds of design. It is helpful as
general background to the eld, but is dated in its prediction of the future of design
being ecologically driven.
Heskett, John. Industrial Design. New York: Thames and Hudson, 1991.
In a thoughtful detailed history of the emergence and evolution of industrial design as
a eld from the early industrial revolution to more recent times, Heskett oKers useful
background about one of the closely related elds predating design planning.
Tambini, Michael. The Look of the Century. New York: Dorling Kindersley, 1997.
An excellent visual dictionary of major cultural artifacts, this is a fantastic resource but
ultimately a very light read. Like many other Dorling Kindersley books, this is an
immaculately constructed visual exploration of designed objects over the years.
systematizing change
Hollins, Bill, and Stuart Pugh. Successful Product Design. London: Butterworths,
1990.
This engineering- and manufacturing-driven design book nonetheless oKers insights in
one approach toward a more rigorous, systemic approach to designing new products.
Pugh is one of the pioneers in formalizing parts of the design process, including the
product design specication.
Mitchell, C. Thomas. Redening Design: From Form to Experience. New York: Van
Nostrand Reinhold, 1993.
The core insight is captured clearly in the title: user needs are central to emergent types
of design when creating a compelling experience, as opposed to the next whizzy
gadget. Mitchell outlines an interesting collection of experience designers, from Brian
Eno to Christo, exploding the notion of design wide open.
Norman, Donald A., and Stephen W. Draper, eds. User-centered Systems Design.
Hillsdale, NJ: Lawrence Erlbaum Associates, 1986.
Somewhat before its time, this book outlines approaches and generalizable design
principles derived from hardware and software computer systems design, albeit in a
jargony way, which seems somewhat ironic given its title.
Simon, Herbert A. The Sciences of the Articial, 2nd ed. Cambridge, MA: MIT
Press, 1981.
A work that seems to be more relevant today than ever, this important book makes a
good complement to Christopher Alexanders work. Introducing the idea that the
complexity of individual actions is representative of the deep underlying complexity of
larger organizations, Simon oKers thoughts to why people subsequently take the rst,
easiest choice, rather than the rationalized, best choice.
Anderson, Philip, Kenneth J. Arrow, and David Pines, eds. The Economy as an
Evolving Complex System. New York: Addison-Wesley, 1988.
A collection of early case studies on the application of complexity theory to economics,
this book highlights some of the deep aws in traditional deterministic and empirical
economic modeling that point to the need for new ways to model emergent economic
behavior and new types of business models.
Epstein, Richard. Simple Rules for a Complex World. Cambridge, MA: Harvard
University Press, 1995.
Making a strong case for deregulation and open systems, Epstein illustrates the
underlying belief that it is far more eKective to create a few basic rules to guide
intelligent people than to try to micromanage their preferred behavior. Alluding to a
general distrust of large institutions, Epstein bravely puts his theory to test in six
general rules that he persuasively claims could make much of the government and the
legal profession irrelevant. Who could argue?
Whitney, Patrick, and Cheryl Kent, eds. Design in the Information Environment:
How Computing Is Changing the Problems, Processes and Theories of Design. New
York: Knopf, 1985.
An early book on the impact of computers on design, the insights presented here
remain prescient today. A number of the contributors are collaborators of the Institute
of Design, including Jay Doblin, the founder of the eld of design planning.
Katzenbach, Jon R., and Douglas K. Smith. The Wisdom of Teams: Creating the
High Performance Organization. Boston: Harvard Business School Press, 1991.
An easy and practical read from two McKinsey consultants that outlines the power of
intelligently created and applied teams based on extensive research of best practices at
a number of successful companies. With the almost universal need for multi-disciplinary
teams in most developmental situations, the insights in this book are generally relevant
and helpful.
Pascale, Richard T. Managing on the Edge. New York: Simon & Schuster, 1990.
This book oKers useful insights about how strategies, and particularly organizations,
need to change in a period of time compression, when everything must be done not
only faster but better as well. The author, a noted expert from the human potential
movement and one of the developers of the theory behind McKinseys famous Seven
Ss, consistently oKers practical insights that thoughtful people will nd essential for
lessening trauma in times of intense change.
This bibliography covers a range of topics, from research on teaching and learning
through design experience in K12 classrooms to the application of learning theory to
design problem solving in a broad range of contexts. In references that support pedagogical
research in the application of design thinking and concepts to K12 classrooms, the goal
is to enhance learning and teaching in all subjects, not to provide pre-professional or
vocational training in design. Emphasis is placed on the consistency between what is
called for in national education reform initiatives and the learning outcomes of a design
education. In the selection of references on learning theory and cognition, there is an
assumption that preferences for ways to learn are congruent with preferences for
ways to access information. Therefore, the concepts explored in these books have
direct implications for the design of information in any context or for any audience.
educating reform
431
Center for Civic Education. National Standards for Civics and Government.
Calabasas, CA: Center for Civic Education, 1993.
These standards call for increased involvement of students in the social and political
processes of their communities. A good argument for the adoption of curricula that
include design experiences in which children analyze real problems and propose
solutions. The standards hold particular signicance for architects and environmental
designers with an interest in pedagogical structures of K12 classrooms.
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teaching and learning through design
Archer, Bruce, Ken Baynes, and Phil Roberts. The Nature of Research into Design
and Technology Education. Loughborough, England: Loughborough University, 1992.
These pioneers in the eKort to establish design and technology as components of the
national curriculum in the U.K. analyze how children think as designers and the
implications for curriculum and pedagogy. After a decade of curriculum implementation
and assessment, the U.K. provides the most comprehensive study of this subject, and
these three authors are among the most active researchers.
Bottrill, Pauline. Designing and Learning in the Elementary School. Reston, VA:
International Technology Education Association, 1995.
The often confusing denitions of technology education become more clear in this
book. Neither about learning computer software nor the old industrial arts model we
associate with building exercises that acquaint students with power tools, this book
describes an education in which invention and problem-solving are paramount.
Aesthetics or style receive little attention in this discussion; however, the t between
form and function is made clear.
Burnette, Charles, and Jan Norman. DK12: Design for Thinking. Tucson: Crizmac,
1997.
Burnette, an industrial design professor, and Norman, his University of the Arts colleague
in Art and Museum Education, have developed a description of how the design process
works that can be used in K12 classrooms. Their methods have been tested in schools and
in college-level classes for art teachers and designers who hope to work in K12 curricula.
Davis, Meredith, Peter Hawley, Bernard McMullan, and Gertrude Spilka. Design
as a Catalyst for Learning. Alexandria, VA: Association for Supervision and
Curriculum Development, 1997.
A report of a two-year study by the National Endowment for the Arts on the use of
design in K12 classrooms, this book explains the thirty-year history of designed-based
education, the relationship between design-based teaching and learning strategies and
the goals of education reform, and case studies from 170 elementary and secondary
teachers in all subject areas.
Dunn, Susan, and Rob Larson. Design Technology: Childrens Engineering. Bristol,
PA: Falmer Press, 1990.
The authors present a compelling case for having children design technology, even in
the primary grades. Their ideas are given weight by their highly successful work in using
technology as the curricular core in the Oregon elementary schools where Dunn is and
has been a principal.
Farrell, Alir, and Jim Patterson. Understanding Assessment in Design and Technology.
London: Hodder and Stoughton, 1993.
Written by the Technology Education Research Unit (TERU) at the University of London,
this book provides a basic structure for developing assessments of design and
technology. The framework is probably most eKective for work with young children.
Graves, Ginny. Walk Around the Block. Prairie Village, KS: Center for
Understanding the Built Environment, 1997.
Known for her work in K12 education, Graves provides project examples that
encourage student exploration of the built environment.
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Nelson, Doreen. Manual for City Building Education Project. Los Angeles: Center
for City Building Education Programs, 1982.
Nelson, a college professor in elementary education, is among the early proponents of
using environmental design activities to teach creativity and design thinking to young
children. Her City Building Education Project is well known here and abroad, and she was
a consultant on the development of SimCity, popular software in which users make
choices about the design of cities.
Raizen, Senta, Peter Sellwood, Ron Todd, and Margaret Vickers. Technology
Education in the Classroom: Understanding the Designed World. San Francisco:
Jossey-Bass, 1995.
A report by the National Center for Improving Science Education, this book conrms
the need for technology education through analysis of current educational practice in
the U.S. Citing obstacles to broader application in American schools, the authors
articulate a vision for curriculum and teaching strategies that involve technology. An
appendix provides summary descriptions of technology education in various countries.
Royal College of Art. Design in General Education: Part One; Summary of Findings
and Recommendations. London: Royal College of Art, 1976.
This landmark study favored the inclusion of design in the national curriculum in Great
Britain and resulted in later legislation that established design and technology
instruction in all schools. It successfully argues that design experiences provide
learning opportunities critical to the achievement of necessary skills.
Slafer, Anna, and Kevin Cahill. Why Design?. Chicago: Chicago Review Press, 1995.
Based on projects from Design Wise, the National Building Museums summer design
curriculum for high school students, this book includes project descriptions that cross
design disciplines and can be adapted to classrooms.
Thistlewood, David, ed. Issues in Design Education. New York: Longman, 1990.
This collection of essays from mostly British researchers and design educators explores
what we mean by design, dening the place of design in curriculum, and the role of
making in education.
Welch, Polly, ed. Strategies for Teaching Universal Design. Boston: Adaptive
Environments Center, 1995.
Written to inform the development of college-level design curricula, this book proves
an excellent resource for introducing students of all ages to problem-solving that
addresses a full range of user needs. Despite far-reaching civil rights laws, schools seem
unaware of the relationship between design and inclusiveness. Conceived as
curriculum interventions, the strategies in this book seem as appropriate for
discussion and implementation in K12 classrooms as in college design studios.
Boughton, Doug, Elliot Eisner, and Johan Ligtvoet. Evaluating and Assessing the
Visual Arts in Education: International Perspectives. New York: Teachers College
Press, 1996.
A compilation of viewpoints about assessment strategies, this book provides useful
information in an area most designers and artists avoid in the belief that creativity
cannot be evaluated authentically.
Brooks, Martin, and Jacqueline Brooks. In Search of Understanding: The Case for
Constructivist Classrooms. Alexandria, VA: Association for Supervision and
Curriculum Development, 1993.
This book describes the current thinking about interactive, integrated curriculum
experiences through which children construct knowledge and meaning. This is in
opposition to the commonly used strategies of telling students what information means
through lectures and textbooks. For designers, this theory holds some relevance for
developing communication strategies through which individuals must acquire new
knowledge and form opinions.
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De Bono, Edward. De Bonos Thinking Course. New York: Facts on File
Publications, 1985.
The author describes this book as concerned with thinking that makes for wisdom
rather than the sort that makes for cleverness. It is a collection of techniques that
develop lateral thinking abilities and that account for feelings and values.
. New Think: The Use of Lateral Thinking in the Generation of New Ideas. New
York, Basic Books, 1967.
De Bono discusses the diKerence between vertical thinking (high probability, straight-
ahead) and lateral thinking (low probability, sideways) and the value of searching for
more than one solution to problems. De Bonos thinking strategies have value in
education as well as in design practice, and this is one of his many books that address
these issues.
Kimbell, Richard, Kay Stables, Tony Wheeler, Andrew Wosniak, and Vic Kelly.
The Assessment of Performance in Design and Technology. London: School
Examinations and Assessment Council, 1993.
A summary of the assessment of the rst ten years of the design and technology
curriculum in British schools, this report provides credible evidence that design learning
can be assessed in ways that are convincing to school administrators and the public. The
book includes ample test exercises as well as a complete explanation of rubrics and
testing strategies.
Perkins, David. Smart Schools: Better Thinking and Learning for Every Child. New
York: Free Press, 1992.
In this book Perkins describes smart schools as informed, energetic, and thinking-
centered. He dissects what is really meant by understanding and tackles the issues of
metacurriculum and distributed intelligence (which runs counter to the emphasis on
Ackerman, Phillip L., Robert J. Sternberg, and Robert Glaser. Learning and
Individual DiKerences: Advances in Theory and Research. New York: W. H.
Freeman and Co., 1989.
A compilation of essays by various researchers, this text looks at how individuals diKer
in their abilities and preferences for learning and how such diKerences are measured.
Several taxonomies of learning skills are oKered and can serve as checklists for
designers who care about being inclusive in their structuring and representation of
information. Of special interest to designers are discussions of testing associational
uency, visual matching, space relations, visual scanning, design memory (visualizing
steps in drawing a gure) visual constancy (visualizing alternate positions of the same
object), and Gestalt closure. Several of the essays require some skill at reading
statistical outcomes from psychological tests.
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Baron, Joan BoykoK, and Robert J. Sternberg, eds. Teaching Thinking Skills. New
York: W. H. Freeman and Co., 1987.
This collection of essays by various authors is helpful in understanding the development
of critical-thinking skills in students (including college students trying design). Several
essays propose taxonomies of thinking that guide strategies for structuring information
in learning contexts. For designers who are as engaged in the authoring and ordering of
content in complex learning situations as they are in its form, these are useful
frameworks for analyzing possible learning outcomes.
Bruner, Jerome. Acts of Meaning. Cambridge, MA: Harvard University Press, 1990.
Having launched a cognitive revolution in the mid-1950s, Bruner continues his interest
in what he calls folk psychology, an alternative to the computational models of
thinking so prevalent in the eld. This book makes a strong case for our cognitive
predisposition to narrative, to understanding and explaining the world through
storytelling. Bruner describes negotiating and renegotiating meanings by the mediation
of narrative interpretation and the tool kit of interpretive techniques passed on
through culture. He traces the entry into meaning of young children and rmly
establishes the importance of narrative to cognitive development.
. On Knowing: Essays for the Left Hand. Cambridge, MA: Belknap Press, 1962.
Referring to the powers of intuition and emotion in the title, Bruner describes how we
construct reality and how the act of knowing results in language, literature, and art. In
later chapters, Bruner connects these ideas to teaching.
. Flow: The Psychology of Optimal Experience. New York: Harper and Row,
1990.
The author explains the characteristics of ow, a mental state in which concentration
is so directed that there are no distractions from the task, and the experience is so
gratifying that we do it for its own sake. In analyzing how such optimal experience is
achieved, Csikszentmihalyi oKers valuable models for designing educational and work
experiences.
Eisner, Elliot, ed., and the National Society for the Study of Education. Learning
and Teaching the Ways of Knowing. Chicago: University of Chicago Press, 1985.
A collection of essays by important scholars such as Eisner, Rudolf Arnheim, Jerome Bruner,
Robert Sternberg, and Michael Cole, this book examines models of knowing and the
implications of educational practice. While the focus of the book is on reforming curriculum
and instruction, the essays provide insight into how people learn in contexts other than
school and relevant diKerences that could shape the presentation of information.
Gardner, Howard. Frames of Mind: The Theory of Multiple Intelligences. New York:
Basic Books, 1983.
In this book Gardner introduces his theory of multiple intelligences, describing linguistic,
musical, logical-mathematical, spatial, bodily-kinesthetic, and personal, and the spectrum
of intelligences found in any individual. Gardner uses this analytical framework to explain
why certain contemporary educational eKorts have achieved success while others have
not. For designers, Gardners isolation of these distinct domains raises questions about
exclusively linguistic or visual strategies for presenting information.
Joyce, Michael. Of Two Minds: Hypertext Pedagogy and Poetics. Ann Arbor:
University of Michigan Press, 1995.
A professor of English at Vassar and hypertext novelist, Joyce discusses new issues in
writing and the teaching of writing raised by electronic technology. The author
describes a shift in human consciousness in which readers choose both the order and
form of what they read. For designers, this book raises questions about the structure of
information and traditional formats, such as books and lm.
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LakoK, George. Women, Fire and Dangerous Things: What Categories Reveal about
the Mind. Chicago: University of Chicago Press, 1995.
In a discussion of our conceptual system and how it is organized, the author suggests
that we make sense of our experience by a process called categorization, in which we
group concepts according to shared properties. Among others, LakoK cites the work of
Eleanor Rosch and the notion of prototypes (best examples of a category). This work
provides insight for the selection of objects, places, events, and words to represent
ideas and emotions in visual communication.
LakoK, George, and Mark Johnson. Metaphors We Live By. Chicago: University of
Chicago Press, 1980.
The authors believe metaphors are the key to explaining how we understand the world
and are more than poetic form and instruments of language. They suggest that our
conceptual system is largely metaphorical and that metaphors actually structure our
behavior and actions as well as our thought. Early chapters provide clear denitions of
types of metaphors, while later chapters discuss how they work in culture and in
shaping experience. This reading can guide the selection of metaphorical forms used to
express meaning in visual communication.
McCarthy, Bernice. The 4MAT System: Teaching to Learning Styles with Left/Right
Mode Techniques. South Barrington, IL: EXCEL Publishing, 1987.
Written like a primer, this work is deceptively simple but builds on important learning
theory research by David Kolb. The text is part of an overall testing system for
determining how individuals prefer to perceive and process information.
Kolbs/McCarthys discussions of problem-solving vs. problem-seeking and their
Ortony, Andrew, ed. Metaphor and Thought, 2nd ed. New York: Cambridge
University Press, 1995.
Ortony, faculty fellow in the Institute for Learning Sciences at Northwestern University,
has put together a collection of essays on the relationship between metaphor and
meaning, representation, understanding, science, and education. As designers and
educators frequently communicate through visual and linguistic analogies, this book
oKers valuable insights into how metaphors shape human thought and can guide our
selection and understanding of representational form.
. The Minds Best Work. Cambridge, MA: Harvard University Press, 1983.
A combination of theory, examples, and thought problems, this book examines the
nature of invention and creative and critical thought. Perkins uses the creative lives of
accomplished people from the arts and sciences to illustrate his points and then goes
on to recommend teaching strategies that support creative thinking.
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Ryan, R. M., J. P. Connell, and E. L. Deci. Research on Motivation in Education:
The Classroom Milieu, vol. 2. Ed. Carole Ames and Russell Ames. New York:
Academic Press, 1995.
In this discussion of self-determination and self-regulation in education, the authors
ndings support the notion that motivation in a learning situation will be higher when
the individual maintains some control about what is learned and how it is learned. For
designers, this raises questions about linear, author/designer-controlled presentations
of information.
Snow, Richard E., and Marshall J. Farr, eds. Aptitude, Learning, and Instruction
Volume 3: Cognitive and AKective Process Analyses. Hillsdale, NJ: Lawrence
Erlbaum Associates, 1987.
Subjects range from intelligence and cognitive style to thinking about feelings and
motivation. Of special interest is a discussion of the heuristics for designing intrinsically
motivating learning environments.
Sternberg, Robert J., ed. Handbook of Human Intelligence. New York: Cambridge
University Press, 1982.
This tome of essays covers the theories on the nature of intelligence, learning, memory,
reasoning and problem-solving, and culture and intelligence. It is a good place to start if
you are trying to determine the range of issues on the subject of intelligence.
Sternberg, Robert J., and Richard K. Wagener, eds. Mind in Context. New York:
Cambridge University Press, 1994.
The preface to this collection of essays states that the editors tried to bridge the gap
between constructivists, who believe all cognition depends on interaction with the
outside world, and the traditional point of view that all cognition resides in the mind.
Sternbergs own essay oKers a model of person-context interaction and situated
learning (and work) that is especially relevant to designers. Other essays address the
concept of distributed intelligence.
architec ture
Jones, John Chris. Design Methods. 2nd ed. New York: John Wiley & Sons, 1992.
Nesbitt, Kate, ed. Theorizing a New Agenda for Architecture: An Anthology of Architectural
Theory 19651995. New York: Princeton Architectural Press, 1996.
Sommer, Robert. Social Design: Creating Buildings with People in Mind. Englewood CliKs:
Prentice-Hall, 1983.
communication
Barnum, Carol M., and Saul Carliner, eds. Techniques for Technical Communicators. New
York: Macmillan Publishing Company, 1993.
Bugeja, Michael. Interpersonal Divide: The Search for Community in a Technological Age.
New York: Oxford University Press, 2005.
Coe, Marlana. Human Factors for Technical Communicators. New York: John Wiley &
Sons, 1996.
Floreak, Michael J. 1989. Designing for the Real World: Using Research to Turn a Target
Audience into Real People. Technical Communication 36: 37381.
Frey, Lawrence R., et al. Investigating Communication: An Introduction to Research
Methods. New York: Prentice Hall, 1991.
Kostelnick, Charles, and David D. Roberts. Designing Visual Language: Strategies for
Professional Communicators. Boston: Allyn & Bacon, 1998.
Kress, Gunther, and Theo van Leeuwen. Multimodal Discourse: The Modes and Media of
Contemporary Communication. London: Arnold Publishers, 2001.
445
Odell, Lee, and Susan Katz. Writing in a Visual Age. Boston: Bedford/St. Martins, 2005.
Pearce, W. Barnett. Communication, Action and Meaning: The Creation of Social Realities.
New York: Praeger, 1980.
Rogers, Everett M. A History of Communication Study: A Biographical Approach. New
York: The Free Press, 1994.
Rottenberg, Annette T. Elements of Argument: A Text and Reader. 5th ed. Boston: Bedford
Books, 1997.
Schriver, Karen A. Dynamics in Document Design. New York: John Wiley & Sons, 1997.
Stilman, Anne. Grammatically Correct: The Writers Essential Guide to Punctuation,
Spelling, Style, Usage, and Grammar. Cincinnati: Writers Digest Books, 1997.
Strunk, Jr., William, E. B. White, and Roger Angell. The Elements of Style. New York:
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B E N N E T T: S E L E C T E D I N T E R D I S C I P L I N A RY B I B L I O G R A P H Y A N D R E S O U R C E S 451
about the contributors
Andrew Blauvelt is an award-winning designer who has written numerous articles for
the likes of Emigr, Eye, Design Issues, and the AIGAs Journal of Graphic Design. He has
been design director at the Walker Art Center in Minneapolis since 1998.
Richard Buchanan is professor of design and former head of the School of Design at
Carnegie Mellon University. He is editor of Design Issues, a journal of design history,
theory, and criticism. He is also president of the Design Research Society.
Matt Cooke is the former head of education and communication for the World Cancer
Research Fund (WCRF) in London. Currently he is the founder of the award-winning
design studio Matt Cooke Design, and is also a partner and associate creative director
at Iron Creative in San Francisco.
453
Meredith Davis holds masters degrees in education and design from Penn State
University and Cranbrook Academy of Art, respectively. She is a professor of graphic
design at North Carolina State University, where she teaches graduate courses in design
and cognition.
Roshi Givechi has been an interaction designer at IDEO since 1998. She has led and/or
worked on projects for clients such as AT&T Wireless, Gap, Medtronic, Merloni, NASA,
and Philips, among many others. She actively teaches IDEO methodology to clients
through IDEO U Innovation Workshops, and speaks at design conferences.
Ian Groulx, a senior graphic designer at IDEO, has over seven years of graphic design,
art direction, and branding experience. During his career, Ian has worked for several
branding agencies and design rms in San Francisco, including Landor, Addwater, and
Fine Design, with clients such as NEC, Fender, Oracle, Steelcase, and Sun Microsystems.
Steven Heller is the art director of the New York Times Book Review and co-chair of the
MFA Design program at the School of Visual Arts in New York. He is the author, editor,
or co-author of over ninety books on design, popular culture, and political art, and
frequently writes on these themes for Print, I.D., Baseline, Metropolis, and Eye. Among
his most recent books are Design Literacy (Allworth), Euro Deco: Graphic Design Between
the Wars (Chronicle), The Education of a Comics Artist, and The Education of a Graphic
Designer (Allworth).
John Jennings is an Illinois-based designer, illustrator, writer, and art educator. His
work spans a diverse array of media in the visual arts including illustration, graphic
design, fashion design, web-based media, and ne art. Jenningss clients include:
Jackson State University, Universoul Circus, Close-Up Magazine, Pepsi inc., RAGE inc.,
Burger King, Brock Innovative Group, Primeridan, Robinson Communications, and Black
Thought Publishing. He is currently an assistant professor of graphic design at the
University of Illinois at Urbana-Champaign.
Cherie Lebbon is a research fellow in the Helen Hamlyn Research Centre at the Royal
College of Art in London. In addition she works as a research consultant with the Design
Council and several design companies. She has been a visiting professor at the Glasgow
School of Art, University of Westminster, and StaKordshire University. She is also a co-
editor of Inclusive Design (Springer Verlag).
Ann McDonald has taught in graphic design and multimedia studies programs at
Northeastern University in Boston since 1998. Her interest in interactivity in physical
environment has been fueled through a collaboration with a Boston-area exhibit design
rm. McDonald continues to explore the screen-based potential of educational
interactive design for clients in collaboration with music and programming colleagues
at Northeastern University.
J. Abbott Miller is a designer, editor, art director, and writer. He is a partner in the
New York ogce of Pentagram, where his clients include the Guggenheim Museum, the
Whitney Museum of American Art, and Harley-Davidson International. He is editor and
art director of Twice magazine, and has designed numerous books and exhibitions. He is
co-chair of the graphic design department at the Maryland Institute, College of Art in
Baltimore with Ellen Lupton.
Mark Roxburgh is the director of the visual communication program at the University
of Technology, Sydney. He has published numerous articles concerning issues of visual
practice and representation. In addition, he has worked as an image-maker and
photographer for some of Australias leading publications and design rms including
Rolling Stone, Juice, Social Change Media, HQ, and The Good Weekend.
Peter Storkerson has a Ph.D. in design from Illinois Institute of Technology, where he
developed empirical methods for studying communication processes. He is also co-
chair of the Expert Forum for Knowledge Presentation of the International Institute of
Information Design. He has published articles on communication, visual organization,
memory, and theory in Visible Language and the International Journal of Design Sciences &
Technology. He teaches communication design at Southern Illinois University.
Liz C. Throop joined the School of Art and Design at Georgia State University in 1998.
She has written numerous articles for design journals and conferences, and has
practiced print, signage, and package design for such clients as Coca-Cola, Heery
International, Herman Miller, Macys, and the Aperture Foundation.
Ann C. Tyler is a professor of visual communication at the School of the Art Institute
of Chicago. She has exhibited at the American Center for Design, the Whitney Museum
of Art, the School of Museum Fine Arts in Boston, and the Chicago Historical Society,
among others. Her articles have been published in Communication Arts, Print, Design
Issues, Ideas in Design, and the AIGAs Journal of Graphic Design.
Marc Woollard, an art director at IDEO, has nine years of branding experience. Prior
to joining IDEO, Marc held senior design and art direction positions in several large ad
agencies creating brand campaigns for clients including the Guggenheim and
Hermitage Museums, Buick, GMC Truck, Lincoln, TiKany & Co., LOral, See Beyond, and
Audible.com.
Abreu, Pedro Juan 296 Arts and Crafts movement 11 Blomquist, sa 314
activity theory 7380 Arvola, Mattias 314 Bdker, Susanne 32829
as model for design Asmal, Dr. Kadir 30005 Bonsiepe, Gui 132
research 17 audience Boserup, Esther 182
as a design approach 7478 as active participant 30, 35, Bosniak, Michael 39
as a heuristic device 7880 3738, 48, 196 (see also Bourdieu, Pierre 209, 214, 286
advertising 20, 3031, 33, 51, participatory design) Brand Integration Group (BIG)
202, 20626, 27388 as co-designer 17996 (see Ogilvy and Mather)
assessing quality of 21821 as decoder 37, 18283 Bruinsma, Max 35456
critical study of 20626, as interpreter of Buchanan, Richard 17, 20, 300
27388 communication 45, Burton Snowboards 204
cultural impact of 207, 15859, 163, 177 Butler, Frances 86
20912 consideration of 1719, 35,
research in 21618 3649, 5154, 5657, 59, Callinicos, Alex 214
social responsibility of 225 6869, 76, 7980, 130, Cape Town, South Africa 20
sociocultural elements in 13439, 143, 20005, 232, Caremark 4142
27388 312, 321, 355 Carroll, John M. 328
use of cultural symbols in creating empathy with the Casaus, Victor 292
27888 51, 5455, 61 Center for Learning in
use of stereotypes in 27888 educating the 36, 4244, Retirement (CLIR) 91, 92
advertising creatives 20708, 4748 Center for Multimedia Arts
21126, 27779 persuading the 36, 3842, (CMA), University of
and clients 21920 4748 Memphis 6667, 71
as cultural intermediaries target audience denition ChermayeK, Ivan 40
21226 134 Chomsky, Noam 207
as their own audience 208, vs. user 118 Clandinin, Jean 232
215, 21726 authorship 1112, 16, 68 Close, Chuck 15
aesthetics (see also graphic in advertising 20712 CoDesign 180
design, aesthetics in) avant-garde 2728 cognition 158, 16061, 164,
culturally appropriate 20, 17273, 177
17984, 186, 190, 293 Barnes, JeK 44 sensory 16061, 162
agnity diagrams 234, 238 Barthes, Roland 37, 21011, symbolic 16061, 162
African Americans 241 22425 collaboration (see also design,
stereotyping of 4446, 242, Battram, Arthur 261 collaborative)
252 Baudrillard, Jean 276 cross-cultural 182, 184,
agriculture 18182 Bauhaus 11, 18, 85, 201, 203, 267 29297
AIDS (see HIV/AIDS) Bayer, Herbert 85, 202 interdisciplinary 35467
Albers, Josef 27 Bell, Daniel 21213 Collins, Brian 5960, 62
Ali, Muhammad 6768 Benetton 4748, 225 color theory 99
Althuser, Louis 211 Bennett, Audrey 14, 19, 20, 179, communication (see also visual
American Center for Design 16 18385, 291 communication)
American Institute of Graphic Benson, Richard 212 cognitive process theory of
Designers (AIGA) 1516, Benyon, David 329 16063, 17273, 177
35455, 357 Berlo, David 18283 cross-cultural 19, 18182, 186
Design Archive 16 Bernbach, Bill 65 cross-mode 15963
design education listserve Berte, Jim 41 design (see communication
35758 Beyer, Hugh 234, 239 design)
Experience Design Bierut, Michael 16 egciency 2930
Community 355 BlackBoard 23538 David Berlos model of
anthropology 149, 269 Blackburn, Bruce 40 18283
visual 19 Bletter, Rosemarie 87 research (see communication
research)
459
communication (continued) and human rights 20, 30005 distinction between
stages of 163 as problem-solving activity undergraduate and
strategy 140, 143 118 graduate programs 3335
theory 30 as subculture 24344, 25455 research in university
Communication Arts 16 audience-centered 238 (see programs 7071
communication design 2932, also user-centered design) Design Methods movement 150
5155, 62, 15860, 163, collaborative 18, 181, 183 (see Deszo, Andrea 293, 296
177, 179, 185, 20005 also user-centered design) Dewey, John 232
corporate 20002 communication (see Diamond, Jared 34243
communication research 15877 communication design) Digital Vision 56
analogy 16162, 165, 168, 172 computer-aided 20002 directed storytelling 20, 23139
empirical studies 16377 consideration of audience in Dittmar, Helga 286
interpretation 15860, (see audience) divergent search 134, 13639
16265, 16769, 17173, contextual 18, 73 (see also Doordan, Dennis 303
17677 user-centered design) Doyle Dane Bernbach (DDB)
complexity theory 261 corporate 120, 123 (see also 6465
Congaree Swamp 4243 subcultures, corporate Dlgeroglu
Yavuz, Seval 20, 273
Connelly, Michael 232 co-opting of) Dwiggins, W. A. 10, 15
consumption life of a product education (see design
27677, 287 education) ecology of the articial 152
contextual inquiry 20, 232, 234, evaluation of eKectiveness education (see design education)
239, 312 14042, 145 Eglash, Ron 179
Cooke, Matt 130 experience 70, 355 Ehses, Hanno 37, 343
Cooper, Alan 31112, 31415, for older adults (see Eisenman, Peter 87
320, 322, 32526 interaction design) elderly (see older adults)
Cooper, Bernard 338 grammatical model of 3738, Emigre 1011, 203, 225
Cooper Design 312 343 Engestrom, Yrgo 75
Corcoran, John 5659 graphic (see graphic design) Enlightenment Era 17
critique 246 human-centered 2021, Esquire 65, 6768
Cuba 20, 29297 30005, 30610 ethnography 14950, 153, 154,
cultural identity 20, 25859, information 89, 12122, 126 23133, 268, 312, 32930
26162, 26465, 267, interaction (see interaction (see also research,
26972 (see also design) ethnographic)
aesthetics, culturally interactive 17, 311, 354367 phenomenological 149
appropriate) interface 73, 89, 12021, 234 European Network for
cultural beliefs 47 paradigm 75 Intelligent Information
cultural studies 20809, participatory 1819, 17996 Interfaces 55
22123, 254 problem denition 256, 259, Evenson, Shelley 20, 231
circuit of culture 20809 26566, 268272 experience design 70, 355
short circuit of culture process 7879, 11821, expressive vs. pragmatic
22124 13045, 18386 approaches to design
culture 25962 socially responsible 145, 6471
25355, 35859 external vs. internal goods
DAmmasso Tarbox, Judy 17, 73 user-centered (see user- 34142, 344
Davis, Meredith 355, 35758 centered design)
de Jong, Meno 78, 80 waynding 12021, 12425 Farah, Martha 161
deconstruction 11 design domain vs. content Featherstone, Mike 21314
denotation 37 domain 153 Fella, Edward 253
design design education 1013, 15, 29, Fernndez, Oscar 293
analytic vs. synthetic 3135, 26970, 33337, First Things First manifesto
framework for 148, 35455, 35761 of 1964 16, 225
15052, 15455 co-teaching 36061 of 2000 1617, 225
and cultural identity (see Fischer, Michael 14950
cultural identity)
INDEX 461
Levrant de Bretteville, Sheila 16 OBryan, Toni 20, 291 protocol analysis 172
Lewisham Council 5659 obesity, link to cancer risk prototypes 9293, 95, 101, 108
Likert scale 70 13132, 134, 137, 139, Pruitt, John 21, 311
Lincoln, Abraham 117 14142 psychology 31, 33, 7475, 8487
Lipton, Ronnie 181 Ogce of National Drug Control activity theory 7380
Lissitzky, El 2728, 348 Policy (ONDCP) 5962 behaviorism 75
logos 4344 Ogilvy and Mather 52, 5556, 59 cognitive theory 74 (see also
Lois, George 6470 Brand Integration Group cognition)
Lubensky, Dean 88 (BIG) 52, 5556, 5962 Gestalt 29, 74, 75
Lupton, Ellen 19, 84 Ohio State University, The 122, subjectivism 75
125, 127
MacDonald, Ross 16 older adults Qatar 20, 25659, 264, 26668,
Macauley, Catriona 329 aesthetic preferences of 27072
MacIntyre, Alisdair 34142 9293, 9699, 10103,
Mandela, Nelson 303 11012 race 93, 10405
Mandlebrot, Benoit 87 age-related loss of visual Rand, Paul 15, 2930
Marchand, Roland 221 and physical functions Rarieya, Maria 179, 180, 186,
Marcus, George 14950 92, 97, 99 10911 19293
Margolin, Victor 348 and drug interactions 8990, Rensselear Polytechnic
Martin, Peter 20, 256 9697 Institute 180
Marxism 201 design for 89112 representation-as-reference
McCoy, Katherine 20, 46, 200 Olivetti 29 (to the real) 15253
McDonald, Ann 21, 354 research 1213, 14, 21, 64, 6871,
McGuigan, Jim 21314 PanAm 3940 73, 117, 147, 307 (see also
McKeon, Richard 301 Papanek, Victor 143 research data and
Meggs, Philip 18283 participatory design 1819, research methods)
memory 173, 17677 17996 cognitive-based 77 (see also
perceptual 17677 Partnership for a Drug Free activity theory)
Methods Lab 55 America 59 collaborative 18 (see also
Molt, Eduardo 294 Patriot Act 21, 356, 359, 362 design, collaborative)
Motorola 59 Peckham, South London 56 communication (see
Microsoft 20 Pei, I. M. 257 communication research)
Windows 313, 31517, 319, Pelikan ink 27 empirical 14, 70, 73, 111, 160,
32123 Personas 21, 31130 16377, 179, 183, 18586
MSN Explorer 31316, 321 and contextual design ethnographic 66, 23133 (see
Miller, J. Abbott 19, 84 32930 also ethnography)
Mir, Joan 27 and ethnography 32930 human-centered 30610
modernism 15, 16, 19, 201, 203, and scenario-based design in advertising 21618
213, 33233 32829 interdisciplinary 1415, 21, 52
Moore, GeoKery 314 and task analysis 32829 limitations of 6465
MTV 65 and theory of mind 32627 photo-based 14854
Mller-Brockmann, Josef 2930 benets and risks of 32326 qualitative 66, 70, 89, 9192,
Muoz, Fabin 295 photography 14852, 15455 118
mythology 6061 photo-observation 14854 user-centered 19, 20, 52, 55,
Pintori, Giovanni 29 311, 314, 316, 322, 325 (see
Naremore, James 209 Poggenpohl, Sharon 64, 68, 71 also research methods,
narrative inquiry 20, 23233 Population Service International user-centered)
Neafsey, Patricia 19, 89 (PSI) 18889 vs. aesthetics in graphic
Neumeier, Marty 14 postmodernism 1617, 14950, design 1213
New York Aquarium 3839 267 vs. intuition 1417, 19, 21, 73,
New York Type Directors Club 16 Presence research program 55 117, 231, 30809 (see also
Nini, Paul 19, 64, 117 Print 16 expressive vs. pragmatic
Northeastern University 355, production life of a product design)
357, 366 (see consumption life) vs. practice 1516
INDEX 463
image credits
chapter 7 chapter 14 c h a p t e r 23
All images courtesy the authors Fig. 1 Richard Johnson, What Figs. 1, 8, 9 Courtesy Dimitry
Is Cultural Studies Anyway?, Tetin
chapter 8 Social Text 16 (1986/87). 1987, Fig. 2 Courtesy Anna Bandeko
Figs. 17 Courtesy the author reprinted with permission Fig. 3 Courtesy Russell Eadie
Fig. 8 Courtesy Peter of Duke University Press. Fig. 4 Courtesy So Youn Kim
Gerstmann All rights reserved. Fig. 5 Courtesy Jonas Bostrom
Fig. 9 Courtesy Michelle Byle Fig. 2 Courtesy the author Figs. 6, 11 Courtesy Elle Luna
Fig. 10 Courtesy Christopher Kay Fig. 7 Courtesy Emily Boyd
Fig. 11 Courtesy Andrew Ault, chapter 15 Fig. 10 Courtesy Russell Eadie
Andre Crooks, Silvia Hidalgo, All images courtesy Purin and Elle Luna
and J. Brandon King Phanichphant
Fig. 12 Courtesy Kate Gresham