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Full Chapter Advances in Design Music and Arts 7Th Meeting of Research in Music Arts and Design Eimad 2020 May 14 15 2020 Daniel Raposo PDF
Full Chapter Advances in Design Music and Arts 7Th Meeting of Research in Music Arts and Design Eimad 2020 May 14 15 2020 Daniel Raposo PDF
Full Chapter Advances in Design Music and Arts 7Th Meeting of Research in Music Arts and Design Eimad 2020 May 14 15 2020 Daniel Raposo PDF
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Springer Series in Design and Innovation 9
Advances in
Design, Music
and Arts
7th Meeting of Research in Music,
Arts and Design, EIMAD 2020,
May 14–15, 2020
Springer Series in Design and Innovation
Volume 9
Editor-in-Chief
Francesca Tosi, University of Florence, Florence, Italy
Series Editors
Claudio Germak, Politecnico di Torino, Turin, Italy
Francesco Zurlo, Politecnico di Milano, Milan, Italy
Zhi Jinyi, Southwest Jiaotong University, Chengdu, China
Marilaine Pozzatti Amadori, Universidade Federal de Santa Maria,
Santa Maria, Rio Grande do Sul, Brazil
Maurizio Caon, University of Applied Sciences and Arts, Fribourg, Switzerland
Springer Series in Design and Innovation (SSDI) publishes books on innovation
and the latest developments in the fields of Product Design, Interior Design and
Communication Design, with particular emphasis on technological and formal
innovation, and on the application of digital technologies and new materials. The
series explores all aspects of design, e.g. Human-Centered Design/User Experience,
Service Design, and Design Thinking, which provide transversal and innovative
approaches oriented on the involvement of people throughout the design
development process. In addition, it covers emerging areas of research that may
represent essential opportunities for economic and social development.
In fields ranging from the humanities to engineering and architecture, design is
increasingly being recognized as a key means of bringing ideas to the market by
transforming them into user-friendly and appealing products or services. Moreover,
it provides a variety of methodologies, tools and techniques that can be used at
different stages of the innovation process to enhance the value of new products and
services.
The series’ scope includes monographs, professional books, advanced textbooks,
selected contributions from specialized conferences and workshops, and outstand-
ing Ph.D. theses.
Rui Dias
Editors
Advances in Design,
Music and Arts
7th Meeting of Research in Music, Arts
and Design, EIMAD 2020, May 14–15, 2020
123
Editors
Daniel Raposo João Neves
Instituto Politécnico de Castelo Branco Instituto Politécnico de Castelo
Escola Superior de Artes Aplicadas do Escola Superior de Artes Aplicadas do
Castelo Branco, Portugal Castelo Branco, Portugal
Rui Dias
Instituto Politécnico de Castelo Branco
Escola Superior de Artes Aplicadas do
Castelo Branco, Portugal
This Springer imprint is published by the registered company Springer Nature Switzerland AG
The registered company address is: Gewerbestrasse 11, 6330 Cham, Switzerland
Preface
These chapters are the result of a double-blind peer-review process which was a
requirement for inclusion in the 7th EIMAD 2020, Meeting of Research in Music,
Arts and Design, that took place on May 14–15 during coronavirus COVID-19
pandemic.
For the first time in EIMAD’s history, the conference was held in an online
format, affirming with a spirit of the mission the need to continue sharing research
results in the areas of design, music and arts, which have a direct impact on people’s
quality of life.
More than ever, scientific research has assumed a paramount importance, and it
is important to enhance scientific cooperation, continuing to foster knowledge
sharing, scientific publication, the relationship between research and society and to
stimulate further research in design, music, arts and intersecting areas.
Research is an essential component for informing and making informed deci-
sions in educational, social, political, technical and cultural contexts. On the other
hand, research is also the best way of evaluating and measuring the results of
decision-making and understanding the sequence of events, establishing correla-
tions, knowing how things work and identifying causes and effects. Data becomes
information when they receive correlation and sense, depending on the research
process which needs a conceptual rigor base grounded on facts, robust methods,
accurate, relevant and reliable outcomes, promoting complex predictions, with
contrastable and revisable results.
Design, music and art are multidisciplinary perspectives inseparable from people
and above all from everyday life, because isolated they lose their meaning. For this
reason, in particular, the researcher in the fields of design, music and art is an
observer and an interpreter. An observer in the sense that he is responsible for
mapping, knowing, dissecting, correlating, describing and explaining complex
phenomena in their context and an interpreter when creating artifacts of design,
music or art or even proposing new perspectives, promoting politics, activities,
behaviors or experiences.
v
vi Preface
This book presents research results, proposing new theoretical and practical
perspectives in design and music, arts, education, among other societal issues. It can
be viewed concerning specific practices in design or music education or practice as
well as addressing broad perspectives, namely for the improvement of the quality of
life from the microscale to the world, taking into account a contemporary key
individual or societal needs.
Book’s chapters are organized into four sections:
– Design, Communication and Education
– Fashion Design, Interiors and Equipment
– Design and Society
– Music, Musicology and Music Education
The first section deals with issues such as the influence of technology on
designers’ graphic thinking, new ways of doing and thinking, both in creative,
graphic and procedural terms; also new perspectives on the process of ideation and
design thinking, codesign in active citizenship associated with civic responsibility
and new forms of design education; how design can revitalize and reintegrate
small-scale industries and how to improve technical communication at the pro-
duction level; the design research processes, namely in the analysis of graphic data
and its transposition to the project; new approaches, use of technologies, tools and
digital media in teaching, including in response to the COVID-19 pandemic; issues
such as time continuances in video games, but also as a form of learning based on
the discussion of narrative of video games, videos and films, or the advertisement
video on demand in the logic of the digital entertainment industry and the influence
of digital on consumer trends and behaviors.
The second section covers areas such as the intersections of fashion and art,
narratives in museum spaces dedicated to fashion and new expressions of
trans-modernity such as the obsession with the widespread aestheticization of
people and objects; sustainability in fashion and sustainability as innovation; the
ecology and design of products that promote animal well-being, particularly with
allergies; the user experience in fashion design, namely in the development of
products for people with disabilities, in the promotion of health and well-being or in
the design of leisurewear. Similarly, new inclusive design practices are addressed in
furniture and toys for children with blindness or low vision from revitalization of
craftsmanship in fashion design to paths of innovation in jewelry design and how
history opens new possibilities in furniture design for children, but also how
technologies like virtual reality can extend the knowledge and dissemination of
interior design history.
The third section deals with ways of improving people’s daily lives associated
with their surroundings, namely how art can revitalize places or how inclusive
design fosters housing spaces prepared for all ages; how to learn from disasters and
the resilience of some people to create strategic thinking applicable to the creative
process of design; design policies and how the critical and creative nature of design
thinking relates to territory development through a knowledge-based society and
Preface vii
Daniel Raposo
João Neves
José Silva
Luísa Correia Castilho
Rui Dias
Organization
Conference Chairs
Honorary Committee
António Fernandes President of IPCB, Polytechnic Institute
of Castelo Branco, Portugal
Fernando Moreira da Silva President of CIAUD/FA–ULisboa, Research
Center for Architecture, Urbanism and Design,
Portugal
João Neves Coordinator of RETHINK—Research Group on
Design for the Territory, Portugal
Manuel Pedro Ferreira President of CESEM, Center for the Study of the
Sociology and Aesthetics of Music, Portugal
Salwa El-Shawan President of INET-md/FCSH-UNL, The Institute
Castelo-Branco of Ethnomusicology—Center for the Study
of Music and Dance, Portugal
Fernando Carvalho Rodrigues President of UNIDCOM/IADE, Design and
Communication Research Unit, Portugal
Francisco Rui Cádima Coordinator of CIC.Digital/FCSH/Nova, Center
for Research in Communication, Information
and Digital Culture, Portugal
ix
x Organization
Scientific Committee
Graphic Design
Álvaro Sousa UA, Portugal
Ana Paula Gaspar ESTGP-IPP, Portugal
António Lacerda ESE-UAlg
Carlos Rosa IADE-U, Portugal
Catarina Moura UBI, Portugal
Cátia Rijo ESE-IPL, Portugal
Cristina Pinheiro IADE-U, Portugal
Cristina Portugal SBDI, Brazil
Daniel Brandão UMinho, Portugal
Elisabete Rolo FA-ULisboa, Portugal
Emílio Gil UEM e CIAUD, Spain
Fernando Oliveira IADE-U, Portugal
Fernando Suárez UPSA, Spain
Francisco Paiva UBI, Portugal
Gonçalo Falcão FA-ULisboa, Portugal
Helena Barbosa UA, Portugal
Helena Lobo HL, Portugal
Joana Lessa ESE-UAlg, Portugal
João Brandão FA-ULisboa, Portugal
Jorge dos Reis FBA-ULisboa, Portugal
Juan Ramón Martín UPSA, Spain
Karel van der Waarde SUT, Belgium
Leonardo Buggy UFP, Brazil
Luís Ferreira UA, Portugal
Luísa Barreto ESAD.CR-IPL, Portugal
Luísa Costa ISMTCoimbra, Portugal
Mafalda Sofia Almeida UBI, Portugal
Marco Neves FA-ULisboa, Portugal
Maria Cadarso IADE-U, Portugal
Nuno Coelho UC, Portugal
Nuno Martins IPCA, Portugal
Paulo Alcobia UFC, Portugal
Pedro Amado FBA-UP, Portugal
Pedro Serapicos ESMAD, Portugal
Rita Coelho ESMAD, Portugal
Roberto Gamonal UCM, Spain
Teresa Cabral FA-ULisboa, Portugal
Tiago Marques FA-UÉvora, Portugal
Vera Barradas ESTG-IPP, Portugal
Vítor Quelhas ESMAD-IPP, Portugal
Organization xi
Music/Music Education
Adriano Aguiar ESART-IPCB, Portugal
Ana Telles UÉvora, Portugal
António Sousa Dias FBA-UL, Portugal
António Vasconcelos ESE-IPS, Portugal
Carlos Caires ESML-IPL, Portugal
Carlos Canhoto Almeida ESART-IPCB, Portugal
Carlos Luíz ESEC/IPC, Portugal
Diogo Alvim IPLeiria/ESART-IPCB, Portugal
Elisa Lessa UMinho, Portugal
Enrique Muñoz UAM, Spain
Filipe Lopes ESMAD-IPP, Portugal
Gilberto Bernardes ESART-IPCB, Portugal
Javier Marin-Lopez UJaen, Spain
João Cordeiro IPTomar/ESART-IPCB
José Alberto Gomes ESMAE-IPP, Portugal
José Carlos Godinho ESE-IPS, Portugal
José Francisco Pinho ESART-IPCB, Portugal
José Raimundo ESART-IPCB, Portugal
Luísa Correia Castilho ESART-IPCB, Portugal
Manuel Pedro Ferreira FCSH-UNL, Portugal
Maravillas Díaz UPV/EHU, Spain
Marco Conceição ESMAE-IPP, Portugal
María Elena Riaño Galán UCantabria, Spain
Maria Helena Vieira UMinho, Portugal
María Pilar Barrios Manzano Unex, Spain
Matthew Davies UCoimbra, Portugal
Mauro Dilema UÉvora, Portugal
Miguel Carvalhinho ESART-IPCB, Portugal
Noemy Berbel-Gómez UIB, Spain
Pedro Moreira ESML-IPL, Portugal
Rui Penha ESMAE-IPP, Portugal
Sara Carvalho UAveiro, Portugal
Sophie Stévance ULaval, Canada
Teresa Fraile Unex, Spain
Yurima Blanco García Uva, Spain
xv
xvi Contents
By analyzing various authors who talk about the design process and mention the
creation phase, we verify that, currently, the continuous cycle between brain, eye,
hands and image can be configured in five ways. It is observed that, of the five cycles,
R. B. Franceschi (B)
UNIR Universidad Internacional de La Rioja, Avenida de la Paz, 137,
26006 Logroño, La Rioja, Spain
e-mail: roberta.barban@unir.net
© The Editor(s) (if applicable) and The Author(s), under exclusive license 3
to Springer Nature Switzerland AG 2021
D. Raposo et al. (eds.), Advances in Design, Music and Arts, Springer Series in Design
and Innovation 9, https://doi.org/10.1007/978-3-030-55700-3_1
4 R. B. Franceschi
the only element that remains in all of them is the brain (thinking), while the others
differ alterations.
The evolution of technologies and graphic tools makes it possible for the brain,
eye, hands and image cycle to be configured differently, in addition to that described
by Julián and Albarracín (2011) and Hanks (1995), which would be from the tradi-
tional way, expressing itself with paper sketches, going through physical and three-
dimensional to even digital ones, through which innovative experiments are carried
out.
Below we will explain the cycles and changes that the use of different graphic
tools meant in this context.
It is the traditional process of the “brain, eye, hands and image”, which is charac-
terized by the traditional way of sketching done by hand to express the ideas and
put them on paper. The designer uses different means and drawing supports, such as
conventional pencils, mechanical pencils, colored pencils, pens and plume pens to
communicate the idea.
In the analogue cycle, the brain imagines, creates, generates ideas. These ideas
are projected into the physical environment through the hand that works together
with the eye that develops the deepest perception of reality and a greater objectivity.
The eye visualizes and the hand is the means that enables images visualized in the
brain to be captured in sketches on paper (Fig. 1).
The expression of thought can be both a simple pencil technique on paper or any
other material. According to Julián and Albarracín (2011), the designer must know
these techniques in order to express himself. “Drawing is creating, but for this we
must know the tools that make this phenomenon possible. Knowledge facilitates the
interpretation of the different nuances, tones and values of our work... (Julián and
Albarracín 2011).”
The analogue cycle is related to rational projective thinking by the graphic conven-
tions used, which lead to a more rational than complex elaboration, a very individual
way, a very intimate communication between the designer and the act of conception
of the object.
In the Digital Creative Graphic Thinking, the change is in the image, a digital drawing
generated on tablets or computers. As for the digital creative cycle, the brain, eye
and hand remain the same as in the analogue cycle. The hand captures the images
in digital sketches using other supports for the sketch, such as the pen for tablets or
the mouse for the computer. These tools are the means where the digital sketches
are manifested. The use of specific software for the graphic area is essential for the
digital sketch cycle to occur.
Whether we like it or not, the computer has become an indispensable means for the designer,
integrated in almost every stage of the design process. It is an enabling technology with the
potential to give the designer complete control over his designs, something that would have
been temporarily denied to him when the demands of industrial evolution led to a division of
the work and the fragmentation of the entire design-production process. (Pipes 2008: 17).
The digital sketch (Fig. 2) demands from the designer the same skills as a tradi-
tional sketch. What differs is the use of digital tools such as tablets and computers
that work with specific applications for digital drawing.
The digital cycle, as we have said, is the same as the analogue. The difference is
that the digital allows the development of a drawing with greater fidelity to the object
Fig. 2 Digital sketch The Voids (2003) by Ron Arad. (Antonelli, P.: Ron Arad. No discipline. The
Museum of Modern Art, New York MOMA, New York, p. 110 (2008))
6 R. B. Franceschi
than the analogue because of the resources that the digital means provide. That does
not mean that the digital sketch does not have a lower fidelity - it is dependent on the
skill of the designer.
In this three-dimensional analogue cycle, the image manifests itself not as a drawing,
but as a physical model. The brain and the eye work the same in the analogue
and digital cycle. The change occurs in the hands and image elements. The brain
imagines, creates, generates ideas; the eye has the perception of reality; the hand
shapes the models, either on paper or in other material (wood, wire, plastic, cloth,
rope, pipe,…). The designer uses the three-dimensional models as a sketch of his
ideas that are elaborated in real size. The model is located in the image stage in the
three-dimensional analogue cycle. Its role is to communicate the idea in the matter,
where the designer expresses his ideas.
Three-dimensional sketches are a methodology invented by Rowena Reed
Kostellow and used at the Pratt Institute, a methodology widely used in the United
States and applied by various universities in Europe. The methodology developed
by Rowena was called by her “Structures of Abstract Visual Relationships”, divided
into three stages: three-dimensional sketches, proportion sketches and space notes.
Rowena worked with abstract volumes, geometric elements that, through compo-
sitions, managed to lead students to develop volumetry from simple to complex
compositions. Her philosophy of beauty was in the progressive search to purify
impurities and balance.
“Building models is one of the methods of visualizing space and shape… As an
extension of rational thought or irrational experimentation, the fact of building models
shows iconic forms. Models are a primary mode of communication; without being
language, they constitute a game of forms, symbols and communicative materials
that sculpt the space and transmit ideas and emotions… (Dollens 2002).”
We can see in the images of the initial development of the Chair one by Konstantin
Grcic, the three-dimensional analogue cycle, where the model is a way widely used
by him to start the project. Grcic constructs his objects directly physical by exploring
the possibilities of form and construction. He calls these models three-dimensional
sketches (Fig. 3).
Cabezas (2011) reports that drawing was not always the most important tool in
the process of communicating the ideas. Many of the architects, in their method of
projecting, did not use it to express their ideas. He also comments that this is not a
fact that happened in this period, nor in centuries past; a pre-industrial work system
where creative people did not make sketches or drawings to communicate their ideas.
According to Parsons (2009), the essence of the three-dimensional sketch is speed,
which must allow the fluidity of ideas like traditional sketches, with a different
Creative Graphic Thinking and Contemporary Graphic Representation 7
Fig. 3 Three-Dimensional Analogue Sketch. Chair One (2003) Konstantin Grcic (Mir, A. & Padrós,
E.: Happy End 10 procesos de diseño. Punto Verde Artes Gráficas, Madrid, p. 43 (2003))
characteristic: the sketch is made in three dimensions in order to be seen and analyzed
to formulate another sketch or an improvement of it.
Unlike a functional prototype, in which functional mechanisms of the object are
checked, three-dimensional sketches allow the generation of many models that meet
one or two criteria. These two provide the necessary information.
Three-dimensional sketches investigate proportions and the visual appearance, a
volumetric survey of the object, and intentionally ignore criteria such as structural
resistance. The model can also be closely related to the material and not to the shape,
allowing its material properties to be freely explored. The choice of model material
will depend on its qualities, which must be the same or similar to the material of the
final object.
The three-dimensional analogue cycle allows the development of shapes that are
many times more related to the material used than the shape imagined by the designer.
In this cycle, the creative worker can also work with industrialized elements
marketed for other markets. It is a way of working that is close to the artisanal
by working directly with the material and not with sketches, and also by using
industrialized objects in the creation of new objects such as the Ready-made of
Dadaist aesthetics.
In the three-dimensional digital, the change occurs in the part of the hands and image.
The image is like a digital model, which has the same image function as the model in
a three-dimensional analogue cycle. What changes is that, in this three-dimensional
digital cycle, the communication of the idea is carried out virtually, using specific
graphic tools (software) to capture these virtual models.
The incorporation of the softwares as a creation tool in the project area has gener-
ated a change when thinking about the object, since they replace the constructions
8 R. B. Franceschi
of lines, planes applied to the perspective, by the direct creation of surfaces and
geometric solids. It is like modelling volumes in a virtual space.
The hand works with the mouse or pens to capture the models on the computer
with graphic software that make it possible to model the shape in 3D. These models
are the three-dimensional digital sketches, generated in a virtual space.
According to Pipes (2008), computer modeling programmes have always
combined the two-dimensional system with the three-dimensional one, which
has helped designers build more complex shapes than before. Without modelling
programmes, it was more difficult. For him, specialized programmes for drawing on
the computer have been a fundamental element, since they have put aside hundreds
of years of “tradition”, returning to basic design actions such as carving and sculpting
solids.
Henry (2012) comments that the softwares applied to the design are only useful
when the designer has the traditional skills, such as the analogue sketch to work on
it, because the programmes do not visualize by themselves. Therefore, they need the
designer to carry out the operations.
A good example of the development of a three-dimensional digital graphic
thinking project is that of the Entropia lamp developed by designer Lionel Theodore
Dean, who works with the concept of mass individualization applied to the creation of
parametric CAD models, with the aim of allowing the design customization (Fig. 4).
Gregorio Spini has commissioned Leonel with a lamp that was a flower of Eden,
where Spini did not want any indication of man-made design and that showed no
clues on how the pieces are made, an intriguing design for the person who looked at
it and that evidenced the creative process of the object.
Fig. 4 Three-dimensional Digital Sketch. Entropia Lamp by Lionel Theodore Dean (Bryden 2014)
Creative Graphic Thinking and Contemporary Graphic Representation 9
Entropia Lamp is inspired by the natural growth of organic oral forms. This growth
should be a source of light. Prior knowledge of the design of its complexity made
it impossible to use two-dimensional analogue sketches. Therefore, it was created
from various elements that fit around the light bulb, various 3D patterns, around
1000 elements, modeled directly in the Alias and Imagenstudio software, which
were embedded and experimented on digital models (Henry 2012).
This cycle of thought allows the development of more complex forms than in
the analogue cycle, since the digital tool, when all its possibilities of generating the
form are known, enables the designer to apply all his creativity and with a range of
composition of the forms less limited than in the analogue cycle.
The experimental digital cycle is a way of generating forms through establishing rela-
tionships, associations or connections between things through questions and analo-
gies (Fig. 5). The idea (relationships, associations and connections) is represented
by symbols, images or graphics that explain its reasoning. The diagram is the graph
that represents the spark that will trigger the entire materialization process, in which
an association will evolve towards an object.
In this cycle, the existing relationships “brain, eye, hands and image” are
completely broken. The function of the brain is maintained, the designer imagines,
creates the idea and relationships to things. The eye no longer has the perception of
reality and the hand does not act in the materialization of the sketch (analogue or
digital) or a three-dimensional model (analog or digital). The designer works materi-
alizing relationships and analogies between things by means of diagrams, which are
made by hand. However, he will not know the shape of the final object, because this
process will be carried out by the algorithm and the software used by the computer.
Fig. 5 Experimental digital sketch diagram. Rococo Rocks (2008) by Benjamin Arande and Cris
Lasch (Terstiege, G.: The making of design. From the first model to de final product. Birkhäuser
GmbH, Basel, p. 38 (2009))
10 R. B. Franceschi
In this cycle, we see the influences of the software on contemporary design that,
through the insertion of codes in the generative process, amplify its field of action,
previously used in the final phase of the project. Now, the software can act as a
collaborator in the design process.
Reas et al. (2010) comment that various architects and designers widely use
custom software and programmes to materialize their ideas. They report that the
relationship of form and code define shape as visual and spatial structures and the
code is mainly defined as computer programmes. The code is a series of instructions
called algorithm.
So as to be a tool for the mind, the software expands the intellect, increases the
ability to think and provides new and different ways of thinking (Reas et al. 2010).
The big change occurs when the designer who has the idea and processes the data
in the tools used (software) generates a form that the designer does not control. The
creator completely disconnects from the process and does not know what will happen,
thus not being able to make sketches or models to materialize the idea. This function
becomes the “software” tool used to process the data, which involves generating
objects that have a different aesthetic and does not go through the elaboration of the
form through the mind.
In the “experimental digital diagrams” cycle, objects are created that are not
rectilinear, geometric or curvilinear. They do not just go through human thought:
they are a hybrid between the human and the machine, they are cybernetic objects.
The brain, eye, hands and image cycle is disarticulated with the arrival of the
computer that enables other relationships with drawing. It is evident that technology
changes the process of creating and materializing the form, expanding the possibili-
ties of materializing the idea into the physical. The arrival of technologies has enabled
changes in both the process of thinking and making design, altering the aesthetics of
the object.
For Laseau (2001), the analogies can be established in different personal or direct
ways and the classic ones in physical analogies: structural (structure of a tree),
mechanical (such as the movement of the wind through the houses) or of control
(opening and closing mechanisms controlling or not its visualization), organic analo-
gies (plants and animals) or cultural (man, society or symbols). With this, we can say
that the designer has a wide field of experimentation on analogy and the elaboration
of diagrams (code+form) in the phase of conceiving the object.
The experimental digital graphic thinking diagrams cycle allows the develop-
ment of more complex forms than in the other graphic thinking cycles. When all
the possibilities of digital tools are known or when collaborating with people who
master them, the generation of creative forms is potentiated through the expansion
of connections made by codes and software.
Creative Graphic Thinking and Contemporary Graphic Representation 11
References
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ingenería, dibujo técnico. Ediciones Cátedra, Madrid (2011)
Dollens D (2002) De lo digital a lo analógico. Editorial Gustavo Gili, Barcelona, Barcelona
Hanks K (1995) El dibujo. La imagen como medio de comunicación. Editorial Trillas, Mexico
Henry K (2012) Dibujo para diseñadores de producto. De la idea al papel. Promopress, Barcelona
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This lute music must have been usually played in rooms of limited
size, for the delicate tone quality of the lute would scarcely render it
practical for accompaniments to dances. Hence we may conclude
that this early lute music was played for its own sake. It is the earliest
form of true chamber music and represents the beginning of
absolute instrumental music in general.
Currently with the rise of music of free invention, dances and suites
were further cultivated, as we see from the large number of such
compositions extant. The dances of Melchior Franck (1603) were
sometimes of polyphonic phraseology, sometimes of lively flowing
melodies, with irregular structure, and we find a Galliarde by Johann
Ghro (1604) consisting of periods of 13—11—11 measures. Similar
pieces by Brade (1607), Thomas Simpson (1617), Erasmus Widman
(1618), and others, showed more or less skill in handling their
musical materials. Besides single dances, we find also several
interesting and valuable collections of suites. I. H. Schein’s
Banchetto musicale, 1617, a series of twenty suites, contains very
characteristic examples of the suite in five movements. We may
quote here the beginnings of the five movements of his tenth suite:
Similar to Schein’s suites in the character of their variations are
those by Paul Bäuerl, edited six years earlier. Variations in suites
were so popular that in a work by Andreas Hammerschmidt (1639)
the author gave instructions for playing ‘Gaillarde on the 1, 2, 7,
Pavane.’ Change in the order and in the number of the single
movements is to be found in the suites of Johann Neubauer (1649).
They contain only four movements, Pavane, Gaillarde, Balletto, and
Courante. The Balletto stands for the Allemanda and Tripla, having
two parts, the first in common, the second in triple, time.
II
It must not be forgotten that an important part of early chamber
music consisted of various compositions in the form of vocal pieces
—madrigals, canons, rounds, and catches. As far as we know the
earliest printed collection of such music extant is a volume entitled
Pammelia (o) Musicks Misscellane (1609). The mixed variety of
these ‘pleasant and delightful Roundelays’ shows skillful
counterpoint and good harmony. The names of the composers are
not mentioned in the book, but since the style of the compositions
suggests great antiquity, this collection may represent the oldest
printed vocal chamber music. With the striking progress of
instrumental music, purely vocal compositions were less and less
used as chamber music, since instruments were being used to play
in unison with the voices. Such performances were called concertati.
Significant vocal compositions with instrumental accompaniments
were produced by Peri (1561-1633) and Caccini (d. 1618), whose
Cantate da camera or Madrigali da camera were mostly pieces for a
single voice accompanied by a single instrument. On the whole,
however, it is not necessary to emphasize the vocal music here,
since chamber music as we know it today represents a purely
instrumental development.
Of much more interest and value are a Sonata in dialogo for violin,
with basso continuo, and a Sonata detto la moderna, from the Varie
Sonate (1613) of Salomone Rossi. Rossi’s sonatas contain good
examples of variations on a basso ostinato (Sopra l’Aria della
Romanesca and Sopra l’Aria di Ruggiero). The basses, however, are
not always strictly carried out. Rossi also cultivated variations on
melodies not in the bass. He is noted for his first attempts in the form
of the trio sonata (two violins with basso continuo), where, as in his
simpler and shorter ‘Sinfonias,’ the homophonic style is predominant.
His compositions have thematic unity, and he sometimes demands
the changing of his tempi (Si replica l’ultima parte ma piu presto).
Marini is also notable for the use of chromatics in his later works
(1651) and his effective instrumental writing. He did not, however, lay
special stress upon developing the idea of the new theme nor upon
giving more independence to the two leading instruments.
Frescobaldi also failed to recognize the possibilities of the second
motive in his trio sonatas (1628). The idea, however, was well
developed by Tarquinio Merula (especially in a sonata called La
Pedrina, 1637), whose works (Canzoni da sonar, 1615, Canzoni
overo Sonate concertate da chiesa e camera a 2 e 3, 1637, etc.)
show not only more proficiency in instrumental writing, but also
greater independence in the single parts and more individuality in the
bass parts. Merula’s compositions have a sort of jovial humor, and
on the whole they produce a more satisfactory general effect than
those of his predecessors.
III
Vitali is the dance composer par excellence of the seventeenth
century. His Correnti e balletti da camera a 2 violini col suo basso
continuo (1666) have melodic value and clarity of structure and form.
In his Balletti correnti, e capricci per camera for two violins and bass
(1683), in his Sonate da camera for two violins and bass (1667), and
in sonatas for two to five instruments (1669) we find inspiration,
expression, and a dignified style. Vitali’s sonatas consist of three
movements. The first and the last are in fast 4/4 time, and in fugal
style; the middle, in 3/4 or 3/2 time, is more tranquil in character.
Sometimes a short largo precedes the first movement, sometimes a
largo is inserted before or after the middle movement. The two
allegros are thematically connected. In one sonata Vitali uses the
same theme through all three movements with a dexterity that
suggests the influence of his teacher, Cazzati.
The motives:
and
IV
We now arrive at an epoch in chamber music where for the first time
we meet with works that are today deemed worthy of performance
for their purely musical value. The beginning of this era is marked by
the name of Arcangelo Corelli (1653-1713). Corelli’s music is simple
and expressive in style and is distinguished by a peculiarly ascetic
and spiritual quality suggestive of the church. It is plastic and concise
in thought and dignified and noble in utterance. Corelli was not a
pioneer. It was his mission to synthesize into a more logical and
graceful whole the musical effects discovered by his many
predecessors, and his highly individual genius enabled him to do this
with a distinction which makes his name a landmark in the progress
of the art of music. In analyzing Corelli’s compositions we find
graceful harmonies, fluent modulations and pleasingly regular, well-
balanced phrase structures. His musical ideas, especially in the
adagio movements, have dignity, grace and lucidity. His allegros,
although not lacking in dignity, do not stand on the high artistic level
of his slow movements.
The next series, XII Sonate a camera a tre, due violini e violone e
cembalo, op. 2 (1685), consists of idealized dances with a prelude
(largo or adagio). The third sonata of this collection has the following
movements: Prelude (largo), Allemande (allegro), adagio (of free
invention), and Allemande. The twelfth sonata has a Ciaccona and a
longer allegro movement. Corelli’s talent appears to better
advantage in his Sonate da chiesa a 3 (1689) and in Sonate da
camera a 3 (1694) which in form are similar to his previous sonatas.
Most of them are in the suite form; some consist of movements of
abstract nature, some show a combination of different forms.