Karl Gerstner states that designers should not create solutions for problems but programs for solutions. For our last experiment, you will deconstruct a creative practice of your choice and appreciate the challenges of crafting language that instructs somebody else.
I’ll meet you individually next week, select a slot in the spreadsheet in our shared google drive “folder 10”.
Read, Watch, Write
→ Designing Programs, excerpt, google drive & Canvas. Skim!
→ Monograph Review @eye magazine
→ Think program: catalog of the exhibition “designing programs/programming designs” @MoMA
→ Grapefruit: A Book of Instructions and Drawings (1964). Follow the link in the article to see an excerpt.
Sol Lewitt devised guidelines and diagrams that allowed for artworks, such as his wall drawings, to be executed by his assistants.
→ Wall Drawing 104 Executed by Eric Doeringer
→ TATE: Studio Visit
1. Experiment 6: Designing Programs
Develop a program—a set of instructions—that guides a peer to visually respond to their research inquiry & develop new records for their archive. Use this form to submit your set of instructions on or before March 31, 6pm.
→ The process can be inspired by the methodology of a specific artist, designer or a general creative practice. Here is an example from Fashion Design. You can—but don’t have to—include an object.
→ Step 1 needs to address ways to connect to a research topic (“identify an object”, “Visit an environment”, “Find a photograph”, …)
→ The set of instructions needs to include a way to document a “visual response”.
→ Enact your own instructions and bring the documentation to our individual meeting.
2. Archive Prototype
Use this week’s peer feedback to continue the work on your prototype. Bring your prototype to our individual meetings.
Designing Programmes by Karl Gerstner: More images on Page-Spread